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Ability of Strategic Competence of Mathematically Proficiency in Completing Open Ended Mathematical Questions: Kemampuan Strategic Competence Of Mathematically Proficiency Dalam Menyelesaikan Soal Matematika Open Ended filahanasari, eka
International Journal of Technology Vocational Education and Training Vol. 1 No. 1 (2020): IJTVET Vol.1 No.1 (2020)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v1i1.22

Abstract

The purpose of this research is described strategic competence of mathematically proficiency’s students resolve a math problem using open-ended questons.The research was conducted in SMPN 5 Bungo .The kind of research qualitative descriptive, the data using test shaped about open-ended instrument of matter two variable system of linear equations and interviews. Data analysis done by reduction , presentation of data and verification or withdrawal of the conclusions .The result showed that students who were the subject of study has fulfilled all indicators strategic competence. Subject to the six indicators strategic understanding a situation and the competence of the problem , find kata-kata hal-hal key and ignoring the irrelevancy of the problem , presents a question it is mathematically in various forms , choose the presentation of suitable to help solve the problem , choose an effective method of settlement to resolve the problem and find a solution given from trouble .But not all the indicators look in pieces the subject , it is strengthened by the interview .So that all the indicators have been met by the subject.
PENGEMBANGAN MEDIA PEMBELAJARAN DIORAMA MATA PELAJARAN IPAS MATERI KENAMPAKAN ALAM DAN BUATAN DI KELAS III SDN 189/II SARI MULYA Anggrayni, Melissa; Margaretta Fitriani; Filahanasari, Eka
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3206

Abstract

This research is motivated by the limited availability of learning media, which has impacted student learning outcomes. In addition, many studens reported difficulties in underdtanding the subject matter. The aim of this study is to develop a diorama-based learning media for the IPAS subject on the topic of natural and artifical landscapes for grade III studen at SDN 189/II Sari Mulya that is valid, practical, and effective. The research method used is Research and Development (R&D), applying the ADDIE development model, which consits of five stages: Analyze, Design, Development, Implementation, and Evaluation. The diorama learning media was validated by five experts, resulting in the following scores: material aspect 93%, media aspect 92%, language aspect 94,28%, teachung module aspect 90,91%, and test item aspect 80%. The teacher’s response questionnaire, assessed by the grade homeroom teacher, received an average score of 84,77%. The effectiveness analysis indicated an average score of 81,25%. These findings suggest that the diorama learning media is valid,practical, and effective for improving student understanding in the studied subject matter.
Pengembangan Media Pembelajaran Video Animasi Berbantu Powtoon pada Materi Bangun Datar dikelas IV SDN 37/II Pasar Lubuk Landai Apunda, Resti Fitria; Filahanasari, Eka; Aprimadedi, Aprimadedi
Innovative: Journal Of Social Science Research Vol. 3 No. 3 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pada pembelajaran matematika selama proses pembelajaran berlangsung masih kurangnya penggunaan media. Media yang digunakan hanya terpokus pada buku cetak sehingga hal tersebut dapat menimbulkan lemahnya tingkat pemahaman peserta didik pada proses pembelajaran matematika dikelas IV. Maka untuk mengatasi hal tersebut peneliti mengembangkan media pembelajaran video animasi berbantu powtoon pada materi bangun datar. Dengan tujuan dilakukannya penelitian ini yaitu dapat menunjang tingkat pemahaman peserta didik dalam pembelajaran matematika, dan menghasilkan media video animasi yang valid, praktis, dan efektif. Dalam penelitian ini peneliti menggunakan metode Reseacrh and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari 5 tahap yaitu, (1) analyze (analisis), dengan 3 macam analisis yaitu analisis kebutuhan, analisis karakteristik peserta didik, dan anlisis kurikulum (2) design (perancangan), (3) development (pengembangan), kemudian akan dilakukan uji coba validasi oleh 3 orang validator dengan hasil 92,1% (4) implementation (implementasi) yakni dengan melaksanakan uji praktikalitas yang dilakukan oleh praktisi (guru) dan peserta didik dengan hasil 92,2%, Setelah itu dilakukannya uji coba media video dengan lembar efektivitas mendapatkan hasil 90% yang didapatkan dari hasil belajar peserta didik. (5) evaluasi (evaluation). Berdasarkan dari prosedur ADDIE yang digunakan dalam penelitian di atas maka dapat disimpulkan bahwa media video animasi yang telah dikembangkan oleh peneliti layak untuk digunakan, karena telah memenuhi minimal kriteria valid, praktis dan efektif. Kata Kunci: “Media Pembelajaran, Video Animasi Powtoon, Bangun Datar ”.
EFEKTIVITAS MODEL PROBLEM BASED LEARNING (PBL) (Terhadap Kemampuan Pemecahan Masalah Matematis Siswa Kelas XI MAS Al Barokah) Ratnawati, Ratnawati; Filahanasari, Eka; Saharani, Amanda Putri
Consilium: Education and Counseling Journal Vol 4 No 1 (2024): Edisi Maret
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v4i1.4480

