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Effect of the Kahoot-Assisted Team Games Tournament Model on Mathematics Learning Outcomes of Grade XI Students Intan Puspita Devi; Novi Mayasari; Ari Indriani
Journal of Mathematics Education and Science Vol. 8 No. 2 (2025): Journal of Mathematics Education and Science
Publisher : Universitas Nahdlatul Ulama Sunan Giri Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32665/james.v8i2.5114

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The low learning outcomes of students, especially in mathematics learning, indicate the need to implement innovative learning models. This study aims to determine the effect of implementing the Team Games Tournament learning model with the help of Kahoot on the mathematics learning outcomes of XI grade students of SMA Negeri 1 Balen, especially on the tangent circle. This research is included in the quasi-experimental model by applying the cluster random sampling technique. This study included grade XI students at SMA Negeri 1 Balen in the 2024/2025 school year as the research population, comprising six classes with 206 students. Class XI-1 (experimental class) and class XI-2 (control class) were selected as the research samples. Test and documentation were chosen as the research data collection techniques. Based on the t-test results with alpha = 5% and DK =   the obtained tcount = 3.251. Because the tcount] falls within the critical region (DK), H0 is rejected and H1 is accepted. The data analysis shows an influence in implementing the Team Games Tournament (TGT) model on the learning outcomes of grade XI students on the circle tangent at SMA Negeri 1 Balen. The average posttest score for students in the experimental class was 84.056, whereas it was 77.706 in the control class it was 77.706, further confirming the positive influence of this learning model. Practically, the results of this study can be used as an alternative learning strategy for educators to increase active participation and student learning outcomes.
PENGEMBANGAN LEMBAR KERJA SISWA (LKS) BERBASIS DISCOVERY LEARNING PADA MATERI FUNGSI KUADRAT UNTUK SISWA KELAS X IPS SMAN 1 DANDER Kotimah, Siti Khusnul; Novianti, Dwi Erna; Indriani, Ari
Journal of Technology, Mathematics and Social Science Vol. 4 No. 1 (2024): Mei 2024
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v4i1.2594

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Abstrak: Penelitian ini bertujuan untuk mendeskripsikan pengembangan lembar kerja siswa (LKS) matematika berbasis discovery learning pada materi fungsi kuadrat yang valid, praktis dan efektif. Jenis penelitian ini adalah penelitian dan pengembangan (Research & Development). Model pengembangan dalam penelitian ini adalah model 4-D yang dikembangkan oleh Thiagarajan yang terdiri dari 4 tahapan yaitu Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), Disseminate (Penyebaran). Namun pada penelitian ini dimodifikasi hanya sampai pada tahap pengembangan (Develop). Subjek dalam penelitian ini adalah siswa kelas X IPS 1 SMAN 1 Dander tahun ajaran 2021/2022 yang berjumlah 30 anak. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah lembar validasi, angket respon siswa dan tes hasil belajar siswa (pre-test dan post test). Adapun hasil dari penelitian ini menunjukkan bahwa Lembar Kerja Siswa (LKS) yang dikembangkan termasuk dalam kriteria valid dengan total skor rata-rata dari kedua validator adalah 3,15. Kemudian skor ratarata total angket respon siswa sebesar 3,35 menunjukkan bahwa Lembar Kerja Siswa (LKS) yang dikembangkan termasuk dalam kategori praktis. Sedangkan Berdasarkan tes hasil belajar siswa sebelum dan sesudah menggunakan LKS, maka nilai ?ℎ????? sebesar -5,5741 sedangkan nilai ?????? sebesar -1,6991. Berarti bahwa nilai ?ℎ????? lebih kecil dari ?????? (-5,5741 < - 1,6991). Sehingga ?0 diterima dan ?? ditolak. Setelah menggunakan LKS hasil belajar siswa meningkat. Dengan demikian dapat simpulkan bahwa LKS matematika yang dikembangkan terbukti efektif. Kata kunci: Lembar Kerja Siswa (LKS); Pengembangan; Discovery Learning Abstract: This study aims to describe the development of student worksheets (LKS) based on discovery learning mathematics on valid, practical and effective quadratic function materials. This type of research is research and development (Research & Development). The development model in this study is a 4-D model developed by Thiagarajan which consists of 4 stages, namely Define, Design, Develop, Disseminate. However, in this study, it was modified only to the development stage (Develop). The subjects in this study were students of class X IPS 1 of SMAN 1 Dander for the academic year 2021/2022, totaling 30 children. Data collection techniques used in this study were validation sheets, student response questionnaires and student learning outcomes tests (pre-test and post-test). The results of this study indicate that the Student Worksheet developed is included in the valid criteria with the total average score of the two validators is 3.15. Then the average score of the total student response questionnaire was 3.35 indicating that the Student Worksheet developed was included in the practical category. Meanwhile, based on the test of student learning outcomes before and after using the student worksheet, the value of t_count is -5.5741 while the value of t_table is -1.6991. It means that the value of t_count is smaller than t_table (-5.5741 < -1.6991). So ?0 is accepted and ?? is rejected. After using student worksheets, student learning outcomes increase. Thus, it can be concluded that the mathematical worksheets developed have proven to be effective. Keywords: Student Worksheet , Development, Discovery Learning
ANALISIS PEMAHAMAN MATEMATIS SISWA SMPN 3 BOJONEGORO PADA MATERI PELUANG BERDASARKAN TEORI APOS Aprillia, Rista; Indriani, Ari; Novianti, Dwi Erna
Journal of Technology, Mathematics and Social Science Vol. 2 No. 2 (2022): Desember 2022
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v2i2.2960

