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The development of teaching materials based on problem solving exploration with microsoft kaizala applications Sari, Nenden Mutiara; Setiani, Ana; Rinangkit, Ina; Munawar, Hanhan Subhan
Al-Jabar: Jurnal Pendidikan Matematika Vol 12 No 2 (2021): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v12i2.9253

Abstract

The effectiveness of implementing online learning during the COVID-19 pandemic has not been satisfactory in terms of problem-solving abilities. The presentation of teaching materials presented in the online platforms used has not been able to identify the extent of student understanding in problem-solving exploration. Therefore, this research aims to produce Kaizala teaching materials based on problem-solving exploration. The ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model was used in this research to produce these teaching materials. The subjects of this research trial were grade VIII junior high school students in a public school in Ogan Komering Ulu Regency, Palembang. The choice of the place for this research was based on the fact that the mathematics learning carried out at the school was by utilizing social media platforms. The instruments used in this research consisted of validation sheets of material, language, presentation, and problem-solving integration, a questionnaire on the practicality of teaching materials, and a problem-solving ability test to assess the effectiveness of the developed teaching materials. The results showed that: (1) the developed teaching materials were in the valid criteria; (2) the practicality of the developed teaching materials are at very high and high criteria; (3) The developed teaching materials also meet the criteria of effectiveness, whereas many as 82 percent of the test subjects obtained a score of not less than 75 and the effect size value belongs to the large category. Thus, it can be concluded that the developed teaching materials are suitable for supporting and facilitating students in problem-solving exploration activities.
Implementation of geogebra-assisted creative problem-solving model to improve problem solving ability and learning interest students Handayani, Evie Dwi; Kusnawati, Emah; Sari, Nenden Mutiara; Yaniawati, Poppy; Zulkarnaen, Muhammad Iskandar
Al-Jabar: Jurnal Pendidikan Matematika Vol 13 No 1 (2022): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v13i1.11341

Abstract

Mathematics aims to make students have good problem-solving skills based on the junior high school curriculum. However, the reality in the field is that more than 50% of students cannot solve problem-solving problems. This study aims to (1) Analyze the differences in the improvement of the problem-solving abilities of students who received learning with the GeoGebra-assisted CPS model and the problem-solving skills of students who received conventional learning in terms of overall and early mathematics ability (superior and low); (2) Analyzing the differences in learning interest of students who received GeoGebra-assisted CPS learning and students who received conventional understanding; (3) Analyzing the correlation between problem-solving abilities and students' interest in education. The research design employed was sequential explanatory with a quasi-experimental method. The Instruments were written tests, questionnaires, observation sheets, and interview guidelines. The data obtained were analyzed using the Mann-Whitney U test, t-test, and correlation test. The results showed that: (1) The improvement of the problem-solving abilities of students who received GeoGebra-assisted CPS learning was better than students who received conventional learning, and there was no difference in the problem-solving abilities of the superior early mathematical ability and low early mathematical ability groups; (2) The learning interest of students who receive GeoGebra-assisted CPS learning is better than students who receive conventional learning; (3) There is no correlation between problem-solving ability and student interest in learning. Creative problem-solving learning models assisted by GeoGebra applications can improve students' mathematical problem-solving skills and interest in learning.
MathQuest: A powerpoint-based problem-based learning game for mathematical problem-solving Supartini, Reny; Sari, Nenden Mutiara; Supianti, In In; Septiani, Gina Dwi
Journal of Advanced Sciences and Mathematics Education Vol 4, No 2 (2024): Journal of Advanced Sciences and Mathematics Education
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jasme.v4i2.455