Abstract

Penelitian ini dilakukan karena rendahnya kemampuan siswa dalam memecahkan masalah matematikanya. Upaya penanggulangan permasalahan tersebut memerlukan model Problem Based Learning (PBL). Tujuan penelitian ini adalah untuk mengetahui bagaimana model PBL terhadap pencapaian kemampuan pemecahan masalah matematis siswa. Penelitian ini menggunakan desain pre-eksperimental dengan One Group Pretest-Posttest Design. Dalam penelitian ini menggunakan Sampling jenuh jika semua populasi dijadikan sampel. Sampel dalam penelitian ini adalah seluruh siswa kelas XI MAS Al Barokah Dharmasraya. Teknik pengumpulan data dilakukan dengan pretest dan posttest berupa tes tertulis dengan total 5 soal esai. Berdasarkan hasil uji normalitas, distribusinya cenderung normal. Hasil uji-t (paired sample t-test) menghasilkan nilai sig (two-tailed) = 0,001 0,05 Ho ditolak berarti terdapat efektivitas model PBL terhadap kemampuan pemecahan masalah matematis siswa. Namun indikator indikator 1,3,4 tidak menunjukkan perbedaan antara hasil belajar untuk pretest dan posttest pada indikator pemecahan masalah, indikator 2 terdapat perbedaan hasil belajar untuk pretest dan posttest pada indikator pemecahan masalah
Pengembangan Media Pembelajaran Game Edukasi Ular Tangga untuk Meningkatkan Pemahaman Numerasi Materi Penjumlahan dan Pengurangan Filahanasari, Eka; Imelda, Imelda; Karmila, Desi
FARABI: Jurnal Matematika dan Pendidikan Matematika Vol 8 No 2 (2025): FARABI: Jurnal Matematika dan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika FKIP UNIVA Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/farabi.v8i2.1169

Abstract

This research is motivated by the low value of students in Mathematics, especially addition and subtraction materials. The monotonous learning process, such as lecture methods, repeated practice questions, and the use of simple media such as stones and sticks, are some of the causes. This study aims to describe the media design and produce valid, practical and effective learning media. educational games are used as learning media. This type of research is Research and Development (RnD) with the ADDIE model which includes five stages: Analyze, Design, Development, Implementation, and Evaluation. The first stage of this model is analysis, at this stage the needs of educators and students are analyzed, the characteristics of students are analyzed, and the material is analyzed. The second stage is design, at this stage the CP, teaching modules, instruments and products are designed. Next is the development stage, at this stage it produces a product. Then the implementation stage is product testing, finally the evaluation stage, at this stage it analyzes the research data. The validation results by 3 validators obtained results with Aiken's V criteria, namely the average Valid category. The practicality of the media is high, with a percentage of positive responses from educators of 92% and students of 93% with the Practical category. The effectiveness of the media can be seen from the increase in student learning outcomes through pre-tests and post-tests, with an average N-Gain score of 81.4% with the Effective category. Thus, this learning media is categorized as valid, practical, and effective in improving the understanding of numeracy of grade I students of UPT SDN 07 Sitiung.
PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE PADA MATERI BILANGAN PECAHAN DI KELAS V SDN 20 SITIUNG Filahanasari, Eka; Amatulloh, Afifah; Novitasari, Ana
Dharmas Education Journal (DE_Journal) Vol 6 No 2 (2025): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/de_journal.v6i2.1835

