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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

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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.
PENGARUH PENERAPAN STRATEGI PEMBELAJARAN POSTER SESSION TERHADAP HASIL BELAJAR KOGNITIF PADA MATERI RELASI DAN FUNGSI SISWA KELAS VIII MTS MATHOLI’UL HUDA TROSO Anisa Anisa; Nanang Nabhar Fakhri Auliya
ADIBA : JOURNAL OF EDUCATION Vol. 4 No. 1 (2024): JANUARI
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

The aim of this study was to find out better student cognitive learning outcomes among students using expository learning strategies and session posters. The research was conducted at MTs Matholi’ul Huda Troso. The approach used is a quantitative approach of the experimental type Quasi Experimental Design. In this study, samples were selected using purposive sampling techniques and obtained class VIII D of 32 students as a control class and class VIII E of 32 student as an experimental class. Data collection techniques performed with written documentation tests. The results of the independent t-test analysis concluded that the cognitive learning outcomes of students using the poster session learning strategy were better than those of students who used the expository learning strategy, demonstrated with a sig score of 0,00 < 0,05, t_count = 8,172 > t_table = 1,99897, as well as the average learning score obtained in the experimental class was higher than the average of the control class (79,25 > 64,78). Thus, it can be concluded, that the cognitional learning outcome of students that used the poster sessions strategy was better than the learning output of students with the expository learning strategy.
Developing Transformation Geometry Learning Media Integrated with The Architecture of Menara Kudus Mosque through an Articulate Storyline Auliya, Nanang Nabhar Fakhri; Wahyuni, Fina Tri
Jurnal Pendidikan Matematika (Kudus) Vol 7, No 1 (2024): 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.v7i1.26218

Abstract

The objectives of this research are: 1) developing transformation geometry learning media integrated with the architecture of menara kudus mosque through articulate storyline; 2) knowing the feasibility of transformation geometry learning media integrated with the architecture of menara kudus mosque through articulate storyline. The research method used is the Research and Development (R & D) method with the ADDIE model stands for Analysis, Design, Development, Implementation  ,  Evaluation (evaluation/feedback). The results of this study were obtained, including: 1) the process of developing this learning media utilize several stages: a) analysis, conducting analysis of the mathematical lesson plan (in Indonesia called Rencana Pembelajaran Semester/ RPS), student needs, and characteristics; b) designing, planning mathematical topics structure, making flowcharts, preparing and evaluating mathematical topics, preparing a grid of media feasibility assessment instruments, media selection, media display planning stages; c) development, making applications in accordance with flowchat, media display plans and feasibility assessments to expert of learning media and mathematical content; d) implementation, conducting feasibility assessments to users (students). e)evaluation, revising the results of user assessment. 2) the results of the feasibility assessment of learning applications by expert of mathematical content obtained a percentage of 83% with eligibility criteria. The results of the assessment by expert of learning media were obtained 79.5% with feasible criteria.  The results of the assessment by users  (students) in the small group obtained 79.2% in the feasible category and in the large group obtained 76.83% in the feasible category. Tujuan dilakukannya penelitian ini yaitu: 1) mengembangkan aplikasi pembelajaran geometri transformasi terintegrasi arsitektur Masjid Menara Kudus berbantuan articulate storyline bagi mahasiswa tadris matematika; 2) mengetahui kelayakan aplikasi pembelajaran gemetri transformasi terintegrasi arsitektur Masjid Menara Kudus berbantuan articulate storyline bagi mahasiswa tadris matematika. Metode penelitian yang digunakan yaitu metode Research and Development (R&D) dengan model ADDIE singkatan dari Analysis (analisis), Design (desain/perancangan), Development (pengembangan), Implementation (implementasi/eksekusi), Evaluation (evaluasi/umpan balik). Diperoleh hasil penelitian dan pengembangan yaitu: 1) proses pengembangan aplikasi pembelajaran geometri-transformasi terintegrasi arsitektur Masjid Menara Kudus” berbantuan articulate storyline  dikembangkan dengan tahapan: a) analisis, melakukan analisis mencakup pemahaman materi, RPS, kebutuhan dan karakteristik mahasiswa; b) perancangan, melakukan perencanaan struktur materi, pembuatan flowchart, penyusunan dan evaluasi materi, penyusunan kisi-kisi instrumen penilaian kelayakan media, pemilihan media, tahap perencanaan tampilan media; c) pengembangan, membuat aplikasi sesuai dengan flowchat, rencana tampilan media dan penilaian kelayakan kepada ahli media, materi; d) implementasi, melakukan penilaian kelayakan kepada user (mahasiswa). e) evaluasi, melakukan revisi dari hasil penilaian user. 2) hasil penilaian kelayakan aplikasi pembelajaran oleh ahli materi diperoleh persentase sebesar 83% dengan kriteria layak. Hasil penilaian oleh ahli media diperoleh 79,5% dengan kriteria layak.  Hasil penilaian oleh user (mahasiswa) pada kelompok kecil diperoleh 79,2% dengan kategori layak dan pada kelompok besar didapatkan 76,83% dalam kategori layak.
Pengembangan Media Pembelajaran Berbasiskan Multimedia Interaktif pada Materi Persamaan Kuadrat Kelas X Maghfuro, Danial; Nanang Nabhar Fakhri Auliya
JEID: Journal of Educational Integration and Development Vol. 4 No. 1 (2024)
Publisher : Education Mind Based Development Association

