Articles
Pengembangan Media Pembelajaran Matematika Edukatif Berbasis Video Animasi Terhadap Kemampuan Pemahaman Matematis Siswa Pada Materi Teori Peluang
Yuliniar, Sesilia;
Ardiawan, Yadi;
Oktaviana, Dwi
DIKSI: Jurnal Kajian Pendidikan dan Sosial Vol. 6 No. 1 (2025): Diksi: Jurnal Kajian Pendidikan dan Sosial
Publisher : Yayasan Pendidikan Bima Berilmu
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.53299/diksi.v6i1.1231
Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa media pembelajaran matematika edukatif berbasis video animasi terhadap kemampuan pemahaman matematis siswa pada materi teori peluang di kelas VIII SMP Mandiri Pontianak. Penelitian ini merupakan penelitian pengembangan (R&D) dengan prosedur penelitian yang menggunakan model ADDIE. Subjek dalam penelitian ini terdiri atas ahli (validator) dan siswa (subjek uji coba produk). Teknik pengumpulan data dalam penelitian ini adalah Teknik komunikasi tidak langsung dengan instrumen penelitian berupa lembar validasi ahli materi dan lembar validasi ahli media serta angket. Berdasarkan hasil validasi oleh ahli materi diperoleh persentase sebesar 83,30% dengan kriteria valid. Hasil validasi ahli media diperoleh persentase sebesar 83,85% dengan kriteria valid, perhitungan angket respon guru diperoleh persentase kepraktisan sebesar 97% dengan kriteria sangat praktis, perhitungan angket angket respon siswa diperoleh persentase kepraktisan sebesar 90,64% dengan kriteria sangat praktis, dan hasil posstest diperoleh persentase keefektifan sebesar 89,47% dengan kriteria efektif.
Analisis Learning Obstacle Siswa Smp Pada Materi Volume Kubus Dan Balok
Priskila, Priskila;
Jamilah, Jamilah;
Oktaviana, Dwi
Journal of Comprehensive Science Vol. 2 No. 6 (2023): Journal of Comprehensive Science (JCS)
Publisher : Green Publisher Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.59188/jcs.v2i6.390
Penelitian ini bertujuan untuk mengetahui learning obstacle siswa SMP pada materi volume kubus dan balok. partisipan dalam penelitian ini adalah siswa kelas IX SMPS Santo Fransiskus Asisi Pontianak dan satu orang guru mata pelajaran matematika. metode penelitian ini menggunakan pendekatan kualitatif yang merupakan bagian dari didactical desuign research (DDR) dengan paradigma interpretif. Teknik pengumpulan data dalam penelitian ini menggunakan diagnostic test dan wawancara. Hasil penelitian ini yaitu ditemukannya ontogenic psychological, epistemological consept, epistemological procedure, epistemological operational technique, dan didactical obstacle
Pengembangan Buku Ajar Elektronik Interaktif (BAEI) Berbantuan Google slide dan Quizizz dalam Meningkatkan Kemampuan Pemecahan Masalah pada Materi Relasi dan Fungsi di Kelas VIII SMP Negeri 1 Kubu
Sulistiyowati, Yulita Endang;
Susiaty, Utin Desy;
Oktaviana, Dwi
Juwara: Jurnal Wawasan dan Aksara Vol. 1 No. 2 (2021)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (200.896 KB)
|
DOI: 10.58740/juwara.v1i2.26
Abstrak Penelitian ini bertujuan untuk mengembangkan buku ajar elektronik interaktif (BAEI) berbantuan google slide dan quizizz dalam meningkatkan kemampuan pemecahan masalah pada materi relasi dan fungsi di kelas VIII SMP Negeri 1 kubu yang valid, praktis, dan efektif. Metode penelitian yang digunakan adalah Research and Development (R&D) yaitu penelitian pengembangan yang mengacu pada model pengembangan 4-D yang telah dimodifikasi. Instrumen yang digunakan dalam penelitian ini berupa angket dan soal tes. Angket digunakan untuk validasi ahli materi dan media, serta respon guru dan siswa. Soal tes digunakan untuk uji coba penilaian kemampuan pemecahan masalah siswa. Hasil penelitian menunjukan bahwa: (1) kualitas buku ajar elektronik interaktif (BAEI) berbantuan google slide dan quizizz dilihat dari aspek kevalidan termasuk dalam kategori sangat valid dengan rata-rata 89,06%, (2) hasil angket respon guru dan siswa dengan rata-rata 88,83% dengan kriteria sangat praktis dan (3) buku ajar elektronik interaktif (BAEI) berbantuan google slide dan quizizz dikategorikan efektif yang ditunjukkan dengan terdapatnya perbedaan yang signifikan nilai kemampuan pemecahan siswa antara sebelum dan setelah diberikan pembelajaran dengan buku ajar