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Pengaruh self concept terhadap kemampuan berpikir tingkat tinggi mata pelajaran matematika siswa kelas VIII F SMPN 1 Mataram Sri Radiatun Wahida; Baidowi Baidowi; Ulfa Lu'luilmaknun; Muhammad Turmuzi
Griya Journal of Mathematics Education and Application Vol. 1 No. 4 (2021): Desember 2021
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v1i4.54

Abstract

This study aims to describe and determine the effect of self-concept on higher-order thinking skills of class VIII SMPN 1 Mataram in the academic year 2020/2021. This type of research is included in ex post facto research, with a sample of 32 students of class VIII F SMPN 1 Mataram in the 2020/2021 academic year. Students fill out and complete self-concept questionnaires and test questions for higher order thinking skills. The results showed that (1) Self-concept owned by 3.13% students was categorized as very good, 21.87% students were in good category, 62.5% students were in quite good category, and 12.5% ​​students were in low category. Meanwhile, for higher order thinking skills, there are 3.13% of students in very good category, 21.87% of students in good category, 62.5% of students in good enough category, 9.37% of students in poor category and 3, 13% of students in the very poor category. (2) There is an effect of self concept on higher order thinking ability with regression equation Y = 1.283 + 0.787X.
Persepsi Mahasiswa Pendidikan Matematika Terkait Sistem Pembelajaran di Masa Transisi Era Pandemi dan New Normal Ulfa Lu'luilmaknun; Nilza Humaira Salsabila
EVOLUSI: JOURNAL OF MATHEMATICS AND SCIENCES Vol 6 No 1 (2022): April 2022
Publisher : Fakultas MIPA Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/evolusi.v6i1.1049

Abstract

This study aims to investigate the perceptions of mathematics education students related to the transition of online learning in pandemic era to blended learning in new normal era. The subjects of this study were 44 students of mathematics education department in academic year 2021/2022 in Mataram University. The research method implemented was descriptive qualitative. The data collection technique used questionnaires. The data in this study were analysed using statistics. Based on the findings, there were 50% of students selected full offline learning, 16% of students selected full online learning, and 34% of students selected blended learning. There were 61% of students considered that full online learning was sometimes effective, however 30% of them considered that it was ineffective, and 9% considered it effective. There were 42% of students stated that online learning was appropriate to be implemented in the learning materials related to education, 17% stated that it was appropriate to be implemented in the learning materials related to mathematics, 29% stated that there was no appropriate materials, and 12% stated that every material was suitable to implemennt online learning. It can be concluded that onlne learning is effective if it is combined with offline learning as a blended learning.
The Perspectives of Mathematics Pre-Service Teacher Student Toward the Use of Educational Games in Mathematics Learning Nilza Humaira Salsabila; Ulfa Lu'luilmaknun; Ratih Ayu Apsari; Nourma Pramestie Wulandari; Sripatmi Sripatmi
Edumatika : Jurnal Riset Pendidikan Matematika Vol. 3 No. 2 (2020): November 2020, Edumatika : Jurnal Riset Pendidikan Matematika
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan IAIN Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (291.251 KB) | DOI: 10.32939/ejrpm.v3i2.527

Abstract

Abstract. The purpose of this study was to determine the perspective of mathematics education college students or preservice mathematics teachers on the use of educational games in mathematics learning at schools. This research is a descriptive study with a quantitative approach. The research subjects were 48 college students in mathematics education. Student perspective data were obtained through a questionnaire given, then the data were tabulated and analyzed. The results showed that 93.75% of students agreed with the use of games in learning mathematics. The reasons students agree with the use of games are students become interested in learning, learning becomes fun, students do not get bored, game technology needs to be utilized in learning activities, the topic is easy to understand, students can learn while playing, games can increase learning interest, learning becomes not monotonous, students become enthusiastic about learning, current learning must be more modern, students are not surfeited about learning, games are following the current digital era, can be a media of learning, effective in learning, increase students' creative thinking, reduce the negative effects of handphone, students become challenged, and students are more relaxed to learn. Abstrak. Tujuan dari penelitian ini adalah untuk mengetahui perspektif mahasiswa pendidikan matematika atau calon guru matematika terhadap penggunaan game edukasi pada pembelajaran matematika di sekolah. Penelitian ini merupakan penelitian deskriptif dengan pendekatan kuantitatif. Subjek penelitian merupakan mahasiswa pendidikan matematika yang berjumlah 48 mahasiswa. Data perspektif mahasiswa diperoleh melalui angket yang diberikan, kemudian data ditabulasi dan dianalisis. Hasil penelitian menunjukkan bahwa 93,75% mahasiswa setuju dengan penggunaan game pada pembelajaran matematika. Alasan mahasiswa setuju dengan penggunaan game adalah siswa menjadi tertarik pada pembelajaran, pembelajaran menjadi menyenangkan, siswa tidak bosan belajar, teknologi game perlu dimanfaatkan dalam kegiatan pembelajaran, materi mudah dipahami, siswa dapat belajar sambil bermain, game meningkatkan minat belajar, pembelajaran menjadi tidak monoton, siswa menjadi semangat belajar, pembelajaran sekarang harus lebih modern, siswa tidak jenuh belajar, game sesuai dengan zaman digital sekarang, dapat menjadi media pembelajaran, efektif pada pembelajaran, meningkatkan pemikiran kreatif siswa, mengurangi efek negatif handphone, siswa menjadi tertantang, dan siswa lebih santai belajar.
Proses Pemecahan Masalah Siswa Impulsif pada Materi Program Linier Nourma Pramestie Wulandari; Ulfa Lu'luilmaknun
Griya Journal of Mathematics Education and Application Vol. 2 No. 4 (2022): Desember 2022
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v2i4.264

