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PENGEMBANGAN PERANGKAT CASE BASED LEARNING (CBL) DENGAN KONTEKS MAKANAN KHAS TERNATE UNTUK MENINGKATKAN KEMAMPUAN LITERASI NUMERASI SISWA Fitriana Eka Chandra; Sendy Rahman; Diah Prawitha Sari; Lioni Anka Monalisa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 4 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v12i4.8779

Abstract

Literasi numerasi merupakan salah satu keterampilan yang perlu dimiliki siswa agar dapat bersaing dengan negara lain, namun literasi numerasi siswa Indonesia masih sangat rendah. Tujuan penelitian ini untuk mengembangkan perangkat  pembelajaran CBL dengan konteks makanan Khas Ternate yang memenuhi kriteria valid, praktis, dan efektif dalam meningkatkan keterampilan literasi numerasi siswa. Perangkat yang dikembangkan adalah RPP dan LKPD. Model ADDIE (Analysis, Design, Development, Implementation, Evaluation) diterapkan dalam penelitian ini. Subyek penelitian ini adalah siswa MTS Darulfalah Ternate kelas VIII yang berjumlah 31 orang. Lembar kegiatan siswa, lembar respon siswa, dan tes literasi numerasi merupakan instrumen untuk menilai efektivitas perangkat yang dibuat. Lembar validasi RPP dan LKPD digunakan untuk memastikan keabsahan perangkat yang dibuat, dan angket kepraktisan untuk menilai kepraktisan perangkat yang dibuat. Dengan menggunakan kriteria sangat valid, hasil analisis menunjukkan bahwa: 1) validitas RPP sebesar 84,33%, dan validitas LKPD sebesar 83,33%; 2) nilai kepraktisan sebesar 85% yang berarti perangkat sangat praktis; dan 3) siswa yang meraih ketuntasan sebesar 81% serta nilai n-gain sebesar 0,77 yang menunjukkan peningkatan kemampuan literasi numerasi siswa setelah diterapkan perangkat pembelajaran CBL dengan konteks Makanan Khas Ternate kategori tinggi. Sehingga perangkat pembelajaran yang dibuat memenuhi kriteria valid, praktis, dan efektif untuk digunakan.Numeracy literacy is one of the skills that students need to have in order to compete with other countries, but Indonesian students' numeracy literacy is still very low. The aim of this research is to develop a CBL learning tool with the context of typical Ternate food that meets the criteria of being valid, practical and effective in improving students' numeracy literacy skills. The tools developed are RPP and LKPD. The ADDIE (Analysis, Design, Development, Implementation, Evaluation) model was applied in this research. The subjects of this research were 31 students of MTS Darulfalah Ternate class VIII. Student activity sheets, student response sheets, and numeracy literacy tests are instruments to assess the effectiveness of the tools created. RPP and LKPD validation sheets are used to ensure the validity of the devices made, and practicality questionnaires to assess the practicality of the devices made. By using very valid criteria, the analysis results show that: 1) the validity of the RPP is 84.33%, and the validity of the LKPD is 83.33%; 2) practicality value of 85%, which means the device is very practical; and 3) students who achieved completeness of 81% and an n-gain value of 0.77 which shows an increase in students' numeracy literacy skills after implementing CBL learning tools in the high category of Traditional Ternate Food context. So that the learning tools created meet the criteria of being valid, practical and effective for use. 
Critical Thinking Ability of Vocational Students in Solving Systems of Equations With Three Variables Story Problems: A Review Based on Learning Style Maulidiyah, Rizky; Lestari, Nurcholif Diah Sri; Oktavianingtyas, Ervin; Trapsilasiwi, Dinawati; Monalisa, lioni Anka
Jurnal Riset Pendidikan dan Inovasi Pembelajaran Matematika Vol. 7 No. 2 (2024): JRPIPM ARPIL 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpipm.v7n2.p140-150

