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Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline pada Pembelajaran Matematika Materi Sistem Persamaan Linear Dua Variabel (SPLDV) Kelas VIII SMP Somba, Genefif Tavania Meyni; Maukar, Marvel Grace; Sulistyaningsih, Murni
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 7 No. 2 (2024): Menjembatani Matematika dan Pendidikan Matematika menuju Pemanfaatan Berkelanju
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v7i2.4026

Abstract

This research was motivated by students' lack of understanding of basic concepts in SPLDV material, this was caused by various factors, one of which was the lack of use of learning media such as Articulate Storyline which was able to attract students' interest in learning. This causes students to become bored and the learning process becomes less effective. This can be seen from the learning outcomes of students who have not yet reached the KKM of 67.5%. This research aims to develop interactive learning media based on Articulate Storyline in mathematics learning material on systems of linear equations in two variables (SPLDV) for Class VIII SMP to determine the level of validity and effectiveness of the learning media developed. This research method is a type of R&D (Research and Development) research using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. Data collection techniques are carried out by observation, interviews and tests. The data collection instrument used was a validation sheet. This research was conducted on 28 students in class VIII_E of SMP Negeri 1 Kawangkoan. The data analysis techniques used are descriptive qualitative and descriptive statistics. From the research results, validity results were obtained for media experts (85%) in the very appropriate category, material experts (100%) in the very appropriate category and effectiveness (86%) in the very effective category.
Penerapan Model Pembelajaran Project Based Learning Berbasis STEAM Pada Pokok Pembahasan Aritmatika Sosial Gahung, Veiren Sitovaya Noviany; Kaunang, Derel F.; Maukar, Marvel G.
Jurnal Axioma : Jurnal Matematika dan Pembelajaran Vol. 9 No. 2 (2024): Juli
Publisher : Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/axi.v9i2.2157

Abstract

The purpose of this study is to determine if the STEAM-based Project Based Learning learning model improves students' mathematics learning outcomes on the topic of social arithmetic in comparison to conventional learning models. Class VII A, who utilized the Conventional model, and Class VII C, who utilized the STEAM-based Project Based Learning learning model, served as the research subjects. Pretest Posttest Experiment Group Design is the research design for this quasi-experimental study. The two classes with 20 and 21 students, respectively, that comprised the research sample were VII A and VII C. Both classes were normal and homogeneous. A t-test is used for the data analysis test, and values are rejected before being accepted. As a result, students' learning outcomes have improved when employing the STEAM-based Project Based Learning learning model. Keywords: project-based learning, STEAM, learning outcomes
Optimasi Produksi Roti Di Grace Bakery Dengan Menggunakan Integer Goal Programming Lumanaw, Joshua Apriano; Mangobi, James Uriel Livingstone; Maukar, Marvel Grace
KUBIK Vol 9, No 1 (2024): KUBIK: Jurnal Publikasi Ilmiah Matematika
Publisher : Jurusan Matematika, Fakultas Sains dan Teknologi, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/kubik.v9i1.35051

Abstract

Grace bakery is a home industry in making bread. The problem experienced by Grace Bakery is that Grace Bakery has not planned to optimize bread production, this has caused losses for Grace Bakery and sales have not been maximized. This research aims to formulate a mathematical model for optimizing bread production using integer goal programming and to obtain optimization results for bread production planning using integer goal programming with the help of the Lingo application. The method used to solve this integer goal programming problem is branch and bound. By using integer goal programming, the branch and bound method and with the help of the Lingo application, the research results show that Grace Bakery must produce 3993 chocolate breads, 1334 cheese breads and 4237 mocha breads every month so that Grace Bakery will earn a maximum income of Rp. 17.280.000. Revenue will reach optimal results if all the bread is sold out and there is no increase in raw materials. Grace bakery can also reduce production costs to Rp. 11.670.092,5 every month.
Pengembangan Media Pembelajaran Menggunakan Adobe Flash Materi Balok dan Kubus Kelas VIII SMP Negeri 9 Satap Langowan Pai, Rijelio Nathanael; Kaunang, Derel F.; Maukar, Marvel G.
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 8 No 2 (2024): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 8 Nomor 2 Tahun 2024
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v8i2.3118

Abstract

The use of technology in teaching and learning activities can increase the effectiveness of learning. Learning media is an important aspect used in the teaching and learning process which can be developed using technology such as learning media using Adobe Flash. The aim of this research is to develop the use of Adobe Flash learning media in learning blocks and cubes material for class 8 of SMP Negeri 9 Satap Langowan. and knowing the quality of the material from three aspects, namely validity, practicality and effectiveness. This type of research is Research and Development (R&D) using the ADDIE (Analysis, Design, Development, Implementation and Evaluation) model. According to the Validity aspect, the percentage from media experts is 95.3% with very valid criteria, from material experts 87.3% with very valid criteria, and the percentage from the practical aspect is 96.88% with very practical criteria, and the percentage from the effectiveness aspect is 95. 45% with effective criteria. So it can be concluded that the learning media using Adobe Flash is valid based on expert assessments, interesting based on the results of student response questionnaires, and effective based on student learning outcomes tests.
PERSEPSI MAHASISWA TERHADAP PENGGUNAAN CHATGPT PADA MATA KULIAH PEMODELAN MATEMATIKA Garasut, Novresilia; Wenas, John Robby; Maukar, Marvel Grace
SOSCIED Vol 7 No 2 (2024): SOSCIED - November 2024
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v7i2.846