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The research was carried out by researchers with the aim of analyzing the mathematical understanding of the students of SMPN 3 Bojonegoro on the probability material based on the APOS theory. This research method is qualitative by using a qualitative descriptive approach with the researcher acting as the key instrument or main instrument. Based on the results of the analysis of mathematical understanding of students at SMPN 3 Bojonegoro based on APOS Theory. In the framework of the action stage, the subject has a tendency to explain and present the given opportunities. Subjects in the process stage framework have a tendency to explain, present and classify questions about probability events. Subjects in the process stage framework are subjects who have a tendency to explain, present, classify and apply concepts and procedures. In the framework of the last stage, namely the framework of the schema stage, the subject has a tendency to explain, present, classify, apply and develop the concepts that have been studied. Keywords: Understanding Analysi; Mathematical Understanding; APOS Theory; Opportunity Material.
ANALISIS MINAT BELAJAR SISWA BERBANTUAN EDPUZZLE MELALUI GOOGLE CLASSROOM DALAM PEMBELAJARAN MATEMATIKA SMP NEGERI 3 BOJONEGORO Agustin, Ita Dwi Nur; Indriani, Ari; Novianti, Dwi Erna
Journal of Technology, Mathematics and Social Science Vol. 3 No. 1 (2023): Mei 2023
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v3i1.3250

