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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.
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.
PENGEMBANGAN ALAT PERAGA PAPAN TRIGONOMETRI UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAN KONSEP PESERTA DIDIK MATERI TRIGONOMETRI KELAS X SMA Lestari, Fauziah; A.Sriyanti, A.Sriyanti; Sulasteri, Sri
Jurnal Silogisme : Kajian Ilmu Matematika dan Pembelajarannya Vol 9, No 1 (2024): Juni
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/silogisme.v9i1.9046

Abstract

Penelitian ini bertujuan untuk mengetahui kualitas dan karakteristik media pembelajaran alat peraga papan trigonometri (PANTRIGON) dalam meningkatkan kemampuan pemahaman konsep peserta didik. Penelitian ini menggunakan model ADDIE yang dimodifikasi oleh Sugiyono. Langkah-langkah yang dilakukan dalam penelitian ini terdiri dari (1) Analisis, (2) Desain, (3) Pengembangan, (4) Implementasi, dan (5) Evaluasi. Instrumen penelitian yang digunakan adalah lembar validasi, angket respon guru, angket respon peserta didik, lembar observasi kemampuan guru dalam mengelola pembelajaran, lembar observasi aktivitas peserta didik dan tes kemampuan pemahaman konsep. Validitas media yang dikembangkan memperoleh nilai 3,73 (sangat valid). Kepraktisan dengan observasi kemampuan guru dalam mengelola pembelajaran sebesar 3,84% (tinggi) dan respon guru sangat positif dengan rata-rata persentase 93,75% dari kedua hasil analisis tersebut, sehingga media memenuhi kriteria praktis. Sedangkan kriteria keefektifan diperoleh dari hasil analisis observasi aktivitas peserta didik yaitu 77,5% dengan kategori baik, respon peserta didik terhadap media memberikan respon sangat positif dengan persentase 90,1%, dan hasil tes kemampuan pemahaman konsep menunjukkan persentase 84% dengan kategori baik sekali, sehingga kriteria keefektifan terpenuhi. Hasil penelitian menunjukan bahwa pengembangan alat peraga papan trigonometri layak digunakan dan dapat meningkatkan kemampuan pemahaman konsep peserta didik.
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
Pengembangan Instrumen Tes Tipe Higher Order Thinking Skills (HOTS) Pokok Bahasan Bangun Ruang Sisi Datar Ananda, Aulia; Sulasteri, Sri; Angriani, Andi Dian; Kusumayanti, Andi; Halimah, Andi
Al Asma: Journal of Islamic Education Vol 5 No 2 (2023): NOVEMBER
Publisher : Faculty of Tarbiyah and Teacher Training

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/asma.v5i2.42850

Abstract

This study aims to determine the process and analyze the quality of the HOTS-type test instrument development on flat side space and measure students' higher-order thinking skills. This type of research is research and development with the Formative Research (Tessmeer) model. The test subjects in this study were class XI.3 students at SMP Negeri 30 Makassar, totaling 30 students. Based on the research results, it is known that 1) the development process using the Formative Research (Tessmeer) model through 4 stages, namely the preliminary stage, the self-evaluation stage, the prototyping stage, and the field test stage. 2) the quality of test development is declared valid with a CVR (Content Validity Index) value, the average total score is 1 with a very appropriate category or is in the interval 0.68-1.00, practically based on the results of the questionnaire analysis of student responses 89.07% with the response category "Very Positive”, reliable with an average of 0.752 and 0.866 in the high category (reliable), the average difficulty level of the total score is 0.69 and 0.49 in the medium category, and the different power of the average total score is 0.42 and 0.49 in the good category. 3) students' critical thinking ability averaged 67.61, which was in the good category. Thus, this HOTS-type test instrument can be used to measure students' high-order thinking skills.
Efektivitas Penerapan Model Pembelajaran Student Facilitator and Explaining terhadap Kemampuan Representasi Matematis Siswa Yuliany, Nur; Majid, Ahmad Farham; Asima, Nurul; Sulasteri, Sri; Abrar, Andi Ika Prasasti
Al Asma: Journal of Islamic Education Vol 6 No 1 (2024): MAY
Publisher : Faculty of Tarbiyah and Teacher Training

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/asma.v6i1.44724

Abstract

This research aims to evaluate the impact of using the Student Facilitator and Explaining learning model on students' mathematical representation abilities. This research uses a quantitative approach with a Quasi-Experimental Design research design with a design form, namely a non-equivalent control group design. The sample chosen was 56 students from a population of 111 students at SMA Negeri 11 Bulukumba, using a simple random sampling technique. Data was collected using tests to assess mathematical representation abilities, observations to determine the implementation of learning scenarios and questionnaires. The data obtained were analyzed using descriptive statistical tests and inferential statistical tests. The research results show differences in the mathematical representation abilities of students who use the Student Facilitator and Explaining model with students who are taught using direct learning. The Student Facilitator and Explaining Learning Model effectively improves the mathematical representation abilities of class XI MIPA students at SMA Negeri 11 Bulukumba.
Meningkatkan Motivasi dan Hasil Belajar Matematika Siswa Melalui Model Pembelajaran Team Assisted Individualization (TAI) Asrah, Asrah; Halimah, Andi; Sulasteri, Sri
Alauddin Journal of Mathematics Education Vol 2 No 1 (2020): MAY
Publisher : Department of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/ajme.v2i1.13642