Abstract

Artificial intelligence (AI) such as ChatGPT is applied in education as a tool in the learning process that plays a role in increasing access to information quickly and directly, so that students can more easily understand the material. The use of ChatGPT in modeling courses is triggered by satisfactory learning results, and in the learning process it is more time efficient and makes it easier for students to understand complex material in mathematical modeling courses. This research was conducted at Universitas Negeri Manado on students of the Mathematics Education Study Program, using a qualitative approach. Data were collected through questionnaires distributed online, as well as documentation of student learning outcomes with data analysis using a Likert Scale to measure student perceptions, including comfort of use, quality of information, and motivation to learn, evaluate, and use technology. The results showed that students benefited in the learning process due to the quick and relevant information from ChatGPT, as well as its ability to provide detailed answers. ChatGPT is considered to help their understanding in dealing with abstract concepts that often appear in mathematical modeling. On the other hand, students feel that the use of this AI still requires direct support from lecturers, especially for tasks that require critical and independent thinking. Although ChatGPT cannot replace the lecturer's role completely, its presence is supported to complement learning in a more efficient and interactive way, and allow students to learn more independently and actively
PENINGKATAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA MATERI SISTEM PERSAMAAN LINEAR DUA VARIABEL MELALUI PENERAPAN MODEL PROBLEM BASED LEARNING Mangobi, James U. L.; Maukar, Marvel G.; Poluan, Marsela M.
SOSCIED Vol 7 No 2 (2024): SOSCIED - November 2024
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v7i2.868

Abstract

This research aims to examine the difference in improving mathematical problem solving abilities in the System of Linear Equations Two Variables material for students who applied the Problem Based Learning model and students who applied the Direct Instruction model. This research uses a quasi-experimental method, with a pretest-posttest control group design. The subjects in this research were 20 students in class VIIIA as the control class and 20 students in class VIIIB as the experimental class. Both classes are homogeneous and the same. Gain data analysis using the t-test concluded that there was a difference in the increase in the mathematical problem solving abilities of SPLDV material for students who applied the Problem Based Learning model and students who applied the Direct Instruction model. The results of the analysis of the level of students' mathematical problem solving abilities that apply the problem based learning model in the experimental class can be seen from the achievement of the KKM. Where 85% of students have been able to reach the KKM, while 15% of students are still below the KKM. This shows that the application of the problem based model has a better influence on increasing students' mathematical problem solving abilities
Penerapan Model STAD Berbantuan Software Algebrator dalam Pembelajaran Materi Persamaan Garis Lurus di SMP Negeri 3 Tondano Tammu, Thomas; Regar, Vivian E.; Maukar, Marvel G.
MARISEKOLA: Jurnal Matematika Riset Edukasi dan Kolaborasi Vol. 5 No. 1: April 2024
Publisher : Jurusan Matematika FMIPA Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/marisekola.v5i1.2267

Abstract

Penelitian ini bertujuan untuk mengetahui rata-rata hasil belajar siswa yang diajar menggunakan model pembelajaran kooperatif tipe STAD berbantuan aplikasi algebrator dengan hasil belajar siswa yang diajar menggunakan model pembelajaran kooperatif tipe STAD tanpa menggunakan aplikasi algebrator pada materi persamaan garis lurus di kelas VIII SMP Negeri 3 Tondano. Metode penelitian ini adalah tergolong metode eksperimen semu. Subjek dalam penelitian ini dipilih 2 kelas secara acak dari kelas VIII B yang berjumlah  25 orang siswa sebagai kelas eksperimen dan kelas VIII C yang berjumlah 25 orang siswa sebagai kelas kontrol. Data yang diambil dari penelitian ini adalah data hasil belajar siswa (selisih posttest-pretest). Hasil analisis data menggunakan uji - t dengan taraf signifikan 0,05, diperoleh bahwa  = 4,929 dan    = 1,678. Hal ini menunjukkan bahwa  >  sehingga tolak  dan terima  yaitu , yang artinya bahwa hasil belajar siswa yang diajar menggunakan model pembelajaran kooperatif tipe STAD berbantuan software Algebrator lebih unggul dari pada hasil belajar siswa yang di ajar menggunakan model pembelajaran kooperatif tipe STAD tanpa berbantuan software Algebrator dalam materi persamaan garis lurus SMP Negeri 3 Tondano.
ANALISIS KEMAMPUAN PEMECAHAN MASALAH DALAM MENYELESAIKAN SOAL CERITA SPLDV BERDASARKAN LANGKAH - Husain, Zubair; F. Kaunang , Derel; G. Maukar, Marvel
Dharmas Education Journal (DE_Journal) Vol 4 No 1 (2023): Juni
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/dejournal.v4i1.954

