Claim Missing Document
Check
Articles

Development of Mathematics E-Module Using Kodular and Flipbook for Junior High School Students: Differences Tri Nova Hasti Yunianta; Tatang Herman; Banu Al Wizhar; Muhammad Al Falah Kurniawan
Didaktik Matematika Vol 10, No 1 (2023): April 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (798.147 KB) | DOI: 10.24815/jdm.v10i1.29730

Abstract

To develop media such as e-modules, a comprehensive understanding of the applications used to create them is necessary. It is essential to comprehend the features of using e-module applications to ensure their effectiveness in the development of superior e-modules in the future. The objectives of the present study were showing that mobile learning by e-module using different applications, i.e. Kodular and Flipbook, are valid, practical, effective and finding differences between the characteristics of e-module development to get a comprehensive idea for future development for researchers who want to develop e-module using both applications. The present study is a research and development study. The selected development model was ADDIE i.e. Analyze, Design, Development, Implementation and Evaluation. The Subject e-module learning media users were junior high school students. The validity of e-module media by Kodular is 92.55%, which is very good. The validity of e-module media by Flipbook is 90.35%, which is very good. The test result on the respondents who used e-module by Kodular is 83.45% feasible to use and the result of e-module by Flipbook is 86.39% also feasible to use. The Kodular e-module had an average student learning outcome score of 78.28, while the Flipbook e-module had an average score of 70.67. The two e-modules from the application were examined, and five differences were identified in the characteristics of e-modules from Kodular and Flipbook, in order to support the continuous development of e-modules.
An Analysis of Junior High School Students Metacognitive Ability for solving Numeration Problem Tri Nova Hasti Yunianta; Nanda Pravita Sari
Jurnal Pendidikan Matematika IKIP Veteran Semarang Vol 7 No 1 (2023): Journal of Medives : Journal of Mathematics Education IKIP Veteran Semarang
Publisher : Urogram Studi Pendidikan Matematika, Universitas IVET

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/medivesveteran.v7i1.2197

Abstract

The metacognitive ability of students is low in using and applying the knowledge that has been learned, managing the information obtained, choosing the right strategy, and developing an effective strategy as the basis for carrying out research. This qualitative study aims to describe the metacognitive abilities of junior high school students in solving numeracy problems related to Numbers Data & Uncertainty materials. The research subjects were three grade VIII students of SMP Negeri 1 Salatiga who were selected by purposive sampling technique. The criteria for selecting the subject are able to solve questions 1?4 using appropriate, communicative, and commitment strategies to become a subject. The data were collected through a written test in the form of AKM (Minimum Competency Assessment) simulation numeration questions and interviews according to indicators of metacognitive ability. There are aspects of metacognitive abilities that are observed, namely planning, monitoring, and evaluating. The results of the study of the three subjects carried out two indicators of the planning, namely students could plan the objectives to be carried out and sequence the stages of the strategy to be carried out. Indicators carried out by the subject at the monitoring are that students can perform careful calculations and indicators that have not been implemented are students checking answers from the results and correcting errors. In the evaluation three subjects carried out two indicators, namely, the students were able to assess the results and re-evaluate the objectives. Keywords: Metacognitive, Metacognitive Ability, Numeracy
PENERAPAN METODE SQ3R UNTUK MENINGKATKAN PEMAHAMAN KONSEP KELAS VIII MATERI FUNGSI DI SMP NEGERI 2 MOJOSONGO Arriska Adhi Nugraheni; Tri Nova Hasti Yunianta
Jurnal Genta Mulia Vol. 9 No. 1 (2018): Jurnal GENTA MULIA
Publisher : STKIP Bina Bangsa Meulaboh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61290/gm.v9i1.523

