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Aplikasi Pembelajaran dengan Construct 2 pada Materi Kesebangunan sesuai Kurikulum Merdeka Fahmi, Syariful; Tiara Assyifa, Zulfa; Widyanesti P, Soffi
Jurnal Ilmiah Pendidikan Matematika Al Qalasadi Vol 8 No 2 (2024): JURNAL ILMIAH PENDIDIKAN MATEMATIKA AL QALASADI
Publisher : Prodi Pendidikan Matematika, Fakultas Tarbiyah dan Ilmu Keguruan IAIN Langsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/qalasadi.v8i2.8467

Abstract

Penelitian ini dilatarbelakangi peserta didik yang gemar bermain game dan pembelajaran berbasis smartphone. Penelitian bertujuan untuk mengembangkan, mengetahui kevalidan dan kepraktisan aplikasi pembelajaran Construct 2 pada materi kesebangunan sesuai Kurikulum Merdeka. Penelitian ini merupakan penelitian pengembangan dengan model ADDIE. Subjek penelitian ini peserta didik kelas VIII SMP Negeri 3 Pleret. Aplikasi pembelajaran yang dikembangkan untuk materi kesebangunan kelas VIII dan disertai soal pembelajaran berbentuk pilihan ganda yang disajikan dalam game. Metode pengumpulan data yakni wawancara, observasi dan angket. Instrumen penelitian yang digunakan adalah pedoman wawancara, dokumentasi dan instrumen angket. Hasil penelitian sebagai berikut: (1) Langkah-langkah dalam mengembangkan aplikasi pada penelitian ini nya adalah Analysis (Analisis), Design (perancangan), Development (pengembangan), Implementation (implementasi), Evaluation (evaluasi). (2) Aplikasi dinilai sangat valid dari segi materi dan media dengan rata-rata 89,76% oleh ahli materi dan rata-rata sebesar 91,96% sehingga media dinyatakan layak. (3) Aplikasi dinilai sangat praktis baik dari uji kelas kecil maupun besar dengan rata-rata nilai 93,10% sehingga media dinyatakan layak. Penelitian hanya terbatas pada uji kelayakan media.
Pelatihan Penggunaan Google Sites bagi guru-guru SMP Muhammadiyah 1 Godean Fahmi, Syariful; Wirawati, Denik; Priwantoro, Soffi Widyanesti
SINAR SANG SURYA Vol 8, No 1 (2024): FEBRUARI 2024
Publisher : UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/sss.v8i1.2967

Abstract

Literasi pada matematika dan literasi digital merupakan tuntutan yang harus dimiliki pada proses Pembelajaran berbasis advanced material. Terlebih pada masa setelah pandemi covid-19 dimana peserta didik dan guru harus lekat dengan media digital. Keterampilan dalam berliterasi matematika menajdi salah satu hal yang penting agar peserta didik dapat memecahkan masalah matematika yang membutuhkan berfikir tingkat tinggi. Sementara literasi digital juga penting dimiliki karena memudahkan untuk mengevaluasi dan memanfaatkan teknologi informasi dengan cermat kritis dan bijak. Permasalahan yang muncul di SMP Muhammadiyah 1 Godean adalah: (1) Guru di SMP Muhammadiyah 1 Godean memiliki keterbatasan dalam mengembangkan modul ajar Kurikulum merdeka yang sesuai dengan era digital; (2) Masih monotonnya media digital yang dimiliki guru dalam proses pembelajaran advanced material; (3) kurangnya keterampilan guru dalam mengembangkan media digital yang dapat meningkatkan literasi matematika peserta didik. Solusi yang ditawarkan adalah (1) Tim membantu mengembangkan modul ajar Kurikulum merdeka sesuai dengan era digital; (2) Tim membantu mengembangan media digital menggunakan Flip PDF Corporate dan Google Site; (3) Tim membantu menyelesaikan permasalahan dalam penggunaan bahan ajar digital dengan menggunakan Flip PDF Corporate dan Google Site di proses belajar mengajar di kelas.
Electronic Students Worksheet on Linear Equations and Inequalities FAHMI, SYARIFUL; Soffi Widyanesti Priwantoro; Ayu Virdasari
Polynom: Journal in Mathematics Education Vol. 2 No. 3 (2022): November 2022
Publisher : Pusat Studi Pengembangan Pembelajaran Matematika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/polynom.2022.023-01

