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PENINGKATAN KEMAMPUAN REPRESENTASI MATEMATIS MAHASISWA MENGGUNAKAN MEDIA PROGRAM GEOGEBRA PADA MATA KULIAH GEOMETRI TRANSFORMASI Anggun Badu Kusuma; Eka Setyaningsih
Khazanah Pendidikan Vol VIII No 2 September 2015
Publisher : Lembaga Publikasi Ilmiah dan Penerbitan (LPIP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/jkp.v8i2.674

Abstract

This research aimed at improving the mathematically representation skill of class A semester IV students of mathematics education study program Muhammadiyah Purwokerto University in academic year 2013/2014 in Transformation Geometri subject using Geogebra Program media. This research belongs to action research consisting of planning, implementing, observing, and reflecting. The data analysis used was quantitative and qualitative descriptive analysis. The research showed that in the first cycle, the number of students who got the minimal score 75 was 29 students of 40 who were present or 72,5% of the present students whereas, in the second cycle the students who got the minimal score 75 were 33 of 38 who were present or 86,84%. This result shows that the learning process using Geogebra media succeeded to improve the students mathematically representation skill. Keywords: action research, geogebra program, mathematically representation
POTENSI PEMANFAATAN YOUTUBE DALAM PEMBELAJARAN MATEMATIKA Fira Nur Setiyana; Anggun Badu Kusuma
EduMatSains : Jurnal Pendidikan, Matematika dan Sains Vol 6 No 1 (2021): Juli
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Kristen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33541/edumatsains.v6i1.2945

Abstract

Information technology has a very important role in learning. YouTube is used as a teaching media to help overcome the difficulties of teaching and learning activities during the Covid-19 pandemic period. Providing sources of information in the form of materials and other additional information is very useful so students can understand the material optimally. The purpose of writing this article is to provide information so that it can be used as a source of readers about the potential for youtube utilization in mathematics learning. This research is a literature review that examines ideas, opinions, or findings contained in online articles and journals related to titles and research content so that it provides theoretical information. The results of this study concluded that the potential for youtube utilization in mathematics learning has a positive effect in increasing student learning interest and can motivate students to learn because information on YouTube is very diverse so that it will be useful in the current learning conditions.
Analisis Kebutuhan Game Edukasi MIPA Arum Adita; Anggun Badu Kusuma; Listika Yusi Risnani
JURNAL BIOEDUKATIKA Vol 5, No 2 (2017)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.41 KB) | DOI: 10.26555/bioedukatika.v5i2.7374

Abstract

Strategi penggunaan teknologi dalam pembelajaran dapat dilakukan dengan menggunakan media pembelajaran berupa game edukasi yang diintegrasikan dalam pembelajaran. Tujuan dari penelitian ini adalah untuk memperoleh informasi tentang kebutuhan game edukasi, persepsi terhadap game edukasi dan format sajian game edukasi menurut guru dan peserta didik. Metode yang digunakan dalam penelitian ini adalah survey untuk mengetahui data awal yang merupakan proses dari pengembangan produk game edukasi. Instrumen yang digunakan adalah lembar angket dan lembar wawancara. Teknik analisis data yang akan digunakan adalah teknik analisis statistik deskriptif kuantitatif dan kualitatif. Sekolah yang dijadikan sampel penelitian adalah 15 sekolah yang tersebar di Kabupaten Banyumas. Masing-masing sekolah dipilih 4 guru yaitu 2 guru IPA dan 2 guru Matematika. Hasil penelitian menunjukkan bahwa guru dan siswa di SMP Kab. Banyumas memiliki persepsi yang baik terhadap game edukasi MIPA. Kebutuhan game edukasi menurut guru adalah game berisi soal evaluasi dan simulasi sedangkan game bertipe petualangan dibutuhkan oleh siswa. Format game edukasi yang dikembangkan harus memperhatikan aspek tampilan, konten dan keterjangkauan game, sedangkan menurut siswa game yang disusun sebaiknya menantang dan menarik.Needs Analysis of MIPA Educational Game. Using digital educational game is one of strategy to integrate learning by technology. The purpose of this study is to find out information about the need for educational games and educational game format according to teachers and students. The survey was applied in this research. The school that was used as research sample was 15 schools. The instruments used are questionnaires and interview sheets. The questionnaires were validated regarding content and construct by experts. The quantitative descriptive analysis was used to analyze the results of questionnaires while qualitative descriptive analysis was used to analyze the results of the interview. The results of the study show that teachers and students in junior high school in Banyumas have a good perception of educational games MIPA. The need for educational games according to the teachers are evaluation games and simulation while students require the type of adventure game. According to teachers, the educational game format should pay attention to the display, content and affordability aspects of the game, whereas according to the students the compiled games should be challenging and exciting.
Literasi Matematika pada Masa Pandemi Covid-19 Khofifatul Amri; Anggun Badu Kusuma
Jurnal Pendidikan Matematika:Judika Education Vol 4 No 2 (2021): Jurnal Pendidikan Matematika:Judika Education
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/judika.v4i2.2357

