Ida Zubaidah
SMP Negeri 41 Semarang

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PENINGKATAN KEAKTIFAN DAN PRESTASI BELAJAR MATEMATIKA MELALUI GOOGLE MEET BERBANTUAN JAMBOARD DAN PENTABLET Ida Zubaidah
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol 3 No 2 (2022): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Program Studi Teknologi Informasi, Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.163 KB) | DOI: 10.52060/pti.v3i2.984

Abstract

This Best Practice is motivated by the lack of activeness and learning achievements of students in online learning activities during the COVID-19 pandemic. This study is focused on efforts to enhance students' activeness and learning achievement in mathematics through Google Meet assisted by jamboard and pentablet applications. The subjects of this study were students of class VIII D of SMP Negeri 41 Semarang with a total of 32 people. Based on an analysis of the observations results during the study, student learning achievement shows an improvement, as evidenced by an increase in student activity scores compared to the results before using Google Meet assisted by Jamboard and Pentablet applications. Students learning activeness increased to 81.250%. In addition, the achievement of the minimum criteria of mastery learning percentage has increased, before this study by 56.25%, increasing to 84.375%. It can be concluded that online learning through Google Meet assisted by Jamboard and Pentablet applications can enhance student activeness and learning achievement.
Challenge based on STEM-Context Learning Assisted by Role Playing Game: Analysis of Creative Thinking Skills on Self-Efficacy Laily Arfina Sari; Adi Satrio Ardiansyah; Ida Zubaidah
Jurnal Inovasi Matematika Vol. 8 No. 1 (2026): Inovasi Matematika
Publisher : Pendidikan Matematika Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35438/inomatika.v8i1.584

Abstract

Creative thinking skills are essential skills that students need to possess in the 21st century. In reality, creative thinking skills of Indonesian students remain low. This is evidenced by the 2022 PISA results, in which Indonesia only scored 19 out of 60. This research aims to analyze the effectiveness of Challenge based on STEM-Context Learning assisted by RPG, analyze the influence of self-efficacy on creative thinking skills, and describe creative thinking skills in terms of self-efficacy. This research employed a mixed-method approach with a sequential explanatory design. The population of this study consisted of eighth-grade students at SMPN 41 Semarang. The research sample was class VIII B and VIII G which were selected through simple random sampling. The research subjects were six students were selected using a purposive sampling, consisting of two students from each self-efficacy category. The results revealed that Challenge based on STEM-Context Learning effectively improved creative thinking skills, and self-efficacy influenced on creative thinking skills by 47.7%. Based on the description of creative thinking skills in terms of self-efficacy, it was found that students with high self-efficacy were able to meet the indicators of fluency, flexibility, and novelty; students with moderate self-efficacy were only able to meet the indicators of fluency and flexibility; while students with low self-efficacy did not meet the indicators of fluency, flexibility, and novelty.