Abstract

This study aims to describe the critical thinking skills of vocational students in solving the story problem of the equation system with 3 variables in the context of auditory, visual, and kinesthetic learning styles. This type of research is descriptive qualitative. Subject selection was based on the results of the learning style questionnaire consisting of six students in class XI with details of two students for each learning style. The research data were collected through critical thinking skills tests and interviews. The results showed that students with visual, auditory, and kinesthetic learning styles had different critical thinking skills. Students with visual learning styles can fulfill the aspects of interpretation, analysis, evaluation, explanation, and self-regulation. The inference aspect cannot be fulfilled by visual students. Students with auditory learning styles can fulfill the aspects of interpretation, analysis, evaluation, and explanation. The aspects of inference and self-regulation have not been fulfilled by auditory students. Students with kinesthetic learning styles can fulfill the aspects of interpretation, analysis, and evaluation. The aspects of inference, explanation, and self-regulation have not been fulfilled by kinesthetic students. All students have the potential to improve critical thinking skills, one of which is that teachers can ask open questions or questions that raise students' awareness so that they can have a positive impact on critical thinking skills.
ANALISIS PEMAHAMAN KONSEP SISWA PADA MATERI POLA BILANGAN Fatahillah, Arif; Hussen, Saddam; Monalisa, Lioni Anka; Wihardjo, Edy; Priyanti, Nanda Rahma
EDUPEDIA Vol 7, No 1 (2023): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ed.v7i1.2085

Abstract

The purpose of learning mathematics is to change the performance of each student in the cognitive, affective and psychomotor domains. One part of the cognitive domain that is needed when studying mathematics is understanding concepts. Hadi and Kasum (2015) reiterated the notion that conceptual understanding is very important in solving mathematical and contextual problems. Based on the results of a preliminary study conducted by researchers at SMPN 1 Krian, information was obtained that students' conceptual understanding was still low, judging from the average daily test results for number pattern material below the KKM. The type of research used in this research is qualitative research. This research was conducted at SMPN 1 Krian. The subjects in this study were two class VIII students of SMPN 1 Krian who had the highest and lowest test results. The data analysis method used in this study consisted of data reduction, data reclassification, and drawing conclusions. The result of this research is that the high subject fulfills the four indicators of understanding the concept which consists of restating a concept, classifying the types of number patterns, applying the concept into a mathematical representation, and selecting certain procedures from a concept. Meanwhile, the low subject did not meet two indicators, namely restating a concept, three indicators fulfilled but not perfect which consisted of classifying the types of number patterns, applying concepts into mathematical representations, and selecting certain procedures from a concept.
Pengembangan Media Pembelajaran Matematika Materi Persamaan Lingkaran berbasis Discovery Based Learning Berbantuan Geogebra Classroom untuk Meningkatkan Keterampilan Berpikir Kreatif Siswa Fatahillah, Arif; Yafi, M. Ali; Monalisa, Lioni Anka; Hussen, Saddam; Wiharjo, Edy
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 6 No. 2 (2023): Matematika dan Pendidikan Matematika: Permasalahan dan Solusinya
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v6i2.2643

