Taulia Damayanti
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Meningkatkan Karakter dan Pemecahan Masalah Melalaui Pendekatan Brain-Based Learning Berbantuan Sirkuit Matematika Damayanti, Taulia; Sukestiyarno, Yohanes Leonardus
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 5, No 1 (2014): 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.v5i1.3281

Abstract

AbstrakTujuan penelitian ini adalah mendeskripsikan peningkatan kejujuran dan keterampilan pe-mecahan masalah, serta mengetahui ketuntasan kemampuan pemecahan masalah peserta didik yang diajar dengan pembelajaran pendekatan Brain-Based Learning berbantuan Sir-kuit Matematika. Desain penelitian ini adalah kualitatif deskriptif dengan subjek lima o-rang peserta didik kelas VIIIC SMP Negeri 1 Pecangaan yang yang memperoleh peringkat pertama, kuartil pertama, kuartil kedua, kuartil ketiga dan terakhir pada tes awal kemampu-an pemecahan masalah. Hasil penelitian menunjukkan bahwa masing-masing subjek penelitian mengalami peningkatan karakter jujur serta keterampilan pemecahan masalah dengan kategori tinggi. Peserta didik juga dapat mencapai KKM baik secara individual maupun secara klasikal pa-da tes kemampuan pemecahan masalah. Simpulan yang diperoleh adalah karakter jujur dan keterampilan pemecahan masalah peserta didik meningkat, serta kemampuan pemecahan masa-lah peserta didik mencapai KKM melalui pembelajaran tersebut. Kata kunci:      Brain-Based Learning; jujur; keterampilan dan kemampuan pemecahan masalah; Sirkuit Matematika  AbstractThe purposes of this study were to describe how to increase and the increasing of honesty and problem solving skills students by Brain-Based Learning approach assisted by Math Circuit and to know the completeness of student’s problem solving ability. The research design was qualitative descriptive, subject research are five students of VIIIC SMP Negeri 1 Pecangaan who are obtained first rank, first quartile, second quartile, third quartile and the last rank on problem solving ability beginning test. The result showed that each subject of study had increase in honest character and problem-solving skill. Students also could achieve individual and clasical mastery learning in problem-solving ability test. The conclusion of this research are honest character and problem solving skills of students increased, as well as problem solving abilities of students reach the minimum mastering criteria.  Keywords:                             Brain-Based Learning; honesty; Math Circuit; problem solving skill and ability
Meningkatkan Karakter dan Pemecahan Masalah Melalaui Pendekatan Brain-Based Learning Berbantuan Sirkuit Matematika Damayanti, Taulia; Sukestiyarno, Yohanes Leonardus
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 5, No 1 (2014): 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.v5i1.3281

