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Bahan Ajar E-LKS Berbasis Realistic Mathematics Education Materi Sistem Persamaan Linear Dua Variabel Khumairoh Luthfia Silvi; Nanang Nabhar Fakhri Auliya
Plusminus: Jurnal Pendidikan Matematika Vol 2, No 3 (2022)
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/plusminus.v2i3.2223

Abstract

Penelitian ini merupakan penelitian pengembangan dilakukan untuk mengembangkan dan menghasilkan bahan ajar e-LKS berbasis Realistic Mathematic Education materi Sistem Persamaan Linear Dua Variabel. Tujuan penelitian untuk mengetahui kelayakan menghasilkan bahan ajar e-LKS berbasis Realistic Mathematics Education materi Sistem Persamaan Linear Dua Variabel. Penelitian ini termasuk penelitian pengembangan. Pengembangan penelitian mengacu pada model 4D Thiagarajan yang dimodifikasi, model 4D yang dimodifikasi ini memiliki 3 tahap. Ketiga tahap tersebut adalah tahap define, design, dan development. Dengan menggunakan model tersebut bahan ajar dinyatakan layak digunakan dalam pembelajaran. Kelayakan ini berdasarkan uji kelayakan yang sebelumnya telah dilakukan peneliti. Uji kelayakan dilakukan 2 kali yaitu uji skala kecil yang terdiri dari 5 siswa MTs dan uji skala yang dilakukan di salah satu MTs yang terdiri dari 30 siswaThis research is development research carried out to develop and produce e-LKS teaching materials based on Realistic Mathematic Education on the System of Two Variable Linear Equations. The study aimed to determine the feasibility of producing e-LKS teaching materials based on Realistic Mathematic Education material on the Two-Variable Linear Equation System. This research includes developmental research. Development research is research that has the goal of creating a product and conducting feasibility testing. Research development refers to the modified 4D Thiagarajan model, this modified 4D model has 3 stages. The three stages are the define, design, and development stages. By using this model, teaching materials are declared suitable for use in learning. This feasibility is based on a feasibility test that has previously been carried out by researchers. The feasibility test was carried out 2 times, namely a small-scale test consisting of 5 people at MTs Darul Ulum and a scale test conducted at MTs Nahdlatul Muslimin consisting of 30 students.
Developing Android-Based Transformational Geometry E-Module Using Adobe Animate CC Nanang Nabhar Fakhri Auliya; Ahmad Zulfikri
Jurnal Pendidikan Matematika Vol 6, No 1 (2023): Jurnal Pendidikan Matematika (Kudus)
Publisher : Institut Agama Islam Negeri (IAIN) Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jpmk.v6i1.19944

