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Multimedia pembelajaran berbasis learning trajectory untuk meningkatkan kemampuan pemecahan masalah matematika siswa kelas IV sekolah dasar Samijo, Samijo; Wenda, Dhian Dwi Nur; Jatmiko, Jatmiko; Handayani, Aprilia Dwi
Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan Vol 11 No 2 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wd.v11i2.16411

Abstract

Tujuan penelitian dan pengembangan ini adalah untuk mengembangkan multimedia pembelajaran berbasis Learning Trajectory untuk meningkatkan kemampuan pemecahan masalah matematika pada siswa kelas IV SD.  Metode penelitian yang digunakan adalah metode research and development (R&D dengan menggunakan model penelitian ADDIE. Adapun model pengembangan ADDIE memiliki tahapan yaitu 1) Analis, 2) Desain, 3) Development, 4) Implementation, and 5) Evaluation.  Lokasi penelitian ini dilakukan di SDN Selosari II Kabupaten Kediri dengan jumlah subjek coba siswa kelas IV SD sebanyak 29 orang siswa. Data yang digunakan untuk melihat kelayakan produk produk yaitu data terkait kevalidan, kepraktisan dan keefektifan. Instrumen penelitian yang digunakan berupa lembar observasi, angket validasi ahli, angket respon guru dan tes hasil belajar. Hasil analisis data tingkat kevalidan produk berdasarkan hasil penilaian ahli media pembelajaran dan ahli materi matematika SD menunjukkan rata-rata skor 86,75% dengan kriteria sangat valid. Hasil analisis data uji kepraktisan produk berdasarkan angkat respon guru mendapat skor 90% dengan kriteria sangat praktis. Sedangkan hasil analisis data terkait uji keefektifan produk yang dilihat dari hasil belajar siswa memperoleh nilai rata-rata klasikal 81,5 dengan kriteria efektif. Berdasarkan hasil analisis data yang telah dilakukan dapat disimpulkan bahwa multimedia pembelajaran berbasis Learning Trajectory layak digunakan untuk meningkatkan kemampuan pemecahan masalah matematika pada siswa kelas IV SD.   Multimedia learning based on learning trajectory to improve the mathematical problem-solving abilities of Class IV elementary school students   Abstract: This research and development aims to develop Learning Trajectory-based multimedia learning to improve mathematical problem-solving abilities in fourth-grade elementary school students. The research and development method (R&D using the ADDIE research model) is used. The ADDIE development model has stages, namely Analysis, Design, Development, Implementation, and Evaluation. The location of this research was carried out at Selosari II Elementary School, Kediri Regency, with a total of 29 elementary school fourth-grade students as test subjects. The data used to see the suitability of the product is data related to validity, practicality, and effectiveness. The research instruments used were observation sheets, expert validation questionnaires, teacher response questionnaires, and learning outcomes tests. The results of data analysis on product validity levels based on the assessment results of learning media experts and elementary school mathematics material experts show an average score of 86.75% with very valid criteria. The results of product practicality test data analysis based on teacher responses received a score of 90% with very practical criteria. Meanwhile, the results of data analysis related to product effectiveness testing, as seen from student learning outcomes, obtained a classical average score of 81.5 with effective criteria. Based on the results of the data analysis that has been carried out, it can be concluded that Learning Trajectory-based multimedia learning is suitable for improving mathematical problem-solving abilities in fourth-grade elementary school students.
G-Mila: Inovasi media pembelajaran berbasis android untuk adaptasi teknologi di SMP Kalijogo Wates Kamilah, Assa'adatul; Santia, Ika; Hima, Lina Rihatul; Nurfahrudianto, Aan; Handayani, Aprilia Dwi
Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan Vol 12 No 1 (2024)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wd.v12i1.17342

