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ANALISIS KESULITAN BELAJAR SISWA DALAM PEMBELAJARAN MATEMATIKA PADA POKOK BAHASAN MATRIKS SISWA KELAS XI SMK SWASTA BINTANG LANGKAT Ediaman Sitepu; Rindu Risala Vega; Mardiati Mardiati; Dewi Rulia Sitepu; Khairina Afni
Jurnal Serunai Matematika Vol 14, No 2 (2022): JURNAL SERUNAI MATEMATIKA (JSM)
Publisher : STKIP Budidaya Binjai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37755/jsm.v14i2.696

Abstract

Penelitian ini bertujuan untuk mengetahui Analisis Kesulitan Belajar Siswa Dalam Pembelajaran Matematika Pada Pokok Bahasan Matriks Siswa  Kelas XI SMK Swasta Bintang Langkat. Jenis penelitian ini adalah penelitian kualitatif  menggunakan metode kualitatif deskriptif. Subjek penelitian yang digunakan dalam penelitian ini adalah satu orang guru matematika dan siswa kelas XI SMK Swasta Bintang langkat. Objek penelitian adalah kesulitan belajar siswa pada  pokok bahasan  bentuk Matriks kelas  XI SMK Swasta Bintang Langkat. Teknik pengumpulan data yaitu  observasi, wawancara, tes dan dokumentasi. Teknik analisis  data meliputi reduksi data (data reduction), penyajian data (data display) serta penarikan kesimpulan dan verifikasi (conclution drawing/verivication). Hasil penelitian menunjukkan bahwa : (a) kesulitan siswa memahami soal yaitu siswa tidak mampu menuliskan apa yang diketahui dan apa yang ditanyakan. Siswa mengalami kesulitan mengartikan simbol matematika pada  materi matriks  dan tidak dapat menyelesaikan masalah, (b) kesulitan mentrasformasikan soal yaitu siswa mengalami kesulitan dalam menentukan rumus  matriks yang akan digunakan untuk menyelesaikan masalah, dan (c) kesulitan dalam proses penyelesaian soal yaitu  siswa mengalami kesulitan dalam melakukan perhitungan untuk menyelesaikan soal yang diberikan dan kurang teliti dalam menyelesaikan soal.
Kewirausahan tentang pemanfaatan bahan bekas untuk kerajinan tangan Ediaman Sitepu; Ayu Indari; Hamidah. D; Juliantina Juliantina; Sri Zulhayana
Ruang Cendekia : Jurnal Pengabdian Kepada Masyarakat Vol. 1 No. 3 (2022): Ruang Cendekia : Jurnal Pengabdian Kepada Masyarakat
Publisher : ARKA INSTITUTE

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Abstract

Laporan ini dibuat untuk menjadi salah satu syarat lulus dalam kegiatan program Kegiatan Masyarakat Dosen dan Mahasiswa STKIP Budidaya Binjai yang dilakukan di  Lokasi kegiatan Pengabdian masyarakat ini bertempat di Desa Karang Gading Kecamatan Secanggang Kabupaten Langkat Provinsi Sumatera Utara. Keberadaan pembelajaran kewirausahaan diharapkan dapat bermanfaat bagi masyarakat sekitar. Sebelum melakukan kegiatan mahasiswa memikirkan apa yang mau dibuat dan akhirnya mahasiswa memutuskan untuk membuat kerajinan tangan dari bahan bekas dan sabun cuci piring. Karena ada beberapa alasan yaitu bahan yang diperlukan mudah ditemukan dimana-mana dan juga untuk penghematan biaya.
Effectiveness of Using Audio Visual Media in Improving Student Achievement in Mathematics Learning in Elementary Schools Sappaile, Baso Intang; Yusuf, Nur Fajrin Maulana; Mardiati, Mardiati; Zoraida, Masli Nur cahya; Sitepu, Ediaman
Journal Emerging Technologies in Education Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jete.v2i1.742

