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Pengembangan Bahan Ajar Berbasis Blended Learning Pada Mata Kuliah Dasar-Dasar Matematika Wintarti, Atik; Artiono, Rudianto; Prawoto, Budi Priyo
JURNAL PENELITIAN PENDIDIKAN MATEMATIKA DAN SAINS Vol 3, No 2 (2019): Vol. 3, No. 2 (2019)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jppms.v3n2.p46-54

Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar pada mata kuliah Dasar-Dasar Matematika di Program Studi Matematika, Universitas Negeri Surabaya.Model yang digunakan untuk pengembangan bahan ajar pada penelitian ini adalah model pengembangan ADDIE yang terdiri 5 tahap, yaitu tahap Analisis (Analysis), Perancangan (Design), Pengembangan (Development), Implementasi (Implementation), dan Evaluasi (Evaluation). Sementara, metode yang digunakan untuk menganalisis data adalah metode ceklist pada setiap langkah pada Instructional Design Process Step/Action Checklist, jika tidak maka harus ada langkah alternatif yang dilakukan atau ada alasan yang relevan yang tidak mempengaruhi proses pengembangan. Perkuliahan Dasar-Dasar Matematika menggunakan bahan ajar blended learning telah disusun berdasarkan model pengembangan ADDIE. Setiap langkah pada Instructional Design Process Step/Action Checklist telah dilaksanakan dan telah menghasilkan bahan ajar berbasis blended learning. Penelitian ini diawali dengan pembuatan story line yang merupakan panduan dalam pengembangan bahan ajar. Dari hasil analisis angket respon mahasiswa, diperoleh lebih dari 75% mahasiswa memberikan respon positif tidak hanya pada bentuk perkuliahan yang menggabungkan antara perkuliahan online dan offline melalui blended learning tetapi juga tentang ketergunaan materi yang disampaikan secaran online melalui Vi-learn Unesa.Kata kunci: bahan ajar, blended learning, ADDIEThis study aims to develop teaching materials in the Basic Mathematics course in the Mathematics Study Program, Surabaya State University. The model used for the development of teaching materials in this study is the ADDIE development model consisting of 5 stages, namely the Analysis, Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). Meanwhile, the method used to analyze data is the checklist method at each step in the Instructional Design Process Step / Action Checklist, if not then there must be an alternative step taken or there is a relevant reason that does not affect the development process. Lectures on Basic Mathematics using blended learning teaching materials have been prepared based on the ADDIE development model. Every step in the Instructional Design Process Step / Action Checklist has beencarried out and has produced teaching materials based on blended learning. This research begins with the creation of a story line which is a guide in the development of teaching materials. From the analysis of student questionnaire responses, it was obtained that more than 75% of students gave positive responses not only to the form of lectures that combined online and offline lectures through blended learning but also about the use of material delivered online through Vi-learn Unesa.Keywords: ADDIE, blended learning, teaching materials
Pelatihan Pembuatan Media Pembelajaran Interaktif Bagi Guru-guru di Kabupaten Lombok Timur Wintarti, Atik; Abadi, Abadi
Jurnal ABDI: Media Pengabdian Kepada Masyarakat Vol 7, No 1 (2021)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/ja.v7n1.p1-5

Abstract

Pemanfaatan Teknologi Informasi dan Komunikasi (TIK) dalam bidang pendidikan diantaranya adalah untuk pembuatan media pembelajaran. Namun pada umumnya yang digunakan adalah media pembelajaran presentasi yang bersifat satu arah. Agar pembelajaran menarik diperlukan media pembelajaran interaktif yang bersifat dua arah sehingga guru dapat mengetahui umpan balik dari apa yang dipelajari peserta didiknya. Pascasarjana Universitas Negeri Surabaya, khususnya Tim Pengabdian Kepada Masyarakat (PKM), berusaha merintis kerjasama dengan Dinas Pendidikan Kabupaten Lombok Timur. Rintisan kerjasama tersebut dilakukan dengan mengadakan kegiatan PKM dengan sasaran guru-guru sekolah menengah seperti Sekolah Menengah Pertama (SMP), Sekolah Menengah Atas (SMA), atau Sekolah Menengah Kejuruan (SMK) dalam pembuatan media pembelajaran interaktif bagi guru-guru di Kabupaten Lombok Timur.Kegiatan pelatihan berjalan lancar dan peserta merasakan manfaat pelatihan pembuatan media pembelajaran interaktif karena selama ini hanya bersifat satu arah. Namun karena pelatihan ini baru pertama kali dikenal peserta maka waktu yang disediakan masih terasa kurang. Tetapi hal ini dapat diatasi dengan melalukan konsultasi secara online. Peserta pelatihan adalah para Kepala Sekolah sehingga diharapkan dapat menyampaikannya pada guru-guru di sekolahnya.
Pelatihan Informatika Guru SMA/K di Surabaya Annisa, Fadhilah Qalbi; Nuraini, Ulfa Siti; Kurniawan, Ibnu Febry; Prayogi, Harmon; Wintarti, Atik
Sewagati Vol 9 No 3 (2025)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j26139960.v9i3.2623