Abstract

Penelitian tindakan kelas ini bertujuan metode SQ3R dapat meningkatkan pemahaman konsepmatematika siswa kelas VIII pada materi fungsi di SMP Negeri 2 Mojosongo Boyolali. Metodepembelajaran SQ3R terdiri dari survey yaitu memeriksa secara singkat seluruh struktur teks, questionyaitu memberi contoh untuk menyusun pertanyaan-pertanyaan yang jelas, singkat dan relevan denganbagian-bagian teks yang telah ditandai pada langkah survey, read yaitu membaca secara aktif dalamrangka mencari jawaban atas pertanyaan-pertanyaan yang telah tersusun, recite yaitu menyebutkan lagijawaban-jawaban atas pertanyaan yang telah tersusun dalam kesempatan ini siswa dilatih untuk tidakmembuka catatan jawaban, review yaitu meninjau ulang seluruh pertanyaan dan jawaban secara singkat.Instrumen penelitian yang digunakan adalah soal tes dan lembar observasi. Subyek penelitian adalahsiswa kelas VIII B SMP Negeri 2 Mojosongo Boyolali tahun ajaran 2017/2018 yang terdiri dari 34 siswa.Pelaksanaan dilakukan dalam 2 siklus yang terdiri dari 3 pertemuan. Hasil penelitian siklus I dengan ratarata 78 dan siswa yang tuntas ada 22 siswa atau 65% sedangkan hasil tes sikus II dengan rata-rata 87 dansiswa yang tuntas ada 32 siswa atau 94%. Hasil ini menunjukkan bahwa adanya peningkatan pemahamankonsep dengan metode SQ3R pada materi fungi kelas VIII B SMP Negeri 2 Mojosongo Boyolali.
ANALISIS KESALAHAN NEWMAN DENGAN PEMBERIAN SCAFFOLDING DALAM MENYELESAIKAN SOAL CERITA MATERI SPLDV BAGI SISWA KELAS VIII MTS NEGERI SALATIGA Erlangga Mawasdi; Tri Nova Hasti Yunianta
Jurnal Genta Mulia Vol. 9 No. 1 (2018): Jurnal GENTA MULIA
Publisher : STKIP Bina Bangsa Meulaboh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61290/gm.v9i1.524

Abstract

Penelitian ini merupakan penelitian tindakan yang bertujuan untuk mendeskripsikan kesalahan yangdilakukan siswa MTs Negeri Salatiga dalam menyelesaikan soal certa materi SPLDV berdasarkan analisiskesalahan menurut Newman serta memberikan tindakan berupa pemberian scaffolding untuk mambantu siswamengatasi kesalahan tersebut. Subjek penelitian ini adalah 5 siswa kelas VIII MTS Negeri Salatiga. Subjekdipilih berdasarkan jenis kesalahan yang dilakukan saat menyelesaikan soal cerita materi SPLDV. Pengumpulandata dilakukan dengan melakukan tes materi SPLDV dan wawancara. Pedoman wawancara dalam penelitian inidisesuaikan dengan teori kriteria kesalahan Newman kemudian kegiatan scaffolding dibuat berdasarkan teoriAnghileri. Hasil penelitian ini menunjukan bahwa letak kesalahan siswa dalam menyelesaikan soal SPLDV,terdiri dari: (1) comprehension error (kesalahan memahami); (2) transformation error (kesalahan memproses),(3) procces skill error (kesalahan memproses), dan (4) encoding error (kesalahan penulisan jawaban akhir).Bentuk scaffolding yang diberikan untuk setiap tipe kesalahan, yaitu: scaffolding yang diberikan padacomprehension error (kesalahan memahami) adalah expaining dan reviewing, scaffolding yang diberikan padatransformation error (kesalahan mentransformasi) adalah explaining dan reviewing, scaffolding yang diberikanpada procces skill error (kesalahan memproses) adalah explaining, reviewing dan restructuring, scaffolding yangdiberikan pada encoding error (kesalahan penulisan jawaban akhir) adalah explaining dan reviewing.
Development of Flip PDF And Video Based E-Modules to Improve Mathematics Learning Outcomes Helti Lygia Mampouw; Yogani Indah Pawestri; Tri Nova Hasti Yunianta
Numerical: Jurnal Matematika dan Pendidikan Matematika Vol. 7 No. 1 (2023)
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/numerical.v7i1.3296

