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Journal : JP2M (Jurnal Pendidikan dan Pembelajaran Matematika)

PENGARUH MODEL PEMBELAJARAN GUIDED DISCOVERY LEARNING TERHADAP KEMAMPUAN PENALARAN MATEMATIS DAN DAYA JUANG SISWA Nurhalizah, Siti; Siregar, Machrani Adi Putri
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 10, No 1 (2024)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v10i1.6309

Abstract

The quality of a nation's education and the current education system can be used to measure the nation's progress. The quality of education in Indonesia is currently very concerning. Upon observation, researchers stated that students lack the fighting spirit needed to overcome various challenges. Fighting power plays an important role in this. This study used qualitative research methods. The sample of this study consisted of all students of class X Accounting of SMKN 1 Sei Bejangkar. Pre-Experiment Design with One-Group Pretest-Posttest Design model was used in this study. Based on the research findings and discussion of the impact of guided discovery learning model on mathematical reasoning ability and students' fighting power on the material of function relation in class X Accounting of SMKN 1 Sei Bejangkar, it can be concluded that there is a good influence in the use of guided discovey learning model on mathematical reasoning ability and students' fighting power.
EFEKTIFITAS PENGGUNAAN APLIKASI QUIZIZZ TERHADAP MINAT DAN HASIL BELAJAR MATEMATIKA SISWA Putri, Aprilla; Siregar, Machrani Adi Putri
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 10, No 2 (2024)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v10i2.6573

Abstract

This research aims to determine the effectiveness of using the Quizizz application on students' interest and learning outcomes in mathematics on exponents and root forms at Muhammadiyah 48 Medan Private Middle School. The background to this research focuses on the low interest and learning outcomes of students in mathematics subjects, which are often considered difficult and boring by many students. The method used is quantitative with a pre-experimental research design, namely one group pretest posttest design where the sample consists of 50 students selected using total sampling techniques. The results of the research show that there is a significant increase in student interest and learning outcomes after using the Quizizz application, namely scores The average interest in learning mathematics after using the Quizizz application is 76.54 with a gain value in the medium category of 0.448 and the average score for learning mathematics after using the Quizzizz application is 78.60 with a gain value in the medium category 0.478. The paired sample t-test produced a significance value of less than 0.05, namely 0.001, indicating that the use of the Quizizz application was effective in increasing students' interest and learning outcomes in mathematics. So it can be concluded that the integration of technology in learning, especially through the Quizizz application, has been proven to be able to make mathematics learning more interesting, fun and interactive, thereby increasing students' interest and learning outcomes in mathematics.