Abstract

Mathematics education basically aims to form logical and critical thinking skills. In SDN 20 Sitiung, many students found it difficult to understand the concept of fractions, students who were not focused on learning, educators who only used textbooks and LKS during the learning process, especially in mathematics subjects, and students who considered mathematics to be a boring subject. Therefore, interesting learning media are needed, especially in class V of SDN 20 Sitiung on the material of fractions, so that students are more interested and find it easy to learn and understand the subject matter independently. One alternative that can be applied is the development of learning media in the form of puzzles. This type of research uses research and development which is more often called Research and Development (R&D) using the ADDIE development model which consists of five stages, namely Analyze, Design, Develop, Implementation, Evaluate. The results of the validation of the puzzle learning media on the fractional number material by 4 validators consist of five aspects that are assessed, the overall average of the assessment of the five aspects has a score of 0.813% with a valid category. The practicality test from educators got a score of 100% with a very practical category and from students got an average percentage of 88% categorized as very practical so that it can be used and can be applied in Elementary Schools (SD). While the results of the effectiveness test got an average of 90.5% effective. So it can be concluded that this V meets the criteria of valid, very practical, and effective so that this puzzle learning media is worthy of use in the learning process
PENGEMBANGAN MEDIA BERGAMBAR BERBANTUAN CANVA BERORIENTASI KEMAMPUAN MENULIS KARANGAN NARASI MATA PELAJARAN BAHASA INDONESIA KELAS V SDN 03 KOTO BARU Asmaryadi, Ahmad Ilham; Filahanasari, Eka; Zidane, Muhamad
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 1 (2026): Vol. 6 No. 1 Edisi Februari 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i1.3873

Abstract

Penelitian ini dilatar belakangi oleh peserta didik yang kurang aktif dan kurang fokus dalam mengikuti pembelajaran, media bergambar yang digunakan hanya media bergambar yang seadanya saja dan kurang menarik, pembelajaran masih dominan dengan ceramah, pada saat pembelajaran masih dominan menggunakan buku LKS, kurang menggunakan alat bantu seperti media bergambar yang menarik. Untuk mengatasi hal tersebut peneliti berupaya mengembangkan media bergambar, menambah media pembelajaran yang ada disekolah dan menghasilkan pengembangan media bergambar yang valid, praktis, dan efektif.  Jenis penelitian ini menggunakan jenis penelitian dan pengembangan R & D (Research and Development). Model Pengembangan yang digunakan adalah model ADDIE yaitu analisis (analyze), perancangan (design), perancangan (development), implementasi (implementation) dan evaluasi (evaluation). Hasil penelitian dan pengembangan ini menghasilkan media bergambar pada pembelajaran Bahasa Indonesia bahan ajar media bergambar  pembelajaran Bahasa Indonesia kelas V SDN 03 koto baru yang di peroleh dari 2 validator, pada uji validasi modul ajar mendapatkan presentase 88% .pada uji validasi materi mendapatkan presentase 92%, pada uji validasi media mendapatkan presentase 90%, pada uji validitas bahasa mendapatkan presentase 84% di katagorikan valid, kepraktisan media gambar  didapat dari  pendidik 91% dan  peserta didik 82% dikategorikan praktis dan hasil efektivitas yang dilakukan oleh 27 peserta didik mengikuti pembelajaran menggunakan media bergambar dengan rata-rata 75% dikategorikan efektiv.
Implementasi AI Menggunakan Canva Dalam Pengembangan Media Pembelajaran Interaktif Materi Bentuk-Bentuk Energi Di Sekolah Dasar Estuhono, Estuhono; Eka Filahanasari; Rika Amrini
Jurnal Tunas Pendidikan Vol. 8 No. 2 (2026): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8.i2.3100

