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Analisis persepsi siswa SMK Teladan Batam terhadap pembelajaran matematika di masa pandemi covid 19 ditinjau dari gaya belajar Dian, Romika; Agustyaningrum, Nina; Hanggara, Yudhi
Jurnal Pendidik Indonesia Vol. 2 No. 1 (2021): Jurnal Pendidik Indonesia
Publisher : Karoteh Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61291/jpi.v4i1.19

Abstract

This research aims to explore students' perceptions at SMK Teladan Batam regarding mathematics education during the Covid-19 pandemic, focusing on the differences in individual learning styles. This study employs a qualitative descriptive approach, with the research subjects consisting of 35 students from class XI TEI. Data analysis is conducted using the Miles Huberman method. The research instruments include a learning style questionnaire comprising 24 statements and a perception questionnaire comprising 20 statements. These instruments have been tested for validity and reliability (r = 0.733), and their results are reinforced through interviews. The obtained data are analyzed descriptively, with students' perceptions divided into three indicators: acceptance, understanding, and assessment, while learning styles are categorized into three parts: visual, auditory, and kinesthetic. The research findings indicate that out of the 35 students, 19 have a visual learning style with a highly positive category, with a percentage of acceptance at 71.93%, understanding at 78.29%, and assessment at 75.49%. 13 students have an auditory learning style, with a percentage of acceptance at 72.44%, understanding at 75.64%, and assessment at 72.36%. Meanwhile, three students have a kinesthetic learning style, with a percentage of acceptance in learning at 72.22%, understanding at 75%, and assessment at 78.13%, all of which fall under the high category.
Revealing the dynamics of online mathematics learning in higher education: A students’ perspective Husna, Asmaul; Agustyaningrum, Nina; Hasibuan, Nailul Himmi
Journal of Honai Math Vol. 7 No. 1 (2024): Journal of Honai Math
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jhm.v7i1.439

Abstract

The surge in technological advancements has made online learning increasingly significant, especially during the COVID-19 pandemic. However, it presents specific challenges, particularly in abstract disciplines like mathematics at the university level. This study aims to identify the factors that either facilitate or hinder university students' experiences with online mathematics education during the pandemic. Employing a quantitative survey methodology, the research gathered data from 337 mathematics education students in Indonesia through random sampling. Google Forms conducted the survey, which evaluated eight key aspects: learning motivation, participation, course materials, facilities and infrastructure, interaction, technology skills, learning environment, and self-regulated learning. The results reveal that the primary factors supporting online mathematics learning include high student motivation, active participation, adequate technological skills, and strong self-regulation. Conversely, the main barriers are unstable internet connectivity, high data costs, complex course content, limited interaction, and suboptimal learning environments. These findings suggest that mathematics educators can improve online learning by developing interactive and engaging experiences. Strategies to achieve this may include integrating multimedia resources, optimizing task design, facilitating discussion forums, and creating a stimulating learning atmosphere.
Pengaruh Model Pembelajaran Search, Solve, Create, and Share (SSCS) terhadap Kemampuan Literasi Matematis Ditinjau dari Self-efficacy Siswa Sholikah, Siti; Agustyaningrum, Nina; Muqtada, Moh. Rikza
Jurnal Tadris Matematika Vol 7 No 1 (2024)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2024.7.1.119-130

Abstract

Tujuan penelitian ini adalah untuk mengetahui pengaruh model pembelajaran Search, Solve, Create, and Share (SSCS) terhadap kemampuan literasi matematis ditinjau dari self-efficacy siswa. Penelitian ini menggunakan jenis quasi experimental bentuk nonequivalent posttest-only control group design. Sampel dalam penelitian ini yaitu kelas VIIB dan VIIE, dengan pemilihan sampel secara cluster ramdom sampling. Pengambilan data menggunakan instrumen tes dan non-tes, lembar observasi, pedoman wawancara serta angket validasi. Teknik analisa data dilakukan melalui analisa tahap awal dengan uji independent sample t-Test untuk mengetahui keseimbangan kemampuan awal siswa, serta tahap akhir dengan uji anava dua jalan dan uji pasca anava yaitu uji scheffe. Hasil dari penelitian ini yaitu: 1) Kemampuan literasi matematis siswa yang mendapatkan model pembelajaran SSCS lebih baik daripada siswa yang mendapatkan model pembelajaran langsung; 2) Terdapat perbedaan kemampuan literasi matematis antara siswa dengan self-efficacy tinggi, sedang, dan rendah 3) Tidak terdapat interaksi antara model pembelajaran dan self-efficacy terhadap kemampuan literasi matematis.
Designing gamification-based worksheets to enhance student learning outcomes in abstract algebra course Agustyaningrum, Nina; Pradanti, Paskalia
Jurnal Absis: Jurnal Pendidikan Matematika dan Matematika Vol. 8 No. 1 (2025): Jurnal Absis
Publisher : Program Studi Pendidikan Matematika Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/absis.v8i1.3019

