Claim Missing Document
Check
Articles

IDENTIFIKASI KESALAHAN MATEMATIKA SISWA SMP BERDASARKAN TAHAPAN KASTOLAN Raharti, Antonia Dwi; Yunianta, Tri Nova Hasti
Journal of Honai Math Vol. 3 No. 1 (2020): Journal of Honai Math
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jhm.v3i1.114

Abstract

The study aims to identify kinds of high school students’ misrepresent in doing their tasks and to provide the appropriate scaffolding as a solution to help the students. This is a qualitative descriptive research. The research subject consists of three junior high school students who have different abilities in Mathematics. They were selected out of 92 students. This research studied the conceptual errors, procedural mistakes, and students’ technical mistakes in working on the problems based on the stages of Kastolan mistakes and the scaffoldings given. Furthermore, the data were collected by using the way of testing, interviewing and documenting techniques. The research data were guarantee validated with the triangulation method. The result of the research showed that there were some errors done by the students in doing the tasks. They were the conceptual errors, procedural mistakes, and technical errors. The scaffoldings given to help the students do the tasks for Level 1 (environmental provisions), Level 2 (explaining, reviewing dan restructuring), and Level 3 (developing conceptual thinking).
STUDENTS' MATHEMATICAL REPRESENTATION ABILITY IN SOLVING MATHEMATICS QUESTIONS BASED ON HIGH ORDER THINKING SKILLS Ambarani, Erli; Yunianta, Tri Nova Hasti
Journal of Honai Math Vol. 4 No. 2 (2021): Journal of Honai Math
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jhm.v4i2.181

Abstract

The ability of representation is part of the five basic standards in learning mathematics. This ability needs to be possessed by students well. Analyzing and describing the representational abilities of junior high school students in solving mathematics based on Higher Order Thinking Skills is the aim of this study. This type of research is descriptive qualitative research. The subject of this study found 4 students taken from 26 students of class IX A SMP Negeri in Temanggung Regency who have high mathematical abilities. The data collection technique of this research used tests, interviews, and documentation. The validity of the data using data triangulation. The data analysis technique used is data reduction, data presentation, and conclusion drawing. The results of the analysis and research descriptions show that students' representational abilities in solving HOTS-based math problems are different. The verbal representation category of S2 and S3 subjects can use verbal representations well and has concluded that S1 has not yet completed the steps, and S4 has not been able to write down the steps on verbal representation. The ability of symbolic representation of subjects S1, S2, S3 still has errors in writing equations but does not affect the results, S4 already assumes equations and expressions correctly. The visual representation categories S1, S2 and S4 have not been able to draw geometric shapes completely, while S3 is wrong in writing symbols on the picture.
Textbook praxeological-didactical analysis: Lessons learned from the Indonesian mathematics textbook Yunianta, Tri Nova Hasti; Suryadi, Didi; Dasari, Dadan; Herman, Tatang
Journal on Mathematics Education Vol. 14 No. 3 (2023): Journal on Mathematics Education
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.v14i3.pp503-524

Abstract

The objective of textbook study is to create high-quality textbooks. Analysis was done using a praxeological-didactical analysis (PDA) method. PDA offers space to analyze curriculum materials, such as math textbooks, which are the outcome of human action in the anthropology of a specific nation's society. There are 10 types of tasks given in the mathematics textbook on measurement of spatial figures and seven techniques are identified as possible ways to complete the tasks. The justification of praxis is that there are three emerging technologies and two theories that are used as the final direction of the given task type. There is a sequence of task composition at the start with loads at level 2 and level 3 that can affect student readiness. Psychologically, it is regarded as difficult at first, which can lead to students becoming disinterested as well as bored, thus experiencing difficulties, creating ontogenetic obstacles. The other predicted learning obstacles identified in this textbook are epistemological and didactic obstacles. All the findings from this analysis can be applied to continuously raise the standard of the currently available mathematics textbooks.
The Development of Borad game “The Adventure Of Algebra” in The Senior High School Mathematics Learning Andini, Mei; Yunianta, Tri Nova Hasti
Al-Jabar: Jurnal Pendidikan Matematika Vol 9 No 2 (2018): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v9i2.3424