Abstract

Guru SMA dan SMK perlu menyesuaikan diri dengan perubahan kurikulum yang berlaku saat ini. Dalam Kurikulum Merdeka, informatika menjadi mata pelajaran wajib yang harus diajarkan di sekolah. Oleh sebab itu, diperlukan pelatihan bagi guru informatika di Surabaya untuk memperkuat pengetahuan dan keterampilan teknis sesuai dengan tren yang berkembang. Kegiatan ini meliputi pemaparan materi dan praktik yang berfokus pada pokok bahasan algoritma dan pemrograman komputer dan analisis data. Materi yang disampaikan meliputi logika komputer, algoritma dan pemrograman, searching dan sorting, serta analisis dan visualisasi data. Setelah pelatihan, peserta diminta menerapkan materi yang telah dipelajari dalam sebuah proyek sederhana, kemudian mempresentasikan hasilnya. Pelatihan ini menunjukkan adanya peningkatan pemahaman pada Guru SMA dan SMK Surabaya terhadap informatika, yang diukur melalui perbandingan hasil pre-test dan post-test. Selain itu, manfaat lainnya yaitu terjadinya kerja sama yang baik antara Guru SMA dan SMK Surabaya dengan Prodi S-1 Sains Data, Universitas Negeri Surabaya.
Pengembangan Media Pembelajaran Matematika Berbasis Komik Elektronik Dengan Menggunakan Landbot.Io Mubarok, Faruq; Wintarti, Atik
MATHEdunesa Vol. 14 No. 2 (2025): Jurnal Mathedunesa Volume 14 Nomor 2 Tahun 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v14n2.p611-621

Abstract

Mathematics learning is often perceived as difficult by students due to the abundance of formulas and abstract concepts. This affects students' motivation and often results in poor understanding. Even before the lesson begins, students may assume that the material is too difficult, leading them not to try at all. This study aims to develop an interactive digital comic-based learning media using the Landbot.io platform. With engaging visual and interactive elements, the media is expected to increase students’ learning motivation and significantly improve their understanding. Landbot.io was selected due to its cost-free nature and user-friendly interface, making it accessible even to individuals without any previous experience in chatbots, catering to both developers and users. This study employs a Research and Development (R&D) approach, involving six 7th-grade students: two classified as having low abilities, two as having moderate abilities, and two as having high abilities. This aims to determine whether the media is effective for all cognitive levels. Data were collected through pretests and posttests to assess the effectiveness of the media. The results showed an improvement in students’ mathematics learning outcomes after using the media. Therefore, the media is considered effective in supporting conceptual understanding through visual and interactive approaches. Although there is still room for improvement, the media is generally suitable for classroom use.
The Application of Ethnomathematics in Numeracy Literacy Perspective: A Literature Review Munthahana, Jayanti; Budiarto, Mega Teguh; Wintarti, Atik
Indonesian Journal of Science and Mathematics Education Vol. 6 No. 2 (2023): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v6i2.17546