Abstract

Media pembelajaran merupakan penghubung dalam rangka memudahkan dalam pelaksanaan pembelajaran serta dapat meningkatkan keterampilan berpikir kreatif siswa terkait materi yang sedang dipelajari. Penelitian ini merupakan pengembangan media pembajaran yang menggunakan bantuan perangkat lunak Geogebra. Pemilihan Geogebra karena pada perangkat lunak ini memiliki tampilan sangat menarik serta sudah memiliki kelas tersendiri yaitu Geogebra Classroom yang dapat digunakan sebagai media untuk meyampaikan materi. Materi yang disampaikan pada media ini adalah materi persamaan lingkaran. Model pada penelitian ini menggunakan model Thiagarajan (model 4D). Model 4D memiliki empat tahap yaitu pendefinisian, perancangan, pengembangan, dan penyebaran. Subjek pada penelitian ini adalah siswa kelas XI MIPA 3 SMAN 3 Lumajang. Analisis pada penelitian ini dibagai menjadi tiga tahap. Pertama, tahap validasi yang dilakukan oleh dua dosen pendidikan matematika Universitas Jember dan satu guru mata pelajaran matematika SMAN 3 Lumajang yang menghasilkan kategori valid. Kedua, analisis kepraktisan ditunjukan dari angket respon pengguna yang berhasil mendapatkan kategori praktis. Ketiga, analisis keefektifan ditunjukan melalui hasil pengerjaaan soal pre-test dan post-test dengan menghasilkan kategori efektif. Berdasarkan hasil pre-test dan post-test siswa membuktikan bahwa media pembelajaran berbasis discovery based learning berbantuan geoegebra classroom dapat menigkatkan keterampilan berpikir kreatif siswa.
ANALISIS PENINGKATAN ICT LITERACY ‎SISWA MELALUI PENGGUNAAN GAME EDUKASI “MATH TRIP” BERBASIS ANDROID PADA MATERI ‎KESEBANGUNAN Fatahillah, Arif; Monalisa, Lioni Anka; Hussen, Saddam; Qothrunnada, Isni
EDU-MAT: Jurnal Pendidikan Matematika Vol 11, No 2 (2023)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v11i2.16420

Abstract

Tujuan penelitian ini adalah untuk mengetahui peningkatan ICT literacy ‎siswa melalui penggunaan game edukasi matematika Math Trip berbasis android pada materi kesebangunan. Jenis penelitian yang digunakan ialah penelitian deskriptif kuantitatif. Instrument penelitian diantaranya game edukasi Math Trip yang dikembangkan oleh peneliti menggunakan software Role Playing Game (RPG) Maker MZ dan angket untuk mengukur ICT literacy ‎siswa sebelum dan sesudah menggunakan game edukasi. Subjek dari penelitian ini yaitu siswa kelas IX A SMPN 14 Jember sejumlah 25 siswa. Hasil penelitian menunjukkan bahwa game edukasi Math Trip berbasis android dapat meningkatkan ICT literacy ‎siswa dengan perolehan nilai N-Gain angket sebesar 0,88 yang menunjukkan terjadi peningkatan ICT literacy ‎siswa pada kategori tinggi. Hal ini dikarenakan game edukasi Math Trip dapat meningkatkan keterampilan siswa untuk menggunakan dan memanfaatkan teknologi dengan tepat dan baik utamanya untuk menunjang kegiatan belajar siswa. Penggunaan game edukasi juga membantu siswa untuk belajar matematika pada materi kesebangunan sehingga dapat lebih memahami materi kesebangunan. Hasil analisis tes siswa sebelum dan setelah menggunakan game edukasi Math Trip menunjukkan terjadi peningkatan nilai yang didapat dengan perolehan N-Gain sebesar 0,54 pada kategori sedang. Kata Kunci: Game edukasi, Kesebangunan, ICT literacy Abstract: The purpose of this study was to determine the improve in students' ICT literacy ‎using the Android-based Math Trip math educational game on similarity material. The type of research used is quantitative descriptive research. The research instruments included the Math Trip educational game which was developed by researchers using Role Playing Game (RPG) Maker MZ software and a questionnaire to measure students' ICT literacy ‎before and after using educational games. The subjects of this study were 25 students of class IX A SMPN 14 Jember. The results showed that the Android-based Math Trip educational game could improve students' ICT literacy ‎by obtaining an N-Gain questionnaire score of 0.88 which shows an improve in students' ICT literacy ‎in the high category. Because the Math Trip educational game can improve students' skills to use and utilize technology appropriately and properly, especially to support student learning activities. The use of educational games also helps students to learn mathematics on similarity material so that they can better understand similarity material. The results of the analysis of student tests before and after using the Math Trip educational game show an improve in the scores obtained with an N-Gain of 0.54 in the medium category. Keywords: Educational games, Similarity, ICT literacy
Pengembangan Rancangan Pembelajaran Matakuliah Kombinatorika Berbasis Kerangka Kualifikasi Nasional Indonesia (KKNI) dan Local Wisdom Murtikusuma, Randi Pratama; Fatahillah, Arif; Monalisa, Lioni Anka
Jurnal Edukasi Vol. 4 No. 3: Nopember 2017 : Jurnal Edukasi
Publisher : Universitas Jember, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/jukasi.v4i3.6300