Abstract

The purpose of writing this article is to examine how mathematical literacy is during the Covid-19 period. The method used is to conclude theoretical studies by reviewing, analyzing, and concluding previous and developed research in the conditions of the Covid-19 pandemic. The author examines learning problems in the Covid-19 era related to mathematical literacy. The results of the study, mathematical literacy is related to real problems. The kinds of mathematical literacy are: spatial literacy, numeracy, and quantitative literacy or data literacy. In conclusion, the existence of learning barriers during the Covid-19 pandemic created solutions and learning strategies to improve mathematical literacy. Keywords: Covid-19, Mathematical Literacy, Pandemic
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.
PENTINGNYA KEMAMPUAN SELF-EFFICACY MATEMATIS SERTA BERPIKIR KRITIS PADA PEMBELAJARAN DARING MATEMATIKA Siti Nur Afifah; Anggun Badu Kusuma
JURNAL MathEdu (Mathematic Education Journal) Vol 4 No 2 (2021): JURNAL MathEdu (Mathematic Education Journal) vol. 4 No. 2 Juli 2021
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v4i2.2642

Abstract

Self –efficacy matematis merupakan keyakinan seseorang dalam menyelesaikan permasalahan matematika dan berpikir kritis merupakan kemampuan berpikir yang konstruktif dalam mencari solusi. Penelitian ini bertujuan untuk mengkaji pentingnya kemampuan berpikir kritis serta self efficacy matematis pada pembelajaran daring matematika. Metode yang digunakan dalam penelitian ini adalah metode kajian pustaka yang dilakukan dengan cara mengkaji informasi dari buku, artikel atau penelitian sebelumnya yang relevan. Penelitian ini dilatarbelakangi oleh pembelajaran di masa pandemi yang menuntut siwa untuk belajar dirumah masing-masing, sehingga menyebabkan tantangan baru dan menurunya beberapa aspek. Aspek tersebut dapat dilihat dari self efficacy matematis dan kemampuan berpikir kritis. Kesimpulannya, siswa yang memiliki self efficacy matematis mampu menciptakan motivasi dan kemandirian belajarnya sendiri. Hal ini dapat meningkatkan aspek afektif dan psikologi siswa. Lalu, siswa yang memiliki kemampuan berpikir kritis akan mudah menganalisis masalah, meracang solusi, mengevaluasi serta menyimpulkan hasilnya sehingga dapat menigkatkan kemampuaan kognitif. Penelitian ini penting guna memaksimalkan siswa dalam belajar matematika secara daring.
APLIKASI PENDUKUNG PEMBELAJARAN MATEMATIKA PADA MASA COVID-19 Putri Prastanti; Anggun Badu Kusuma
JURNAL MathEdu (Mathematic Education Journal) Vol 4 No 2 (2021): JURNAL MathEdu (Mathematic Education Journal) vol. 4 No. 2 Juli 2021
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v4i2.2693

Abstract

This article discusses supporting applications for learning mathematics during the Covid-19 pandemic. The corona virus or Covid-19 is currently sweeping the world, including Indonesia, participating in influencing the world of education where the teaching and learning process is usually carried out face-to-face in classrooms due to the Covid-19 pandemic, the teaching and learning process must be done through distance learning (online ). Technology-based learning media that is commonly used are computers. To support computers, we need software in the form of applications. With the application, it is hoped that teachers and students will be more optimal in carrying out teaching and learning activities online. An important application to support mathematics learning is because mathematics is abstract and is often considered difficult by students. Some of these applications are Geogebra, Matlab, Wingeom, Microsoft Math 3.0 and Microsoft Math 4.0. This study aims to assist teachers and students in using applications that support mathematics learning.
Resiliensi Matematis Ditinjau Dari Self – Efficacy Siswa Tetra Hajar Nuraeni; Anggun Badu Kusuma
PARADIKMA: JURNAL PENDIDIKAN MATEMATIKA Vol 15, No 1 (2022): PARADIKMA JURNAL PENDIDIKAN MATEMATIKA
Publisher : Study Program of Mathematics Education of Unimed Postgraduate Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/paradikma.v15i1.35104