Abstract

Numerical literacy skills in Indonesia remain inadequate, despite these skills being critical for problem-solving. This study aims to review recent ethnomathematics research in the context of numeracy literacy. The design of this study was a literature review using a qualitative descriptive analysis method, with fifteen accredited Sinta, Scopus, and international proceedings related to the use of ethnomathematics in the context of numeracy literacy. The data collection technique employed was a literature study. The results of this study show that the ethnomathematics context in Indonesia can be determined through indicators of mathematical activity and sub-elements in a social-cultural system. These concepts include numbers, geometry, measurement, algebra, data, and uncertainty. The results of numeracy literacy were found to vary in various studies. Thus, applying ethnomathematics can be an alternative to classroom learning to measure students' numeracy literacy abilities. This measurement can be used as a suggestion for further research.
Detecting violent scenes in movies using Gated Recurrent Units and Discrete Wavelet Transform Imah, Elly Matul; Laksono, Ivan Kurnia; Karisma, Karisma; Wintarti, Atik
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 8 No 2 (2022): July
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v8i2.2541

Abstract

The easiness of accessing video on various platforms can negatively impact if not done wisely, especially for children. Parental supervision is needed so that movies platforms avoid inappropriate displays such as violence. Violent scenes in movies can trigger children to commit acts of violence, which is not desired. Unfortunately, it is not easy to supervise them fully. This study proposed a method for automatic detection of violent scenes in movies. Automatic violence detection assists the parents and censorship institutions in detecting violence easily. This study uses Gated Recurrent Units (GRU) algorithm and wavelet as feature extraction to detect violent scenes. This paper shows comparative studies on the variation of the mother wavelet. The experimental results show that GRU is robust and deliver the best performance accuracy of 0.96 while combining with mother wavelet Symlet and Coiflets8. The combination of GRU with wavelet Coiflets8 shows better results than the predecessor.
Lapisan Pemahaman Dan Folding Back Siswa Dalam Menyelesaikan Masalah Matematika Ditinjau Dari Adversity Quotient Sari, Aviv Puji Indah; Abadi, Abadi; Wintarti, Atik
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.v4i2.590

Abstract

This study aimed to provide a comprehensive detail of comprehension development within the Pirie-Kieren layers of understanding and the process of students folding students in resolving issues related to a two-variable linear equation system, focusing on the concept of adversity quotient. The research employed a qualitative descriptive approach. The data was collected on 36 students from class VIII-B at State Senior High School 2 of Taman. Within this sample, 6 students were selected, comprising of 2 students classified as having a high adversity quotient (referred to as “climber”), 2 students with a moderate adversity quotient (referred to as “camper”), and 2 students with a low adversity quotient (referred to as “quitter”). The study used problem-solving tests and interviews as data-gathering techniques, followed by data analysis techniques outlined by Miles, Huberman, and Saldana. The findings of this study indicated that the climber students demonstrated proficiency across all eight layers of understanding, as proposed by Pirie and Kieren. Climber students exhibited the process of folding back, which involved retrieving previously learned information to effectively address the current challenge without deviating from the relevant subject matter. On the other hand, camper students could attain a level of comprehension that extends to the structuring layer, albeit with a limitation in terms of the maximum attainable layer. However, it is essential to note that not all indicators of layer understanding may be attained flawlessly by camper students. Camper students underwent a process of folding back, delving into deeper layers, and gathering additional information to ensure the accuracy of their work. Quitter students could attain the image-making layer because they use inappropriate methods. However, suppose they employ a trial and error; the resultant value must satisfy two equations. Camper students experienced folding back, delving into more profound layers, and gathering deeper layers to ensure their work's accuracy.
Disposition of Mathematical Critical Thinking of High School Students In Mathematical Problem Posing on Self Confidence Mawardi, Arnindia Via; Wijayanti, Pradnyo; Wintarti, Atik
Jurnal Pendidikan Matematika IKIP Veteran Semarang Vol 8 No 2 (2024): Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang
Publisher : Urogram Studi Pendidikan Matematika, Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/medivesveteran.v8i2.3012