Abstract

This research aims to develop android-based Transformational Geometry e-module teaching material meeting the media eligibility criterion so that it can be implemented as teaching materials for the Transformational Geometry lecture. The research method is Research and Development referring to one of models or learning system design approaches namely the ADDIE model that has been developed by Raiser and Mollenda in the 1990s consisting five stages including analysis, design, development, implementation, and evaluation (feedback). The research subjects involved are two media experts, two teaching materials experts, and thirty 5th semester students of Mathematics Education, IAIN Kudus. The results show that the media experts obtain a total score of 159 with an average score of 79,5 and categorized as “proper”. Based on validation result, the teaching material experts obtain a total score of 166 with an average score of 83 and categorized as “very proper”.  Meanwhile, based on limited and large-scale trials, the total score is 434 with an average score of 86,8 having “very proper” category and 1941 with an average score of 77,64 having “proper” category. Thus, it can be concluded that the android-based Transformational Geometry e-module is suitable to be implemented in learning process in and outside the classroom. Penelitian ini bertujuan untuk mengembangkan bahan ajar e-module Geometri Transformasi berbasis android yang memenuhi kriteria kelayakan media agar dapat diimplementasikan sebagai bahan ajar mata kuliah Geometri Transformasi. Jenis penelitian yang peneliti gunakan adalah metode Research and Development yang mengacu pada salah satau model atau pendekatan desain sistem pembelajaran yaitu model ADDIE yang telah dikembangkan oleh Raiser & Mollenda pada tahun 1990-an, yang terdiri dari 5 (lima) tahap meliputi Analysis (analisis), Design (desain atau perancangan), Development (pengembangan), Implementation (implementasi atau eksekusi), Evaluation (evaluasi atau umpan balik). Subjek uji coba yang terlibat adalah dua orang ahli media, dua orang ahli materi, dan mahasiswa semester 5 program studi Tadris Matematika IAIN Kudus yang berjumlah 30 mahasiswa. Hasil penelitian menunjukkan bahawa ahli media yaitu memperoleh jumlah skor 159 dengan skor rata-rata 79,5, yang termasuk pada kategori “Layak”. Hasil validasi ahli materi memperoleh jumlah skor 166 dengan skor rata-rata 83, yang termasuk pada kategori “Sangat Layak”. Sedangkan pada uji coba terbatas dan uji coba skala besar memperoleh jumlah skor keseluruhan sebesar 434 dengan rerata skor 86,8 dengan kategori “Sangat Layak” dan 1941 dengan rerata skor 77,64 dengan kategori “Layak”. Maka, hal tersebut dapat diambil keputusan bahwa e-module Geometri Transformasi berbasis android layak untuk digunakan dalam proses pembelajaran di dalam kelas maupun di luar kelas.
Hubungan Kecerdasan Intrapersonal dan Motivasi Belajar dengan Hasil Belajar Kognitif Fiqih Kelas XI MA Al-Hikmah (PRIMA) Kajen Margoyoso Pati Nurul Huda; Nanang Nabhar Fakhri Auliya
JEID: Journal of Educational Integration and Development Vol. 1 No. 1 (2021)
Publisher : Education Mind Based Development Association

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55868/jeid.v1i1.81

Abstract

This study aims to achieve maximum cognitive learning outcomes of students. Student cognitive learning outcomes something that comes from students through the ability and encouragement in themselves. But in reality, students who have high intrapersonal intelligence and motivation to learn even cognitive learning outcomes are still the same. This research uses correlational quantitative research. In addition, this study used random sampling to determine the number of samples to be studied, namely 30 students in 4 classes. Collecting data using tests, questionnaires, documentation, observation and google form. Calculation of data analysis techniques using the help of SPSS for Windows 23 Version. The results of this study are as follows: (1) the level of intrapersonal intelligence of class XI students is categorized as being achieved by the respondent frequency of 23 students at intervals of 63 <X ? 88 with a percentage of 77%, (2) the level of learning motivation of class XI students. is known to be included in the high category achieved by the respondent frequency of 27 students in the interval X> 73 with a percentage of 88%, (3) the level of cognitive learning outcomes of class XI students is known to be in the high category achieved by the respondent frequency of 11 students at interval X> 88 with a percentage of 37%, and (4) there is a positive correlation between intrapersonal intelligence and learning motivation with the cognitive learning outcomes of class XI MA Al-Hikmah (PRIMA) Kajen Margoyoso Pati.
Kolerasi Antara Kecerdasan Spiritual dan Motivasi Belajar Dengan Hasil Belajar Kognitif Akidah Akhlak Kelas VIII di MTs Hidayatul Mustafidin Evie Rahmawati; Nanang Nabhar Fakhri Auliya
JEID: Journal of Educational Integration and Development Vol. 1 No. 2 (2021)
Publisher : Education Mind Based Development Association