Abstract

Resiliensi merupakan sikap positif yang ditunjukkan seseorang dalam menghadapi persoalan. Penelitian ini bertujuan untuk mendeskripsikan kemampuan resiliensi matematis siswa SMP Muhammadiyah Boarding School ZAM ZAM Cilongok ditinjau dari self – efficacy. Penelitian ini difokuskan pada pembelajaran matematika. Jenis penelitian ini adalah deskriptif kualitatif. Subjek dalam penelitian ini adalah kelas VII H yang diperoleh menggunakan teknik purposive sampling. Dalam penelitian ini siswa dikelompokan kedalam tiga kategori, yaitu kelompok siswa self – efficacy tinggi, kelompok siswa self – efficacy sedang, dan kelompok siswa self – efficacy rendah. Pengumpulan data dalam penelitian ini menggunakan angket dan wawancara. Data dianalisis dengan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian ini menunjukan bahwa siswa dengan self – efficacy tinggi sudah menguasai semua indikator resiliensi. Siswa self – efficacy sedang menguasai tiga dari empat indikator resiliensi. Siswa dengan self – efficacy rendah belum menguasai semua indikator yang ada pada resiliensi. Dengan kondisi demikian maka perhatian terhadap siswa dengan kemampuan self-efficacy rendah sangat diperlukan. Karena dapat mempengaruhi sikap dan hasil belajar matematika.
Desain Video Pembelajaran Matematika dalam Menghadapi Pandemi Lisa Ririn Handayani; Anggun Badu Kusuma
Absis: Mathematics Education Journal Vol 4, No 2 (2022): November 2022
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/absis.v4i2.2508

Abstract

During a pandemic like now, learning is done online. One of the media that is often used in online learning is learning videos. The purpose of writing this article is to examine the design of mathematics learning videos with Problem-solving, Problem Based Learning, and Brain-Based Learning models to deal with the pandemic. This article is the result of a literature review with the source of the study in the form of a journal article that discusses the design of mathematics learning videos. The results of this study include (1) problem-solving-based learning videos developed and designed to suit the characteristics of students to make it easier for students to understand the material presented in the video; (2) Problem Based Learning-based learning videos in their presentation using moving images and choosing the right colors can increase students' enthusiasm for learning; (3) Brain-Based Learning-based learning videos are designed by providing related facts/daily events related to learning materials.
PENINGKATAN KEMAMPUAN BERPIKIR KREATIF DAN DISPOSISI MATEMATIS SISWA MELALUI CTL DENGAN TEKNIK PROBING-PROMPTING SMP NEGERI 1 KEMBARAN Sinta Nuraeni; Anggun Badu Kusuma
Jurnal Silogisme : Kajian Ilmu Matematika dan Pembelajarannya Vol 5, No 1 (2020): Juni
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/silogisme.v5i1.1920

Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan berpikir kreatif dan disposisi matematis siswa melalui pembelajaran CTL dengan teknik probing-prompting. Subjek penelitian ini adalah kelas VII D SMP Negeri 1 Kembaran tahun pelajaran 2018/2019. Jenis penelitian ini adalah penelitian tindakan kelas yang dilaksanakan dalam 3 siklus. Tahapan pada setiap siklusnya meliputi perencanaan, pelaksanaan, observasi, evaluasi, dan refleksi. Instrumen yang digunakan untuk mengukur kemampuan berpikir kreatif menggunakan tes uraian dan untuk mengetahui disposisi matematis siswa menggunakan angket yang diberikan pada setiap akhir siklus. Berdasarkan hasil penelitian pada siklus I diperoleh nilai rata-rata kemampuan berpikir kreatif sebesar 51,20 dan nilai rata-rata angket sebesar 79,79. Pada II kemampuan berpikir kreatif diperoleh rata-rata 73,55 dan nilai rata-rata angket 81,43. Pada siklus III kemampuan berpikir kreatif dengan nilai rata-rata sebesar 81,25 dan nilai rata-rata angket 84,73. Hasil ini menunjukkan bahwa melalui pembelajaran CTL dangan probing-prompting dapat meningkatkan kemampuan berpikir kreatif dan disposisi matematis siswa.