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Abstrak: Guru dan siswa kurang matang dalam mempersiapkan perubahan sistem pembelajaran akibat pandemi sehingga memunculkan banyak problematika selama pembelajaran daring salah satunya yaitu kurangnya keaktifan dan minat belajar siswa. Tujuan penelitian ini adalah untuk (1) mengetahui faktor-faktor yang dapat mempengaruhi minat belajar matematika siswa kelas VIII SMP Negeri 3 Bojonegoro (2) mengetahui minat belajar siswa berbantuan Edpuzzle melalui Google Classroom dalam pembelajaran matematika kelas VIII SMP Negeri 3 Bojonegoro. Penelitian ini menggunakan pendekatan kualitatif dengan penyebaran angket dan wawancara siswa sebagai teknik pengambilan data. Subjek pada penelitian ini yaitu 12 siswa kelas VIII semester genap SMP Negeri 3 Bojonegoro. Analisis data angket dan wawancara siswa. Teknik keabsahan data yang digunakan yaitu triangulasi sumber dan triangulasi teknik. Berdasarkan hasil penelitian dapat dijelaskan bahwa (1) minat belajar matematika siswa kelas VIII SMP Negeri 3 Bojonegoro dipengaruhi beberapa faktor yaitu perasaan senang, ketertarikan, perhatian dan keterlibatan siswa dalam mengikuti pembelajaran, (2) adanya peningkatan minat belajar siswa sebelum penambahan Edpuzzle dan sesudah penambahan Edpuzzle melalui Google Classroom dalam pembelajaran daring dengan rata-rata peningkatan sebesar 11,37%.Kata kunci: Minat Belajar; Edpuzzle; Google ClassroomAbstract: Teachers and students are not mature enough to prepare for changes in the learning system due to the pandemic, causing many problems during online learning, one of which is the lack of student activity and interest in learning. This study aims to (1) determine the factors that can affect the interest in learning mathematics of class VIII students of SMP Negeri 3 Bojonegoro (2) determine the interest in learning of students assisted by Edpuzzle through Google Classroom in learning mathematics for class VIII of SMP Negeri 3 Bojonegoro. The approach used in this study is a qualitative approach with the distribution of questionnaires and student interviews as data collection techniques. The subjects in this study were 12 students of class VIII even semester of SMP Negeri 3 Bojonegoro. Data analysis of questionnaires and student interviews. The data validity technique used is source triangulation and technical triangulation. Based on the results of the study, it can be explained that (1) several factors that influence the learning interest of class VIII students of SMP Negeri 3 Bojonegoro in learning mathematics, namely feelings of pleasure, interest, attention and involvement of students in participating in learning, (2) an increase in student interest in learning before the addition of Edpuzzle and after adding Edpuzzle through Google Classroom in online learning with an average increase of 11.37%.Keywords: Interest in Learning, Edpuzzle, Google Classroom
PERAN MAHASISWA KAMPUS MENGAJAR 6 DALAM MENINGKATKAN LITERASI DAN NUMERASI SISWA SEKOLAH DASAR Indriani, Ari; Mayasari, Novi
Journal of Technology, Mathematics and Social Science Vol. 4 No. 1 (2024): Mei 2024
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v4i1.4297

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Kampus mengajar diselenggarakan sebagai upaya memberikan kesempatan bagi mahasiswa untuk belajar di luar kampus dengan menjadi mitra guru dalam proses pembelajaran di satuan pendidikan dasar dan menengah, yang selanjutnya disebut sekolah penugasan. Mahasiswa diharapkan menjadi agen perubahan pendidikan dengan membantu peningkatan literasi dan numerasi siswa di sekolah penugasan yang memiliki hasil Asesmen Nasional (AN) level 1 dan 2 pada kemampuan literasi dan numerasi. tujuan dari penelitian adalah untuk mengetahui peran mahasiswa Kampus Mengajar dalam meningkatkan literasi dan numerasi siswa Sekolah Dasar. Penelitian ini menggunakan metode kualitatif deskriptif. Tempat penelitiannya yaitu SD N 3 Woro Kecamatan Kragan Kabupaten Rembang. Waktu penelitiannya yaitu bulan Agustus-November 2023. Teknik pengumpulan data yang digunakan adalah observasi, wawancara dan dokumentasi. Mahasiswa Kampus Mengajar 6 berperan sebagai mitra sekolah, khususnya di SDN 3 Woro, yaitu membantu dalam proses peningkatan literasi numerasi siswa di SDN 3 Woro. Program kerja mahasiswa KM 6 telah dilaksanakan selama 16 minggu dan hasil post test AKM menunjukkan bahwa ada peningkatan 28% untuk literasi dan 20% untuk numerasi. Selain itu mahasiswa juga menambah ilmunya dengan melakukan kegiatan di luar kampus.Kata Kunci: Peran Mahasiswa, Literasi, Numerasi  
Revitalisasi Kesenian Thengul bagi Penduduk Desa untuk Mendukung Edu-Wisata Geopark Nasional Bojonegoro menuju Unesco Global Geopark Indriani, Ari; Dwi Erna Novianti; Ria Indah Pitaloka
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol. 9 No. 2 (2025): Oktober 2025
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j-abdipamas.v9i2.5221