Abstract

The Purpose of this research is to develop an electronic student worksheet based on android in linear equation and inequalities. Method of this research using ADDIE model, there are five steps, namely Analysis, Design, Dedvelopment, Implementation and Evaluation. This research use experts of content and media while the subject are students in Mts N 1 Tanggamus. Meanwhile the research instrument are interview and questionnaire. Based on calculation, the electronic students worksheet reached 3.90 in good criteria for content expert and 4.28 in very good criteria for media expert. It shows that the electronic student worksheet is valid and its also practical based on small class trial which reach 4.93 in very good criteria and also for large class trial reach 4.75 in very good criteria.
Pelatihan Literasi Digital dalam Pembuatan Media Pembelajaran untuk Guru di Suansanti School Bangkok Thailand priwantoro, Soffi widyanesti; Fahmi, Syariful; Triyoga, Arilia
SINAR SANG SURYA Vol 8, No 2 (2024): Agustus 2024
Publisher : UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/sss.v8i2.3414

Abstract

Adanya kebutuhan bagi guru untuk menguasai teknologi sebagai bekal untuk mengembangkan media berbasis digital merupakan tuntutan di era saat ini. Kegiatan pngabdian ini diutujukan untuk guru-guru Suansanti School Bangkok Thailand agar dapat menambah pengetahuannya mengenai literasi digital, terutama pada pengembangan media pembelajaran. Kegiatan pengabdian ini dilakukan dengan cara pemberian pelatihan secara daring yang diawali dengan pretest dan diakhiri dengan postest. Dari kegiatan pretest dan psotest terlihat kenaikan kemempuan pengetahuan guru Suansati school mengenai lieterasi digital, diantaranya utnuk topik mengenai pendidikan berbasis teknologi mengalami kenaikan dari 54% ke 77%. Sementara untuk variasi media pembelajaran berbasis teknologi naik dari 32% ke 68,2%.
Developing Google Sites-assisted collaborative learning materials to learn quadratic function Mukhlishoh, Fatimah Nur; Fahmi, Syariful
International Journal on Education Insight Vol. 5 No. 2 (2024)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/ijei.v5i2.13363

Abstract

This study was motivated by the need for teaching materials obtained from the results of questionnaire analysis, namely 69 out of 70 students stated that they needed interactive and fun website-based teaching materials. Students also experience difficulties in learning mathematics with the methods applied by teachers and material that is considered difficult, namely the quadratic function with a percentage of 70%. This study aims to develop website-based interactive teaching materials with a collaborative approach assisted by Google Sites that are valid and practical. The research used the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were students of class X-5 and X-3 SMA Negeri 1 Kasihan, while the research object was Funmath Quadratic Function website. Data were collected through interviews, observations, material and media expert validation questionnaires, and student response questionnaires in small and large class trials. The results showed that the Funmath Quadratic Function website teaching materials developed were very valid with a percentage of 86% according to material experts and 86.5% according to media experts. In addition, this teaching material is also very practical with a score of 88.6% in the small class trial and 95.18% in the large class trial. The results showed that this teaching material is very valid and practical, so it can help the process of learning mathematics on quadratic function material that is more interactive and fun. In this study, it is recommended to add a variety of content and interactive activities for better understanding of the quadratic function. In addition, training for teachers and students needs to be provided so that the use of the website is maximized. Periodic evaluation is also important to maintain the quality and relevance of teaching materials.
Developing Android-Based Math Comic with Gamification Based on Mathematics Literacy Fahmi, Syariful; Triyoga, Arilia; Priwantoro, Soffi Widyanesti; Nur Muallifah, Azizah; Purwadi, Joko; Bueraheng, Surairee
JTMT: Journal Tadris Matematika Vol 6 No 1 (2025): Volume 6, Issue 1, June 2025
Publisher : Universitas Islam Ahmad Dahlan (UIAD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47435/jtmt.v6i1.4137