Abstract

Rancangan Pembelajaran (RP) matakuliah kombinatorika ini dikembangkan dengan menyesuaikan Kerangka Kualifikasi Nasional (KKNI) dan Local Wisdom. Rancangan Pembelajaran dalam penelitian ini berupa Peta Kajian Matakuliah, Silabus Matakuliah, Rencana Pembelajaran Semester, Modul Pembelajaran, Rancangan Tugas Mahasiswa, Lembar Kerja Mahasiswa, Lembar Penilaian Hasil Belajar, dan Kontrak Perkuliahan. Tujuan dari penelitian ini adalah mengembangkan Rancangan Pembelajaran berbasis KKNI dan Local Wisdom yang valid. Validator dalam penelitian ini sebanyak 2 yaitu validator ahli pengembangan dan validator ahli materi. Penelitian pengembangan ini menggunakan rancangan penelitian model Plomp yang terdiri atas 3 fase yaitu: (i) Penelitian Awal (Preliminary Research), (ii) Fase Pengembangan (Prototyping Phase), dan (iii) Fase Penilaian (Assessment Phase). Hasil analisis data kevalidan Rancangan Pembelajaran dalam penelitian ini menunjukkan kriteria sangat valid. Kata Kunci: Rancangan Pembelajaran, KKNI, Local Wisdom
ANALISIS HIGHER ORDER THINKING SKILL SISWA KELAS VII DALAM MENYELESAIKAN MASALAH SEGIEMPAT Ma'arifah, Rossasinensis Yarfa'ul; Susanto, S; Safrida, Lela Nur; Setiawan, Toto' Bara; Monalisa, Lioni Anka
Jurnal Edukasi Vol. 10 No. 1: Maret 2023 : Jurnal Edukasi
Publisher : Universitas Jember, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/jukasi.v10i1.43697

Abstract

Merujuk pada kurikulum 13 yang menuntut siswa berpikir kritis, soal HOTS menjadi evaluasi tingkat berpikir siswa dalam menyelesaikan sebuah permasalahan. Kemampuan berpikir tingkat tinggi meliputi kemampuan menganalisis, mengevaluasi, serta mencipta. Tujuan dari penelitian ini adalah untuk mendeskripsikan kemampuan berpikir tingkat tinggi siswa kelas VII SMP dalam menyelesaikan masalah segi empat berdasarkan indikator yang telah disiapkan. Penelitian ini menggunakan penelitian deskriptif kualitatif. Metode pengumpulan data meliputi metode tes, wawancara, dan dokumentasi. Hasil penelitian ini, terdapat 12 siswa yang memenuhi indikator analisis yaitu mampu mengidentifikasi informasi yang diketahui dan ditanyakan dengan tepat, kemudian 15 siswa yang memenuhi indikator mengevaluasi dimana siswa mampu memilih solusi yang tepat untuk menyelesaikan masalah, dan 7 siswa yang memenuhi indikator mencipta yaitu mampu menjelaskan langkah penyelesaian dan dapat mengkreasikan ide untuk membuat solusi baru.Kata Kunci:HOTS, kemampuan menganalisis, mengevaluasi, mencipta
PROSES BERPIKIR SISWA TUNADAKSA CEREBRAL PALSY DALAM MENDEFINISIKAN BANGUN RUANG GEOMETRI Idhami, Tantri Cahya; Susanto, S; Yudianto, Erfan; Setiawan, Toto Bara; Monalisa, Lioni Anka
Kadikma Vol 9 No 2 (2018): Agustus 2018
Publisher : Department of Mathematics Education , University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/kdma.v9i2.9711