Abstract

Disposition is part of critical thinking, therefore, this study finds out the mathematical critical thinking disposition of high school students with high self confidence and low self confidence in proposing mathematical problems. This research is a descriptive qualitative research. The research took place at SMA Negeri 7 Surabaya. The subjects were selected based on purposive sampling from the existing class X, so two were selected consisting of one high self- confidence subject and one low self-confidence subject The researcher himself as the main instrument and data collector. Data collection techniques with assignments, questionnaires and interviews. The results showed that students with high self-confidence when making assumptions in problem solving (accepting and challenging) can show mathematical critical thinking dispositions, namely truthseeking and systematicity. When evaluating arguments, the disposition of mathematical critical thinking seen is analicity, systematicity, confidence in reasoning. When drawing conclusions, the critical thinking disposition seen is systematicity. The results showed that students with low self- confidence when making assumptions in problem submission (challenging aspect) can show mathematical critical thinking disposition, namely truthseeking and systematicity. When evaluating arguments, the disposition of mathematical critical thinking that is seen is analicity, systematicity, and Marturity of judgment. When drawing conclusions, the critical thinking disposition seen is systematicity.
The Role of Digital Technology in the Design of Mathematics Teaching and Learning: A Systematic Literature Review Fitriana, Laila; Hendriyanto, Agus; Sahara, Sani; Muhaimin, Lukman Hakim; Wintarti, Atik; Listiawan, Tomi; Saputro, Anip Dwi; A Dewi, Deshinta
Journal of Educational Technology and Learning Creativity Vol. 3 No. 2 (2025): December
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v3i2.2503

Abstract

Purpose of the study: This study systematically reviews the role of digital technologies in the design of mathematics teaching and learning over the past decade. It aims to evaluate how digital tools have been integrated into task and lesson design, identifying emerging trends, challenges, and innovations. Methodology: A systematic literature review (SLR) following the PRISMA framework was conducted, analyzing studies published between 2014 and 2023. A total of 32 studies were included, sourced from various academic databases. These studies were examined to explore the use of digital technologies such as GeoGebra, Dynamic Geometry Environments (DGE), mobile apps, and others in mathematics instruction. Main Findings: The review found that digital technologies, particularly GeoGebra and DGE, were frequently used to enhance mathematical exploration and conjecturing. Other tools, including mobile applications, augmented reality (AR), and AI, have contributed to innovative teaching strategies, increasing student engagement and understanding. However, challenges such as unequal access to technology and the need for teacher training in tool integration were identified. Novelty/Originality of this study: This study provides a unique contribution by focusing not only on the use of digital tools but also on their role within the broader teaching design context. It offers insights into how these technologies shape pedagogical strategies, helping educators design more effective and inclusive mathematics education environments.
Senior High School Students' Numeracy in Solving Number Content AKM Problems in View of Adversity Quotient Phibeta, Toni; Ekawati, Rooselyna; Wintarti, Atik
Jurnal Riset Pendidikan dan Inovasi Pembelajaran Matematika Vol. 9 No. 2 (2025): JRPIPM DESEMBER 2025 (IN PROGRESS)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpipm.v9n2.p182-196

Abstract

Numeracy is the ability of students to identify information, use mathematical facts and procedures, and evaluate results or mathematical ideas represented in various forms to solve problems in everyday life. Meanwhile, the Adversity Quotient (AQ) refers to a person's ability to endure and persevere through various events that cause difficulties or challenges. The aim of this study is to describe the numeracy skills of senior high school students in solving AKM (Minimum Competency Assessment) questions on number content, viewed from the perspective of Adversity Quotient (AQ). The type of research used is descriptive research with a qualitative approach. The research subjects consisted of one representative student for each AQ category, selected purposively to allow an in-depth exploration of numeracy processes. The research instruments included the ARP (Adversity Profile Response) questionnaire, AKM Number Content Questions (SAKB) (which consist of three contexts scientific, socio-cultural, and personal), and an interview guide. The analysis was based on numeracy indicators that included: identifying information and assessing the problem mathematically, using mathematical facts and procedures, and interpreting and evaluating the results. In this study, the student in the climber AQ category was able to fulfill all numeracy indicators across all question contexts. Meanwhile, the camper category student was unable to identify information and assess the problem mathematically in the scientific context. The student in the quitter AQ category met all numeracy indicators only in the personal context. These findings suggest that understanding students’ numeracy skills by considering their Adversity Quotient can help teachers plan instructional strategies that meet students’ needs. In the future, mathematics education should focus not only on improving numeracy skills but also on fostering students’ persistence and resilience in problem-solving.