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Journal : INSPIRAMATIKA

DESKRIPSI KESALAHAN PEMBUATAN RENCANA PELAKSANAAN PEMBELAJARAN DITINJAU DARI TINGKAT RASA PERCAYA DIRI MAHASISWA Anggun Badu Kusuma; Gunawan Gunawan
INSPIRAMATIKA Vol 3 No 2 (2017): Inspiramatika, December 2017
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (541.863 KB) | DOI: 10.52166/inspiramatika.v3i2.417

Abstract

This study aims to describe the results of making the implementation plan of learning conducted by students in terms of students' confidence level in the basic course of mathematics learning process students in the third semester of class B Mathematics Education Study Program, University of Muhammadiyah Purwokerto academic year 2016/2017. This research is included in qualitative descriptive research. Data obtained from questionnaires and documentation. Questionnaire data is used to determine students' confidence level. From the results of the questionnaire is then the basis of student grouping. Data data that is RPP result of student work and photo activity. From the student's RPP is then analyzed to produce errors made by students in making RPP. The result of the research shows that (1) the respondents who have low confidence in the form of the content and completeness of the elements of RPP, (2) the confident respondents are lacking in the form of the content of each RPP, and (3) the respondents who have a high confidence can be able to compile and the content of all elements of the appropriate RPP.
EKSPLORISASI MEDIA PEMBELAJARAN MATEMATIKA BERBASIS GAME Prestisdiva, Hazima Najla; Kusuma, Anggun Badu
INSPIRAMATIKA Vol 9 No 1 (2023): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, June 2023
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v9i1.4236

Abstract

The purpose of the researcher is to explain what is used in game-based learning media. This study uses a systematic review method, namely Systematic Literature Review. Researchers collect journal articles sourced from the Google Scholar database. The articles collected are only articles published in the 2020-2022 timeframe. Online game-based math learning media consists of Quizizz, Kahoot, and Wordwall. This platform is used as a medium for conveying learning material. Meanwhile, traditional game-based mathematics learning media consists of marbles and dakon. This learning media is used to train children's abilities in thinking, calculating, social intelligence, and logical mathematical intelligence. This traditional game-based mathematics learning media can increase student activity, student learning outcomes, and student interest.