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Pengembangan Aplikasi Pembentukan Kelompok Cooperative Learning Menggunakan Visual Basic Kurniawan, Agus Prasetyo
JURNAL REVIEW PEMBELAJARAN MATEMATIKA Vol 1 No 2 (2016)
Publisher : UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrpm.2016.1.2.192-208

Abstract

This study aim to develop an application using visual basic programming to facilitate the formation of cooperative groups and to investigate the validity, effectiveness, and practicality of the development of this application. This research method including R&D performed with 6 stage, consists of: the potential and problems, data collection, product design, design validation, improved of design, and test products. The results showed that the yield of the IT media expert validation amounted to 82.5% and validation of learning experts is 92.86%. In addition, the results of the questionnaire responses test of subjects each amounted 83.33% for the first test subjects and 91.67% for the second test subjects. Seeing these findings, it can be concluded that the application of cooperative learning group formation using visual basic can be said to be very feasible to be used as a tool for the establishment of cooperative learning groups.
Learning Trajectory Siswa dalam Memecahkan Masalah Kelipatan Persekutuan Terkecil Ditinjau dari Kemampuan Matematika Prayitno, Lydia Lia; Kurniawan, Agus Prasetyo
JURNAL REVIEW PEMBELAJARAN MATEMATIKA Vol 2 No 1 (2017)
Publisher : UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrpm.2017.2.1.15-27

Abstract

This study aimed to describe students learning trajectory to solving math problems based on student’s ability. The subject is 4th-gradestudents of Madrasah Ibtidaiyah (MI) K.H. Mas Mansyur Surabaya. The results obtained by learning trajectory are (1) high ability students, expressing the understanding of the problem orally and writing, plan two solutions process, choose to use multiples and sum between departure time and travel time, the subject re-examine every step in solving the problem. (2) medium ability students, expressing an understanding of the problem orally, planning a solution and implementing it until finding a solution, in re-examining the subject using factoring; and (3) low-ability students, expressing an understanding of the problem orally, planning a solution to finding a solution, then simply re-examining the steps taken in solving the problem.
Proses Berpikir Mahasiswa dalam Memecahkan Masalah Fungsi Pembangkit Mutianingsih, Ninik; Prayitno, Lydia Lia; Kurniawan, Agus Prasetyo
JURNAL REVIEW PEMBELAJARAN MATEMATIKA Vol 3 No 1 (2018): Juni 2018
Publisher : UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrpm.2018.3.1.29-39

Abstract

This study aims to describe students’ thinking process in solving the problems of generating function. This is a case study that classifies students into three categories: high, medium, and low. Subjects were asked to solve the problems then use think aloud to reveal their thinking process. The results show that in understanding the problem, using conceptual and procedural knowledge related to the problems, strategies, and experiences they have in solving similar problems between the three subjects is different. Subjects with high and medium capability are able to reveal the problem-solving component of Polya in detail, whereas low-ability subjects use only some of the problem-solving components of Polya.
Pantun Matematika: Media Untuk Mengembangkan Keterampilan Literasi Matematis Mahasiswa Melalui Service Learning Kurniawan, Agus Prasetyo; Rofiki, Imam
JMPM: Jurnal Matematika dan Pendidikan Matematika Vol 6, No 1 (2021): Maret - Agustus 2021
Publisher : Universitas Pesantren Tinggi Darul Ulum Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/jmpm.v6i1.2051

Abstract

Tujuan penelitian ini adalah untuk mendeskripsikan proses pengembangan pantun matematika guna mempertajam keterampilan literasi mahasiswa melalui service learning. Penelitian ini termasuk penelitian pengembangan dengan tujuh tahapan. Penelitian ini melibatkan dua mahasiswa pendidikan matematika dan 19 siswa SMP Ma’arif Surabaya. Data penelitian ini diperoleh melalui catatan lapangan, lembar validasi, dan angket. Hasil penelitian menunjukkan bahwa proses pengembangan pantun matematika melalui tahap pengidentifikasian potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, dan uji coba pemakaian. Selain itu, kevalidan, kepraktisan, dan keefektifan pantun matematika juga dideskripsikan.
Pengembangan Game “Mythics.Apk” untuk Melatihkan Kemampuan Berfikir Tingkat Tinggi Siswa SMP Sahal, M. Abdulloh; Kurniawan, Agus Prasetyo; Lubab, Ahmad
Supermat : Jurnal Pendidikan Matematika Vol 7 No 2 (2023): Supermat : Jurnal Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33627/sm.v7i2.1359

Abstract

Higher order thinking skills are needed in learning mathematics. Teachers can encourage students to practice higher order thinking skills through six stages, namely 1) seeking information; 2) submit allegations; 3) conduct an inquiry; 4) make a conjecture; 5) looking for alternatives; 6) draw conclusions. These six stages are very likely to be inserted into RPG-type game content to make it more interesting and increase student learning motivation. The research method used is the development with the Plomp model which consists of a preliminary research phase, a prototyping phase and an assessment phase. The learning media developed in this study is an android game with the title MYTHICS. Data collection techniques used in the form of field notes and validation. The results showed that in the preliminary research phase a literature study and needs analysis was carried out. In the prototyping phase, the game map is made, the game character is created, the storyline is made, the android touch screen control buttons are made, the battle level and problem level are designed in the game, and music is added. Finally, the assessment phase "MYTHICS.apk" was declared valid from the validation results with an average total validation value of 3.785 and was declared practical based on the validator's assessment, where two validators stated that the media could be used without revision and the other two stated that the media could be used with slight revisions.
MATHEMATICS LEARNING INSTRUMENT DEVELOPMENT BASED ON RME ASSISTED BY LIVE WORKSHEET TO DEVELOP PROBLEM SOLVING SKILLS Faricha, Nia Agustina; Kurniawan, Agus Prasetyo; Yanti, Aning Wida; Prayitno, Lydia Lia
MATEMATIKA DAN PEMBELAJARAN Vol. 12 No. 1 (2024): MATEMATIKA DAN PEMBELAJARAN
Publisher : IAIN Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33477/mp.v12i1.7118

