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Meningkatkan Kemampuan Berpikir Kritis Siswa melalui Model Contextual Teaching And Learning: Quasi-Eksperimen Siti Meila Rahmawati; Nani Sutarni; Rasto Rasto; Ilham Muhammad
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.378

Abstract

This study aims to examine the effect of using contextual teaching and learning models on students' critical thinking skills. In this study, two classes of class X students at SMAN 1 Ciracap for the 2022/2023 academic year were selected as the experimental group that applied the CTL model, while the other classes became the control group that used the conventional model. Data was collected through pretest and posttest, and analyzed using descriptive and inferential statistical methods. The results showed that students in the experimental group achieved higher scores compared to the control group, with an average N-Gain of 5.76 indicating a high increase in critical thinking skills. In addition, the significance value of the data is 0.000, which indicates a significant influence from the application of contextual teaching and learning models. In conclusion, it can be concluded that the model has a significant influence on students' critical thinking skills.
Pengembangan Media Pembelajaran Matematika Berbasis Android pada Materi Matriks Epran Epran; Ilham Muhammad
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.546

Abstract

The use of media in learning can help educators' limitations in conveying information and limited teaching hours in class. One of the ICT-assisted learning media that can be used is learning media that is operated on smartphone devices with the Android operating system. The aim of this research is to determine the validity and practicality of Android-based mathematics learning media on matrix material. The model used follows the ADDIE development model (analysis, design, development, implementation evaluation). The data collection technique used is a non-test technique with data collection instruments, namely validation sheets and practicality sheets. The research results show that Android-based mathematics learning media on matrix material is valid and reliable. The results of the student questionnaire assessment show that this application is not only effective in supporting online and offline learning, but is also able to increase students' interest in learning and deepen their understanding of mathematical concepts. The success of this application creates opportunities to increase learning efficiency, provide relevant learning solutions in the digital era, and motivate students to learn independently.
Analisis Bibliometrik: Penelitian Game-Based Learning pada Sekolah Menengah 2005-2023 Ilham Muhammad; Fadli Agus Triansyah; Ardian Fahri; Ashari Gunawan
Jurnal Simki Pedagogia Vol 6 No 2 (2023): Volume 6 Nomor 2 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v6i2.301

Abstract

Game based learning is game-based learning that involves games in the educational process, aiming to increase learning activities. The purpose of this study is to capture research landscapes related to game-based learning in high school learning from 2005 to 2023. The method used is bibliometric analysis. The database used in collecting the necessary related information is from the Scopus database. Game based learning research publications in secondary schools from 2005 to 2023 have experienced an increase in recent years. The highest number of citations was in 2013. The United States of America is the most influential country in this field. The focus of research related to Game based learning in secondary schools is, 1) computational thinking and understanding; 2) science, technology and development; 3) experience and environment. New themes related to Game based learning research in secondary schools are self-efficacy, computational creativity, inquiry, ar technology and mathematical problems.