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Journal : Cakrawala Pedagogik

IMPROVING STUDENTS' LEARNING OUTCOMES IN MATHEMATICS SUBJECTS ON THE CONCEPT OF FRACTION NUMBERS THROUGH THE STUDENT TEAM ACHIEVEMENT DIVISIONS (STAD) METHOD (Classroom Action Research at SDN Saruni 1) Indriani, Arina Nur
Cakrawala Pedagogik Vol 8 No 2 (2024): Cakrawala Pedagogik
Publisher : Sekolah Tinggi Keguruan dan Pendidikan Syekh Manshur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51499/cp.v8i2.757

Abstract

This research is a classroom action research, with steps of planning, action and reflection. The sample in this study were 21 students of grade V SDN Saruni 1, Majasari District. The results of the study showed that by using the Student Team Achievement Divisions (STAD) Cooperative Type, student learning outcomes in each cycle increased between cycles I and II. This increase can be seen from the completeness of student learning in cycles I and II. In cycle I, student learning completeness only reached 62%, while in cycle II, student learning completeness had increased to 95%, this indicates that there has been an increase in student learning outcomes in mathematics at SDN Saruni 1, Majasari District, Pandeglang Regency.
IMPROVING MATHEMATICS LEARNING OUTCOMES ON EXPONENTS THROUGH WORDWALL MEDIA FOR STUDENTS OF CLASS X-1 MAN 2 PANDEGLANG Indriani, Arina Nur; Yayan Miftahul Iman
Cakrawala Pedagogik Vol 9 No 2 (2025): Cakrawala Pedagogik
Publisher : Sekolah Tinggi Keguruan dan Pendidikan Syekh Manshur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51499/cp.v9i2.833

Abstract

This study aims to improve mathematics learning outcomes in exponents through the use of Wordwall media for 10th-grade students at MAN 2 Pandeglang. This study employed Classroom Action Research (CAR) using the Kemmis and McTaggart spiral model, implemented in two cycles, each consisting of planning, implementation, observation, and reflection. The subjects were 30 10th-grade students of MIPA 2. The research instruments consisted of a learning outcome test, student activity observation sheets, and brief interviews. The results showed a significant improvement from the initial conditions to the second cycle. The average student score increased from 65.3 at the initial conditions to 74.1 in the first cycle, and 83.2 in the second cycle. The percentage of students achieving the Minimum Completion Criteria (KKM ? 75) also increased from 30% to 90%. Observations showed an increase in student learning engagement and motivation. Thus, Wordwall media is an effective interactive learning tool for improving mathematics learning outcomes in exponents.
PENERAPAN GAMIFICATION MATEMATIKA BERBASIS ARTIFICIAL INTELLIGENCE UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS X-3 MAN 2 PANDEGLANG Indriani, Arina Nur
Cakrawala Pedagogik Vol. 9 No. 3 (2025): Cakrawala Pedagogik
Publisher : Sekolah Tinggi Keguruan dan Pendidikan Syekh Manshur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51499/cp.v9i3.914

Abstract

This study aims to determine the effect of implementing Artificial Intelligence-Based Mathematics Gamification on the learning motivation of 10th-grade students at MAN 2 Pandeglang. The study employed a quantitative approach with a quasi-experimental method and a One Group Pretest-Posttest Design. The sample consisted of 28 10th-grade students selected using a purposive sampling technique. The research instrument was a learning motivation questionnaire designed based on Uno's learning motivation indicators: desire to succeed, drive to learn, hope for the future, appreciation for learning, engaging learning activities, and a conducive learning environment. Data were collected through pretests and posttests, then analyzed using descriptive statistics and a Paired Sample t-test. The results showed that the average student learning motivation score increased from 68.42 in the pretest to 84.76 in the posttest, representing an increase of 16.34 points, or 23.88%. The hypothesis test obtained a significance value of 0.000 (p < 0.05), indicating a significant difference between learning motivation before and after the treatment. Thus, the implementation of Artificial Intelligence-Based Mathematics Gamification has proven effective in increasing the learning motivation of class X-3 students at MAN 2 Pandeglang.