Abstract

Background: Despite the importance of mathematical problem-solving skills in academic and everyday contexts, many students struggle to master these skills due to the lack of engaging and effective instructional tools. Traditional teaching methods often fail to address these challenges, highlighting the need for innovative approaches that integrate interactive and motivating elements into the learning process.Aims: This study aims to develop and validate a PowerPoint-based Problem-Based Learning (PBL) game, evaluate its practicality in classrooms, and assess its effectiveness in improving students' mathematical problem-solving skills and motivation.Methods: Using the ADDIE model, this research involved 33 tenth-grade students selected through purposive sampling. Validation by two media experts, two content experts, and two language experts ensured high-quality game design.Result: Expert validation results showed high scores for content (91 percent), media design (89 percent), and language clarity (92 percent), indicating strong validity. The game achieved a practicality score of 85 percent based on student usability feedback. Effectiveness was demonstrated through a significant improvement in students’ mathematical problem-solving skills, with average test scores increasing from 65 to 85 after using the game. Additionally, 70 percent of students reported heightened motivation and engagement in learning mathematics through this game.Conclusion: The PBL-based PowerPoint game demonstrated strong validity, practicality, and effectiveness in addressing the needs of students and enhancing their mathematical skills. Key educational game elements identified include immediate feedback, question variety, and the ability to play in groups, making it a viable tool for classroom implementation.
Penggunaan Model Pembelajaran Snow Cube Throwing Berbasis Eksplorasi dalam Meningkatkan Kemampuan Intuisi Matematis Siswa Sari, Nenden Mutiara
Mosharafa: Jurnal Pendidikan Matematika Vol. 10 No. 3 (2021): September
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v10i3.680

Abstract

Model pembelajaran snow cube throwing dikembangkan untuk melatih kemampuan intuisi siswa melalui kegiatan menebak/memperkirakan pola dari masalah-masalah eksplorasi yang diberikan. Sesuai dengan kekhasan model pembelajaran ini, siswa dapat berlatih banyak soal berbasis eksplorasi. Banyaknya soal-soal eksplorasi yang diberikan akan membantu siswa dalam mempertajam kemampuan intuisinya. Penelitian ini bertujuan menganalisis peningkatan kemampuan intuisi matematis yang mendapat pembelajaran SCTBE, eksploratif dan ekspositori ditinjau secara keseluruhan dan berdasarkan kategori sekolah. Penelitian ini merupakan penelitian kuasi eksperimen dengan rancangan non-equivalent pre-test and post-test control-group design. Populasi penelitian adalah siswa kelas VIII dari tiga sekolah di Kota Cimahi. Pemilihan sampel dalam penelitian kuantiatatif didasarkan pada teknik strata dan kelompok. Tes kemampuan intuisi matematis yang digunakan berbentuk uraian yang terdiri dari 5 soal. Hasil penelitian menunjukkan bahwa: Secara keseluruhan peningkatan kemampuan intuisi matematis siswa yang memperoleh pembelajaran snow cube throwing berbasis eksplorasi lebih baik dari siswa yang memperoleh pembelajaran eksploratif dan ekspositori; ditinjau berdasarkan kategori sekolah, pembelajaran snow cube throwing berbasis eksplorasi lebih cocok digunakan pada sekolah kategori tengah yang memiliki karakteristik aktif dan mandiri. The snow cube throwing learning model was developed to practice students' intuition ability through guessing/predicting patterns of the given exploration problems. Following the uniqueness of this learning model, students can practice many exploration-based questions. The number of exploratory questions given will help students sharpen their intuitive abilities. This study aims to analyze the improvement of mathematical intuition ability that obtained SCTBE, explorative, and expository learning reviewed as a whole and based on school categories. This research was a quasi-experimental study with a non-equivalent pre-test and post-test control-group design. The study population was class VIII students from three schools in Cimahi City. Sample selection in quantitative research is based on strata and group techniques. The mathematical intuition ability test used is in the form of a description consisting of 5 questions. The results showed that: Overall improvement in mathematical intuition ability of students who obtained snow cube throwing based on exploration learning was better than students who obtained explorative and expository learning; based on the school category, snow cube throwing based on exploration learning is more suitable for middle category schools that have active and independent characteristics.
Integrating SQ3R Strategies to Improve Mathematical Problem-Solving Capabilities in Material Triangles Nurlaelasari, Eva; Sari, Nenden Mutiara; Wahidin, Wahidin; Akkapin, Supaphorn; Yaniawati, Poppy
Kreano, Jurnal Matematika Kreatif-Inovatif Vol. 16 No. 2 (2025): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : UNNES JOURNAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v16i2.33696