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55868/jeid.v1i2.83

Abstract

Penelitian ini menggunakan jenis penelitian kuantitatif, menggunakan pendekatan kolerasi. Dalam Penelitian ini menggunakan jenis penelitian kuantitatif, menggunakan pendekatan kolerasi. Dalam penelitian ini yang menjadi populasi adalah kelas VIII sebanyak 65 peserta didik. Teknik sampel yang digunakan adalah teknik probability sampling dalam bentuk simple random sampling. Teknik pengumpulan data pada penelitian ini adalah tes, dokumentasi, kuesioner (angket), dan observasi. Penyebaran instrumen angket dan tes melalui Google Forms. Hasil penelitian antara kecerdasan spiritual dan motivasi belajar dengan hasil belajar kognitif akidah akhlak kelas VIII di MTs Hidayatul Mustafidin tahun pelajaran 2020/2021 untuk kecerdasan spiritual diperoleh nilai mean sebesar 59.30 berada dalam kategori sedang, motivasi belajar diperoleh nilai mean sebesar 58.75 berada dalam kategori sedang, dan hasil belajar kognitif diperoleh nilai mean sebesar 68.25 berada dalam kategori sedang. Berdasarkan analisis data dan uji hipotesis nilai signifikansi pada taraf kesalahan 5% dengan jumlah responden 56 diperoleh nilai sig F Change sebesar 0.016 < 0.05, sehingga antara variabel kecerdasan spiritual dan motivasi belajar dengan hasil belajar kognitif memiliki korelasi yang positif dan signifikan. Jadi, dapat disimpulkan apabila kecerdasan spiritual dan motivasi belajar peserta didik meningkat, maka hasil belajar kognitif juga akan meningkat, begitupun  sebaliknya, apabila kecerdasan spiritual dan motivasi belajara menurun, maka hasil belajar kognitif juga akan menurun.
Hubungan Minat Baca dan Kecerdasan Interpersonal Siswa terhadap Hasil Belajar IPS Siswa Kelas IV MI Muhammadiyah Al-Manar Demak Innayatun Nashihah; Nanang Nabhar Fakhri Auliya
JEID: Journal of Educational Integration and Development Vol. 2 No. 1 (2022)
Publisher : Education Mind Based Development Association

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55868/jeid.v2i1.115

Abstract

This study aims to obtain several findings, namely 1) there is a relationship between the variables of reading interest and interpersonal intelligence on learning outcomes in social studies subjects in grade IV. 2) there is an indirect effect of reading interest on social studies learning outcomes through interpersonal intelligence. The population in this study were 30 students, all of which were 30 students who were also the sample in this study. The data analysis technique uses path analysis with the help of the SPSS version 25 application as a tool for processing and research. The results showed that the variables of reading interest and interpersonal intelligence had an effect and were significant on the social studies learning outcomes variable in the odd semester of TP 2020/2021. The direct effect of reading interest and interpersonal intelligence on learning outcomes is 0.179 or 17.9% and the effect of mediation on reading interest on learning outcomes through interpersonal intelligence is 1.97 or 1.97%. Keywords: Reading Interest, Interpersonal Intelligence, and Social Studies Learning Outcomes
Eksplorasi Etnomatematika Tradisi Meron di Desa Sukolilo Kecamatan Sukolilo Kabupaten Pati Suci Damayanti; Nanang Nabhar Fakhri Auliya
Ar-Riyadhiyyat: Journal of Mathematics Education Vol. 4 No. 1 (2023): Ar-Riyadhiyyat: Jurnal Pendidikan Matematika
Publisher : Department of Master Program on Mathematics Education Faculty of Teacher Training and Education State Islamic Institute of Lhokseumawe, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47766/arriyadhiyyat.v4i1.1657