Abstract

AbstrakTujuan penelitian ini adalah mendeskripsikan peningkatan kejujuran dan keterampilan pe-mecahan masalah, serta mengetahui ketuntasan kemampuan pemecahan masalah peserta didik yang diajar dengan pembelajaran pendekatan Brain-Based Learning berbantuan Sir-kuit Matematika. Desain penelitian ini adalah kualitatif deskriptif dengan subjek lima o-rang peserta didik kelas VIIIC SMP Negeri 1 Pecangaan yang yang memperoleh peringkat pertama, kuartil pertama, kuartil kedua, kuartil ketiga dan terakhir pada tes awal kemampu-an pemecahan masalah. Hasil penelitian menunjukkan bahwa masing-masing subjek penelitian mengalami peningkatan karakter jujur serta keterampilan pemecahan masalah dengan kategori tinggi. Peserta didik juga dapat mencapai KKM baik secara individual maupun secara klasikal pa-da tes kemampuan pemecahan masalah. Simpulan yang diperoleh adalah karakter jujur dan keterampilan pemecahan masalah peserta didik meningkat, serta kemampuan pemecahan masa-lah peserta didik mencapai KKM melalui pembelajaran tersebut. Kata kunci:      Brain-Based Learning; jujur; keterampilan dan kemampuan pemecahan masalah; Sirkuit Matematika  AbstractThe purposes of this study were to describe how to increase and the increasing of honesty and problem solving skills students by Brain-Based Learning approach assisted by Math Circuit and to know the completeness of student’s problem solving ability. The research design was qualitative descriptive, subject research are five students of VIIIC SMP Negeri 1 Pecangaan who are obtained first rank, first quartile, second quartile, third quartile and the last rank on problem solving ability beginning test. The result showed that each subject of study had increase in honest character and problem-solving skill. Students also could achieve individual and clasical mastery learning in problem-solving ability test. The conclusion of this research are honest character and problem solving skills of students increased, as well as problem solving abilities of students reach the minimum mastering criteria.  Keywords:                             Brain-Based Learning; honesty; Math Circuit; problem solving skill and ability
Problem Solving Ability of Senior High School Students Based on Self-Regulation in Instagram-Assisted Brain-Based Learning Damayanti, Taulia; Mastur, Zaenuri; Masrukan, Masrukan
Unnes Journal of Mathematics Education Research Vol 10 No A (2021): January, 2021 (Special Edition)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The main objective of this study was to describe the mathematics problem solving abilities of senior high school students based on self-regulation in Instagram-assisted Brain-Based Learning. This research is a mixed methods model concurrent embedded. The population was 10th grade students of SMA N 1 Nalumsari in the 2016/2017 school year. The selection of research subjects based on self-regulation was done purposively using the Self-Regulation of Learning Self-Report Scale (SRL-SRS). Subjects were categorized into four categories: students with self-regulation dominant planning, self-monitoring, evaluation, and reflection. Subjects were 11 students consisting of 3 students each for the planning, self-monitoring, and reflection categories, and 2 students for evaluation. The findings show that in an effective Instagram-assisted Brain-Based Learning setting, the problem solving abilities of subjects from various categories of self-regulation were diverse. Most subjects are able to master indicators of problem solving abilities in easy and medium difficulty problems. On problem with a high difficulty level, 1 planning student, 2 self-monitoring students, 2 evaluation students, and 3 reflection students have not been able to apply and adapt a variety of appropriate strategies to solve problems.
Meningkatkan Kemampuan Pemahaman Konsep Matematika Melalui Model Pembelajaran Realistic Mathematics Education Menggunakan Alat Peraga Kubus dan Balok Nurain A Hubulo; Evi Hulukati; Hamzah B. Uno; Taulia Damayanti
Jambura Journal of Mathematics Education Vol 3, No 2: September 2022
Publisher : Department of Mathematics, Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34312/jmathedu.v3i2.16369

Abstract

The purpose of this study was to improve the understanding of mathematical concepts of students through Realistic Mathematics Education. Learning model assisted by teaching aids on cube and block material. This research is classroom action research. The research subjects were class VIIIA students for the 2021/2022 academic year with 26 people. The techniques used in data collection are observation and tests. The data analysis technique in this study is data analysis of teacher observations, student observations and tests of understanding mathematical concepts. The research procedure includes planning, implementation, observation, and reflection. The study consisted of 2 cycles. Realistic Mathematics Education learning assisted by teaching aids on cube and block material, as long as this research has been running according to the learning implementation plan, has succeeded in creating a conducive learning situation, and increasing students' understanding of concepts. The results showed that the ability to understand mathematical concepts in the first cycle was 50% less criteria, and in the second cycle, 81% good criteria. The results of observations of teachers' teaching skills when managing learning has increased. In the first cycle, it reached 69.12% good criteria, while the second cycle reached 85.28% excellent criteria. The results of observations of student learning activities have increased. From the first cycle, the percentage is 63.75 good criteria, while the second cycle is 83.75% excellent criteria.
Digital Natives Preferences in How to Learn Mathematics: A Qualitative Study of Preservice Mathematics Teachers Taulia Damayanti; Bertu Rianto Takaendengan; Putri Ekawaty Kobandaha; Wimansya Gombah
Jambura Journal of Mathematics Education Vol 4, No 1: Maret 2023
Publisher : Department of Mathematics, Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34312/jmathedu.v4i1.19287