Abstract

Algebra has an important meaning in Senior High School learning. It needs to be combined by the interesting practice questions, with that reason, this research will develop a board game learning media that can be used in Algebra learning. The research aims to develop a board game learning media that is valid, practical, and effective as a means of training questions in Algebraic material. The research uses the ADDIE development model which consists of steps Analyze, Design, Development, Implementation, and Evaluation. This media is a set of the modified game from monopoly games. This media is named The Adventure Of Algebra, and has been tested on 34 class VIII C students of SMP Negeri 1 Ambarawa. The instruments of data collection technique in the research consisted of instruments for validating material and media aspects, practicality assessment instruments, student opinion instruments, and posttest pretest instruments. The Media of  board games have been declared valid from the aspect of material experts with a score of 95% and valid from media experts with a score of 96%, both of which are very good categories. The results of practicality assessment get a score of 90% in the very good category. The results of the pair t-test data that show the sig value. (2-tailed) produced from the pretest and posttest data is written 0,000 which means that the significance value is close to zero which is less than 0.05 with the posttest average value (67) higher than the average pretest (50.5). So that the media is effective to be used as a means of training Algebra questions at the junior high school level. 
A The Description Of The Ninth Grade Junior High School Students’ Cognitive Ability In Completing The Two Linear Variables Equation Viewed From Solo Taxonomy Nuringtyas, Sesilia Intan Kusuma; Yunianta, Tri Nova Hasti
Al-Jabar: Jurnal Pendidikan Matematika Vol 10 No 1 (2019): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v10i1.3743

Abstract

This research is qualitative descriptive research which aims to describe ninth grade students' cognitive abilities in solving the problem of two-variable linear equations (PLDV) through Solo Taxonomy. The techniques of data collection were tests, interviews, and documentation. The credibility of the data in this research is guaranteed using the triangulation method. The results of this research, based on five levels of Solo Taxonomy, show the students' understanding and problem-solving abilities based on their cognitive abilities. In this case, the subject of high cognitive ability (DW) was able to reach five levels of the Solo Taxonomy and the subject of moderate cognitive ability (RN) was able to reach three levels of the Solo Taxonomy. So that it can be said that the two subjects were able to understand and solve the problem of two-variable linear equations (PLDV). The subject of low cognitive ability (AB) was able to reach one level of Solo Taxonomy so that it can be said that the subject has not been able to understand and solve PLDV problems. 
Pengembangan Board Game TITUNGAN untuk Melatih Kemampuan Berpikir Kreatif Matematis Siswa Widiyanto, Joko; Yunianta, Tri Nova Hasti
Mosharafa: Jurnal Pendidikan Matematika Vol. 10 No. 3 (2021): September
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v10i3.674

Abstract

Berpikir kreatif adalah salah satu komponen penting dalam mengembangkan berpikir unggul untuk menciptakan manusia unggul. Melatih kemampuan berpikir kreatif dapat menggunakan board game. Penelitian ini dilakukan untuk mengembangkan suatu produk berupa board game TITUNGAN yang valid, praktis dan efektif digunakan untuk melatih kemampuan berpikir kreatif matematis siswa. Penelitian pengembangan ini menggunakan contoh pengembangan ADDIE sebagai metode penelitian. Subjek dalam penelitian ini sebanyak 8 siswa SMP Negeri 3 Tanjung Bintang. Instrumen penelitian yang digunakan berupa angket daftar isian (checklist) dan tes untuk menguji kevalidan, kepraktisan dan keefektifan. Hasil dari persentase rata-rata kevalidan sebesar 92,67% (lebih dari 90%) yang termasuk dalam kategori sangat Valid dan persentase rata-rata kepraktisan sebesar 80,9% (lebih dari 80%) yang termasuk dalam kategori Praktis, sedangkan hasil uji paired t-test menghasilkan perbedaan yang signifikan antara nilai pretest dan posttest. Dapat disimpulkan bahwa board game TITUNGAN dapat dikatakan valid, praktis dan efektif digunakan untuk melatih kemampuan berpikir kreatif matematis siswa. Creative thinking is one of the important in developing superior thinking to create superior humans. Creative thinking skills can be trained using board games. This study aims to develop a TITUNGAN board game that is valid, practical, and effective in trained students’ mathematical creative thinking ability. This development research uses the example of ADDIE development as a research method. The subject in this study were 8 students of SMP Negeri 3 Tanjung Bintang. The research instruments were a checklist questionnaire and a test to test the validity, practicality, and effectiveness. The result of validity obtained an average percentage of 92,67% (more than 90%) which is included in the very valid category and an average percentage of the practicality of 80,9% (more than 80%) which is included in the practical category, while the result of paired t-test that there is a significant difference between the pretest and posttest scores. It can be concluded that the TITUNGAN board game can be valid, practical, and effective to train students’ mathematical creative thinking ability.
Developing Android-Based Counting Game as Learning Media to Train Students' Creative Thinking Ranila, Rahayu; Yunianta, Tri Nova Hasti; Prihatnani, Erlina
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 3 (2023): July
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i3.830

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.
Pengembangan Media Evaluasi Pembelajaran Matematika Berbasis Aplikasi Quizizz dengan Soal PISA Konten Quantity Kristanto, Bagas Prima; Yunianta, Tri Nova Hasti
Edumatica : Jurnal Pendidikan Matematika Vol 11 No 2 (2021): Edumatica: Jurnal Pendidikan Matematika
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (914.365 KB) | DOI: 10.22437/edumatica.v11i02.12449

