Claim Missing Document
Check
Articles

Penerapan Model Pembelajaran Discovery Learning Berbantuan Software Geogebra Untuk Meningkatkan Kemampuan Penalaran Matematika Muhammad Febriansyah; Yeni Listiana; Erna Isfayani; Aklimawati; Amam Taufiq Hidayat
Asimetris: Jurnal Pendidikan Matematika dan Sains Vol. 5 No. 2 (2024): Asimetris: Jurnal Pendidikan Matematika dan Sains
Publisher : Pendidikan Matematika Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/asimetris.v5i2.2886

Abstract

Rendahnya kemampuan penalaran matematik peserta didik antara lain disebabkan oleh penggunaan model pembelajaran yang kurang tepat, penggunaan teknologi yang masih jarang digunakan untuk proses pembelajaran matematika dan kurangnya kesempatan melatih kemampuan penalaran siswa. Oleh sebab itu, perlu diterapkan model pembelajaran dan penggunaan teknologi yang dapat melibatkan peserta didik secara aktif dalam pembelajaran, salah satunya adalah model pembelajaran Discovery Learning berbantuan Software GeoGebra. Penelitian ini bertujuan untuk meningkatkan kemampuan penalaran matematika peserta didik dengan menerapkan model pembelajaran Discovery Learning menggunakan Software GeoGebra. Penelitian ini merupakan penelitian kuantitatif dengan jenis penelitian quasi eksperimen. Populasi dalam penelitian ini adalah seluruh peserta didik kelas XI SMA Negeri Modal Bangsa Arun, dengan sampel kelas XI-4 sebagai kelas eksperimen dan kelas XI-5 sebagai kelas kontrol yang dipilih dengan menggunakan teknik purposive sampling. Instrumen pengumpulan data dalam penelitian ini adalah tes kemampuan penalaran matematika peserta didik yang dilakukan sebelum dan sesudah diberikan perlakuan. Teknik analisis data menggunakan bantuan SPSS 19 yaitu analisis data N Gain dan uji non parametrik Mann Whitney U Test. Berdasarkan hasil penelitian menunjukkan bahwa adanya peningkatan kemampuan penalaran matematika peserta didik dengan menggunakan model pembelajaran Discovery Learning berbantuan Software GeoGebra. Peningkatan sebesar 0,38 berada pada kategori sedang
Efektivitas Modul Elektronik Fisika Berbasis Experiential Learning Berbantuan Smartphone terhadap Peningkatan Kompetensi peserta Didik Fadieny, Nurul; fauzi, Ahmad; Widya, Widya; Andriani, Riza; Hidayat, Amam Taufiq
Jurnal Ilmiah Dikdaya Vol 13, No 2 (2023): September
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v13i2.519

Abstract

This study is part of development research using the Plomp model in the assessment phase, namely the effectiveness test. The goal to be achieved is to see the effectiveness of the physics electronics module based on experiential learning assisted by smartphone in increasing student competency. Data collection in this study was carried out using three instruments: the attitude competency instrument in the form of self-assessment, the knowledge competency instrument in the form of a test with 25 multiple-choice questions, and the skills competency instrument in the form of a performance assessment rubric. The research results for knowledge competence are seen in classical completeness and knowledge competence improvement. The students' classical completeness reached 94% and the N-gain score was 0.83 with high criteria. In attitude competence, the average attitude is 86.88% with very good criteria. In skills competency, an average score of 85.08% of students' skills is obtained with very good criteria. Based on the three competency data results, it can be concluded that the physics electronics module based on experiential learning assisted by a smartphone is effectively used in Physics learning to improve student competence
Validitas LKPD dan Video Pembelajaran Materi Operasi Hitung Bentuk Aljabar Berbasis Pendekatan PMRI dengan Konteks Kantin Sekolah Elisyah, Nur; Hidayatsyah, Hidayatsyah; Amam Taufiq Hidayat
Indo-MathEdu Intellectuals Journal Vol. 5 No. 1 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i1.599

