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HASIL BELAJAR MATEMATIKA SISWA MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF Andriani, Rezky; Rahman, Ulfiani; Nur, Fitriani; suharti, Suharti
JPMI (Jurnal Pembelajaran Matematika Inovatif) Vol 4, No 1 (2021): JPMI
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jpmi.v3i6.p%p

Abstract

Learning in the classroom cannot be separated from the application of the learning model, therefore the choice of a learning model is very important because it is related to the success of the teaching and learning process. The purpose of this research is to compare the mathematics learning outcomes of students using the Teams Geams Tournament (TGT) learning model with students using the cooperative learning model type Student Teams Achievement Division (STAD). This research is a quantitative non-equivalent control group design. The sample selection technique used was purposive sampling with the research instrument in the form of tests what were analyzed by inferential statistics and descriptive statistics. From the research result, it was found that there was no significant difference between student learning outcomes with the TGT and STAD learning models.
The Effect of Computer Laboratory Facilities and Learning Interest on Students’ Learning Outcomes Sulasteri, Sri; Nur, Fitriani; Suharti, Suharti
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i1.27735

Abstract

This research aims to know the effect of computer laboratory facilities and learning interest on student’s learning outcomes. Used ex-post facto quantitative research with exogenous, endogenous, and intervening variables. Population and sample of this research were mathematics education department students for the 2020/2021 academic year, totaling around 80 people. The instruments used were questionnaires and written test. Data analysis technique used is path analysis. Based on the research that has been done, it’s concluded that: (1) description of computer laboratory facilities, students’ learning interest and students’ mathematics learning outcomes in order are in the medium, high, and high categories, (2) there is a direct effect of computer laboratory facilities on mathematics education department student’s  mathematics learning outcomes, (3) there is a direct effect of learning interest on students’ mathematics learning outcomes, (4) there is a direct effect of computer laboratory facilities on mathematics education department student’s  mathematics learning interest, and (5) there is an indirect effect of computer laboratory facilities on students’ mathematics learning outcomes through learning interest.  Penelitian ini tujuannya untuk mengetahui pengaruh fasilitas laboratorium komputer dan minat belajar terhadap hasil belajar mahasiswa. Merupakan penelitian kuantitatif jenis ex-post facto dengan variabel eksogen, endogen, dan variabel intervening. Populasi dan sampel penelitian ini ialah mahasiswa jurusan pendidikan matematika tahun ajar 2020/2021 berjumlah 80 orang. Instrumen yang digunakan yaitu angket dan tes tulis. Teknik analisis datanya yaitu analisis jalur. Berdasarkan penelitian yang telah dilakukan, diperoleh kesimpulan bahwa: (1) deskripsi fasilitas laboratorium komputer, minat belajar dan hasil belajar matematika mahasiswa secara berurut berada pada kategori sedang, tinggi, dan tinggi, (2) terdapat pengaruh langsung fasilitas laboratorium komputer terhadap hasil belajar matematika mahasiswa jurusan pendidikan matematika, (3) terdapat pengaruh langsung minat belajar terhadap hasil belajar matematika mahasiswa, (4) terdapat pengaruh langsung fasilitas laboratorium komputer minat belajar matematika mahasiswa jurusan pendidikan matematika, dan (5) terdapat pengaruh tidak langsung fasilitas laboratorium komputer terhadap hasil belajar matematika mahasiswa melalui minat belajar.
The Effect of Computer Laboratory Facilities and Learning Interest on Students’ Learning Outcomes Sulasteri, Sri; Nur, Fitriani; Suharti, Suharti
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i1.27735