elektronik interaktif (BAEI) google slide dan quizizz. Abstract This study aims to develop an interactive electronic textbook (BAEI) assisted by Google Slides and Quizizz in improving problem solving skills in relational and functional material in class VIII SMP Negeri 1 Kubu which is valid, practical, and effective. The research method used is Research and Development (R&D), namely development research that refers to a modified 4-D development model. The instruments used in this study were questionnaires and test questions. Questionnaires were used to validate material and media experts, as well as teacher and student responses. The test questions are used for testing the assessment of students' problem solving abilities. The results showed that: (1) the quality of interactive electronic textbooks (BAEI) assisted by google slides and quizizz viewed from the aspect of validity was included in the very valid category with an average of 89.06%, (2) the results of the questionnaire responses of teachers and students with an average an average of 88.83% with very practical criteria and (3) interactive electronic textbooks (BAEI) assisted by google slides and quizizz are categorized as effective as indicated by the significant difference in the value of students' solving abilities between before and after being given learning with interactive electronic textbooks (BAEI) google slides and quizizz.
ANALISIS KESALAHAN SISWA DALAM MEMECAHKAN MASALAH FUNGSI KOMPOSISI BERDASARKAN KRITERIA ENNIS
Ersa Oktavianti;
Rahman Haryadi;
Dwi Oktaviana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23969/jp.v10i01.22663
This research aims to analyze students' errors in solving composition function problems based on the Ennis Criteria. This research uses a qualitative approach and the type of research is descriptive. The research subjects were class XI students of SMA Negeri 1 Belitang Hilir. The instrument in this research is test questions which are analyzed using the Ennis criteria indicators and interview guidelines. Based on the results of data analysis, it was concluded that students (1) with high abilities made mistakes in the situation and overview criteria; (2) Medium ability students make mistakes in the inference, situation and overview criteria; (3) Low ability students make mistakes in the criteria of focus, reason, inference, situation, clarity and overview.
PENGEMBANGAN VIDEO PEMBELAJARAN BERBANTUAN GEOGEBRA TERHADAP KEMAMPUAN REPRESENTASI MATEMATIS SISWA KELAS XI SMA NEGERI 1 SINTANG PADA MATERI PROGRAM LINEAR
Herawati Januar Ningsih;
Syarifah Fadillah;
Dwi Oktaviana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23969/jp.v10i01.22804
This research aims to develop Geogebra-assisted learning videos on the mathematical representation abilities of class XI students at SMA Negeri 1 Sintang on linear programming material. This research is a Research and Development (R&D) ADDIE model with five stages consisting of Analysis, Desigh (design/planning), Development (development), Implementation (implementation) and Evaluation (evaluation). The product development subjects in this research were media expert validators, namely two mathematics education subjects and one mathematics subject teacher, material experts, namely two mathematics education lecturers and one mathematics subject teacher, and the product trial subjects were class XI IPS 1 students at SMA Negeri 1 Sintang with 28 students. The data collection technique used is indirect communication techniques with research instruments in the form of validation sheets and response questionnaires, as well as measurement techniques in the form of description tests. Based on the results obtained, the conclusion in this research is that the learning videos developed are suitable for use in the learning process with the validation results from media experts and material experts obtaining validity with a percentage of 87.29% with very valid criteria; practicality was obtained from the teacher response questionnaire and student responses with a percentage of 85.89% with very practical criteria; and effectiveness measured from student test results obtained a percentage of 64.28% effective.