Abstract

Algebra is a very important material to study because algebraic concepts are widely used in subsequent material and are useful in solving mathematical problems in everyday life. The aim of this research is to determine the validity of LKPD and learning videos on algebraic arithmetic operations based on an Indonesian realistic mathematics education approach. The research method used is development research developed by Tessmer with two stages, namely the preliminary stage (analysis and design) and the formative evaluation stage (self evaluation, expert review, one to one, small group, and field test. In this research the focus is on the formative evaluation, one of which is an expert review. From the results of the validation carried out by the expert review, an average assessment percentage of 76.11% was obtained with the criteria being quite valid or usable with slight revision. The validation assessment indicators are content, construct and language
Penerapan Model Pembelajaran Visualization, AuditorPenerapan Model Pembelajaran Visualization, Auditory, Kinesthetic Berbantuan Seesaw Untuk Meningkatkan Kemampuan Representasi Matematis Siswa Bella Afrisca; Mutia Fonna; Amam Taufiq Hidayat
Jurnal Pendidikan Matematika Malikussaleh Vol. 6 No. 1 (2026): Jurnal Pendidikan Matematika Malikussaleh
Publisher : LPPM UNIMAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jpmm.v6i1.26651

Abstract

Kemampuan representasi matematis merupakan salah satu kemampuan penting dalam pembelajaran matematika karena membantu siswa memahami konsep dan menyelesaikan masalah melalui berbagai bentuk representasi seperti visual, simbolik, dan verbal. Namun, hasil observasi menunjukkan bahwa kemampuan representasi matematis siswa masih tergolong rendah karena pengguanan model pembelajaran tidak mengakomodasi berbagai gaya belajar siswa serta pemanfaatan teknologi pembelajaran. Penelitian ini bertujuan untuk mengetahui peningkatan kemampuan representasi matematis siswa melalui penerapan model pembelajaran Visualization, Auditory, Kinesthetic (VAK) berbantuan aplikasi Seesaw. Penelitian ini menggunakan metode quasi experiment dengan desain nonequivalent control group design. Penelitian dilaksanakan di SMP Negeri 1 Lhokseumawe pada semester genap tahun ajaran 2024/2025 dengan populasi seluruh siswa kelas VII. Sampel penelitian dipilih menggunakan teknik purposive sampling yang terdiri dari kelas VIIA sebagai kelas eksperimen dan VIIB sebagai kelas kontrol. Instrumen penelitian berupa kuesioner gaya belajar dan tes kemampuan representasi matematis berbentuk soal uraian. Analisis data menggunakan perhitungan skor N-Gain serta uji independent sample t-test. Hasil penelitian menunjukkan rata-rata N-Gain kelas eksperimen sebesar 0,7564 (kategori tinggi) dan kelas kontrol sebesar 0,4480 (kategori sedang). Hasil uji hipotesis menunjukkan nilai signifikansi 0,000 (<0,05), sehingga model VAK berbantuan Seesaw lebih efektif meningkatkan kemampuan representasi matematis siswa dibandingkan pembelajaran konvensional.
Preview, Question, Read, Reflect, Recite, Review Learning Strategy on Mathematical Ploblem-Solving Ability with the Assistance of Mural Software Nur Fadhilah; Rohantizani Rohantizani; Amam Taufiq Hidayat; Erna Isfayani; Nur Elisyah; M Mursalin
Electronic Journal of Education, Social Economics and Technology Vol 6, No 2 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i2.882

Abstract

The low level of students mathematical problem-solving ability remains a challenge in mathematics education, often resulting from limited engagement, lack of active reading, and ineffective instructional strategies. This study aimed to investigate the effect of the PQ4R (Preview, Question, Read, Reflect, Recite, Review) learning strategy on students mathematical problem-solving ability, supported by Mural software as a digital learning aid. The research employed a quantitative approach using a quasi-experimental design involving two tenth-grade classes at SMA Negeri 1 Kuta Makmur. The experimental group received instruction using the PQ4R strategy integrated with Mral software, while the control group wa taught using conventional methods. Data were obtained through pretest and posttest consisting of essay questions based problem-solving indicators. The Mann-Whitney U test wa used for hypothesis testing. The findings show that the PQ4R learning strategy, when assistes by Mural software, has a significant effect on students mathematical problem-solving ability.
Feasibility of Android-Based Application SCIQU (Science in Al-Quran) as Science Learning Media for Madrasah Ibtidaiyah (MI) Muttakin Muttakin; Zainul Mujtahid; Amam Taufiq Hidayat; Munzir Absa; Thalitha Attahara; Rahmah Nursada
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.5874

