Claim Missing Document
Check
Articles

Found 12 Documents
Search

PENGEMBANGAN MULTIMEDIA PEMBELAJARAN MATEMATIKA DENGAN MENGGUNAKAN RENDERFOREST BERBASIS MODEL PROBELM BASED LEARNING DI STKIP MUHAMMADIYAH KALABAHI Mukmin Amsidi; Suparman Suparman
Tunjuk Ajar: Jurnal Penelitian Ilmu Pendidikan Vol 6, No 1 (2023)
Publisher : Jurusan Ilmu Pendidikan, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jta.v6i1.1-14

Abstract

The demands of the learning process must be interesting, so new innovations are needed. Education is currently in the midst of the COVID-19 pandemic, so one of the alternatives that the government currently uses in the learning process is online and offline learning, or what we usually call blended learning. Many people think of mathematics as a difficult subject to learn. The purpose of this research is to create interesting learning media using applications and use learning videos to arouse students' interest in learning mathematics. The research approach used in this study is R&D and the ADDIE product development model. First year students from the Mathematics Education Study Program of STKIP Muhammadiyah Kalabahi are the subjects of this learning video. Questionnaires and working papers were used to collect data. The results shows that the validity is successful in terms of media and material validation as well as student responses. The learning videos can already be used by teachers when the teaching and learning process is carried out through a problem-based model.
Penerapan Aplikasi Geogebra Dan Renderforest Dalam Pembelajaran Matematika Di STKIP Muhammadiyah Kalabahi Amsidi, Mukmin
Science and Education Journal Vol 2 No 2 (2024): Science and Education Journal (SNEJ)
Publisher : Yayasan Pendidikan Cahaya Budaya Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64626/snej.v2i2.206

Abstract

Tujuan dari kegiatan ini adalah untuk melatih siswa dalam menggunakan aplikasi geogebra dan renderforest sehingga dapat membuat video pembelajaran animasi yang menarik dan dapat mengkonstruksi materi matematika berupa materi geometri sehingga memudahkan guru dan siswa dalam pembelajaran matematika. Metode yang digunakan dalam kegiatan ini adalah melalui tahap pra pelatihan, pelaksanaan pelatihan, dan pasca pelatihan. Pelaksanaan pelatihan melalui pengenalan aplikasi Gogebra dan Renderforest cara pemanfaatannya sesuai dengan keadaan lingkungan sekitar dalam pembelajaran matematika yang diikuti oleh 34 siswa. Instrumen penelitian berupa angket dan observasi. Teknik pengumpulan datanya berupa lembar respon siswa. Teknik analisis data menggunakan teknik analisis deskriptif, pemahaman peserta sebelum melaksanakan pelatihan terkait renderforest dan geogebra sebesar 70% dan 67%, setelah mengikuti pelatihan selama sebulan pemahaman peserta tentang renderforest dan geogebra meningkat menjadi 84 % dan 88% hasil ini menunjukkan adanya peningkatan keterampilan yang sangat baik dari siswa dalam menggunakan aplikasi renderforest dan geogebra.
Development of an Entrepreneurship Themed Animation Film of Kappaphycus Striatum Integrated Linear Programming Using the Plotagon Application Amsidi, Mukmin; Andriyani, Andriyani
Journal of Vocational Education Studies Vol. 7 No. 2 (2024): Vol.7 No.2 (2024)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/joves.v7i2.9464

Abstract

Entrepreneurship is the answer to the challenge of the need for creativity and innovation in solving problems or creating new opportunities, as applied in vocational-based curricula. Various vocational competencies and skills are trained to equip and prepare students to enter the dynamic world of work so that students can solve problems encountered around them through creative problem-solving. Therefore, in its teaching, real problem-solving exercises are needed with the help of learning media that can illustrate these real problems in detail with very realistic visuals. Thus, this study aims to develop a valid, practical, and effective animated film to visualize realistic problems of entrepreneurial practice to improve students' creative thinking skills. The research and development model used in this research is the descriptive ADDIE model, which shows systematic steps to produce an animated film with an entrepreneurship theme. The basis for selecting this development model is related to the special characteristics of the ADDIE model, namely developing products to relate the gap between educational research and educational practice, as well as emphasizing specific problems related to practical problems in teaching through applied research. Animated films with the theme of entrepreneurial practices can meet the criteria for product development feasibility in terms of validity, practicality, and effectiveness. The animated film media used has also proven to be a solution to the problems of students who have not been trained to think creatively in solving entrepreneurial practice problems so that students are more enthusiastic about learning and have meaningful learning experiences.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN MATEMATIKA DENGAN MENGGUNAKAN RENDERFOREST BERBASIS MODEL PROBELM BASED LEARNING DI STKIP MUHAMMADIYAH KALABAHI Amsidi, Mukmin; Suparman, Suparman
Tunjuk Ajar : Jurnal Penelitian Ilmu Pendidikan Vol. 6 No. 1 (2023): February 2023
Publisher : Jurusan Ilmu Pendidikan Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The demands of the learning process must be interesting, so new innovations are needed. Education is currently in the midst of the COVID-19 pandemic, so one of the alternatives that the government currently uses in the learning process is online and offline learning, or what we usually call blended learning. Many people think of mathematics as a difficult subject to learn. The purpose of this research is to create interesting learning media using applications and use learning videos to arouse students' interest in learning mathematics. The research approach used in this study is R&D and the ADDIE product development model. First year students from the Mathematics Education Study Program of STKIP Muhammadiyah Kalabahi are the subjects of this learning video. Questionnaires and working papers were used to collect data. The results shows that the validity is successful in terms of media and material validation as well as student responses. The learning videos can already be used by teachers when the teaching and learning process is carried out through a problem-based model.
WORKSHOP PEMBUATAN MODUL AJAR DENGAN CANVA DAN CHATGPT BAGI GURU MTS INSAN CITA MORU Amsidi, Mukmin; Plaikari, Rizal Pasoma; Peka, Musrifa; Akbar, Rachadad Najmal; Mauring, Dewi Yanti
Journal of Community Empowerment Vol 4, No 2 (2025): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v4i2.32502