Abstract

This research is intended to develop a media of comic math learning based on android and mathematics literacy for the materials of linear equations system in two variables. This study is a research and development by using ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The instruments are validation sheet, students’ response sheet and students' and teachers' interview guideline. The subjects of research are 27 students of grade VIII Sornsasana Sasanupathum School. The object of research is media of Math Comic for the material of linear equations system in two variables. Technique of data collection in the research was questionnaire distribution and interview, meanwhile the researcher analyzed the questionnaire and interview result data quantitatively by changing the qualitative data to be quantitative data to find out the appropriateness of math comic media. The assessment results in the research of math comic media were achieved by the assessment done by content expert with "very excellent" category, while the media expert assessed the media with "very excellent" category and the questionnaire response of students was categorized as "very excellent". All assessments that included assessments of content expert, media expert, and students' response were "very excellent". Based on the result of the assessments, it can be concluded that math comic learning media based on android and mathematics literacy for the materials of linear equations system in two variables is appropriate to use in the math learning teaching.
Pendampingan Pembuatan E-Learning Dengan Moodle Yang Dipadukan Dengan Software Matematika Geogebra Untuk Guru Matematika di SMP Muhammadiyah Se-Kecamatan Godean, Sleman, Yogyakarta Fahmi, Syariful; Priwantoro, Soffi Widyanesti
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2017): Agustus
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/aks.v1i2.912

Abstract

E-learning as one of the benefits of the internet is very supportive for teaching and learning process. Therefore, the mastery ability of e-learning teacher become the key word in e-learning activity in education. The use of computers for the e-learning process using moodle and geogebra in learning mathematics plays an important role as a medium to create effective and efficient learning for teachers in SMP Muhammadiyah 1 Godean, SMP Muhammadiyah 2 Godean, SMP Muhammadiyah 1 Minggir, SMP Muhammadiyah 2 Minggir, SMP Muhammadiyah 1 Mlati. The existence of e-learning will facilitate teachers and students in receiving mathematics lessons and also enhance the quality of teaching and learning. The accompaniment of the implementation of IbM training using e-learning using moodle combined with geogebra was conducted at SMP Muhammadiyah 1 Godean and resulted in e-learning learning media. The mentoring also resulted in an understanding with the principal that the training could be continued for other subjects. 
Mengenalkan Gamifikasi kepada Guru-Guru di Sasanupatham Bangkok Guna Mendukung Keterampilan Siswa Abad 21 FAHMI, SYARIFUL; Widyanesti P., Soffi Widyanesti; Wirawati, Denik; Destriana, Arivianti; Husna Arifah, Diah; Nur Mukhlishoh, Fatimah
Jurnal Pengabdian Masyarakat Aufa (JPMA) Vol. 7 No. 2 (2025): Vol. 7 No 2 Agustus 2025
Publisher : Universitas Aufa Royhan Di Kota Padangsidipuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51933/jpma.v7i2.2061