Abstract

Many studies report that abstract algebra is a subject students find difficult to understand, although it is a core course in the mathematics education curriculum. This research was motivated by lecturers’ challenges in developing innovative teaching materials that engage students and improve conceptual understanding. The aim was to develop gamification-based student worksheets (LKM) that are valid, practical, and effective in supporting learning outcomes. The research employed the 4D development model by Thiagarajan, which consists of the define, design, development, and dissemination stages. The participants were mathematics education students at Universitas Tidar enrolled in the ring theory course. Research instruments included validation sheets to assess the validity of the materials, student response questionnaires to evaluate practicality, and learning outcome tests on ring theory to assess effectiveness. The results showed that the developed of LKM achieved very high validity (92%), practicality (80%), and effectiveness based on the Wilcoxon test. Therefore, the developed materials are considered appropriate to enhance the learning of abstract algebra in a more interactive and enjoyable manner. The researchers recommend that lecturers of the ring theory course use this LKM as an alternative teaching material to improve students’ understanding of abstract concepts in a more engaging and meaningful way.
Development of MESI GUNDA (Plane Shape Educational Game) Based on Android to Support Mathematical Problem-Solving Skills Arifatun, Vita; Agustyaningrum, Nina; Pradanti, Paskalia
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 9 No 1 (2025): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol9-iss1/948

Abstract

One of the skills that need to be given to students in learning mathematics is problem solving ability. However, at MTs N 5 Magelang, students' mathematical problem-solving ability is still low. In addition, the problem experienced is the lack of use of interactive learning media and using technology. The purpose of this research is to develop and analyze the validity, practicality, and effectiveness of Android-based MESI GUNDA (gaMe edukaSi banGun Datar or in English Plane Shape Educational Game) learning media to support mathematical problem-solving skills in flat building materials. This research is a type of Research and Development (RnD) with ADDIE model that utilizes Articulate Storyline, Canva, and WEB2APK Builder applications. The validity analysis used an assessment questionnaire from media and material experts consisting of two lecturers and one teacher for media experts, while material experts were carried out by one lecturer and two teachers. The practicality of the product was measured by a practicality questionnaire filled out by students and teachers totaling 27 students and one teacher, while the effectiveness by looking at the increase in pre-test and post-test scores of 23 students who were analyzed using N-gain. The results showed that Android-based MESI GUNDA media is valid, practical, and effective to support mathematical problem-solving skills. MESI GUNDA fulfills the valid aspect with a score of 90 out of 100 with a very valid category by media experts and from material experts obtained a score of 56 out of 65 with a very valid category. The media also meets the practical and effective aspects with a score of 80.59 out of 100 categorized as very practical and an N-gain value of 0.32 categorized as moderate. Therefore, the MESI GUNDA media is recommended for use by teachers to enhance the mathematical problem-solving abilities of junior high school students or their equivalents.
ARTIFICIAL INTELLIGENCE INTEGRATION IN ENGLISH LANGUAGE TEACHING: PERSPECTIVES OF SPORT SCIENCE EDUCATION STUDENTS Rachmawati, Umi; Yunianti, Sukma Shinta; Agustyaningrum, Nina
Linguists : Journal of Linguistics and Language Teaching Vol 11, No 1 (2025): July
Publisher : Universitas Islam Negeri (UIN) Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ling.v11i1.5241

Abstract

Artificial intelligence education in the era of society 5.0 becomes widely used for in English language learning for many purposes. This study is aimed at finding the students’ perspectives on their needs of English language learning for a specific purpose in the field of sport science educations with the use of artificial intelligence as the teaching and learning media. The importance of needs analysis in the initial process of teaching and learning is conducted to gather information that will justify the learning goals, process including the methods, learning media, and the learning activities, and the evaluation of their learning to the betterment of the students’ learning achievement. The needs analysis was conducted through a qualitative design study with the use of questionnaires to gather the data from the subject of the study. This study is a qualitative study focusing on the needs analysis of the artificial intelligence use in English language learning for sport education study program. The subject of the study is university students of Sport Science Education, Faculty of Social Science Education and Sport Science Education in a private university in Indonesia. The data were gathered through questionnaire and observation on the subject. The questionnaire was administered following the criteria of needs analysis including the needs, necessities, wants, and lacks. The observation was conducted during the teaching and learning process of English in sport science study program. The data were analyzed qualitatively. The results of the study present that the students’ needs on the learning English is high that is aimed at enabling the students’ access any scientific articles to complete their tasks during the study program. The use of artificial intelligence during the teaching and learning is strongly suggested to support the students in developing not only the target language but also their technological skills. However, the application of the artificial intelligence during the English class is still limited due to several challenges discussed in this article.