Abstract

This research aims to know the effect of computer laboratory facilities and learning interest on student’s learning outcomes. Used ex-post facto quantitative research with exogenous, endogenous, and intervening variables. Population and sample of this research were mathematics education department students for the 2020/2021 academic year, totaling around 80 people. The instruments used were questionnaires and written test. Data analysis technique used is path analysis. Based on the research that has been done, it’s concluded that: (1) description of computer laboratory facilities, students’ learning interest and students’ mathematics learning outcomes in order are in the medium, high, and high categories, (2) there is a direct effect of computer laboratory facilities on mathematics education department student’s  mathematics learning outcomes, (3) there is a direct effect of learning interest on students’ mathematics learning outcomes, (4) there is a direct effect of computer laboratory facilities on mathematics education department student’s  mathematics learning interest, and (5) there is an indirect effect of computer laboratory facilities on students’ mathematics learning outcomes through learning interest.  Penelitian ini tujuannya untuk mengetahui pengaruh fasilitas laboratorium komputer dan minat belajar terhadap hasil belajar mahasiswa. Merupakan penelitian kuantitatif jenis ex-post facto dengan variabel eksogen, endogen, dan variabel intervening. Populasi dan sampel penelitian ini ialah mahasiswa jurusan pendidikan matematika tahun ajar 2020/2021 berjumlah 80 orang. Instrumen yang digunakan yaitu angket dan tes tulis. Teknik analisis datanya yaitu analisis jalur. Berdasarkan penelitian yang telah dilakukan, diperoleh kesimpulan bahwa: (1) deskripsi fasilitas laboratorium komputer, minat belajar dan hasil belajar matematika mahasiswa secara berurut berada pada kategori sedang, tinggi, dan tinggi, (2) terdapat pengaruh langsung fasilitas laboratorium komputer terhadap hasil belajar matematika mahasiswa jurusan pendidikan matematika, (3) terdapat pengaruh langsung minat belajar terhadap hasil belajar matematika mahasiswa, (4) terdapat pengaruh langsung fasilitas laboratorium komputer minat belajar matematika mahasiswa jurusan pendidikan matematika, dan (5) terdapat pengaruh tidak langsung fasilitas laboratorium komputer terhadap hasil belajar matematika mahasiswa melalui minat belajar.
Keefektifan Strategi Pembelajaran Problem Based Learning Terhadap Hasil Belajar Matematika Siswa Rahma, Rahma; Angriani, Andi Dian; Nur, Fitriani; Suharti, Suharti; Tahir, M. Yusuf
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 9 No 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (229.284 KB) | DOI: 10.25139/smj.v9i2.3784

Abstract

Abstract This study discusses the problem of the effectiveness of Problem Based Learning (PBL) on students’ mathematics learning outcomes to see the differences in learning outcomes of those who learn and without applying the model of Problem Based Learning (PBL). This research is a quasi-experiment, the nonequivalent pretest-posttest control group design. The population is all class VIII students at MTs Madani Alauddin with a sample of class VIIIA (so the experimental class) and also class VIIIB (so the control class). The instrument applied was an essay test which was then analyzed descriptively as well as inferential. The results of the descriptive posttest calculation showed that student learning outcomes with the PBL model were higher than those who did not apply PBL. Inferential statistical analysis shows that there is a fairly strict difference between learning and the PBL model and not. In this study, using the PBL model can help students develop their knowledge and understand mathematical problems related to everyday life.Keywords: Learning Outcomes, Learning Model, Problem Based Learning Abstrak Penelitian ini membahas terkait efektifnya model problem based learning (PBL) terhadap hasil belajar matematika siswa dengan maksud melihat perbedaan antara hasil belajar siswa yang belajar dengan model pembelajaran PBL dan siswa yang belajar tanpa menggunakan PBL. Penelitian ini termasuk dalam jenis quasi experiment, dengan desain penelitian berupa the nonequivalent pretest-posttest control group design. Populasi dalam penelitian ini ialah semua siswa kelas VIII di MTs Madani Alauddin dengan sampel kelas VIIIA sebagai kelas eksperimen dan kelas VIIIB sebagai kelas kontrol. Instrumen yang digunakan ialah test bentuk essay yang kemudian dianalisis secara deskriptif dan juga inferensial. Dari hasil perhitungan posttest secara deskriptif, dapat disimpulkan bahwa hasil belajar siswa dengan mengaplikasikan model PBL lebih tinggi dari hasil belajar yang tidak mengaplikasikan PBL. Analisis statistik inferensial menunjukkan bahwa ada perbedaan yang cukup ketat antara pembelajaran dengan mengaplikasikan model PBL dan yang tidak mengaplikasikan PBL. Hasil penelitian ini juga menemukan bahwa pembelajaran menggunakan model PBL dapat membantu siswa mengembangkan pengetahuannya serta memahami masalah-masalah matematika yang berkaitan dengan kehidupan sehari-hari. Kata Kunci: Hasil Belajar, Model Pembelajaran, Problem Based Learning
EFEKTIVITAS PENGGUNAAN LEMBAR KERJA PESERTA DIDIK BERBASIS PENDEKATAN SAINTIFIK TERHADAP HASIL BELAJAR MATEMATIKA PESERTA DIDIK KELAS VI SDN NO. 84 GANRANG-GANRANG KABUPATEN JENEPONTO Putri, Nengsih Ayu; Usman; Nur, Fitriani
Primer Edukasi Journal Vol 3 No 01 (2024): Januari 2024
Publisher : Prodi PGMI IAI Sahid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56406/jpe.v3i01.284