Abstract

The purpose of this study was to describe how digital natives as preservice mathematics teachers learn mathematics. The research subjects were 30 students of the Mathematics Education Study Program at the Universitas Negeri Gorontalo. This research is a descriptive qualitative research with data collection techniques are semistructured interview, questionnaire using Mentimeter, and documentation. Data collecting held in 2022. First, they were interviewed to obtain information on how they studied college mathematics courses such as calculus or differential equations. After obtaining the methods they used, they were then asked to fill out a questionnaire via Mentimeter. From the results of the interviews and filling out the questionare, it was found that their ways of learning were by watching YouTube, reading books, discussing mathematics material with their peers, searching for learning material from the internet, and also using mathematical applications to help them solving problems. Although everyone has different preferences for which method they like the most, in general, they combine all five learning styles. When they were asked to choose the method they liked the most, 50% of them choose watching YouTube; 43% prefer to learn from books; and 6.67% choose to use mathematical application. The mathematical applications they use are dominated by Photomath. Other applications used are Qanda, Brainly, Colearn, Mathway, MathLab, Mathenchanter, Geogebra, Snap Quiz, and Wolfram Alpha. The results show that book is still relevan to use in this digital age.
KEMAMPUAN LITERASI MATEMATIKA SISWA DALAM MENYELESAIKAN SOAL CERITA ALJABAR DITINJAU DARI SELF EFFICACY MATEMATIKA Malanua, Moh. Kifli; Pomalato, Sarson W. Dj; Damayanti, Taulia
FIBONACCI: Jurnal Pendidikan Matematika dan Matematika Vol 10, No 1 (2024): FIBONACCI: Jurnal Pendidikan Matematika dan Matematika
Publisher : Fakultas Ilmu Pendidikan Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/fbc.10.1.1-20

Abstract

Peran matematika tidak hanya mengharuskan siswa dalam memahami seluruh materi, namun melatih siswa untuk berkemampuan berfikir kreatif, logis dan mampu memahami matematika yang relevan dengan aktivitas keseharian, yang dikenal dengan Kemampuan Literasi Matematika. Peneltian ini bertujuan untuk mendeskripsikan kemampuan literasi matematika siswa dalam menyelesaikan soal cerita matematika pada materi bentuk aljabar ditinjau dari self efficacy matematika. Metode penelitian yang diaplikasikan pada penelitian ini adalah dekriptif dengan pendekatan kualitatif. Data yang dikumpulkan pada penelitian ini, diambil melalui hasil tes kemampuan literasi matematika siswa dan hasil wawancara. Subjek penelitian yaitu siswa kelas VII MTs Al Mabrur Bone Raya Tahun Ajaran 2023/2024 yang masing-masing diambil 2 orang berdasarkan tingkat self efficacy tinggi, sedang dan rendah dengan teknik purposive sampling. Data yang didapatkan kemudian direduksi dan dianalisis secara kualitatif dengan memperhatikan indicator-indikator proses kemampuan literasi matematika. Hasil penelitian menunjukkan bahwa siswa dengan self efficacy tinggi mampu menguasai seluruh indikator proses kemampuan literasi matematika yaitu merumuskan, menggunakan dan menafsirkan dalam menyelesaikan seluruh soal. Sedangkan siswa dengan self efficacy sedang dan rendah mampu menguasai seluruh indikatorproses kemampuan literasi matematika yaitu merumuskan, menggunakan dan menafsirkan, namun hanya dalam menyelesaikan soal yang mampu dikerjakan saja.
MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA MENGGUNAKAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN MEDIA CANVA Pilomonu, Rahmatia Hamsa Nuko; Usman, Kartin; Damayanti, Taulia
JURNAL MathEdu (Mathematic Education Journal) Vol 8 No 1 (2025): JURNAL MathEdu (Mathematic Education Journal) Maret 2025
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v8i1.6960

Abstract

Tujuan dari penelitian ini adalah untuk meningkatkan hasil belajar matematika siswa dengan menggunakan model pembelajaran Problem Based Learning berbantuan media canva pada materi bentuk aljabar. Penelitian ini menggunakan penelitian tindakan kelas yang diberikan terhadap 15 orang siswa kelas VII-A di MTs Al Mabrur Bone Raya sebagai subjek penelitian. Penelitian terlaksana sebanyak dua siklus dengan mengikuti tahapan perencanaan, pelaksanaan, observasi dan refleksi. Teknik pengumpulan data dilakukan melalui instrumen lembar observasi dan tes hasil belajar. Hasil penelitian menunjukkan terjadi peningkatan hasil belajar matematika siswa melalui pembelajaran problem based learning berbantuan media canva. Hal ini diperoleh sesudah diterapkan tindakan lanjutan untuk perbaikan proses belajar mengajar pada siklus II. Hasil penelitian menunjukkan observasi seluruh aktivitas guru dalam mengelola pembelajaran memperoleh minimal aspek baik dan sangat baik, observasi seluruh aktivitas siswa memperoleh minimal aspek baik dan sangat baik, dan hasil belajar matematika siswa juga memperoleh peningkatan sebesar 30% menjadi 86,67% siswa yang mencapai kriteria ketuntasan minimal pada materi bentuk aljabar.
THE DEVELOPMENT OF “KOMLABIL” (KOMIK POLA BILANGAN) MEDIA IN LEARNING NUMERICAL PATTERNS Machmud, Tedy; Hulopi, Renata; Damayanti, Taulia
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 11, No 1 (2025)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v11i1.6872