Abstract

ABSTRAK                                                                            Perkembangan teknologi digital menuntut adanya metode pembelajaran yang inovatif, visual, dan interaktif. Tetapi, kenyataan di lapangan menunjukkan bahwa banyak guru, khususnya di MTs Insan Cita Moru, masih mengalami kesulitan dalam menyusun modul ajar berbasis teknologi. Analisis situasi tersebut menjadi dasar pentingnya kegiatan pengabdian masyarakat. Tujuan dari workshop adalah untuk meningkatkan kemampuan guru dalam membuat modul ajar digital dengan memanfaatkan dua platform, Canva dan ChatGPT. Kegiatan dilaksanakan secara tatap muka selama satu hari penuh dengan metode ceramah, praktik langsung, dan evaluasi produk. Mitra sasaran adalah delapan guru MTs Insan Cita Moru dengan latar belakang mata pelajaran yang beragam. Hasil kegiatan menunjukkan peningkatan signifikan pada kompetensi peserta, di mana 88% mampu menggunakan Canva untuk menyusun modul ajar visual, dan 75% mampu menggunakan ChatGPT untuk membuat konten pembelajaran. Setiap guru berhasil menghasilkan satu modul ajar digital sebagai produk akhir. Hasil wawancara juga mengonfirmasi bahwa seluruh peserta menilai kegiatan sangat bermanfaat, relevan dengan kebutuhan mereka, serta membantu implementasi Kurikulum Merdeka. Dengan demikian, kegiatan ini terbukti mendukung peningkatan kapasitas guru dalam menghadapi tantangan pendidikan di era digital. Kata kunci: Canva; ChatGPT; Modul Ajar Digital ABSTRACTThe development of digital technology requires the adoption of innovative, visual, and interactive learning methods. However, the reality shows that many teachers, particularly at MTs Insan Cita Moru, still face difficulties in creating technology-based teaching modules. This situation analysis underlines the urgency of community service activities. The main purpose of this workshop was to improve teachers’ skills in developing digital teaching modules using two platforms, Canva and ChatGPT. The program was conducted face-to-face for one full day through lectures, hands-on practice, and product evaluation. The target partners were eight teachers from MTs Insan Cita Moru with diverse teaching backgrounds. The results indicated a significant improvement in participants’ competencies, where 88% successfully used Canva to design visual teaching modules, and 75% were able to use ChatGPT to generate learning content. Each participant produced one digital teaching module as the final outcome. Interview results also confirmed that all participants found the workshop highly beneficial, relevant to their needs, and supportive of implementing the Merdeka Curriculum. Therefore, this activity effectively enhanced teachers’ capacity to face educational challenges in the digital era. Keywords: Canva; ChatGPT; Digital Teaching Module
Penerapan Model Problem Based Learning untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa Ma Nurul Falah Kangge Pada Materi Persamaan Kuadrat Amsidi, Mukmin
Jurnal Edukasi Vol. 1 No. 1 (2025): Januari 2025
Publisher : STKIP Muhammadiyah Kalabahi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11377/h0wzmr33

Abstract

This study aims to describe the implementation of the Problem Based Learning (PBL) model in improving students' mathematical problem-solving abilities on quadratic equations material at MA Nurul Falah Kangge.The type of research is classroom action research (CAR) conducted in two cycles.Each cycle consists of planning, implementation, observation, and reflection.The instruments used include observation sheets, problem-solving ability tests, and documentation.The research results show an improvement in students' problem-solving abilities from cycle I to cycle II.The average problem-solving ability score increased from 50% in cycle 1 to 80% in cycle 2, and the percentage of students achieving the good category also increased to very good.Thus, the implementation of the PBL model has proven effective in improving students' mathematical problem-solving abilities.
PENGGUNAAN APLIKASI RENDERFOREST SEBAGAI MULTIMEDIA PEMBELAJARAN MATEMATIKA DENGAN MENGGUNAKAN MODEL KOOPERATIF TIPE STAD Amsidi, Mukmin
Jurnal Edukasi Vol. 1 No. 1 (2025): Januari 2025
Publisher : STKIP Muhammadiyah Kalabahi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11377/xmcrea51