Abstract

The aim of this research is to describe the problem solving process of impulsive students on linear programs. The subject of this research are 2 students that already learned about linear programs. The problem solving process of impulsive student are: (1) at first, student gathering information, then the information are being translated to mathematics model without making any table, (2) there is no problem modification therefore objective function are incorrect, (3) determining coordinate points to draw graphic and feasible solution, (4) determining intersection using substitution method and elimination method, (5) conducting the corner point method. However, the result are incorrect because objective function are incorrect
IMPLEMENTASI LESSON STUDY FOR LEARNING COMMUNITY MGMP MATEMATIKA SMP KECAMATAN SANDUBAYA MATARAM Sripatmi Sripatmi; Ratih Ayu Apsari; Nourma Pramestie Wulandari; Ulfa Lu'luilmaknun; Nilza Humaira Salsabila
Jurnal Pendidikan dan Pengabdian Masyarakat Vol. 4 No. 3 (2021): Agustus
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (277.342 KB) | DOI: 10.29303/jppm.v4i3.2778

Abstract

Lesson Study for Learning Community (LSLC) merupakan salah satu usaha pembinaan pada profesi pendidik, yang menekankan pentingnya pengkajian pembelajaran secara kolaboratif dan berkesinambungan berlandaskan prinsip-prinsip kolegalitas dan mutual learning untuk membangun komunitas belajar. Tujuan yang ingin dicapai melalui kegiatan Implementasi LSLC ini adalah meningkatkan pemahaman dan keterampilan guru Matematika SMP yang tergabung dalam MGMP pokja Cakranegara-Sandubaya Mataram berkaitan dengan: i) pengertian dan fungsi, serta praktik LSLC; ii) dalam merancang (plan), melaksanakan (do), refleksi (see), dan re-design pembelajaran; iii) membangun kolegialitas antar guru-guru matematika SMP dalam membelajarkan peserta didik melalui tukar pengalaman melalui Implementasi LSLC. Kegiatan ini menggunakan beberapa metode, yaitu: Ceramah, Tanya jawab, Simulasi, Diskusi, serta melakukan pendampingan saat guru-guru matematika melaksanakan tahapan LSLC secara luring dan daring dalam 2 siklus. Hasil dari kegiatan pengabdian dapat menambah pemahaman dan keterampilan peserta pada: i) pengertian dan fungsi, serta praktik LSLC; ii) membuat dan menggunakan aplikasi komunikasi digital dalam kegiatan pembelajaran daring dan memanfaatkan aplikasi komunikasi digital tersebut dalam Implementasi LSLC; iii) kegiatan plan, do, see, dan re-design pembelajaran seperti yang diatur di kurikulum tahun 2013 dan instruksi menteri Pendidikan dan Kebudayaan; iv) peningkatan kolegialitas antar guru-guru matematika SMP yang tergabung dalam pokja Cakranegara-Sandubaya Mataram dalam membelajarkan peserta didik melalui tukar pengalaman.
Workshop Pengembangan Media Pembelajaran Matematika berbasis GeoGebra dan Augmented Reality Harry Soeprianto; Muhammad Turmuzi; Junaidi Junaidi; Ulfa Lu'luilmaknun
Rengganis Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2023): Mei 2023
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v3i1.312

Abstract

the engagement activity begins with the development of technology and communication, as well as the high demand for mathematics learning media by teachers. On the other hand, the quality of education, particularly in junior high schools, is still low. Teachers' competence, especially in media usage and development, is also low. Therefore, a workshop on media development will be conducted to enhance teachers' competence and the availability of learning media. The implementation methods for this engagement activity include material presentations, demonstrations, practical exercises, group discussions, and evaluation with feedback. The results of this engagement activity show that the majority of junior high school teachers in Central Lombok believe that the use of Geogebra and augmented reality in mathematics learning has the potential to improve students' understanding of concepts, interest, motivation, creativity, and learning outcomes. Teachers also acknowledge the importance of their role in effectively integrating this technology. Thus, the use of Geogebra and augmented reality-based learning media can provide positive benefits in enhancing the quality of mathematics education in schools. It is important to consider contextual factors and readiness when implementing Geogebra and augmented reality. The utilization of technology, especially Geogebra and augmented reality, should be tailored to the needs, availability of resources, and characteristics of each educational level.