Abstract

Tujuan penelitian ini adalah mengembangkan media pembelajaran berbasis aplikasi Android untuk sarana belajar dan adaptasi teknologi. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap analisis dilakukan analisis kebutuhan; tahap desain melibatkan perancangan aplikasi G-Mila; tahap pengembangan mencakup pembuatan aplikasi G-Mila; tahap implementasi dilakukan uji coba aplikasi; dan tahap evaluasi mengukur validitas aplikasi G-Mila. Penelitian dilakukan di SMP Kalijogo Wates Kabupaten Kediri. Hasil validasi oleh ahli media menunjukkan rata-rata 89% (sangat valid), validasi oleh ahli materi 97,5% (sangat valid), dan validasi oleh praktisi 87% (sangat valid). Aplikasi G-Mila dinyatakan layak digunakan dalam pembelajaran matematika pada materi operasi hitung bilangan bulat.   G-Mila: Android-based learning media innovation for technology adaptation at Kalijogo Wates Middle School   Abstract This study aims to develop an Android-based learning media for educational and technological adaptation purposes. The research uses the Research and Development method with the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The analysis stage involves needs analysis; the design stage includes the design of the G-Mila application; the development stage covers the creation of the G-Mila application; the implementation stage involves testing the application; and the evaluation stage measures the validity of the G-Mila application. The research was conducted at SMP Kalijogo Wates, Kediri Regency. Validation results by media experts showed an average of 89% (very valid), validation by material experts 97.5% (very valid), and validation by practitioners 87% (very valid). The G-Mila application is deemed suitable for use in mathematics learning on the topic of integer operations.
PANCANAKA : INOVASI MEDIA PEMBELAJARAN GAME VISUAL NOVEL BERBASIS ETNOMATEMATIKA PADA MATERI POLA BILANGAN Pangestu, Yorda Aditya; Handayani, Aprilia Dwi; Jatmiko; Nurfahrudianto, Aan; Santia, Ika
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 1 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i1.4990

Abstract

Tujuan penelitian ini adalah mengembangkan media pembelajaran game visual novel berbasis etnomatematika untuk sarana belajar dan adaptasi teknologi. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap analisis dilakukan analisis kebutuhan; tahap desain melibatkan pembuatan media pembelajaran PANCANAKA; tahap pengembangan mencakup mengukur kelayakan media pembelajaran PANCANAKA; tahap implementasi dilakukan uji coba pada kelompok kecil; dan tahap evaluasi untuk mengevaluasi pengembangan media. Hasil validasi oleh ahli media menunjukkan nilai 97,8% (sangat layak), validasi oleh ahli materi 77,8% (layak), dan validasi oleh praktisi 88,9% (sangat layak). Hasil respon siswa untuk kepraktisan media pada uji coba kelompok kecil menunjukkan nilai rata-rata 91,6%(sangat baik). Media pembelajaran PANCANAKA dinyatakan layak dan praktis digunakan dalam pembelajaran matematika pada materi pola bilangan.
DRAGLANDTICS: INOVASI MEDIA PEMBELAJARAN BERBASIS ANDROID DENGAN ELEMEN GAMIFIKASI EDUKATIF Sulistyo, Bagus; Handayani, Aprilia Dwi; Jatmiko; Nurfahrudianto, Aan; Santia, Ika
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 3 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i3.5886

Abstract

Kesulitan siswa dalam memahami konsep operasi pecahan masih menjadi tantangan di SDN Batuaji 1, meskipun materi ini telah diajarkan sejak kelas IV. Hambatan ini muncul akibat terbatasnya penggunaan media pembelajaran yang interaktif dan dominasi metode ceramah dalam kegiatan belajar mengajar. Tujuan kajian ini guna mengembangkan sarana pembelajaran matematika berbasis aplikasi Android bernama DragLandTics yang menerapkan unsur gamifikasi, serta mengkaji tingkat kevalidan, kemenarikan, dan efektivitas penggunaannya dalam pembelajaran operasi pecahan. Meliputi tahap analisis, perancangan, pengembangan, implementasi, evaluasi pada proses pengembangan dengan pendekatan model ADDIE. Hasil validasi menunjukkan bahwa media ini teridentifikasi sebagai kategori sangat valid dengan skor rata-rata 4,56, dan respon siswa menunjukkan tingkat kemenarikan tinggi dengan skor 4,26. Selain itu, terlihat adanya kemajuan hasil belajar siswa yang menonjol setelah penggunaan media, berdasarkan perbandingan nilai pretest dan posttest. Implementasi elemen gamifikasi seperti tantangan, penghargaan, dan visual interaktif dalam DragLandTics terbukti meningkatkan motivasi belajar siswa, Penelitian ini merekomendasikan pengembangan lanjutan dengan menambah fitur serta penyempurnaan tampilan agar semakin menarik dan optimal dalam akativitas edukatif.
Analisis kesalahan siswa dalam penyelesaian soal perbandingan trigonometri segitiga siku-siku berdasarkan kriteria watson Bayu, Cindivia Putri; Yohanie, Dian Devita; Handayani, Aprilia Dwi
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 7 No 2 (2021): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v7i2.16247