Abstract

In this age of technological advancement, the process of learning in the classroom is required to be more adaptive, using various media that can enhance it. One of the learning media that can increase student’s interest is picture story media (comics). In this study, an android-based comic media was developed, called Science in Al-Qur'an (SCIQU), with material about clean and healthy lifestyles for grade V Madrasah Ibtidaiyah (MI) students. The media was developed using Research and Development (R & D) Method with ADDIE (Analyze, Design, Develop, Implement, Evaluate) Model.  The media developed and the material presented in the media were validated by media expert validators and material experts. From the validation results, it was found that the media developed fell into the "Very Feasible" category with a total validity value of 95.34%. Likewise, the material presented in the SCIQU comic media is included in the "Very Feasible" category with a total validity value of 96.48%. So the SCIQU comic media that has been developed can be said to be very feasible to be implemented to MI students across the country.
Inovasi E-Multimedia Interaktif Fisika Berbasis STEM Untuk Meningkatkan Literasi dan Keterampilan Abad 21 Widya; Zainul Mujtahid; Amam Taufiq Hidayat; Agus Muliaman
Kappa Journal Vol 8 No 3 (2024): Kappa Journal
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/kpj.v8i3.27890

Abstract

This research aims to develop an Interactive Physics E-Multimedia based on STEM Education to enhance students' scientific literacy and 21st-century skills, including communication, collaboration, critical thinking, and creativity. The study follows a Research and Development (R&D) method with three stages: analysis and exploration, design and construction, as well as evaluation and reflection. The product trials were conducted with 11th-grade students at SMA Negeri 1 Lhokseumawe. The findings reveal that the use of interactive E-multimedia is effective in improving students' understanding, with an average post-test score of 80.4 compared to a pre-test score of only 35.2. Expert validation indicates that the product is suitable for use, with an average score of 85 for content, 82.85 for construction, and 80 for design. The product's practicality was also rated highly by both students and teachers, with an average score of 4.09 out of 5. Additionally, students showed strong interest in the interactive and easily accessible digital learning media. Thus, the STEM-based interactive physics E-multimedia is effective in enhancing scientific literacy and 21st-century skills, making it a valuable tool for supporting self-directed learning
Problem Based Learning Berbasis Simulasi Coding Visual Dan Dampaknya Pada Refleksi Metakognitif Siswa Amam Taufiq Hidayat; Haves Qausar
Jurnal Pendidikan Matematika Malikussaleh Vol. 5 No. 4 (2025): Jurnal Pendidikan Matematika Malikussaleh
Publisher : LPPM UNIMAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jpmm.v5i4.25741