Abstract

This study aims to determine the learning outcomes of students before and after using LKPD. This research is a quasi-experimental research, with a quasi-experimental design. The population in this study consisted of two classes, namely class VI/a and VI/b with a total of 44 students at SDN No. 84 Ganrang-ganrang, Jeneponto Regency. The sample technique used was saturated sample, so that class VI/a with a total of 22 students was selected as the experimental class and class VI/b with a total of 22 students as the control class. The results of the analysis show that the average value of learning outcomes without using LKPD based on a scientific approach is 45.00. While the average value of learning outcomes after being given treatment using LKPD based on a scientific approach is 80.00. From the analysis of learning outcomes, it shows that there are differences in learning outcomes before and after being given treatment using LKPD based on a scientific approach, when viewed from the average post-test learning outcomes is greater than the pre-test scores.
Pengembangan media pembelajaran game Dungeon of Math Matter berbasis Adobe Flash untuk kelas VII Sulasteri, Sri; Asmuliana, Asmuliana; Angriani, Andi Dian; Nur, Fitriani
PYTHAGORAS Jurnal Pendidikan Matematika Vol 16, No 2: December 2021
Publisher : Department of Mathematics Education, Faculty of Mathematics and Natural Sciences, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/pythagoras.v16i2.39447

Abstract

Perkembangan teknologi memberikan pengaruh besar terhadap dunia pendidikan, seperti penggunaan media pembelajaran yang berupa game edukasi untuk memotivasi dan menarik minat belajar peserta didik. Tujuan penelitian ini untuk mengembangkan dan menerapkan media pembelajaran game DOMM (Dungeon of Math Matter) berbasis Adobe Flash dengan materi bilangan bulat dan himpunan untuk kelas VII yang valid, praktis, dan efektif. Penelitian ini merupakan jenis penelitian dan pengembangan (Research and Development) dengan menggunakan model pengembangan ADDIE. Produk yang dikembangkan berupa media pembelajaran game DOMM yang diuji cobakan pada peserta didik kelas VII di SMP daerah Belawa, Kabupaten Wajo. Berdasarkan hasil uji coba yang dilakukan, diperoleh validasi sebesar 3,45 dengan kategori valid. Kepraktisan penelitian ini diukur menggunakan angket respon dari guru dan peserta didik. Analisis respon guru yang diperoleh yaitu sebesar 94% dengan kategori sangat positif dan analisis respon peserta didik diperoleh sebesar 88% dengan kategori sangat positif. Keefektifan penelitian ini diukur menggunakan tes hasil belajar dari peserta didik. Analisis tes hasil belajar diperoleh presentase ketuntasan sebesar 80% dengan kategori tuntas. Sehingga dapat disimpulkan bahwa media pembelajaran game DOMM telah memenuhi kriteria kelayakan untuk digunakan sebagai salah satu alternatif media pembelajaran materi bilangan bulat dan himpunan di kelas VII. Developing instructional game Dungeon of Math Matter using Adobe Flash for grade 7th students AbstractTechnological developments have a major effect in education, for example in the use of game as as a learning media to motivate to learn and to enhance students' interest in learning. The purpose of this study was to develop learning media that is called DOMM (Dungeon of Math Matter) and determine its validity, practicality, and effectiveness to learn integer and set material in grade VII. This research is a research and development applying the ADDIE model. The DOMM is developed using Adobe Flash which was tested on grade 7th  students at one of Yunior High School in Belawa, Wajo district. The validation score obtained is 3.45 which is valid. The practicality of this game was measured using a response questionnaire from the teacher and students. The result of teacher response analysis shows that  94% of the responses are in the very positive category and the result of student response analysis shows that 88% of the responses are in the very positive category. The effectiveness of this game was measured using a test of student learning outcomes. The result of the analysis of the learning outcome test shows  80% of the students are in the mastery category. So it can be concluded that the application and development of DOMM (Dungeon of Math Matter) learning media based on Adobe Flash for grade VII students of SMP Negeri 1 Belawa has met the criteria of validity, practicality, and effectiveness so that it can be used as an alternative media for grade 7th in learning integer and set.
Analysis of USBN Items in Mathematics at MTS Madani Alauddin Ramli, Tarmizi; Mania, Sitti; Abrar, Andi Ika Prasasti; Nur, Fitriani; Mattoliang, Lisnasari Andi
JIPM (Jurnal Ilmiah Pendidikan Matematika) Vol 10, No 1 (2021)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jipm.v10i1.7022