Abstract

This study aims to analyze the location of students' errors in problem solving and the causal factors based on Watson's criteria. This type of qualitative descriptive research, with the subject of three students of class X AKL 1 taken based on certain considerations according to the criteria or can be called purposive sampling technique. Data collection techniques include direct observation in schools, interviews with subjects and documentation. Triangulation techniques used for data analysis include data reduction, presentation and conclusion drawing. From the results of the analysis, it was found that four types of errors were located inimproper procedures, indirect manipulation, missing data and missing conclusions. The cause of the error is students lack understanding of material concepts, being careless in reading questions, forgetting formulas, being in a hurry, and new factors are found, namely students use other paper to write down the completion steps. The results of the study can explain in detail the errors made by students in solving problems, so that it can minimize the occurrence of similar errors and improve the learning process of mathematics.
Peningkatan kemampuan numerasi mahasiswa melalui pembelajaran e-modul statistika terintegrasi flipbook dan augmented reality Puspitoningrum, Encil; Santia, Ika; Darsono, Darsono; Handayani, Aprilia Dwi; Nurfahrudianto, Aan
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 9 No 2 (2023): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v9i2.21302

Abstract

Abstract: This research was motivated by the low numeracy of students in statistics courses, which contradicts the importance of numeracy. For this reason, an integrated statistics e-module with a flipbook and augmented reality was developed with the aim that, through learning using this e-module, it can improve student numeracy. The use of flipbooks and augmented reality programs as an effort to integrate knowledge, pedagogy, and technology in an effort to improve numeracy. This research used quantitative methods, with the subjects being 58 students in statistics courses. The paired two-sample t-test technique was used to analyze the increase in numeracy through e-module learning. The data were analyzed with the help of the SPSS 21 for Windows program. The research results showed that there was an increase in student numeracy after using the e-module, with a significance value of 0.00 < 5% with t = -5.23> -t0.05, so learning using the statistics e-module integrated with flipbooks and augmented reality can improve student numeracy. Keywords: Numeracy; Integrated E-module, Statistic.
Pemberdayaan Guru MGMP SMP Kabupaten Kediri Melalui Pelatihan Joyful Learning Berbasis Praktik dalam Pembelajaran Matematika Sulistyono, Bambang Agus; Widodo, Suryo; Handayani, Aprilia Dwi; Hima, Lina Rihatul; Santia, Ika; Katminingsih, Yuni; Yohanie, Dian Devita; Samijo, Samijo; Darsono, Darsono; Jatmiko, Jatmiko; Susanto, Arya Bagas; Larasati, Anggi; Nacaska, Nanda; Arifah, Khusnul; Karyawati, Karyawati; Rudianto, April
Kontribusi: Jurnal Penelitian dan Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2026): Mei 2026
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/kontribusi.v6i2.839

Abstract

Latar Belakang: Guru matematika SMP di Kabupaten Kediri masih menghadapi tantangan dalam menciptakan suasana belajar yang menyenangkan. Pembelajaran cenderung berorientasi pada hasil, bukan proses berpikir siswa. Hal ini berdampak pada rendahnya minat dan identitas matematis siswa. Tujuan: Kegiatan pengabdian ini bertujuan memberdayakan guru MGMP SMP Kabupaten Kediri melalui pelatihan joyful learning berbasis praktik nyata dalam pembelajaran matematika. Metode: Metode pelaksanaan terdiri atas tiga tahap: (1) need assessment untuk mengidentifikasi kebutuhan guru; (2) pelatihan berbasis praktik yang melibatkan simulasi pembelajaran dan micro teaching; dan (3) pendampingan reflektif. Hasil: Kegiatan ini menghasilkan peningkatan kemampuan guru dalam merancang pembelajaran yang bermakna dan menyenangkan. Sebanyak 91% peserta mampu mengintegrasikan strategi joyful learning dengan konteks materi matematika yang diajarkan. Kesimpulan: Pelatihan berbasis praktik terbukti efektif meningkatkan kompetensi pedagogis dan kreativitas guru dalam menerapkan joyful learning pada pembelajaran matematika di SMP.
Representasi matematika dalam arakan budaya lokal: Kajian etnomatematika Kirab Agung Budaya Dusun Dorok Jatmiko, Jatmiko; Rizki, Nadila Fradita; Ferdianto, Irfan; Meira, Siti; Aprilia, Asih Dwi; Handayani, Aprilia Dwi
Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan Vol 13 No 2 (2025): Article in Press
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wd.v13i2.21668