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ABSTRACT This activity aimed to revitalize Thengul art as part of community empowerment supporting educational tourism in Bojonegoro National Geopark. The program consisted of three main stages, namely planning, implementation, and evaluation. The activity involved pentahelix collaboration among universities, local government, community, industry (Ademos Indonesia), and cultural institutions. The results showed that the Thengul community improved their artistic and managerial skills, while local batik craftsmen developed product innovation and marketing skills through digital training. The formation of Thengul Muda Bojonegoro also encouraged youth participation in cultural preservation. It can be concluded that Thengul art revitalization effectively integrates cultural preservation and creative economy development to support sustainable tourism and strengthen local identity. Keywords: Thengul art, revitalization, community empowerment, edu-geocultural tourism   ABSTRAK Kegiatan ini bertujuan untuk merevitalisasi kesenian Thengul sebagai bagian dari pemberdayaan masyarakat dalam mendukung wisata edukatif di kawasan Geopark Nasional Bojonegoro. Program dilaksanakan melalui tiga tahap utama, yaitu perencanaan, pelaksanaan, dan evaluasi. Kegiatan ini melibatkan kolaborasi pentahelix antara perguruan tinggi, pemerintah daerah, masyarakat, dunia usaha (Ademos Indonesia), dan lembaga kebudayaan. Hasil kegiatan menunjukkan peningkatan keterampilan artistik dan manajerial komunitas Thengul, serta kemampuan inovasi produk dan pemasaran digital bagi pengrajin batik lokal. Terbentuknya komunitas Thengul Muda Bojonegoro turut mendorong peran generasi muda dalam pelestarian budaya lokal. Dapat disimpulkan bahwa revitalisasi kesenian Thengul berhasil mengintegrasikan pelestarian budaya dan pengembangan ekonomi kreatif untuk mendukung pariwisata berkelanjutan serta memperkuat identitas daerah. Kata Kunci: kesenian Thengul, revitalisasi, pemberdayaan masyarakat, edu-geocultural tourism
VAKSIN-Based Blended Learning in Moodle on Students’ Geometry Problem-Solving Skills Suriyah, Puput; Dewi Utami, Anita; Mayasari, Novi; Nadiya Abu Hasan, Nurul; Indriani, Ari
Phenomenon : Jurnal Pendidikan MIPA Vol. 14 No. 2 (2024): Jurnal Pendidikan MIPA
Publisher : Faculty of Science and Technology, Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/phen.2024.14.2.25754

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As institutions adapt to the "new normal" era, educators are challenged to design learning experiences that remain engaging, effective, and accessible. To respond to this need, the VAKSIN (Video Animation for Online Learning Systems) approach was developed as part of a blended learning model. This study aimed to determine whether blended learning using VAKSIN in Moodle is more effective than the online learning model in improving student problem solving. The study employed a posttest-only control design on students' bisectors in a geometry course. A saturated sampling technique was used to select all population members as samples. There are 80 subjects and data collection methods, including documentation and testing. Final semester testscores are used to test the sample class's normality, homogeneity, and balance before being subjected to treatment. Hypothesis testing was conducted using a t-test. The results of the data analysis revealed that the t-value for the experimental and control groups was tcount = 3.191084707 and ttable = 1.99084707. Since tcount > ttable, the null hypothesis (H0) was rejected. Thus, it can be concluded that blended learning using VAKSINN is effective in improving students' problem-solving abilities in learning mathematics on the geometry of lines and angles.
ANALISIS TIPE KESALAHAN BERDASARKAN TEORI NEWMAN DALAM PEMAHAMAN KONSEP OPERASI HITUNG PECAHAN DI SDI LUQMAN AL-HAKIM BOJONEGORO Yektiana, Suen; Indriani, Ari; Kholidah, Neneng Rika Jazilatul
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.v1i1.2321