Abstract

The decline in national exam results for junior high school students in 2017-2019 decreased yearly, with achievement in 2019 of 46.46%, with the lowest mathematics score compared to other subjects. This research aims to produce a valid, practical, and efficient. E-module is used to create an E-module system of linear equations in two variables that meet applicable criteria. This study uses Research and Development (R&D) research using the ADDIE method, namely analysis, design, development, implementation, and evaluation; researchers develop E-modules, a system of linear equations in two variables accessed via the internet. E-modules that are created apply concepts in daily life or contextually so students can easily understand The tool used in the module is Flip pdf edition corporate. The participants of this study were 34 class VIII students of SMP N 1 Suruh for the 2021/2022 academic year. The development of the E-module system of linear equations in two variables gets a good response from students by getting an average of 88% in the excellent category,  practicality average is 87,5% in the excellent category, so this E-module is feasible to use in the learning process, the resulting impact students can understand the material with interest and curiosity to learn. The use of E-modules must pay attention to the weaknesses of students who need the facilities and infrastructure to access the media E-module.
Pengembangan E-Modul Berbasis Flip PDF dan Canva pada Materi Transformasi Geometri Muhammad Al Falah Kurniawan; Tri Nova Hasti Yunianta; Kriswandani Kriswandani
Euler : Jurnal Ilmiah Matematika, Sains dan Teknologi EULER: Volume 11 Issue 1 June 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34312/euler.v11i1.20222

Abstract

E-module is an electronic version of the module that can be used as a learning tool that contains material, methods, constraints, and ways of evaluating that are designed systematically and attractively to achieve the expected competencies. The aim of this research is develop a valid, practical, and effective e-module based on Flip PDF and Canva on the geometry transformation material. This research is an R D research using the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model. The subjects of this study were 30 students of class IX SMP Negeri 9 Salatiga. Data collection techniques are observation, questionnaires, and tests. Data analysis used descriptive qualitative and quantitative analysis, Paired t-test, and N-Gain Score. The result of this research includes 1) the validation results of the e-module based on Flip PDF and Canva obtained the results of this e-module as valid as shown by the validation score of 86.155 with 90.35% and included in the "very good" category; 2) the significant of the paired t-test is 0.000 0.05 which means that there was a significant difference between the pretest score (pretest scores is 29,6667) and the posttest score (posttest score is 70,6667); and 3) the N-Gain Score test is 58,8527 (58,9%) with the criteria “effective enough.” Based on these results, it can be concluded that e-module using Flip PDF and Canva for junior high school students are effectively used as means of supporting learning materials.
Development of Android-Based Titungan Game Learning Media to Train Students' Creative Thinking Rahayu Ranila; Tri Nova Hasti Yunianta; Erlina Prihatnani
Mosharafa: Jurnal Pendidikan Matematika Vol 12, No 3 (2023)
Publisher : Institut Pendidikan Indonesia Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i3.2788

Abstract

Media pembelajaran adalah suatu alat yang bisa membantu proses belajar mengajar, dan sekaligus memiliki fungsi  memperjelas makna yang disampaikan dalam sebuah proses pembelajaran, sehingga tercapai tujuan pembelajaran. Media pembelajaran hendaknya mengikuti arus perkembangan teknologi. Salah satu pengembangan media berbasis teknologi  ialah game edukasi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran game Titungan berbasis android. Pengembangan Media pembelajaran ini menggunakan metode RnD (Research and Development)  dengan model pengembangan yang digunakan adalah model pengembangan ADDIE (analyze, design, development, implementation and evaluation). Instrumen yang digunakan terdiri dari lembar validasi media, lembar kepraktisan, pretest, posttest, dan lembar respon siswa terhadap media. Subjek Penelitian ini ialah Siswa Sekolah Menengah Pertama. Media ini telah diujicobakan terhadap 27 siswa kelas VII SMP Pangudi Luhur Ambarawa. Media game Titungan berbasis android telah dinyatakan valid oleh pakar media. Hasil uji kepraktisan mendapat persentase sebesar 91,67% yang termasuk dalam kategori sangat baik. Uji paired t-test dengan taraf signikan 5% menghasilkan signifikan mendekati nol dengan rata-rata posttest lebih tinggi daripada pretest. Berdasarkan ketiga uji tersebut, dapat disimpulkan media ini valid, praktis, dan efektif. Learning media is a tool that can help the teaching and learning process, and at the same time has the function of clarifying the meaning conveyed in the learning process, so that learning objectives are achieved. Learning media must follow the flow of technological developments. One of the technology-based media developments is educational games. This study aims to develop learning media for Android-based Titungan games. The development model used in this study is the ADDIE model. The instruments used consisted of media validation sheets, practicality sheets, pretest, posttest, and student response sheets to the media. This media has been tested on 27 grade VII students of SMP Pangudi Luhur Ambarawa. The Android-based Titungan game media has been declared valid by media experts. The practicality test results got a percentage of 91.67% which was included in the very good category. The paired t-test with a significant level of 5% produces a significant close to zero with a higher posttest average than the pretest. Based on these three tests, it can be concluded that this media is valid, practical, and effective. 
Innovative Online Learning Based on 3CM (Cool-Critical-Creative-Meaningful) Learning to Increase Creativity and Good Character of Elementary School Students During the Covid-19 Pandemic Wahyudi Wahyudi; Kristina Roseven Nababan; Tri Nova Hasti Yunianta; Erlina Prihatnani; Dani Kusuma
International Conference on Science, Education, and Technology Vol. 7 (2021)
Publisher : Universitas Negeri Semarang