Abstract

Background. Audio-visual media is media that contains elements of sound and images. It is useful for conveying information, knowledge, ideas, ideas in a more interesting way. The proper use of audiovisual media in accordance with the needs in education will be able to improve learning achievement. Audio visual media will help students in developing logical, critical, and creative thinking skills in solving problems. The use of audiovisual media in learning mathematics can improve student achievement in elementary school. This can be achieved as long as the use is effective and efficient. Purpose. This study aims to measure the effectiveness of using audio-visual media in improving student achievement in mathematics learning in elementary schools. This research will also be useful to find out the factors that influence the success of using audio-visual media. In addition, it is also to find out how far audiovisual media can help students in understanding mathematical concepts, increase learning motivation, and develop logical, critical, and creative thinking skills. Method. The method used in this research is quantitative. Quantitative method is a way of presenting data in the form of numbers. The data obtained is the result of the acquisition of responses. The data is taken from the distribution of questionnaires containing questions related to the effectiveness of the use of audio-visual media in improving student achievement in mathematics learning at the elementary school level. Results. The results of this study state that the use of audio visual in math learning in elementary schools can improve student achievement. The use of audiovisual media has a positive effectiveness in learning mathematics in elementary schools. The use of audiovisual media can improve student learning outcomes, concept understanding, ability to analyze, and interest in learning. However, the use of this media must also pay attention to certain factors in order to be effective. Conclusion This research can be concluded that audio visual media as a learning medium that contains elements of sound and images will be able to be used to convey information, knowledge, ideas, or ideas more interestingly. The use of audio-visual media in learning mathematics will help in improving students' concept understanding, interest, and learning outcomes.
Pengaruh Teknologi Pembelajaran terhadap Perkembangan Kognitif dan Kreativitas Siswa di Era Digital Loso Judijanto; M. Khoiri; Muhammad Arsyad; Joni Wilson Sitopu; Ediaman Sitepu
Jurnal Psikologi dan Konseling West Science Vol 2 No 04 (2024): Jurnal Psikologi dan Konseling West Science
Publisher : Westscience Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/jpkws.v2i04.1816

Abstract

The integration of learning technology in education has transformed traditional teaching and learning practices, significantly influencing cognitive development and student creativity in the digital age. This study investigates the impact of learning technology on these two critical educational outcomes using a quantitative approach. Data were collected from 80 secondary school students through a structured questionnaire based on a Likert scale (1-5) and analyzed using SPSS version 26. The findings reveal a significant positive effect of learning technology on both cognitive development and creativity, with regression models explaining 46% and 52% of the variance, respectively. These results highlight the transformative role of digital tools in enhancing critical thinking, problem-solving, and creative expression among students. The study provides empirical evidence to guide educators and policymakers in designing effective strategies for technology integration in education.
Enhancing Student Engagement and Academic Performance through Gamification-Based Learning in Elementary Mathematics Education Sitepu, Ediaman; Natasya, Laura Myrolind; Sitopu, Joni Wilson; Mardiati, Mardiati; Charolina, Tiara
Journal Basic Science and Technology Vol 13 No 3 (2024): October: Basic Science and Technology
Publisher : Institute of Computer Science (IOCS)

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Abstract

This research investigates the implementation of gamification-based learning in mathematics education at the elementary school level, aiming to enhance student engagement, academic performance, and teacher perceptions. Utilizing a mixed-methods approach, the study involved quantitative data from standardized assessments and surveys, alongside qualitative insights from interviews and classroom observations. Results indicated a significant increase in student engagement, with 85% of participants reporting heightened interest in mathematics following the introduction of gamified activities. Academic performance improved, with an average increase of 15% in mathematics scores, corroborating findings from prior research that links gamification to enhanced learning outcomes. Teachers reported positive perceptions of gamification, noting increased student motivation and improved classroom dynamics, although challenges related to task complexity and time investment for implementation were also identified. This research contributes to the growing body of literature on gamification in education, highlighting its potential to create dynamic and interactive learning environments while emphasizing the need for adequate support and professional development for educators. The findings suggest that when implemented thoughtfully, gamification can significantly transform mathematics teaching, fostering critical thinking and collaboration, and ultimately inspiring a lifelong appreciation for the subject among elementary students.
Analisis Faktor-Faktor yang Mempengaruhi Minat Mahasiswa Melanjutkan Pendidikan ke Perguruan Tinggi Dalimunthe, Adika Syahputra; Sitepu, Ediaman; Yuriska, Kayla; Ichayu, Vinny
Lebah Vol. 18 No. 1 (2024): September: Pengabdian
Publisher : IHSA Institute