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55868/jeid.v4i1.100

Abstract

Penelitian ini dilakukan dengan merancang media pembelajaran berbasis multimedia interaktif pada materi persamaan kuadrat kelas X dengan menggunakan microsoft powerpoint. Penelitian ini bertujuan untuk mengetahui kelayakan media pembelajaran berbasis multimedia interaktif menggunakan microsoft powerpoint materi persamaan kuadrat kelas X.Jenis penelitian yang dilakukan peneliti adalah penelitian pengembangan atau Research and Development (R&D‘. Research and Development merupakan metode penelitian yang bertujuan menciptakan suatu produk dan menguji kelayakan produk tersebut‘. Langkah pengembangan penelitian ini mengacu pada model ADDIE.Penelitian yang mengacu pada model ADDIE memiliki 5 tahap. Kelima tahap tersebut adalah analysis, design, development, implementation, evalution. Berdasarkan hasil penelitian, maka dapat disimpulkan bahwa media pembelajaran berbasis multimedia interaktif menggunakan Microsoft Powerpoint materi persamaan kuadrat yang dikembangkan telah layak digunakan dalam pembelajaran. Kelayakan ini didasarkan pada uji kelayakan ahli materi yang mendapatkan skor 151 dengan rata-rata skor 75,5 dengan rentang skor 66,665 79,995 masuk dalam kategori “Layak”. Uji kelayakan ahli media yang mendapatkan skor 173 dengan rata-rata skor 86,5 dengan rentang skor > 79,995 masuk pada kategori “Sangat Layak”. Uji kelayakan dari pengguna pada uji coba awal yang mendapatkan skor 502 dengan rata-rata skor 83,667 dengan rentang skor > 79,995 masuk pada kategori “Sangat Layak”. Uji kelayakan pada uji lapangan produk utama yang mendapatkan skor 2454 dengan rata-rata skor 81,8 dengan rentang skor > 79,995 dalam kategori “Sangat Layak”.
Hubungan Karakter Disiplin Dan Motivasi Peserta Didik Dengan Hasil Belajar Kognitif Akidah Akhlak Kelas VIII MTs NU Hasyim Asy’ari 2 Kudus Maya Sari, Vivin Novita; Auliya, Nanang Nabhar Fakhri
JEID: Journal of Educational Integration and Development Vol. 3 No. 1 (2023)
Publisher : Education Mind Based Development Association

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55868/jeid.v3i1.120

Abstract

The study aims to determine the disciplined character of students in the moral aqidah at MTs NU Hasyim Asy’ari 2 Kudus. To find out the motivation of students in the moral aqidah at MTs NU Hasyim Asy’ari 2 Kudus. To find out cognitive learning outcomes in moral aqidah at MTs NU Hasyim Asy’ari 2 Kudus. To find out there is a positive relationship between the character of discipline and motivation of students with cognitive learning outcomes in the moral aqidah at MTs NU Hasyim Asy’ari 2 Kudus. This type of research is quantitative research with quantitative data sources with a view to studying the relationship between two or more variables. Data collection techniques used was simple random sampling technique. The sample is this study were all students of class VIII at MTs NU Hasyim Asy’ari 2 Kudus, totaling 108 students. The data analysis technique uses the validity and reliability test of the instrument, the classical assumption test, and the hypothesis test. The results showed that the disciplined character of student in the moral aqidah had an average value of 81.3810, this value was included in the interval range 70 < X < 93, meaning that the character of discipline students in the moral aqidah at MTs NU Hasyim Asy’ari 2 Kudus are in the medium category. The motivation of students in the moral aqidah subjects has an average value of 86.7381, the value is included in the interval range of 77 < X < 96, meaning that the motivation of students is in the medium category. Cognitive learning outcomes of students on the subject of moral aqidah have an average value of 90.8929, the value is included in the interval range of 83 < X, meaning that the cognitive learning outcomes of students are in the high category. There is a positive relationship between the character of the discipline and motivation of students with cognitive learning outcomes in the subjects of moral aqidah at MTs NU Hasyim Asy'ari 2 Kudus. Based on the calculated F value > F table, that is (4,121>3.11). Supported by a significance value smaller than 0.05, which shows a value of 0.013.
Bahan Ajar E-LKS Berbasis Realistic Mathematics Education Materi Sistem Persamaan Linear Dua Variabel Silvi, Khumairoh Luthfia; Auliya, Nanang Nabhar Fakhri
Plusminus: Jurnal Pendidikan Matematika Vol. 2 No. 3 (2022): November
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/plusminus.v2i3.1113

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 siswa. This 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.