Abstract

Education is currently in the midst of the covid-19 pandemic, so that one of the alternatives used by the current government in the learning process is online and offline learning or what we usually know as blended learning, due to the demands of the learning process that must be interesting, new innovations are needed remembering Mathematics Learning is something that is considered difficult by many people. This study aims to (1) develop interesting learning media using applications (2) Attract students' interest in learning mathematics with learning videos. The research approach used in this research is R&D using the Nano Learning learning method and the ADDIE product development model. The subject in making this learning video is Class VII MTs 01 Alor. Data collection techniques used are questionnaires and documentation.
The Effect of Think Pair Share Cooperative Learning Model on Mathematical Problem-Solving Ability of Tenth Grade Students at SMA Muhammadiyah Kalabahi Amsidi, Mukmin
Jurnal Edukasi Vol. 1 No. 1 (2025): Januari 2025
Publisher : STKIP Muhammadiyah Kalabahi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11377/95sk7d48

Abstract

This study aimed to investigate the effectiveness of the Think-Pair-Share (TPS) model in enhancing students' mathematical problem-solving abilities. A quasi-experimental design with a pretest-posttest control group was employed to compare the outcomes of the experimental group, which implemented the TPS model, with the control group that used conventional teaching methods. The results showed a significant improvement in the problem-solving skills of students in the experimental group compared to the control group. The posttest scores of the experimental group were notably higher, and statistical analysis (t-test) confirmed a significant difference (p < 0.05). This improvement can be attributed to the active involvement fostered by the TPS model, which provides students with the opportunity to reflect on their thoughts individually (think), discuss and consolidate ideas with peers (pair), and share their findings with the class (share). These findings align with previous studies that indicate the effectiveness of TPS in enhancing conceptual understanding and critical thinking skills. The results of this study underscore the importance of collaborative learning in mathematics, highlighting that TPS fosters deeper engagement and greater comprehension in solving complex mathematical problems.
Efektivitas Model Kooperatif Tipe Jigsaw terhadap Pemahaman Konsep Matematika pada Materi Statistika Kelas X di MAN 01 Alor Amsidi, Mukmin
Jurnal Edukasi Vol. 1 No. 1 (2025): Januari 2025
Publisher : STKIP Muhammadiyah Kalabahi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11377/sg2ekc14

Abstract

This study investigates the effectiveness of the Jigsaw cooperative learning model in enhancing students’ conceptual understanding of statistics in Grade X at MAN 01 Alor. Two classes participated: an experimental class using the Jigsaw model and a control class using traditional teaching. Pre-test scores were comparable (55 vs. 56), but post-test results showed a significant improvement in the experimental class (78) compared to the control (65). The 23-point gain in the experimental group versus 9 points in the control group indicates the Jigsaw model's positive impact. The model encourages peer teaching, active participation, and deeper understanding. These findings support previous research (Slavin, 2018; Çakır & Akbulut, 2022) and suggest Jigsaw is effective, especially in 3T (remote and underdeveloped) regions like Alor. It highlights the potential of student-centered learning in improving mathematics outcomes.
PERAN ORANG TUA TERHADAP MOTIVASI BELAJAR MATEMATIKA SISWA KELAS VIII-1 SMP NEGERI COKROAMINOTO KALABAHI TAHUN PELAJARAN 2024/2025 Sibala, Ismawat; Amsidi, Mukmin
Jurnal Edukasi Vol. 1 No. 2 (2025): Juli 2025
Publisher : STKIP Muhammadiyah Kalabahi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11377/jnjgvg30

Abstract

This study aims to analyze the role of parents in the motivation to learn mathematics of eighth-grade students in class VIII-1 at SMP Negeri Cokroaminoto Kalabahi for the 2023/2024 academic year. The research method used is a qualitative descriptive method. Data were collected through questionnaires, interviews, and observations of students, parents, and math teachers. The research results show that the role of parents has a significant impact on students' motivation to learn mathematics. Parents who are actively involved in supporting their child's learning activities, providing encouragement, and showing interest in their child's math achievements can enhance the student's motivation. Conversely, the lack of parental involvement in supporting mathematics learning can negatively impact students' motivation to learn. It was found that open communication between parents, students, and math teachers plays an important role in increasing learning motivation. Parents who allocate time to discuss their child's academic progress, help with assignments, and provide positive reinforcement can create a positive learning environment at home. Additionally, it was found that parents' positive attitudes towards mathematics and their involvement in mathematical activities outside of school, such as visits to mathematics museums or math discussions at home, can stimulate students' interest and motivation in the subject.  Based on the results of this study, it is recommended that schools and parents collaborate to create more effective strategies to enhance the role of parents in supporting students' motivation to learn mathematics at the secondary school level.