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THE IMPLEMENTATION OF ONLINE MATHEMATICS GAMES TO IMPROVE MATHEMATICAL REPRESENTATION ABILITY OF JUNIOR HIGH SCHOOL STUDENTS IN LHOKSEUMAWE Andriani Andriani; Meri Hari Yanni; Lia Rista
Daya Matematis: Jurnal Inovasi Pendidikan Matematika Vol 11, No 1 (2023): March
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jdm.v11i1.16488

Abstract

The aim of this research to analyze the improvement of mathematical representation ability students who learning using online mathematics games better than conventionally of junior high school students in Lhokseumawe. The research method is quantitative of quasi experimental method. The population is all grade VIII students at SMPN Negeri 2 Lhokseumawe, SMP Negeri 3 Lhokseumawe, SMP Swasta Sukma Bangsa Lhokseumawe. Sample selection using random sampling class technique. The research instruments used form of representation test and observation sheet. Data analysis begins with a test of normality and homogeneity, the data is analyzed using t-tests of the hypotheses that have been formulated. The results showed that the improve of the mathematical representation ability which taught using online mathematics games better than students taught conventionally of junior high school students in Lhokseumawe
MENINGKATKAN KREATIVITAS BELAJAR SISWA MELALUI MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) BERBASIS MULTIMEDIA Maryanti Maryanti; Laila Qadriah; Lia Rista
Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika Vol. 4 No. 3 (2023): Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistik
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/lb.v4i3.518

Abstract

Ľhe achievement of an education is very dependent on how teaching and learning takes place which requires an increase in the competitiveness of the nation in order to be able to compete in global competition. Where during the pandemic now the learning process is carried out online. Multimedia that is often used by educators is e-learning, zoom, meet, classroom and other applications that use computers / laptops or the like that facilitate the learning process in order to be able to improve students' thinking patterns. Based on the results of observations and interviews conducted at SMA Negeri 1 Lhokseumawe, it shows that students' creativity has problems when the learning process is carried out online. Ľeachers are limited in seeing students' creative abilities because the access used only uses group wa, this is triggered because currently Indonesia is hit by the Covid 19 pandemic which requires teachers to learn online. A person's ability to be successful in navigating his life should be determined by his thinking skills, especially in an effort to solve the life problems he faces. One of the efforts that teachers can do to improve students 'thinking skills is to innovate learning strategies in the learning process that aims to empower students' thinking skills. adapted to the characteristics and environment of students. Ľhe general objective of this study was to determine the extent to which students' creativity through multimedia-based Problem Based Learning (PBL) learning. Ľhis type of research  is  an  experiment.  Ľhis  research  is  an  experimental  study  with  a  pre-test-post-test  control group design. Based on the results of the study, it can be concluded that the increase in the creativity of students who get multimedia-based PBL learning is better than students who receive conventional learning. Ľhis is evident from the resulting value that the N-Gain of mathematical creativity with a value of t = 1.839 and Sig. (2-tailed) = 0.035. Because doing a one-tailed (1-tailed) hypothesis test, the sig. (2-tailed) must be divided into two Sig values. (1-tailed). Because the Sig. (1-tailed) <significance level (α = 0.05), then Ho is rejected
Analisis Peran Penggunaan AI Chatbot Dalam Proses Pembelajaran Terhadap Pemahaman Konsep Dan Kemandirian Belajar Siswa: Analysis of the Role of Using AI Chatbot in the Learning Process on Students' Concept Understanding and Learning Independence Ilmi Noor Rahmad; Tukiyo Tukiyo; Lia Rista; Kurnia Muhajarah; Zetty Karyati; Rahmawati Yuliyani
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 03 (2024): Research Articles, December 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i03.5497

Abstract

This study investigates how AI chatbots can stimulate students' conceptual understanding and learning independence. AI chatbots as interactive tools to improve learning success have recently increased in education as AI technology develops rapidly. Chatbots powered by artificial intelligence can provide direct feedback to students, respond to their questions, and help them develop a deeper understanding of their ideas. This study used a quasi-experimental design with a quantitative methodology approach. One hundred high school students were selected as the research sample. This sample was then divided into two groups: the experimental and the control groups. The experimental group used AI chatbots as a tool in the learning process, while the control group learned without using the technology. The results showed that students in the experimental group experienced a significant increase in conceptual understanding compared to the control group. AI chatbots helped students clarify difficult-to-understand concepts, provide additional explanations, and present reflective questions that encourage critical thinking. In addition, chatbots also play a role in fostering learning independence because students become more accustomed to finding answers and solutions to their problems independently without relying entirely on teachers or peers. Furthermore, this study highlights how the use of AI chatbots not only improves academic outcomes but also contributes to building students' confidence in understanding learning materials. Thus, this study concludes that AI chatbots are an effective and innovative learning tool for improving students' conceptual understanding and learning independence.
Penjadwalan Mata Pelajaran Berbasis Web Memanfaatkan Algoritma Genetika di SMP Swasta Al Fattani Teuku Afriliansyah; Lia Rista; Andriani; Rifki; Nurul Amelia
Jurnal Ragam Pengabdian Vol. 3 No. 1 (Spesial Issue) (2026): "Dharma Samudera"
Publisher : Lembaga Teewan Journal Solutions