Abstract

Tujuan dari penelitian ini adalah untuk menganalisis item matematika USBN (The National Standard School Examination) di MTs Madani Alauddin. Penelitian ini menggunakan metode evaluasi kuantitatif dengan pendekatan deskriptif. Penelitian ini dilakukan di MTs Madani Alauddin melalui lembar jawaban 113 siswa. Teknik pengumpulan data yang digunakan adalah teknik dokumentasi. Data yang diperoleh dianalisis menggunakan aplikasi Anates V4. Hasil penelitian menggunakan aplikasi versi 4.09 menunjukkan bahwa: (1) Tingkat kesulitan pertanyaan yang diperoleh, ada 16 item (45,71%), sedang dengan 19 poin (54,29%) dan tidak ada pertanyaan mudah. (2) Berdasarkan kriteria perbedaan daya yang diperoleh dengan perbandingan 12 item (34,29%), sedang 7 poin (20%), cukup bagus 6 poin (17,14%), dan sangat bagus 10 poin (28,57%). (3) Berdasarkan efektivitas penipuan diperoleh 10 item (33,33%) dalam kategori sangat baik, 9 item (30%) dalam kategori baik, 3 item (7,5%) dalam kategori buruk, 8 item (26,67%) dalam kategori buruk dan tidak ada dalam kategori sangat buruk. Berdasarkan hasil analisis, dapat disimpulkan bahwa ada 9 item (25,71%) dalam pertanyaan kualitas baik, 11 item (31,43%) dalam pertanyaan kualitas buruk, dan 15 item (42,86%) dalam kualitas buruk. Pertanyaan kualitas dapat dimasukkan ke pertanyaan bank, item yang tidak dapat direvisi, dan item yang lebih buruk tentang pertanyaan masalah baru
Double Loop Poblem Solving Learning Models on The Students' Mathematical Literacy Skills Nur, Fitriani; Halimah, Andi; Yovita, Devina Oktari; M, Munawarah; Thalhah, Sitti Zuhaerah
JIPM (Jurnal Ilmiah Pendidikan Matematika) Vol 8, No 1 (2019): September
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (655.112 KB) | DOI: 10.25273/jipm.v8i1.3815

Abstract

This research aims to: (1) find out the differences in mathematical literacy skills of students using the DLPS learning model and those using conventional learning models, (2) find out the differences in students' mathematical literacy skills in terms of verbal skills of students, (3) to find out the interaction of the DLPS learning model in terms of students' verbal skills on mathematical literacy skills of students. The research approach uses a quantitative approach with the type of quasi-experimental research and design of Factorial design 3 x 2. The population in this study is all eighth grade students of MTs Muhammadiyah Kampung Baru with the total is 48 people. The sample in this study is the eight-grade A  as a control class while the eight grade B is  as an experimental class. The instrument used in this study is a test of students 'mathematical literacy skills in the form of pretest and posttest and questionnaires to measure students' verbal skills. The data analysis technique used are descriptive statistical analysis and inferential statistical analysis. The result shows that: (1) there is a difference between the application of the DLPS learning model and the conventional model on the mathematical literacy skills of students, (2) there is a difference in students' mathematical literacy skill in terms of vebal skill of students, and (3) there is no interaction effect between the DLPS learning model in terms of verbal skill to mathematical literacy skills of students
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS VISUAL BASIC 6.0 PADA MATERI MATRIKS KELAS XI Mursalim, Ummi Kalsum; Sulasteri, Sri; Rasyid, Muhammad Rusydi; Nur, Fitriani; Latuconsina, Nur Khalisah
Jurnal Silogisme : Kajian Ilmu Matematika dan Pembelajarannya Vol 8, No 2 (2023): Desember
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/silogisme.v8i2.7653