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Abstrak: Penelitian ini bertujuan untuk mendeskripsikan jenis-jenis kesalahan pemahaman konsep siswa dalam menyelesaikan soal terkait operasi hitung pecahan berdasarkan Teori Newman pada siswa kelas IV SDI Luqman Al-Hakim Bojonegoro. Pendekatan penelitian yang digunakan adalah pendekatan kualitatif dengan jenis penelitian deskriptif kualitatif. Subjek penelitian adalah siswa kelas IV SDI Luqman Al-Hakim Bojonegoro Tahun Ajaran 2020/2021 yang berjumlah 22 siswa. Metode penelitian yang digunakan peneliti adalah observasi, soal tes, wawancara, dan dokumentasi. Data hasil penelitian menunjukkan bahwa jenis-jenis kesalahan yang dilakukan siswa dalam pemahaman konsep operasi hitung pecahan berdasarkan Teori Newman yaitu : (1) kesalahan memahami masalah yaitu siswa tidak lengkap dalam menuliskan informasi yang ada dalam soal, (2) kesalahan transformasi masalah yaitu siswa tidak bisa menulis operasi hitung yang digunakan dengan benar, (3) kesalahan ketrampilan proses yaitu siswa tidak menggunakan prosedur penyelesaian dengan benar, (4) kesalahan penulisan jawaban akhir yaitu siswa tidak dapat menuliskan kesimpulan dengan benar. Kesalahan yang tidak dilakukan siswa adalah kesalahan membaca soal.Kata kunci: Kesalahan; Newman; Konsep; PecahanAbstract: This research to describe the types of students concept errors in solving problems fraction operation  with the Newman’s theory in the fourth grade Luqman Al-Hakim Integral Elementary School Bojonegoro. The approach research used is a qualitative approach with a qualitative descriptive type. The subject is  fourth grade Luqman Al-Hakim Integral Elementary School Bojonegoro in 2020/2021 Academic Year totaling 22 students. The research method used is observation,  test questions, interview, and documentation. The research data show that the types of students concept errors in solving problems fraction operation  with the Newman’s theory : (1) comprehension errors, students are not complete in writing the information in the questions, (2) transformation errors, students can’t write which arithmetic operations are used correctly, (3) process skill errors, students don’t use solution the procedure correctly, (4) conclusion errors, students can’t write conclusions correctly. The error that the students didn’t make was a reading error. Keywords: Error, Newman, Concept, Fraction
Integration of STEAM in Solving Numerical Method Problems Ari Indriani; Novi Mayasari; A. Kholiqul Amin; Da’imatun Nasichah
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.v2i1.47

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The learning model prepared for the 21st century is STEAM. In particular, the numerical method topic of the bisection method is taught using the STEAM learning model with the help of MS Excel. The problem in this study is whether the STEAM learning model can help students solve bisection method problems. The aim of this study is to determine whether the STEAM learning model can assist students in solving bisection method problems. This is a quantitative study with a population of all students taking the numerical methods course. The sample consists of semester 6 students from classes A and B, and the sampling technique used is saturated sampling. The prerequisite tests conducted are normality and homogeneity tests. The analysis technique used is the t-test, with the results showing t_calculated = 2.107 and t_table = 2.074. The null hypothesis (H0) is rejected, indicating that STEAM and conventional learning models have different effects. Furthermore, based on the average scores of both classes, the STEAM learning model has a more significant effect than the conventional method. In conclusion, the STEAM learning model with the help of MS Excel can assist students in solving numerical method problems.
The Effect of Flipbook-Assisted Discovery Learning on Student Learning Achievement Suriyah, Puput; Sujiran; Indriani, Ari; Irhadtanto, Boedy; Noeruddin, Ali; Cuhanazriansyah, Muhammad Rinov; Mariana, Dina
Jurnal Pendidikan Edutama Vol 13 No 1 (2026): January 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i1.5293

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Low mathematics learning achievement and minimal use of learning media are problems in mathematics learning, especially in the subject of quadrilateral shapes. This study aims to determine the effect of the discovery learning model assisted by flipbooks on the mathematics learning achievement of seventh-grade students at SMP Negeri 1 Rengel. This study used a quasi-experimental method with a non-equivalent control group design. The research subjects consisted of class VII C as the experimental class and class VII A as the control class. Data were collected through learning achievement tests and analysed using the t-test. The results showed that the learning achievement of students who participated in discovery learning assisted by flipbooks was higher than that of students who participated in conventional learning. Thus, the discovery learning model assisted by flipbooks had a positive effect on students' mathematics learning achievement.