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/sxv3fa04

Abstract

Penyusunan jadwal sekolah yang ada di SMPS Al Fattani masih menggunakan cara semi-manual yaitu dengan memanfaatkan aplikasi Microsoft Excel sebagai media input data, sehingga para guru seringkali mengalami tabrakkan atau terdapat jadwal mengajar ganda pada jam yang sama. Algoritma genetika yaitu metode pencarian heuristik yang digunakan dalam kecerdasan dan komputasi buatan. Algoritma genetika sangat baik digunakan untuk mencari melalui set data besar dan kompleks. Metode yang paling umum digunakan dalam algoritma genetika yaitu menciptakan sekelompok individu secara acak dari populasi tertentu. metode algoritma genetika bermanfaat untuk operator yang membuat jadwal di sekolah sistem ini juga bisa di terapkan untuk kasus jadwal yg pernah terjadi bentrok yaitu berupa guru yang mengajar di ruangan yg sama dan guru yang mengajar mata pelajaran yang sama mengajar di kelas yg berbeda dengan jam yang sama. Pendekatan yang digunakan dalam penelitian ini adalah kualitatif. lokasi atau tempat dalam penelitian ini adalah SMP Al Fattani, yang berlokasi di Kabupaten Aceh Utara, Provinsi Aceh. Waktu penelitian dilaksanakan 3 bulan, yakni mulai dari bulan Februari hingga April 2025. hasil penelitian dan pembahasan dapat ditarik simpulan yaitu Penjadwalan mata pelajaran berbasis web memanfaatkan Algoritma Genetika di SMP Al Fattani digunakan dalam menyusun jadwal mata pelajaran memudahkan SMP Al Fattani.
Pengembangan Media Pembelajaran Berbasis Video Canva pada Mata Pelajaran TIK Kelas VII SMP Negeri 9 Lhokseumawe Rifki; Lia Rista; Eka Utaminingsih; Imam Hanafi
Jurnal Ragam Pengabdian Vol. 3 No. 1 (Spesial Issue) (2026): "Dharma Samudera"
Publisher : Lembaga Teewan Journal Solutions

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/m3c7e565

Abstract

Perkembangan ilmu pengetahuan dan teknologi saat ini telah membawapengaruh yang besar dalam bidang pendidikan. Pengaruh perkembangan tersebut terlihat jelas dalam upaya-upaya pembaharuan sistem pendidikan danpembelajaran. Peran Teknologi Informasi dalam bidang pendidikan Adalah membantu memberikan informasi/pesan pendidikan kepada komponen- komponen pendidikan. Penggunaan alat bantu berbasis Teknologi Informasi memiliki daya tarik baik dari tenaga pengajar maupun peserta didik. Adapun tujuan penelitiann ini untuk mengetahui prosedur pengembangan media pembelajaran berbasis video canva untuk Mata Pelajaran TIK di kelas VII SMP Negeri 9 Kota Lhokseumawe dan menjelaskan kelayakan media pembelajaran berbasis video untuk menjadi alternatif sumber belajar pada Mata Pelajaran TIK di kelas VII SMPNegeri 9 Kota Lhokseumawe. Penelitian ini termasuk penelitian R&D yang memakai pengembangan model ADDIE. Produk yang dikembangkan adalah media pembelajaran audio visual berbasis videocanvapada materi Mengenal Internet. hasil penelitian dan pembahasan dapat disimpulkan bahwaPengembangan media pembelajaran audio visual berbasis aplikasi canvapadamateri mengenal koneksi internet yang dikembangkan dengan menggunakanmodel ADDIE telah layak digunakan sebagai media pembelajaran. ada hasil validasi persentase rata – rata penilaian oleh ahli media 91,25%sehingga media yang digunakan layak. Dan hasil validasi persentase rata –rataoleh ahli materi 96,25 % sehingga dinyatakan layak media yang digunakanlayak. Serta hasil uji coba yang dilaksanakan di kelas VII SMP Negeri 9 denganmemperoleh penilaian persentase rata – rata 97,4% sehingga MediaPembelajaran Audio Visual berbasis Aplikasi Canva pada Materi Mengenal Koneksi Internet dinyatakan layak sebagai media pembelajaran.