Abstract

Penelitian pengembangan ini bertujuan untuk mengetahui prosedur pengembangan serta kualitas media pembelajaran matematika berbasis Visual Basic 6.0 pada materi matriks ditinjau dari tingkat kevalidan, kepraktisan, keefektifan. Research and Development (RD) adalah jenis penelitian yang digunakan pada penelitian ini dengan prosedur pengembangan ADDIE. Siswa kelas XI di MA Al-Hidayah kota Makassar menjadi subjek penelitian. Produk yang dihasilkan adalah media pembelajaran matematika berbasis Visual Basic 6.0 pada materi matriks mencakup operasi matriks terkhusus ordo dua dan tiga yang didesain dengan menarik yang dapat dioperasikan dengan komputer secara offline. Lima tahapan prosedur pengembangan ADDIE antara lain: tahap Analysis, Design, Development, Implementation, dan Evaluation. Selanjutnya, hasil dari kriteria kevalidan didasarkan pada hasil validasi oleh tim validator adalah 3,66 (sangat valid). Kriteria kepraktisan didasarkan pada hasil kuesioner tanggapan guru 97,5% (positif) dan lembar observasi kemampuan guru mengelola pembelajaran 3,89 (tinggi), kemudian dari kedua hasil analisis tersebut  media memenuhi kriteria praktis. Kriteria keefektifan didasarkan pada hasil kuesioner tanggapan peserta didik 90,7 (sangat positif), pengamatan aktivitas peserta didik 89% (sangat baik), dan tes hasil belajar diperoleh persentase ketuntasan 90%, sehingga dari hasil pengukuran. diperoleh media memenuhi kriteria efektif. Dengan demikian, dapat disimpulkan bahwa media  pembelajaran materi matriks layak untuk digunakan dalam pembelajaran
Pengaruh Model Kooperatif Tipe Snowball Throwing terhadap Kemampuan Pemahaman Konsep Matematika ditinjau dari Pengetahuan Awal Peserta Didik Aziz, Nurjannah; Rasyid, Muhammad Rusydi; Baharuddin; Nur, Fitriani; Nur Miftahul Jannah
Al Asma: Journal of Islamic Education Vol 5 No 1 (2023): MEI
Publisher : Faculty of Tarbiyah and Teacher Training

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/asma.v5i1.37869

Abstract

This study aims to determine the effect of the Snowball throwing (ST) cooperative learning model in terms of students' prior knowledge on the ability to understand mathematical concepts for class VII SMP Negeri 13 Makassar. The method used was quantitative with a quasi-experimental research type and a 3 x 2 factorial design. The population in this study were all class VII students of SMP Negeri 13 Makassar totaling 363 people. The sample in this study was class VII 10 as the control class while class VII 4 as the experimental class. The data analysis technique used is descriptive statistical analysis and inferential statistical analysis. Based on the results of data analysis using SPSS version 20, the value of F = 0.606 and the value of Sig. = 0.548 > 0.05 so that H0 is accepted. Therefore, it can be concluded that there is no influence of the snowball throwing cooperative model in terms of students' prior knowledge of the ability to understand mathematical concepts for class VII SMP Negeri 13 Makassar.
Co-Authors A. Sriyanti, A. Abrar, A. Ika Prasasti Amalia Rasyid, A. Fitrah Amin, Badaruddin Amran, Nurul Khofifah Amrin, Ananda Nasywa Andi Dian Angriani, Andi Dian Andi Halimah Andi Ika Prasasti Abrar Andi Ika Prasasti Abrar, Andi Ika Prasasti Andi Kusumayanti, Andi Andi Mattoliang, Lisnasari Andriani, Rezky Anugra Sukkuru Asdar, Fajriani Asmasari, Asmasari Asmuliana, Asmuliana Aulia, Arni Aziz, Nurjannah Baharuddin Baharuddin Baharuddin Baqi, Muh. diah, mardhiah Eka Damayanti Fajriah, Nurul Ainun Febrianti, Fitri harti, Suharti Hasan, Rezkianti Hasnawati Nurdin Haz, A. Safwan Husnah, Asmaul Jamaluddin, Nazurah Jayawarsa, A.A. Ketut Khidayati, Paridah Latuconsina, Nur Khalisah M Amin, M M, Munawarah Majid, Ahmad Farham Makmur, Firdayana Marjani Alwi, Besse Masita Mattoliang, Lisnasari Andi Mubarak, Ashar Muhammad Rusydi H. Munawarah Munawarah, Munawarah Mursalim, Ummi Kalsum Nur Miftahul Jannah Nurcahya, Vivi Nursalam Nursalam Patiung, Dahlia Putra, Rafli Permana Putri, Nengsih Ayu Rachman, Alanuari Rahma Rahma Rahmaniyah, Aulia'ur Ramadani, Nurul Fitrah Ramli, Tarmizi Rasyidin, Helmi Hananah Ratnaningtiyas, Rachmah Rauf, Nurisnaeni Ridwan Idris, Ridwan Rina Novianty, Rina Rismawati S, Shahriani Samad, Rus'an Sitti Mania, Sitti Sitti Zuhaerah Thalhah, Sitti Zuhaerah Sri Sulasteri, Sri Suharti SUMARNI Sutra Sutra, Sutra Syamsuddin, Nur Syamsi T, M. Yusuf Tahir, M. Yusuf Takwa, Takwa Thamrin Tayeb Thamrin Tayeb, Thamrin Ulfiani Rahman Usman Wahid, Fatin Nabilah Abdul Yovita, Devina Oktari Yuliany, Nur Yusmi, Annisa Nurul