Abstract

Abstract.The process of thinking is mental activity that experiences disequlibrium, assimilation, accommodation or equilibrium to define, determine decisions and draw conclusions on a geometric problem. The purpose of the study was to determine the thinking process of quadruple cerebral palsy students to define geometric space. This research is a type of descriptive research through a qualitative approach. Data collection methods used are worksheets and interviews. The subject of the study was carried out to 2 students with cerebral palsy who were sitting in class VIII of the Extraordinary Daksa Middle School of the Disabled Children (SMPLB-D YPAC) Kaliwates-Jember. The results showed that both subjects experienced disequilibrium on topic I students' initial knowledge of geometrical space (prisms, beams and cubes), and assimilation on topic II related to similar examples of geometrical space (prisms, beams and cubes), before finally accommodation when paused before answering correctly the questions from the researcher and before retelling the answers that have been written when answering the questions on topic III which is the core of this research, that is knowing the thinking process of students tundaksa cerebral palsy in defining geometric space constructs (beam prisms and cubes). Keywords: The Process of Thinking, Cerebral Palsy Students, Geometry
PROSES BERPIKIR KREATIF SISWA TUNANETRA DALAM MENGKONSTRUK BANGUN DATAR BERBANTUAN ALAT PERAGA TANGRAM MENURUT TAHAPAN WALLAS Arifani, Ulfa; Setiawan, Toto' Bara; Sunardi, Sunardi; Sugiarti, Titik; Monalisa, Lioni Anka
Kadikma Vol 10 No 2 (2019): Agustus 2019
Publisher : Department of Mathematics Education , University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/kdma.v10i2.17396

Abstract

This study aims to describe the creative thinking process of blind students in constructing plane figure assisted by tangram props according to the stages of Wallas. The research subjects were three blind students of VIII grade SLB-TPA Negeri 1 Branjangan. Data collection methods used were test questions constructing plane figure and interviews. Based on the analysis of the results of tests and interviews shows that students of S1, S2, S3 through all the processes of creative thinking according to the Wallas’s stages include the preparation stage, the incubation stage, the illumination stage, and the verification stage when resolving problems constructing plane figure. At the preparation stage, blind students tend to lack understanding of the initial information such as explaining the problem given. At the incubation stage, blind students need a long time to do the process of pondering thinking about solving the problem in question. At the illumination stage, blind students are able to get two or more different ideas for completion. Blind students tend to use trial and error to find an idea. At the verification stage, blind students tend to re-check the answers obtained to reassure the answers are correct.
ETNOMATEMATIKA PADA AKTIVITAS PETANI JERUK DI KECAMATAN PESANGGARAN BANYUWANGI SEBAGAI BAHAN AJAR SISWA Mulyo, Robbi Nur; Sunardi, S; Monalisa, Lioni Anka; Setiawan, Toto Bara; Murtikusuma, Randi Pratama
Kadikma Vol 9 No 2 (2018): Agustus 2018
Publisher : Department of Mathematics Education , University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/kdma.v9i2.10392

Abstract

The purpose of this study was to explore ethnomatematics in citrus farmers’ activities to make teaching materials for students in the form of Students Worksheets (LKPD). The type of this studywas qualitative research with an ethnographic approach. Observation, interview, and documentation used as the data collection methods. The subjects of this study were three people in Pesanggaran Subdistrict. Ethnomatematics which was examined covering some activities such as calculate, measure, and design. This study focused on determining the areas, the amount estimation of trees based on planting distance, determining the amount of fertilizer based on trees and fertilizing period, and determining the incurred costs. The mathematical concepts that appeared in this study were operations, quadrilaterals, and proportion. Keywords: Ethnomathematics, Activities of Citrus Farmers, LKPD