Abstract

This research is motivated by the low understanding of students towards IPAS subjects, which is caused by the learning media used during the learning process where teachers only use books without using other supporting media and the images in the books are still not varied for students. This affects student learning outcomes. To overcome this, we use learning support media, specifically interactive learning media using the Canva application. This research uses Research and Development (R&D) type with the ADDIE development model which has five stages (Analyze, Design, Development, Implementation, Evaluation). The data collected from the development of interactive media using Canva application is qualitative and quantitative data. Data collection techniques used in this research are interviews, observations, and questionnaires.The validation results of interactive media using Canva are declared very valid. Media validity is assessed by three validators, obtaining a percentage of 95% with a very valid category. Practicality assessed from teacher responses obtains a percentage of 95% categorized as very practical, while practicality results from student responses are 95.38% categorized as very practical. Based on the analysis, it is concluded that interactive media using Canva is very practical. Furthermore, effectiveness assessed from student learning outcomes obtains an average score of 81.43% with a practical category.
PENGEMBANGAN MEDIA PEMBELAJARAN DIORAMA MATA PELAJARAN IPAS MATERI KENAMPAKAN ALAM DAN BUATAN DI KELAS III SDN 189/II SARI MULYA Melissa Anggrayni; Margaretta Fitriani; Eka Filahanasari
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3206

Abstract

This research is motivated by the limited availability of learning media, which has impacted student learning outcomes. In addition, many studens reported difficulties in underdtanding the subject matter. The aim of this study is to develop a diorama-based learning media for the IPAS subject on the topic of natural and artifical landscapes for grade III studen at SDN 189/II Sari Mulya that is valid, practical, and effective. The research method used is Research and Development (R&D), applying the ADDIE development model, which consits of five stages: Analyze, Design, Development, Implementation, and Evaluation. The diorama learning media was validated by five experts, resulting in the following scores: material aspect 93%, media aspect 92%, language aspect 94,28%, teachung module aspect 90,91%, and test item aspect 80%. The teacher’s response questionnaire, assessed by the grade homeroom teacher, received an average score of 84,77%. The effectiveness analysis indicated an average score of 81,25%. These findings suggest that the diorama learning media is valid,practical, and effective for improving student understanding in the studied subject matter.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS COMPUTATIONAL THINKING MENGGUNAKAN SCRATCH MATERI PECAHAN Eka Filahanasari; Yulia Darniyanti
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.13484

Abstract

Pentingnya kemampuan berpikir kritis dan computational thinking di era society 5.0. pada era ini ditekankan pada teknologi dalam penggunaannya memecahkan masalah sosoal dan meningkatkan kualitas diri. Upaya mengatasi tantangan tersebut diperlukan pengembangan kemampuan berpikir kritis siswa melalui integrasi computational thinking dengan memanfaatkan aplikasi scratch. Penelitian ini dengan tujuan untuk mendeskripsikan proses pengembangan dan kelayakan dari media pembelajaran berbasis Computational Thinking menggunakan scratch materi pecahan dalam mengupayakan kemampuan berpikir kritis siswa. Jenis penelitian ini menggunakan teori pada prosedur pengembangan model ADDIE. Tahap awal model ini yaitu analisis dengan analisis masalah, analisis materi, analisis kurikulum. Selanjutnya desain media dan perangkat pembelajaran. Media pembelajaran berbasis Computational Thinking menggunakan scratch divalidasi ahli dan diuji coba pada guru dan siswa guna memproses tahap development (pengembangan). Selanjutnya pada tahap implementation dilakukan pengimplementasian media pada kelas IV diperoleh data hasil pre-test dan posttest kemampuan berpikir kreatif. Penelitian ini dilakukan pada siswa kelas IV SDN 15 Koto Baru, Dharmasraya. Dari hasil penelitian diperoleh hasil bahwa media pembelajaran berbasis Computational Thinking menggunakan scratch dinyatakan valid dengan skor 4,1 kategori valid. Ditinjau dari segi kepraktisan, diperoleh data hasil angket penilaian guru sebesar 4,2 dan penilian siswa 4,7 dengan kategori praktis. Untuk hasil keefektifan ditinjau dari peningkatan hasil belajar kemampuan berpikir kritis prettest dan posttest siswa dengan nilai uji n-gain sebesar 0,65 pada kategori sedang. Sehingga penelitian ini menunjukkan bahwa media yang dikembangkan mampu secara nyata meningkatkan kemampuan berpikir kritis siswa dan media ini mendorong integrasi teknologi secara luas dalam pembelajaran.