Analisis Kemampuan Literasi Matematika dalam Menyelesaikan Soal Aljabar Berbasis HOTS Ditinjau dari Kemampuan Awal Siswa
Florensia, Flofida;
Oktaviana, Dwi;
Firdaus, Muhamad
Indo-MathEdu Intellectuals Journal Vol. 5 No. 1 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.54373/imeij.v5i1.813
This research aims to analyze in depth the mathematical literacy abilities possessed by students at SMP Negeri 11 Sungai Ambawang which are reviewed based on the initial abilities possessed by students with three categories of initial abilities, namely high, medium and low levels. This research is a descriptive qualitative research method in the form of a case study. In this research, the case that will be studied is how mathematical literacy skills are in solving HOTS-based algebra problems. Data collection tools in this research are tests and interview instruments. The subjects of this research were 24 students in class VIII A of SMPN 11 Sungai Ambawang. In this research, it was concluded that students with a high level of initial ability were able to fulfill three indicators of mathematical literacy, namely understanding and formulating, using and applying, and interpreting, while students with a medium level of initial ability were only able to fulfill two indicators, namely understanding and formulating, using and apply but cannot interpret. Meanwhile, students with low initial abilities are unable to meet the three indicators.
Kemampuan Pemecahan Masalah Matematika Melalui Model Pembelajaran Kontekstual Berbantuan Quizizz Ditinjau dari Kecerdasan Visual Spasial
Ratnasari, Emiliana;
Oktaviana, Dwi;
Saputro, Marhadi
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.54373/imeij.v5i6.2298
This research aims to determine whether there are differences in mathematical problem solving abilities through the contextual learning model assisted by Quizizz in terms of visual spatial intelligence. This research is a quantitative research type of True Experimental Design. The research subjects were class VIII students at SMPN 17 Pontianak with a total of 60 students. The samples in this study were class VIII B as an experimental class using the contextual learning model assisted by Quizzizz and class VIII A as a control class using a conventional learning model. Data was obtained from the mathematical problem-solving ability test given to students. The data analysis technique used a two-way anava test and an advanced test using a double comparison test with the Sheffe method. Based on the results of the analysis and discussion of the research data, the results were obtained that the ability to solve mathematical problems using the quizizz-assisted contextual learning model is better than the ability to solve mathematical problems using the conventional learning model. There is an interaction between the quizizz-assisted contextual learning model and students' spatial visual intelligence on mathematical problem solving
Pengaruh media pembelajaran quizizz terhadap kemampuan pemecahan masalah matematis dan kemandirian belajar pada siswa SMP
Astuti, Astuti;
Oktaviana, Dwi;
Firdaus, Muhamad
Media Pendidikan Matematika Vol. 10 No. 1 (2022)
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.33394/mpm.v10i1.5039
Penelitian ini menggunakan pendekatan kuantitatif metode penelitian eksperimen, dengan desain true eksperimental design. Latar belakang masalah dalam penelitian ini adalah Bagaimana Pengaruh Media Pembelajaran Kuis tentang Keterampilan Pemecahan Masalah Matematika dan Kemandirian Belajar dalam Materi Dan Fungsi pada Kelas VIII SMP Negeri 1 Sungai Raya adalah latar belakang permasalahan dalam penelitian ini. Jumlah sampel pada penelitian ini sebanyak 60 siswa, yang terdiri dari 30 siswa kelas eksperimen dan 30 siswa kelas kontrol. Tujuan umum yang ingin dicapai adalah untuk mengetahui Pengaruh Media Pembelajaran Quizizz Terhadap Kemampuan Pemecahan Masalah Matematis Dan Kemandirian Belajar Dalam Materi relasi dan fungsi Kelas VIII SMP Negeri 1 Sungai Raya. Lembar tes dan kuesioner adalah instrumen yang digunakan. Tes, kuesioner, dan wawancara adalah beberapa prosedur pengumpulan data yang digunakan. Berdasarkan hasil dari uji t dua sampel yang menggunakan nilai post-tes kelas eksperimen dan kontrol yaitu nilai uji t kemampuan pemecahan masalah matematis  4,39 > 1,67 dan kemandirian belajar  4,58 > 1,67. Paparan tersebut menetapkan bahwa penggunaan media pembelajaran Quizizz berdampak pada keterampilan dan kemandirian belajar matematika dalam kaitannya dengan materi relasi dan fungsi.