Abstract

Pengembangan kemampuan metakognitif pada siswa sekolah menengah pertama menjadi aspek penting dalam pembelajaran, karena kemampuan ini berkaitan dengan kesadaran dan pengelolaan proses berpikir siswa selama belajar. Namun, praktik pembelajaran yang masih didominasi pendekatan konvensional sering kali belum memberikan kesempatan yang memadai bagi siswa untuk mengontrol dan merefleksikan strategi berpikir yang digunakan. Oleh sebab itu, diperlukan pendekatan pembelajaran yang melibatkan siswa secara aktif dalam pemecahan masalah serta didukung oleh media pembelajaran yang bersifat interaktif. Penelitian ini bertujuan untuk mengkaji pengaruh penerapan model Problem Based Learning yang dipadukan dengan simulasi interaktif berbasis coding visual terhadap kemampuan metakognitif siswa. Penelitian dilaksanakan dengan pendekatan kuantitatif menggunakan desain eksperimen semu berupa posttest-only control group design. Sampel penelitian melibatkan siswa kelas VIII-A SMP Negeri 1 Lhokseumawe yang terdiri atas 20 siswa sebagai kelas eksperimen dan  siswa kelas VIII-B SMP Negeri 1 Lhokseumawe yang terdiri atas 19 siswa  sebagai kelas kontrol. Pengukuran kemampuan metakognitif dilakukan melalui tes yang disusun berdasarkan indikator perencanaan, pemantauan, dan evaluasi berpikir. Analisis data dilakukan menggunakan uji Shapiro Wilk untuk menguji normalitas data, uji Levene’s untuk menguji homogenitas varians, serta uji independent samples t-test dengan bantuan perangkat lunak SPSS. Hasil analisis menunjukkan bahwa data kemampuan metakognitif siswa memenuhi asumsi normalitas dan homogenitas. Selanjutnya, uji perbedaan rata-rata didapatkan tingkat signifikansi berada di bawah batas 0,05 (sig. = 0,002). Hal ini menunjukkan adanya perbedaan yang bermakna antara kelas eksperimen dan kelas kontrol. Temuan ini mengindikasikan bahwa penerapan pembelajaran berbasis masalah yang didukung oleh simulasi interaktif berbasis coding visual memberikan pengaruh signifikan terhadap kemampuan metakognitif siswa.
Workshop and Mentoring on the Development of Gamification Based Mathematics Learning Media for Junior High School Teachers in Lhokseumawe City Amam Taufiq Hidayat; Haves Qausar; Zata Hasyyati; Munzir Absa; Nur Elisyah; Tulus Setiawan
GANDRUNG: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 2 (2026): GANDRUNG: Jurnal Pengabdian Kepada Masyarakat
Publisher : Fakultas Olahraga dan Kesehatan, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/gandrung.v7i2.8320

Abstract

Mathematics learning in schools continues to encounter challenges, particularly related to low student engagement and learning motivation. One contributing factor is the limited utilization of innovative learning media in classroom instruction. Gamification offers an alternative approach by integrating game elements into learning activities to enhance students’ interest in mathematics learning. Nevertheless, teachers in the Junior High School Mathematics Teachers’ Working Group (MGMP) of Lhokseumawe City still face difficulties in developing and implementing gamification-based learning media. Therefore, this community service program aimed to enhance teachers’ pedagogical understanding and technical skills in developing gamified mathematics learning media. The program was conducted on May 15–17, 2026, involving 20 junior high school mathematics teachers and 2 Mathematics Education students as technical assistants. The implementation employed a participatory workshop and mentoring approach consisting of training sessions, media development workshops, learning simulations, and evaluation activities. Participants were guided in developing learning media using digital platforms such as Quizizz, Wordwall, Kahoot, and Gimkit. The results demonstrated that participants were able to develop gamification based mathematics learning media and improve their understanding of gamification concepts, digital platform utilization, and interactive media development. Furthermore, the program strengthened teachers’ motivation and confidence in integrating digital technology into mathematics instruction.
Analisis Kemampuan Komunikasi Matematis Siswa Ditinjau dari Gaya Berpikir Gregorg pada Materi Relasi dan Fungsi Rahmia Rahmia; Muliana; Amam Taufiq Hidayat; Fajriana
Jurnal Ilmiah Kanderang Tingang Vol 16 No 2 (2025): Jurnal Ilmiah Kanderang Tingang
Publisher : FKIP Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/jikt.v16i2.412

Abstract

Students' low mathematical communication skills indicate obstacles in conveying and understanding mathematical ideas, both verbally and in writing. This study aims to analyze students' mathematical communication skills according to Gregorc's thinking style on the topic of relations and functions. The method used was descriptive qualitative, with data collected through a thinking style questionnaire, a mathematical communication test, and semi-structured interviews. Four eighth-grade students were purposively selected, each representing one type of Gregorc's thinking style. The study's findings indicate that students with an abstract sequential thinking style achieve coherent, logical, and complete mathematical communication, while those with a concrete random thinking style tend to have difficulty conveying ideas systematically. It is concluded that thinking style influences students' mathematical communication styles, so teachers need to consider differences in thinking styles in developing effective lesson plans.