Abstract

Indonesian students often struggle with solving math problems, especially when it comes to geometry, like problems involving triangles. However, previous studies have mostly focused on SQ3R in reading comprehension or general mathematics learning, leaving a gap in its application to geometry-based problem-solving. This study aims to examine the effectiveness of integrating the SQ3R strategy to enhance students’ mathematical problem-solving abilities on triangle materials. The research used a quantitative-qualitative method with a quasi-experimental design, and included two groups: an experimental group and a control group. The students were from a seventh-grade class at SMP Negeri 4 Cimahi, and they were divided into the two groups based on purposeful selection. Data was gathered through problem-solving tests, classroom observations, and other records. The results showed that the group that used SQ3R improved much more in their problem-solving skills compared to the group that didn’t use it. The SQ3R method helped students break down problems, come up with plans, do calculations, and check their answers in a better way. This study highlights the need for active literacy-based strategies in mathematics instruction and suggests future research to explore the broader application of SQ3R in other mathematical topics and grade levels. Abstrak Keterampilan siswa Indonesia dalam pemecahan masalah matematika masih dianggap rendah, terutama dalam pelajaran geometri seperti segitiga. Namun, penelitian sebelumnya sebagian besar berfokus pada penerapan SQ3R dalam keterampilan membaca atau pembelajaran matematika secara umum, sehingga masih terdapat kesenjangan dalam penerapannya pada pemecahan masalah berbasis geometri. Penelitian ini bertujuan untuk menguji efektivitas integrasi strategi SQ3R dalam meningkatkan kemampuan pemecahan masalah matematis siswa pada materi segitiga. Penelitian ini mengambil pendekatan kuantitatif-kualitatif dan menerapkan metode kuasi eksperimen berjenis Non-equivalent Control Group Design. Sampel terdiri dari 72 siswa kelas VII di SMP Negeri 4 Cimahi yang dibagi menjadi kelompok eksperimen dan kontrol, keduanya dipilih secara purposif. Alat penelitian terdiri dari tes penyelesaian masalah, pengamatan, dan dokumentasi. Temuan penelitian menunjukkan peningkatan yang signifikan dalam kemampuan pemecahan masalah siswa pada kelompok eksperimen dibandingkan dengan kelompok kontrol. Strategi SQ3R terbukti berhasil mendukung siswa dalam memahami permasalahan, merancang solusi, melakukan perhitungan, dan memeriksa hasil secara terstruktur. Penelitian ini menegaskan pentingnya penerapan strategi berbasis literasi aktif dalam pembelajaran matematika serta merekomendasikan penelitian lanjutan untuk mengeksplorasi penerapan SQ3R pada topik matematika dan jenjang pendidikan lainnya.
Student Creativity in Digital Learning: A Review of School Self-Confidence and Utilization Khairuna, Mawar Izzati; Supianti, In In; Sari, Nenden Mutiara
SJME (Supremum Journal of Mathematics Education) Vol 10 No 1 (2026): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v10i1.13158

Abstract

Creativity is a crucial 21st-century skill, yet students' mathematical creativity remains relatively low. This research aims to develop mathematics learning materials based on the Pijar Sekolah Learning Management System (LMS) that are interactive, contextual, and problem-based to foster creativity by considering self-confidence. The Research and Development (R&D) method using the ADDIE model was employed. The sample consisted of two classes at a vocational school in Bandung. Data were collected via questionnaires, interviews, and observations, then analyzed using Aiken’s V, Cronbach’s Alpha, Two-Way ANOVA, and Pearson correlation. Results showed the materials are valid (Aiken’s V = 0.738) and reliable (Alpha = 0.945). Two-Way ANOVA revealed that the LMS method significantly improves creativity specifically for students with high self-confidence (p = 0.004), although it showed no significant difference for the overall group (p = 0.905). A significant positive correlation between self-confidence and creativity was found only in the experimental class (r = 0.478, p = 0.021). These findings emphasize that digital platforms optimize creativity when balanced with high student self-confidence.