Abstract

The study's objectives is to outline the processes of Polya's problem-solving method for addressing story problems involving a system of linear equations with two variables while accounting for the students' adversity quotient (AQ). The study was carried out at SMP Negeri 2 Langowan during the odd semester of the 2021–2022 academic year. For this study, a qualitative descriptive methodology was used. Three eighth-graders from SMP Negeri 2 Langowan served as the study's subjects. Based on their aptitude for problem-solving and level of adversity, they were classified as climbers, campers, or quitters. Exams, interviews, and questionnaires were the methods of data collecting. Based on the research's analyzed findings, it was discovered that when using Polya's problem-solving steps to solve story problems pertaining to a system of linear equations with two variables, students' problem-solving skills could be categorized into three groups based on their ability to overcome adversity: climbers, campers, and quitters. Students with the AQ climber type, master every problem-solving indicator. Students with camper-type AQ, on the other hand, are able to understand three problem solvings. Students with quitter-type AQ, on the other hand, can only meet one problem-solver.
Pembelajaran Operasi Hitung Penjumlahan dan Pengurangan Bilangan Bulat: Suatu Inovasi Menggunakan Alat Peraga Kartu Bilangan Monalisa Minggulina Markumbo; Derel Filandy Kaunang; Marvel G. Maukar
J-CEKI : Jurnal Cendekia Ilmiah Vol. 3 No. 6: Oktober 2024
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v3i6.5660

Abstract

Masalah dalam penelitian ini adalah rendahnya pencapaian nilai akhir siswa dalam hal ini hasil belajar pada materi operasi hitung penjumlahan dan pengurangan bilangan bulat di SMP Advent Tondano. Adapun Tujuan Penelitian ini untuk mengetahui hasil belajar siswa menggunakan alat peraga kartubilangan pa da materi operasi hitung penjumlahan dan pengurangan bilangan di SMP Advent Tondano. Hipotesis penelitan berdasarkan rumusan masalah dan tujuan penelitian maka peneliti membuat hipotesis penelitian yaitu ada pengaruh Penggunaan Alat Peraga Kartu Bilangan Terhadap Hasil Belajar Siswa Pada Materi Operasi Hitung Penjumlahan Dan Pengurangan Bilangan Bulat di SMP Advent Tondano. Instrumen penelitian yang digunakan adalah untuk mengetahui kemampuan alat peraga dalam penelitian ini lembar observasi, pedoman dokumentasi, pedoman tes. Desaian penelitian: Pada penelitian ini akan menggunakan desain “Pre-test dan post-test one gruop design” yaitu penelitian dengan hanya menggunakan satu kelas eksperimen saja tanpa adanya kelas kontrol. Pengujian hipotesis menggunakan teknik statistik uji-t. Hasil analisis hipotesis, diperoleh t observasi senilai Rancangan penelitian menggunakan : “Pre-test dan post-test one gruop design”. Berdasarkan hasil analisis deskriptif diperoleh nilai terata pretest siswa 50 dan posttest 75,29. Ini berarti terjadi peningkatan hasil belajar siswa setelah penggunaan alat peraga kartu bilangan.
Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline pada Pembelajaran Matematika Materi Sistem Persamaan Linear Dua Variabel (SPLDV) Kelas VIII SMP Somba, Genefif Tavania Meyni; Maukar, Marvel Grace; Sulistyaningsih, Murni
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 7 No. 2 (2024): Menjembatani Matematika dan Pendidikan Matematika menuju Pemanfaatan Berkelanju
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v7i2.4026

Abstract

This research was motivated by students' lack of understanding of basic concepts in SPLDV material, this was caused by various factors, one of which was the lack of use of learning media such as Articulate Storyline which was able to attract students' interest in learning. This causes students to become bored and the learning process becomes less effective. This can be seen from the learning outcomes of students who have not yet reached the KKM of 67.5%. This research aims to develop interactive learning media based on Articulate Storyline in mathematics learning material on systems of linear equations in two variables (SPLDV) for Class VIII SMP to determine the level of validity and effectiveness of the learning media developed. This research method is a type of R&D (Research and Development) research using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. Data collection techniques are carried out by observation, interviews and tests. The data collection instrument used was a validation sheet. This research was conducted on 28 students in class VIII_E of SMP Negeri 1 Kawangkoan. The data analysis techniques used are descriptive qualitative and descriptive statistics. From the research results, validity results were obtained for media experts (85%) in the very appropriate category, material experts (100%) in the very appropriate category and effectiveness (86%) in the very effective category.