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

Abstract

Being creative and having good character is the goal of education in Indonesia. The COVID-19 pandemic has become a challenge in achieving this goal. Since the learning process is carried out online. Teachers have difficulty in planning and implementing the lesson. It is because not all teachers have ability to use technology appropriately. Thus, the learning process is not as expected. This causes boredom in the learning process. Therefore, an appropriate online learning design is needed. In this case, the online learning that provides opportunities for students to develop critical, creative, meaningful thinking skills in fun and challenging ways. One of them is online learning design based on 3CM (Cool-Critical-Creative-Meaningful) learning. The research design used in the present research is descriptive qualitative and RnD (ASSURE model) with the output of the initial data analysis related to the perceptions of school principals, teachers, students and parents about online learning. Questionnaires, online interviews and online FGDs are applied to obtain the qualitative data. Data related to the development of learning activities can be seen from the design development process with the ASSURE model. The results obtained are 89.7% of the 271 teachers that use WhatsApp in the learning process. This causes boredom in learning process so that 72.12% of 271 teachers want to go back to school. The scores result of development of online learning design based on 3CM learning from the aspect of easy access to learning is 4.48 (very good), the content aspect, media and teaching materials is 4.57 (very good) from the assessment of 45 elementary school teachers. The score of student responses to the aspect of easy access to learning is 4.72 (very good), the score of the aspect of content (content), media and teaching materials is 4.72 (very good). To foster creativity and good character, online learning activities are carried out in 4 activities, namely 1) time to play and try challenges (cool), 2) time to criticize (critical), 3) time to be creative (creative), 4) time to reflect and find the meaning (meaningful).
ANALISIS KEMAMPUAN REPRESENTASI MATEMATIS SISWA DALAM MEMECAHKAN MASALAH PENGUKURAN GEOMETRI DITINJAU DARI GAYA KOGNITIF FIELD DEPENDENT-FIELD INDEPENDENT Tri Nova Hasti Yunianta; Deviana Meiwijayanti
SIGMA DIDAKTIKA: Jurnal Pendidikan Matematika Vol 11, No 1 (2023): January
Publisher : SIGMA DIDAKTIKA: Jurnal Pendidikan Matematika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/sigmadidaktika.v11i1.55652

Abstract

Kemampuan siswa dalam merepresentasikan pemikiran mereka dalam menjawab soal matematika melalui representasi visual, simbolik, dan verbal dijelaskan dalam penelitian deskriptif kualitatif. Penelitian ini bertujuan untuk menggambarkan kemampuan siswa dalam memecahkan masalah geometri dan pengukuran dilihat dari gaya kognitif field dependent dan field independent, dengan subjek penelitian terdiri dari 13 siswa kelas VIII dan 16 siswa kelas IX di SMP Negeri 2 Tuntang. Teknik pengumpulan data menggunakan tes uraian, wawancara, dan dokumentasi, sedangkan gaya kognitif diklasifikasikan dengan menggunakan instrumen tes standar GEFT pada 6 subjek terpilih. Analisis data dilakukan melalui reduksi, penyajian, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa siswa dengan gaya kognitif field dependent hanya mampu menggunakan representasi simbolik dalam menyelesaikan masalah teorema Pythagoras, sedangkan siswa dengan gaya kognitif field independent mampu menggunakan tiga indikator representasi matematis, yaitu representasi gambar, simbolik, dan verbal, untuk menyelesaikan masalah tersebut dengan cara mereka sendiri.
Pengembangan E-modul Bangun Ruang Sisi Datar Dengan Aplikasi Kodular Sebagai Suplemen Belajar Siswa Banu Al Wizhar; Tri Nova Hasti Yunianta; Danang Setyadi
HISTOGRAM: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2023): Histogram
Publisher : STKIP Andi Matappa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/histogram.v7i1.2548