Abstract

Kegiatan pengabdian ini dilatarbelakangi oleh semakin dibutuhkannya keterampilan abad ke -21 bagi siswa sehingga menuntut guru untuk dapat menguasai strategi pembelajaran yang dapat menumbuhkan keterampilan tersebut. Salah satu cara strategi pembelajaran tersebut adalah dengan menambahkan game saat proses pembelajaran, namun, guru -guru di Sekolah Sasana Sasanupatham Mullanithi Bangkok belum pernah mengenal mengenai proses pembelajaran yang berbasis gamifikasi. Sehingga diperlukan kegiatan pelatihan untuk mengenalkan gamifikasi dan mengembangkan media yang berbasis gamifikasi. Kegiatan pelatihan berlangsung satu hari penuh, diikuti oleh 16 guru tingkat SMA. Materi yang diberikan mencakup konsep dasar gamifikasi, teori pembelajaran abad ke-21, dan penggunaan platform digital, khususnya Blooket. Evaluasi dilakukan melalui pre-test dan post-test untuk mengukur peningkatan pemahaman peserta terhadap tiga topik utama. Hasil menunjukkan peningkatan signifikan dalam pemahaman peserta, mulai dari konsep dasar gamifikasi yaitu sebesar 46%, teori belajar abad ke-21 sebesar 41,2 %, sedangkan pengetahuan mengenai platform digital meningkat sebesar 39,4%. Selain itu peserta dapat menggunakan fitur-fitur dalam aplikasi untuk mengembangkan media yang dapat digunakan dalam proses pembelajaran yang berbasis gamifikasi.
Development of Augmented Reality-Based Media for Polyhedron Materials Priwantoro, Soffi Widyanesti; Fahmi, Syariful; Bueraheng, Surairee
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 5 No. 3 (2025): July - September 2025
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v5i3.1320

Abstract

There are difficulties for students in understanding concepts and illustrating polyhedron. Furthermore, the lack of learning media and the absence of technology based-media that can illustrate the material is an urgent problem that needs to be solved. Furthermore, the lack of learning media and the absence of technology-based media that can illustrate the material is an urgent problem that needs to be solved. Therefore, we developed Augmented Reality (AR) based learning media as a tool to help students visualise the material. This study used the Research and Development (R&D) model with the involvement of secondary school students (29 eighth-grade students). Before being tested, the media was validated by subject material experts and media experts with a minimum rating of good. The implementation was carried out twice, in small and large classes. The media was considered feasible if the minimum rating from each subject material expert, media expert, and student response was good. The results of the study showed that the subject material expert gave a score of 4.54 with a very good category, while the media expert gave a score of 4.31 with a very good category, and student responses scored 4.12 with a good category. Thus, the Augmented Reality (AR)-based learning media can be used in the learning process and can be further researched for its effectiveness. The novelty of this study lies in the development of AR-based learning media specifically focused on flat-sided spatial structures. The developed media enables students to visualise spatial structures in three dimensions, interactively, and contextually, thereby overcoming the limitations of conventional static media.
Integrasi Media Sosial dalam Pembelajaran Keterampilan Berbahasa di Prodi PBSI UAD Pada Era Society 5.0 Wirawati, Denik; Rahman, Hasrul; Fahmi, Syariful; Qurrota A'yun, Elrida Syafa
Kode : Jurnal Bahasa Vol. 13 No. 1 (2024): Kode: Edisi Maret 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/kjb.v13i1.56886

Abstract

Penelitian in bertujuan memaparkan integrasi media sosial di dalam proses pembelajaran keterampilan berbahasa (membaca, menyimak) di prodi PBSI UAD semester gasal. Penelitian ini dilatarbelakangi, sebagai pengajar hendaknya mengembangkan diri dalam proses mengajar. Penelitian memaparkan gambaran integrasi media sosial dalam pembelajaran keterampilan berbahasa di prodi PBSI UAD pada era society 5.0. Metode penelitian deskriptif kualitatif. Sampel; random pada matakuliah membaca, menyimak. Masing-masing mengambil satu kelas sebagai sampel data. Jumlah mahasiswa kurang lebih 30. Teknik samplingnya adalah probility sampling. Hasil penelitian yaitu integrasi media sosial dilakukan pada pembelajaran komprehensi tulis (membaca) dan komprehensi Lisan (menyimak). Integrasi media sosial dengan menggunakan Youtobe, tiktok dan Instagram dalam tahap pembukaan, inti, penutup serta evaluasi dalam proses pembelajaran keterampilan membaca dan menyimak. Pentingnya sebagai dosen mengikuti perkembangan teknologi yang disesuaikan dengan generasi Z. Artikel ini dapat digunakan sebagai referensi kedepan bagi pembaca khususnya pengajar bahwa media sosial dapat diintegrasikan dalam pembelajaran membaca dan menyimak.