Computational Simulation and Algorithm Analysis for Solving Combinatorial Optimization Problems in Graph Theory and Discrete Mathematics
Dwi Oktaviana;
M. Rhifky Wayahdi;
Syed Hassan Ali
International Journal of Applied Mathematics and Computing Vol. 1 No. 3 (2024): July : International Journal of Applied Mathematics and Computing
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.62951/ijamc.v1i3.273
Combinatorial optimization is a fundamental area in operations research and computer science, focusing on identifying optimal solutions from a finite set of possibilities. This study explores the integration of branch and bound methods with heuristic algorithms to address optimization problems in graph theory and discrete mathematics. Python was employed for algorithm implementation due to its flexibility and comprehensive computational libraries, enabling efficient data analysis and visualization. Several benchmark problems were examined, including the Traveling Salesman Problem (TSP), Minimum Spanning Tree (MST), and Graph Coloring. Simulations were conducted using datasets of varying sizes (small, medium, and large) to evaluate performance across different scales. The results demonstrate that the hybrid approach achieves a balance between solution quality and computational efficiency, outperforming brute-force methods in terms of speed while maintaining near-optimal accuracy. Tabulated results and graphical comparisons highlight the reduction in computation time and improved scalability of the proposed method. The findings suggest that combining systematic search strategies with heuristics offers a practical and effective framework for solving complex combinatorial optimization problems. Recommendations for future research include testing scalability with larger datasets, incorporating advanced metaheuristics, and applying the approach to real-world domains such as logistics and network design.
IMPLEMENTASI MODEL GAME BASED LEARNING BERBANTUAN WORDWALL DAN MODEL PROBLEM BASED LEARNING TERHADAP KEMAMPUAN PEMECAHAN MASALAH SISWA
Arassati;
Rahman Haryadi;
Dwi Oktaviana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Publish
Publisher : STKIP Subang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.36989/didaktik.v12i01.11720
This study aims to compare the effectiveness of Game Based Learning (GBL) model assisted by wordwall with Problem Based Learning (PBL) on the mathematical problem-solving ability of class X students of SMA Negeri 1 Sungai Raya on the material of arithmetic sequences and series. The research method used Quasi Experimental Design with Nonequivalent Control Group Design. The sample was selected through purposive sampling, namely class X8 as the experimental class (31 students) who implemented GBL assisted by wordwall and class X6 as the control class (31 students) who implemented PBL. The research instrument used was a problem-solving ability test on the material of arithmetic sequences and series. Data were analyzed using paired sample t-test and independent t-test. The results showed that both models were able to improve students' mathematical problem-solving ability. The experimental class increased from 58.60 to 84.94 with N-Gain 0.64 (medium category), while the control class increased from 59.03 to 71.93 with N-Gain 0.31 (medium category). The independent t-test shows tcount = 4.3255 > ttable = 2.0003 (α = 5%), so the mathematical problem-solving ability of students taught using GBL assisted by wordwall is better than PBL. Digital games create interesting and challenging learning, encouraging active student involvement.