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Abstract

Penelitian ini menyelidiki faktor-faktor yang memengaruhi minat siswa untuk melanjutkan pendidikan ke jenjang pendidikan tinggi. Dengan menggunakan pendekatan metode campuran, termasuk survei kuantitatif dan wawancara kualitatif, penelitian ini mengeksplorasi berbagai faktor pribadi, sosial ekonomi, kelembagaan, dan budaya yang membentuk aspirasi pendidikan siswa. Temuan penelitian mengungkapkan bahwa motivasi intrinsik, seperti keinginan untuk pertumbuhan pribadi dan keingintahuan intelektual, serta motivasi ekstrinsik yang terkait dengan kemajuan karier dan keuntungan finansial, secara signifikan mendorong minat siswa terhadap pendidikan tinggi. Faktor sosial ekonomi, termasuk pendapatan keluarga dan pendidikan orang tua, juga memainkan peran penting, dengan siswa berpenghasilan tinggi dan mereka yang berasal dari keluarga yang lebih terdidik menunjukkan minat dan akses yang lebih besar terhadap kesempatan pendidikan tinggi. Faktor kelembagaan, seperti persepsi kualitas pendidikan dan akses ke layanan dukungan, selanjutnya memengaruhi keputusan siswa, yang menyoroti pentingnya bimbingan akademis dan konseling karier yang kuat. Pengaruh budaya dan sosial, termasuk harapan masyarakat dan norma keluarga, memengaruhi sikap siswa terhadap pendidikan tinggi, yang menekankan perlunya pendekatan dukungan yang peka terhadap budaya. Studi ini juga mengidentifikasi tren yang muncul, seperti meningkatnya minat terhadap pendidikan daring dan tantangan terkait kesadaran akan bantuan keuangan. Penelitian ini menawarkan implikasi yang berharga bagi kebijakan pendidikan, program dukungan, dan layanan konseling siswa, serta menyoroti area untuk penelitian di masa mendatang guna mengatasi lanskap pendidikan yang terus berkembang dan mendukung beragam kebutuhan siswa.
Analisis Bibliometrik tentang Penggunaan Realitas virtual (VR) dalam Pendidikan Judijanto, Loso; Sitepu, Ediaman; Baruno, Yosep Heristyo Endro
Sanskara Pendidikan dan Pengajaran Vol. 2 No. 03 (2024): Sanskara Pendidikan dan Pengajaran (SPP)
Publisher : Eastasouth Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/spp.v2i03.453

Abstract

Studi ini melakukan analisis bibliometrik dan visualisasi jaringan untuk menilai dampak dan evolusi realitas virtual (VR) serta media siber dalam pendidikan dan komunikasi. Melalui penelitian lintas disiplin yang melibatkan data dari publikasi global, kami mengidentifikasi tren utama dalam penggunaan VR dalam pendidikan dan efeknya terhadap metode pengajaran serta interaksi siswa. Studi ini juga mengeksplorasi bagaimana generasi milenial memanfaatkan media siber dalam komunikasi sehari-hari dan interaksi sosial, dengan penekanan pada perubahan literasi media dan norma sosial. Hasil dari analisis ini menunjukkan kolaborasi internasional yang kuat, terutama antara Amerika Serikat, Jerman, dan China, yang memfasilitasi inovasi dan penerapan teknologi VR dalam pendidikan. Meskipun terdapat tantangan seperti aksesibilitas dan pertanyaan etis, potensi integrasi VR dan media siber dalam mengoptimalkan pendidikan dan komunikasi intergenerasional sangat besar, menjanjikan kemajuan yang signifikan dalam metode pendidikan dan dinamika sosial di masa depan.
Implementation of the Realistic Mathematics Education (RME) Approach in Geometry Learning in Secondary Schools Nur Hakim; Apriyanto Apriyanto; Mardiati Mardiati; Ediaman Sitepu
Aksioma Education Journal Vol. 1 No. 3 (2024): September-AEJ
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/rgn3w339

Abstract

This study aims to analyze the implementation of the Realistic Mathematics Education (RME) approach in geometry learning in secondary schools. Realistic Mathematics Education, which emphasizes mathematics learning through relevant contexts and students' real experiences, aims to improve students' understanding and skills in geometry. This study evaluates the effectiveness of the implementation of RME and identifies various challenges and potential solutions in its implementation. The method used is a literature review that includes studies related to the implementation of RME in geometry learning. The results of the analysis show that RME can improve students' understanding of geometric concepts by linking materials to everyday situations, thereby motivating and involving students more actively in the learning process. This approach helps students link theory to real practice, deepen their understanding, and develop problem-solving skills. There are challenges such as teacher readiness, limited resources, and limited time allocation, recommendations to improve teacher training, develop supportive policies, and provide adequate resources can help overcome these problems. With the right strategy and adequate support, RME has great potential to improve the quality of geometry learning in secondary schools and have a positive impact on student learning outcomes