Abstract

Penelitian ini bertujuan untuk mengembangan E-modul Bangun Ruang Sisi Datar Dengan Aplikasi Kodular Sebagai Suplemen Belajar Siswa. Subjek penelitian ini yaitu 29 siswa kelas VIII SMP Negeri 9 Salatiga. Penelitian ini termasuk dalam jenis penelitian pengembangan atau research and development (RnD) model ADDIE. Pengumpulan data dalam penelitain ini dengan observasi, tes, angket, dan dokumentasi. Instrumen penilaian dalam peneliatian berupa lembar validasi, lembar kepraktisan, lembar keefektifan dan lembar respon siswa. Hasil dari analisis yang dilakukan memperoleh presentase kevalidan sebesar 92,55% dan presentase keefektifan sebesar 93%, artinya media valid dan efektif dengan kategori sangat baik. Hasil dari uji paired samples t-test menghasilkan nilai signifikan ,000 atau kurang dari 0,05 sehingga h0 ditolak, maka terdapat perbedaan rerata sebelum dan sesudah menggunakan media. Hasil dari respon siswa memperoleh presentase 83,45% dengan kategori sangat baik. Sehingga dapat disimpulkan bahwa “Media E-modul Bangun Ruang Sisi Datar Dengan Aplikasi Kodular Sebagai suplemen belajar siswa” adalah valid, praktis dan efektif sebagai suplemen belajar siswa.
Co-Authors Ambarani, Erli Amin, Nor Fadila Andini, Mei Angger Rizky Alifa Anisa Rizki Amalia Anisa Rizki Amalia Anissa Putri Aqila Fairuz Shafa Arriska Adhi Nugraheni Arriska Adhi Nugraheni Arum Dwi Jayanti Bagas Prima Kristanto Bagas Prima Kristanto Banu Al Wizhar Banu Al Wizhar Bella Ayu Permatasari Cindy Aprillya Sidarta Cindy Aprillya Sidarta Cristina Resa Intan Permatasari Dadan Dasari Danang Setyadi Dani Kusuma Deviana Meiwijayanti Dhita Agoes Prihanto Dian Evelina Sahaya Ami Didi Suryadi Eko Sujarwo Eko Yulianto Prambudi Elah Nurlaelah Era Destiyandani Erika Christin Trisnawarni Erlangga Mawasdi Erlin Prasetyo Erlina Prihatnani Erlina Rahma Damayanti Fibby Syaeful Abdullah Fira Novianti Galih Kuat Prihandoko Giesta Dike Hari Setiyawan Helarius Ryan Wahyu Santoso Helti Lygia Mampouw Hermanto Hermanto Idza Nur Haida Ika Wulandari Ilham Fajar Anggoro Indri Kusumaningtyas Intan Kurnia Sari Intan Kurnia Sari, Intan Kurnia Jauharu, Afifah Latip Rasyid Joko Widiyanto Kristanto, Bagas Prima Kristian Tantra Sidarta Kristina Roseven Nababan Kristina Roseven Nababan Kriswandani, Kriswandani Kusuma, Dani Lusiyati, Lusiyati Marfi Ario Maria Krissanti Mega Ristiana Mei Andini Melliana Christie Nugroho Muhammad Al Falah Kurniawan N. Nurjanah Nanda Pravita Sari Nanda Sriretno Pangestu Novisita Ratu Nuringtyas, Sesilia Intan Kusuma Pratiwi Nurul Safaati Puspita, Wita Ratna Raharti, Antonia Dwi Rahayu Ranila Ranila, Rahayu Ranu Fitra Pradhitya, Ranu Fitra Ratri Isharyadi, Ratri Retno Ningtyas Retno Ningtyas, Retno Rian Ika Pesona Rindiani Repo Sidi Riska Novia Sari, Riska Novia Sari, Atika Defita Selan, Dina Selesna Theresia Uchia Sesilia Intan Kusuma Nuringtyas Soeleman, M Sri Amini Supriyati, Anis Susi Lestariyani Syera Trivena Dessiane Tatang Herman, Tatang Wahyu Hendriawan Wahyudi Winarto, Alexander Christian Widya Eka Yayi Suryo Prabandari Yogani Indah Pawestri Yoseffin Dhian Crismasanti