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PENGGUNAAN SMARTPHONE SEBAGAI MEDIA PEMBELAJARAN MATEMATIKA SERTA PANDANGAN GURU TERHADAP PENGGUNAAN SMARTPHONE SELAMA PEMBELAJARAN DARING Devi, Erycha Arsita; Sujiran, Sujiran; Puspananda, Dian Ratna
Journal of Technology, Mathematics and Social Science Vol. 1 No. 1 (2021): Desember 2021
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v1i1.2323

Abstract

Abstrak: Pada awal tahun 2020, pembelajaran tatap muka diganti dengan pembelajaran daring. Hal ini dikarenakan adanya penyebaran virus Covid-19. Berdasarkan latar belakang kejadian, penelitian ini ditujukan untuk mendeskripsikan fungsi dan penggunaan smartphone sebagai media pembelajaran matematika selama pembelajaran daring. Subjek merupakan siswa kelas IX-H dan guru matematika kelas IX-H. Penelitian ini merupakan penelitian kualitatif dengan pendekatan studi fenomenologi. Instrumen penelitiam terdiri dari angket penggunaan smartphone untuk siswa, angket penggunaan smartphone untuk guru, dan pedoman wawancara. Teknik analisis data yang dilakukan yaitu tematik induktif. Hasil penelitian menunjukkan bahwa penggunaan smartphone sebagai media pembelajaran matematika selama daring dinilai kurang baik. Meskipun fitur-fitur smartphone dapat membantu siswa dan guru untuk mencari tambahan literasi materi dan mampu menjalin komunikasi yang baik, namun penggunaan smartphone pada pembelajaran matematika berdampak terhadap kurangnya pemahaman siswa akan materi yang disampaikan. Meskipun guru sudah memberikan tambahan video pembelajaran. Selain itu juga terjadinya penurunan respon dan semangat belajar matematika siswa sebanyak 30% dibandingkan pembelajaran secara tatap muka.Kata kunci: penggunaan smartphone;media pembelajaran matematika;daringAbstract: In early 2020, face-to-face learning was replaced with online learning. This is due to the spread of the Covid-19 virus. Based on the background of the incident, this research is intended to describe the function and use of smartphones as a medium for learning mathematics during online learning. The subjects were students in class IX-H and mathematics teachers in grades IX-H. This research is a qualitative research with a phenomenological study approach. The research instrument consisted of a smartphone usage questionnaire for students, a smartphone usage questionnaire for teachers, and interview guidelines. The data analysis technique used is thematic inductive. The results showed that the use of smartphones as a medium for learning mathematics while online was considered less good. Although smartphone features can help students and teachers find additional material literacy and are able to establish good communication, the use of smartphones in mathematics learning has an impact on students' lack of understanding of the material presented. Even though the teacher has provided additional learning videos. In addition, there is also a decrease in the response and enthusiasm of students to learn mathematics by 30% compared to face-to-face learning.Keywords: smartphone use;mathematics learning media;online
Pemahaman mahasiswa pada mata pelajaran metode statistik moodle melalui pendekatan ilmiah Puspananda, Dian Ratna; Sujiran, Sujiran; Azzahro, Isna Choirun Nisa’
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 8 No 1 (2022): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v8i1.17461

Abstract

This study aims to investigate the understanding of mathematics department students in the subject of statistical method at moodle through scientific approach. The research design is qualitative research. The research subjects are fourth semester students of mathematics department at IKIP PGRI Bojonegoro who are chosen using purposive sampling. The data is analysed using data triangulation. The results of study reveal that from all five subjects; in the online learning using moodle; get so easy in understanding the learning materials. The learning becomes flexible; it can be carried out anywhere and anytime. Students are able to study by looking for learning references from other sources. Hovewer, there are several problems in the online learning such as lecturer’s explanation is not as clear as when learning in class, there are more assignments given, and several materials have not been mastered by students. In the online learning, students have to be more focus when it is directed from YouTube. When the students have not understood the learning material in online learning, they can ask it to the lecturer or their classmates. Therefore, five subjects can anwer the questions about homogeneity and balance tests. Their completion steps are precise and perfect.
Research-based learning (RBL) based on digital learning environment (DLE) in the context of TPACK proficiency among prospective mathematics teachers viewed from creative thinking ability: A quasi-experimental study Puput Suriyah; Sujiran; Dwi Erna Novianti; Ali Noeruddin; Dina Mariana
Proceeding International Conference on Digital Education and Social Science Vol. 2 No. 1 (2024): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v2i1.88

Abstract

This article presents an experimental study conducted to examine the impact of a research-based learning (RBL) approach based on a digital learning environment (DLE) on the Technological Pedagogical Content Knowledge (TPACK) proficiency and creative thinking abilities of prospective mathematics teachers. The study aims to prepare these teachers for the Society 5.0 era and support the government's educational initiatives. The researchers integrated a DLE consisting of an integrated website with a Learning Management System (LMS) Moodle, which included e-modules, quizzes, and other resources. The study also emphasizes the importance of character development and the need for teachers to possess strong TPACK knowledge and creative thinking skills. The TPACK framework, which encompasses pedagogical content knowledge, technological pedagogical knowledge, technological content knowledge, and technological pedagogical content knowledge, is considered crucial for effective technology integration in teaching. The researchers conducted a quasi-experimental study using a 3 x 3 factorial design to investigate the influence of different instructional models on TPACK capabilities among students at different stages of creative thinking skills. The study collected data through documentation, observation, interviews, and tests. The data were analyzed using analysis of variance (ANOVA) and post-hoc multiple comparisons. The findings of the study contribute to the advancement of education and align with the goals of the Merdeka Belajar-Kampus Merdeka (MBKM) initiative, emphasizing innovation, collaboration, and sustainable practices in education.
The Pengaruh Game-based learning Berbantu Media Monopoli terhadap Prestasi Belajar Ekonomi Bisnis Prihantini, Ika; Stevani, Fruri; Sujiran, Sujiran
Perspektif Pendidikan dan Keguruan Vol 16 No 1 (2025): Perspektif Pendidikan dan Keguruan Vol 16 No 1 April 2025
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/perspektif.2025.vol16(1).22006

Abstract

This study aims to test the effect of implementing the Game-based learning model integrated with Monopoly game media on improving student learning achievement in the Business Economics subject of class X Accounting 3 at SMK Negeri 1 Cepu. The research approach used is quantitative, with a one-group pretest-posttest design. The effectiveness of the learning intervention was evaluated through statistical analysis using a paired sample t-test with the help of SPSS version 24. The test results showed that the calculated t value of 17.209 exceeded the critical t table value of 2.032, with a significance level of less than 0.05. This finding confirms a significant difference between the pretest and posttest scores, leading to the rejection of the null hypothesis (H₀) and the acceptance of the alternative hypothesis (Hₐ). Thus, the Game-based learning model is proven to be able to significantly improve student learning achievement. Game-based learning fosters a more enjoyable and interactive classroom environment while encouraging collaboration between students. In addition to improving conceptual understanding, this approach also fosters teamwork and communication skills. As a result, this model is recommended as an innovative teaching strategy to create a more active and dynamic classroom atmosphere that effectively supports continuous improvement in learning outcomes.