Abstract

The aims of this study are 1) to describe the procession of carrying out the Meron tradition in Sukolilo Village, Sukolilo District, Pati Regency; 2) to explore the ethnomathematics concept contained in the meron tradition in Sukolilo Village, Sukolilo District, Pati Regency. This type of research is ethnographic research with a qualitative approach. Data collection is done by observation, interviews, and documentation. Data analysis was performed by data collection, data reduction, data presentation and verification. Checking the validity of the data is done by using, increasing persistence, triangulation and holding member checks. This research was conducted because there was no research on the Meron tradition which discussed its relationship with mathematics. Based on the results of the study it was found that 1) the Meron tradition procession in Sukolilo Village, Sukolilo District, Pati Regency was carried out in stages starting from the preparation stage, the procession implementation and post procession. In the preparatory stage consisting of forming committees, determining the time, events, and preparing various needs to be used in the Meron celebration ceremony, the implementation stage of the procession consists of the preliminary ceremony, Meron's departure and ends with a prayer together while the post-procession stage is carried out by parading again go to their respective homes. 2) The ethnomathematics obtained in this study are basic mathematical measurement concepts such as counting, measuring, and identifying. Counting activities are found when calculating the number of once of each meron, measuring activities are found when estimating the area and circumference of a meron, as well as the minimum distance for displaying meron while identifying activities are found in some basic geometric concepts that exist in meron such as angles, lines, plane shapes and geometry.
Eksperimentasi Model Pembelajaran STEM (Sciece, Technology, Engineering, Mathematics) Terhadap Hasil Belajar Kognitif Pada Pelajaran Matematika Materi Pola Bilangan Ahmad Khumaidi; Nanang Nabhar Fakhri Auliya
Jurnal Adijaya Multidisplin Vol 1 No 04 (2023): Jurnal Adijaya Multidisiplin (JAM)
Publisher : PT Naureen Digital Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini merupakan penelitian eksperimen yang bertujuan untuk mengetahui hasil belajar kognitif dengan menggunakan model pembelajaran langsung, model pembelajaran STEM (Science, Technology, Engineering, Mathematics), dan mengetahui manakah yang lebih baik antara model pembelajaran STEM dengan model pembelajaran langsung terhadap hasil belajar kognitif pada pelajaran matematika materi pola bilangan siswa kelas VIII. Hasil penelitian ini menunjukkan rata-rata hasil belajar kognitif siswa dari kelompok kelas eksperimen adalah 75,59, kelompok kelas kontrol adalah 65,81. Dilihat berdasarkan tabel kriteria pencapaian hasil belajar kognitif, hasil belajar yang didapatkan oleh siswa saat menggunakan model pembelajaran STEM tergolong dalam kriteria tinggi dengan interpretasi 66.665 79.995 dan yang dengan model pembelajaran langsung tergolong sedang dengan kriteria interpretasi 53.335 66.665. rata-rata hasil belajar kognitif yang didapatkan oleh siswa saat model pembelajaran STEM lebih besar dibandingkan dengan rata-rata hasil belajar kognitif yang didapatkan oleh siswa saat menggunakan model pembelajaran langsung. Disimpulkan bahwa model pembelajaran STEM lebih baik dibandingkan dengan model pembelajaran langsung pada pelajaran matematika materi pola bilangan.
PENGEMBANGAN MEDIA PEMBELAJARAN “MATE-MATRIKS” BERBASIS ANDROID MENGGUNAKAN SOFTWARE ADOBE ANIMATE CC Amin Maruf; Nanang Nabhar Fakhri Auliya
JIP: Jurnal Ilmu Pendidikan Vol. 1 No. 6 (2023): November
Publisher : CV. Adiba Aisha Amira