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Matematika kerap dipersepsikan sebagai ilmu yang abstrak dan terpisah dari kehidupan sehari-hari, sehingga berdampak pada rendahnya minat literasi dan numerasi, khususnya di wilayah pedesaan. Padahal, dalam praktik budaya masyarakat tradisional, konsep matematika telah lama hadir dan diterapkan secara kontekstual melalui ritual dan tradisi yang diwariskan secara turun-temurun. Penelitian ini bertujuan mengkaji konsep etnomatematika dalam Kirab Agung Budaya Dusun Dorok, Desa Manggis, Kecamatan Puncu, Kabupaten Kediri, Jawa Timur, yang dilaksanakan setiap Bulan Sura di kawasan Cagar Budaya Dusun Dorok. Penelitian menggunakan metode campuran (mixed methods) dengan pendekatan kualitatif dan kuantitatif yang didukung kajian pustaka, dengan data diperoleh melalui observasi dan wawancara sekaligus dalam pelaksanaan kegiatan PPK Ormawa HIMAPTIKA. Hasil penelitian menunjukkan bahwa kalender Sura merefleksikan keteraturan matematis bersifat siklik melalui pola periodisasi dan siklus windu, pola lantai Tari Gambyong merepresentasikan konsep geometri dan simetri, serta pembuatan gunungan mencerminkan penerapan geometri ruang, proporsi dan keseimbangan secara implisit. Temuan ini menegaskan bahwa praktik budaya lokal dapat menjadi konteks pembelajaran matematika yang kontekstual dan bermakna untuk menumbuhkan literasi dan numerasi generasi muda melalui pendekatan etnomatematika   Mathematical representation in local cultural parades: An ethnomathematical study of the Grand Cultural Parade of Dorok Hamlet   Abstract: Mathematics is often perceived as an abstract science and separate from everyday life, thus impacting low interest in literacy and numeracy, especially in rural areas. In fact, in the cultural practices of traditional communities, mathematical concepts have long been present and applied contextually through rituals and traditions passed down from generation to generation. This study aims to examine the concept of ethnomathematics in the Grand Cultural Parade of Dorok Hamlet, Manggis Village, Puncu District, Kediri Regency, East Java, which is held every Sura Month in the Dorok Hamlet Cultural Heritage area. The study used a mixed method (mixed methods) with qualitative and quantitative approaches supported by literature review, with data obtained through observation and interviews as well as in the implementation of PPK Ormawa HIMAPTIKA activities. The results of the study show that the Sura calendar reflects cyclic mathematical regularity through periodicity and windu cycle patterns, the Gambyong Dance floor pattern represents the concept of geometry and symmetry, and the making of gunungan reflects the application of spatial geometry, proportion and balance implicitly. These findings confirm that local cultural practices can be a context for contextual and meaningful mathematics learning to foster literacy and numeracy of the younger generation through an ethnomathematics approach..
DEVELOPMENT OF A WEB-BASED TRIGONOMETRY E-MODULE WITH A MINDFUL LEARNING APPROACH Rosyid, Muhammad Haniif Khoirulloh; Handayani, Aprilia Dwi; Santia, Ika
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 13 No. 1 (2026): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v13i1.6564

Abstract

This research aims to develop a web-based trigonometry learning medium using a mindful learning approach for Grade X students at SMK Hang Tuah Kediri. The study analyzes the feasibility, practicality, and effectiveness of the medium in supporting student learning outcomes. The method employed is Research and Development (R&D), adapting the ADDIE model. The research stages include needs analysis, design, product development, expert validation, and field testing with 17 Grade X students. Validation results showed a very high level of validity with a Gregory coefficient of 1.00. The medium was declared feasible without substantial revision as the material structure aligns with the Learning Path Objectives at SMK Hang Tuah Kediri. The depth of the material was considered highly relevant to basic competency indicators, achieving a perfect score in both content and construction aspects. In terms of practicality, student and teacher responses reached an average of 91.82%, categorized as highly practical. Meanwhile, the effectiveness of the medium, based on learning evaluation results, showed an average N-Gain value of 49.41%. This value falls within the 40–59% range, categorized as moderately effective. Pedagogically, this achievement indicates that the medium is capable of facilitating the transition of students' understanding of trigonometric concepts from basic to complex levels, although teacher guidance remains necessary for optimal results.