Abstract

In the era of globalization, marked by the rapid development of technology, various innovations continue to emerge, including in the education sector. The application of digital transformation in education involves the use of information and communication technology to impact the improvement of learning quality, expand access to learning resources, and create a more interactive and collaborative learning environment. Thus, the education sector has become one of the most responsive fields to technological advancements. This study developed a learning media in the form of comics, named "Komlabil," using i-Spring Suite software on the material of numerical patterns. This media was designed following the PLOMP development model which includes five main stages: Preliminary Investigation, Design, Realization/Construction, Test, Evaluation and Revision, and Implementation. The research subjects were 27 eighth-grade students at SMP Negeri 1 Bulawa. This study revealed that digital comic media has been declared valid and practical. Through evaluation by media and material expert validators, an average score of 3.27 was obtained from the media expert evaluation and 3.34 from the material expert, both of which fall into the valid category. This indicates that the developed digital comics meet the expected quality standards, both in design and material content, making it suitable to be used as a supporting tool in learning. The percentage of student and teacher responses obtained 92.37% with a strongly positive category and 89% with a practical category. Based on these findings, the developed learning media is considered suitable to be used in teaching and learning activities because it meets the predetermined criteria of validity and practicality. Thus, this learning media not only meets rigorous academic standards but also contributes significantly to improving the quality of the learning process.
Advanced Differential E-Module: Integrating Case-Based and Visual Exploration Takaendengan, Bertu Rianto; Nuha, Agusyarif Rezka; Damayanti, Taulia; Asriadi; Janna, Miftahul; Anggraini, Fitriana
Journal of Education Technology Vol. 8 No. 4 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i4.85781

Abstract

One of the main challenges in learning advanced calculus is students' difficulty understanding complex concepts and visualizing function graphs, especially in learning partial derivatives. To overcome this challenge, this study focuses on developing an advanced differential e-module that integrates case studies with visual exploration. This study uses the ADDIE development model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects are material experts and learning media. The trial subjects are 15 students from the Mathematics Education Study Program. The data collection method uses a questionnaire. The research instruments include an assessment of the validity and practicality of the developed learning media. The techniques used in analyzing the data are qualitative and quantitative descriptive analysis. The study results indicate that this e-module achieves a good level of feasibility, which means that the module is in line with educational objectives and shows a very good level of practicality in the classroom. Students responded positively to its use, especially because of its case-based and visual nature. In addition, for further research, this e-module has the potential to be adapted to other areas of mathematics education by integrating additional technology features and other materials. By enhancing visualization and interactivity, this e-module can significantly enhance students' learning experience in mathematics education.
Inovasi Media Pembelajaran Interaktif Menggunakan WPS Office pada Pembelajaran Statistika Kadir, Abd. Wahid; Machmud, Tedy; Damayanti, Taulia
Euler : Jurnal Ilmiah Matematika, Sains dan Teknologi Volume 13 Issue 2 August 2025
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/euler.v13i2.33118

Abstract

Innovation in interactive learning media is essential to improve the effectiveness of statistics instruction at the junior high school level. This study aimed to develop interactive learning media based on WPS Office to support Statistics learning for eighth-grade junior high school students. The research employed the ADDIE development model, encompassing five stages: Analysis, Design, Development, Implementation, and Evaluation. The media was designed using WPS Presentation and Canva, and then converted into an Android application using Website 2 APK Builder Pro. Validation was conducted by media and subject experts; practicality was assessed by teachers and students. Validation results showed very high feasibility, with an average score of 94.32% from media experts and 95.37% from subject experts. Practicality testing yielded scores of 95.33% from teachers and 93.42% from students, indicating that the media is highly practical and engaging. The developed media is valid, practical, and relevant for supporting contextual and interactive digital learning. It has potential to improve students' conceptual understanding of statistics and their digital literacy.