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Abstract

Interactive learning media is a solution that can increase students' interest and motivation in learning mathematics, especially in the discussion of matrices that are often considered difficult by students. The "Mate-Matrix" game was designed with the aim of providing an interesting and interactive learning experience, as well as helping students understand the concept of matrices through a more fun approach. The development method used in the research is the Borg and Gall method. In the development stage, the game was made using Adobe Animate CC software by utilizing the interactive features provided. The implementation process was carried out by testing the game to a number of SMA N 1 Pecangaan students to get feedback that would be used in the evaluation stage. The feasibility test of the Mate-Matrix application was carried out by material experts and media experts. The material expert gave an average score of 91, indicating that the material presented was "very feasible". Media experts gave an average score of 88.5, which is also included in the "very feasible" category. The trial was conducted in small groups (5 students) and large groups (57 students), with each group getting an average score of 80.6 and 88.8. These results show that the Mate-Matrix application falls into the "feasible and "very feasible" category. Based on the results of the feasibility test and trial, it can be concluded that the Mate-matrix learning application can be used as a learning media that is suitable for use in the learning process. Keywords: Learning media, interactive, Android, Adobe Animate CC, Matrix.
PENGEMBANGAN E-LKPD BERBASIS PENDEKATAN KONTEKSTUAL MENGGUNAKAN LIVEWORKSHEETS PADA MATERI BANGUN RUANG SISI DATAR KELAS VIII Siti Maftuchatul Izzah; Nanang Nabhar Fakhri Auliya
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 9 (2023): November
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This study aims to produce teaching materials in the form of E-LKPD based on a contextual approach using liveworksheets on class VIII flat sided building materials. As well as to analyze the feasibility of E-LKPD based on a contextual approach using liveworksheets on class VIII flat sided building material. This type of research is Research and Development (R&D). Research and Development is a step that aims to develop new products or improve existing products so that they can be accounted for. The research and development model used is the ADDIE model. The ADDIE Model stands for Analyze, Design, Development, Implementation, and Evaluation. The data collection instruments in this study were material expert validation sheets, media expert validation sheets, and student response assessment sheets. The validation results from material experts get an average score of 88, so that the material included is in the very feasible category. While the validation results from media experts get an average score of 85.5, so it is also included in the very decent category. In product trials, the subjects of this study were students of class VIII MTs. NU Ma'rifatul Ulum Mijen Kaliwungu Kudus totaling 50 students divided into small-scale trials followed by 15 students with an average score of 85.5 and large-scale trials attended by 35 students with an average score of 86.3 . Thus the two trials are included in the very feasible category. So it can be concluded that the E-LKPD Based on a Contextual Approach Using Liveworksheets on Building Materials for Class VIII Flat Sided Spaces can be said to be feasible and can be used to support the learning process.
MEDIA PEMBELAJARAN MATEMATIKA INTERAKTIF BERBASIS HTML5 DALAM MATERI BANGUN RUANG MENGGUNAKAN ARTICULATE STORYLINE 3 Dyah Ulin Naja; Nanang Nabhar Fakhri Auliya
Trigonometri: Jurnal Matematika dan Ilmu Pengetahuan Alam Vol. 1 No. 1 (2023): Trigonometri: Jurnal Matematika dan Ilmu Pengetahuan Alam
Publisher : CV SWA Anugrah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3483/trigonometri.v1i1.800

Abstract

Penelitian ini dilakukan berdasarkan permasalahan siswa mengenai kurangnya minat terhadap pembelajaran matematika yang berpotensi mempengaruhi pemahaman siswa pada konsep matematika. Penelitian ini bertujuan mengembangkan media pembelajaran matematika berbasis HTML5 dalam materi matematika bangun ruang sisi datar menggunanakan Articulate Storyline 3 serta mengetahui tingkat kelayakannya. Metode penelitian yang digunakan adalah Research and Development dengan model pengembangan ADDIE yang terdiri dari lima tahapan, meliputi Analyze (Analisis), Design (Desain), Develop (Pengembangan), Implement (Penerapan), dan Evaluate (Evaluasi). Instrumen yang digunakan dalam pengumpulan data berupa lembar pengujian ahli dan lembar respon pengguna. Terdapat 34 siswa kelas 8 MTsN 4 Demak terlibat dalam penelitian ini sebagai subjek uji coba media. Hasil dari penelitian ini mendapatkan persentase kelayakan sebesar 90% dengan kriteria “sangat layak” dari ahli materi dan 91% dari ahli media dengan "kriteria “sangat layak”. Dalam uji coba terbatas dilakukan dua tahap yaitu pada kelompok kecil dan kelompok besar dengan perolehan persentase kelayakan masing-masing sebesar 85% dan 94% dengan kriteria yang sama yaitu “sangat layak”. Kesimpulan dari penelitian ini memperlihatkan bahwa media pembelajaran matematika berbasis HTML5 dalam materi bangun ruang sisi datar menggunakan Articulate Storyline 3 dinyatakan layak untuk digunakan dalam proses pembelajaran.