Abstract

Penelitian ini bertujuan untuk mengetahui proses penerapan model pembelajaran Team Assisted Individualization (TAI) dalam meningkatkan, 1) motivasi dan hasil belajar matematika siswa, 2) meningkatkan motivasi belajar matematika siswa, 3) hasil belajar matematika. Subjek penelitian adalah siswa kelas VIIIB berjumlah 25 orang. Teknik pengumpulan data berupa observasi, angket, dan tes. Instrumen penelitian berupa lembar observasi aktivitas siswa dan guru, angket motivasi belajar matematika, dan tes hasil belajar matematika. Berdasarkan hasil penelitian, maka diperoleh, 1) tingkat aktivitas guru dan siswa pada siklus I, siklus II, dan siklus III berturut-turut yaitu 71,6%; 74,80%; 80,30%; dan 39,77%; 42,50%; 61,50%, 2) rata-rata skor motivasi belajar matematika pra siklus, siklus I, siklus II, dan siklus III berturut-turut yaitu: 64,00; 73,44; 99,2; 116,48, 3) rata-rata skor hasil belajar matematika pra siklus, siklus I, siklus II, dan siklus III berturut-turut yaitu 48,2; 54,0; 63,4; 72,2. Jadi, disimpulkan bahwa proses penerapan model kooperatif tipe Team Assisted Individualization (TAI), 1) dalam meningkatkan motivasi dan hasil belajar matematika siswa terpenuhi pada siklus III, 2) dapat meningkatkan motivasi belajar matematika siswa, 3) dapat meningkatkan hasil belajar matematika siswa.
Development of Student Worksheets Based on the Scientific Approach to the Material of Linear Equations and Inequalities of One Variable Class VII Mtsn 1 Binamu Jeneponto Firdawati; Halimah, Andi; Sulasteri, Sri; Abrar, Andi Ika Prasasti; Majid, Ahmad Farham
Alauddin Journal of Mathematics Education Vol 5 No 2 (2023): NOVEMBER
Publisher : Department of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/ajme.v5i2.43133

Abstract

This research aims to develop student worksheets based on a scientific approach to material on linear equations and inequalities with one variable that are valid, practical and effective. The development model used is the ADDIE model which consists of the analysis stage, design stage, development stage, implementation stage and evaluation stage. The test subjects in this research were 28 Class VII students at MTsN 1 Binamu Jeneponto. The instruments used in this research were validation sheets, LKPD implementation observation sheets, student response questionnaires, teacher response questionnaires, student activity observation sheets, learning management observation sheets, and learning outcomes tests. Based on the results of the trials that have been carried out, the validation results obtained for the LKPD and other instruments are 3.6 which is included in the "very valid" category. Furthermore, the level of practicality of LKPD is seen based on the average percentage for the implementation of LKPD which has an average of 1.7 with the category completely implemented, for student responses the average percentage is 93% with the very good category, and for teacher responses the percentage is average. 93% in the very good category. The level of effectiveness of the LKPD is seen based on the average for the ability to manage learning which has an average of 3.6 in the good category, for student activity the percentage has an average of 87% in the very active category, and for the learning outcomes test has an average score of 83 in the category tall. Thus, it can be concluded that the LKPD that has been developed and tested meets the criteria of being valid, practical and effective.
Pengembangan Modul Ajar Berbasis Guided Problem Based Learning Untuk Meningkatkan Kemampuan Spasial Matematis Peserta Didik Burhany, Muhammad Amirul Haq; Yuliany, Nur; Sulasteri, Sri
Alauddin Journal of Mathematics Education Vol 6 No 1 (2024): MEI
Publisher : Department of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/ajme.v6i1.46893

Abstract

This study aims to determine the quality and characteristics of Guided Problem Based Learning (PBL) based modules to improve students' mathematical spatial abilities. This research uses the ADDIE model modified by Sugiyono. The steps taken in this research consist of (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The research instruments used were validation sheets, observation sheets of learning implementation using modules, student activity observation sheets, teacher and student response questionnaires, and mathematical spatial ability tests. The validity of the developed module obtained a score of 3.79 (valid). Practicality with the implementation of learning using the module amounted to 1.81 (fully implemented) and the teacher's response was very positive with an average percentage of 89.29% of both analysis results, so the module met the practical criteria. While the effectiveness criteria are obtained from the analysis of student activity observations of 70.19% in the good category, student responses to the module provide a positive response with a percentage of 80.77%, and the results of the math spatial ability test show a percentage of 77.77% so that the effectiveness criteria are met.