Abstract

The development of learning evaluation media is important as an innovation for teachers in online learning during a pandemic. This study aims to develop a learning evaluation media based on the Quizizz application with valid and practical PISA math questions with quantity content so that it is feasible to use. The method used is research and development level 1 where this research will develop and validate the product without spreading the product. The method stages in research and development consist of determining potentials and problems, gathering information and studying literature, then designing the product finally validating the product. The product design stage produces a product that is then validated by the media and material by experts in their fields and practicality by mathematics teachers. The results of this study indicate that the learning evaluation media based on the Quizizz application with the PISA mathematics questions of the Quantity content can be said to be valid and practical so that they are feasible to use. The average percentage of the assessment shows that 90.6% of this media is valid and 91.3% practical, so this product is said to be suitable for use.
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 | 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.
DESAIN DAN PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE MATEMATIKA “PUMA” UNTUK MATERI PECAHAN SENILAI DI SEKOLAH DASAR Andrias Banu Pradipto; Tri Nova Hasti Yunianta
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 16 No 1 (2026)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2026.v16.i1.p1-12

Abstract

Pecahan Senilai pada pembelajaran Sekolah Dasar perlu disertai dengan menggunakan alat penyaji yang menarik dan tidak monoton terutama pada latihan soal, hal tersebut yang menjadi landasan penelitian untuk mengembangkan media pembelajaran board game yang dapat digunakan pada materi Pecahan Senilai. Penelitian ini bertujuan untuk mengembangkan media yang valid, praktis, dan efektif sebagai sarana latihan soal pada materi Pecahan Senilai. Penelitian ini menggunakan model pengembangan ADDIE yang terdiri dari tahapan Analyze, Design, Development, Implementation, dan Evaluation. Media ini merupakan modifikasi dan pengembangan dari permainan puzzle. Media ini diberi nama PUMA “Puzzle Matematika”, dan sudah diujicobakan terhadap 37 siswa kelas 5 SD Kanisius Gendongan Salatiga. Instrumen pengumpulan data dalam penelitian ini berupa instrumen validasi aspek media dan aspek materi, instrumen kepraktisan, instrumen pretest dan posttest, dan instrument pendapat siswa. Media permainan board game puzzle dinyatakan valid dari aspek ahli media dengan skor 90,88% dan valid dari aspek materi dengan skor 93,5%, keduanya masuk dalam kategori sangat baik. Hasil dari kepraktisan memperoleh skor 94,59% masuk dalam kategori sangat baik. Hasil tersebut menunjukkan bahwa media pembelajaran puzzle board game PUMA merupakan media yang valid, praktis, dan efektif untuk mengajarkan materi Pecahan Senilai di sekolah dasar.
Co-Authors Ambarani, Erli Amin, Nor Fadila Andini, Mei Andrias Banu Pradipto 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 Bambang Susanto 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 Dyana Wijayanti Eka Pradita Putri Indriani Eko Sujarwo Eko Yulianto Prambudi Elah Nurlaelah Era Destiyandani Erika Christin Trisnawarni Erlangga Mawasdi Erlin Prasetyo Erlina Prihatnani Erlina Prihatnani Erlina Rahma Damayanti Fibby Syaeful Abdullah Fika Widya Pratama Fira Novianti Galih Kuat Prihandoko Giesta Dike Hari Setiyawan Helarius Ryan Wahyu Santoso Helti Lygia Mampouw 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 Kriswandani Kriswandani Kusuma, Dani Lusiyati, Lusiyati Marfi Ario Maria Krissanti Maryann Lanuza Mega Ristiana Mei Andini Melliana Christie Nugroho Muhammad Al Falah Kurniawan Nanda Pravita Sari Nanda Sriretno Pangestu Novisita Ratu Nuringtyas, Sesilia Intan Kusuma Pratiwi Nurul Safaati Puspita, Wita Ratna Raharti, Antonia Dwi Rahayu Ranila Rahayu Ravita Ranila, Rahayu Ranu Fitra Pradhitya, Ranu Fitra Ratri Isharyadi, Ratri Retno Ningtyas Retno Ningtyas, Retno Rian Ika Pesona Rian Ika Pesona Rindiani Repo Sidi Riska Novia Sari, Riska Novia Rizky Rosjanuardi Sari, Atika Defita Selan, Dina Selesna Theresia Uchia Sesilia Intan Kusuma Nuringtyas Soeleman, M Sri Amini Suhendra Supriyati, Anis Susi Lestariyani Syera Trivena Dessiane Tatang Herman, Tatang Wahyu Hendriawan Wahyu Setiawan Wahyudi Winarto, Alexander Christian Widya Eka Yayi Suryo Prabandari Yogani Indah Pawestri Yoseffin Dhian Crismasanti