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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 (In Press)
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.