Abstract

Learning mathematics experiences several problems, one of them is problems related to problem solving skills, the researchers applied the RME approach that presented a real-world context so that students could construct their own understanding with the help of live worksheets as an assisted media for mathematics learning. The existence of an approach that is applied using developing technology is expected to have trained students to solve problems properly and correctly. This study to develop learning tools that can develop mathematical problem solving skills with realistic mathematics education (RME) approach assisted by live worksheet application. This type is a Research and Development (R&D) with the ADDIE model (analysis, design, development, implementation and evaluation). This research was applied to 8th-A grade students at SMPN 1 Baureno Bojonegoro as many as 32 students. Data were collected using several techniques, field notes, validation, and tests. The results of data analysis showed that based on the indicators determined by researchers, the learning device was declared "valid" in terms of (1) the total average validity of the lesson plan of 3.93 which was included in the "valid" criteria, and (2) e-LKPD of 4.192 which was included in the "very valid" criteria. The learning device is expressed as "practical" at criterion "B" with an average total practicality score of 82.045 which means it can be used with minor revisions. The learning device was expressed "effective" to develop mathematical problem solving skills based on the average test score of all students of 85.46 with a percentage of classical completeness of more than 75%, which is 81.25%. This study recommends the use of RME assisted by live worksheets to develop problem solving skills, especially for junior high school students.  Keywords: Live Worksheet; Problem Solving; RME Approach
The Effect of Learning Style on Academic Achievement of Prospective Teachers in Mathematics Education Kurniawan, Agus Prasetyo; Hartono, Sugi
Journal of Mathematical Pedagogy (JoMP) Vol. 2 No. 1: December 2020
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jomp.v2n1.p26-31

Abstract

This study aims to determine the effect of learning styles on academic achievement of prospective teachers in mathematics education. The method used in this research is descriptive analytic with cross sectional approach. The subjects in this study were 66 students of 5th semester mathematics education teacher candidates at the State Islamic University of Sunan Ampel Surabaya, Indonesia. Data were collected by two methods, namely the questionnaire method or questionnaire through the Visual Auditory and Kinesthetic (VAK) test to collect student learning style data and the documentation method to collect student academic achievement data which was carried out by using the chi square test to see the relationship between learning styles and academic achievement. The results showed that the most student learning styles were visual learning styles (54.5%), then auditory learning styles (24.2%) and finally kinesthetic learning styles (13.6%). Furthermore, there were some students who chose more than one learning style, namely visual-auditory (3.1%), visual-kinesthetic (3.1%), and auditory-kinesthetic (1.5%). After performing the statistical test, namely the chi square test, it is obtained that X2 count = 4.497 is greater than X2 table = 3.9403 at a significant level of 0.05. This shows that there is a relationship between learning styles and academic achievement of prospective mathematics education teacher students. Keywords: learning style, academic achievement, prospective teachers, mathematics education
Komparasi Etnomatematika Pada Masjid Cheng Hoo Purbalingga, Masjid Cheng Hoo Jember, dan Masjid Cheng Hoo Surabaya Zhara, Tanaya Az; Lutfi, Nur Azuraini; Kurniawan, Agus Prasetyo
JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Vol 10, No 1 (2024)
Publisher : Program Studi Pendidikan Matematika, FKIP, Universitas Siliwangi, Tasikmalaya

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

Abstract

Masjid Cheng Hoo di Purbalingga, Jember, dan Surabaya merupakan contoh nyata dari perpaduan keberagaman budaya dan kearifan lokal dengan warisan budaya Tionghoa. Etnomatematika sebagai kajian yang mengintegrasikan matematika dan budaya menjadi pokok pembahasan dalam penelitian ini. Fokusnya adalah pada aspek-aspek etnomatematika yang tercermin dalam desain arsitektur, dan pola ornamen ketiga masjid tersebut. Penelitian ini menggunakan pendekatan kualitatif dengan analisis deskriptif komparatif. Data diperoleh melalui literatur, observasi langsung, wawancara, dan dokumentasi. Hasil analisis menunjukkan adanya konsep etnomatematika yang unik dalam berbagai elemen masjid, seperti ornamen, pintu utama, kubah, ventilasi, dan ornamen atap. Penelitian ini menghasilkan pemahaman bahwa meskipun terdapat perbedaan dalam warna, motif, dan ornamen antara Masjid Cheng Hoo Purbalingga, Jember, dan Surabaya, namun kesamaan dalam konsep matematika dan geometri mendasar menciptakan harmoni dalam desain arsitektur mereka.Kata kunci: Etnomatematika; Masjid Cheng Hoo; Desain Arsitektur, Kearifan Lokal
Eksplorasi Etnomatematika pada Pesarean Empu Ronggo Warsito, Prasasti Peninggalan Eyang Syafi’i Hidayatullah dan Petilasan Mbah Sedomargi Mantup Khoirunnisa, Nadia Nashwa; Hanum, Nur Latifah; Kurniawan, Agus Prasetyo
JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Vol 10, No 1 (2024)
Publisher : Program Studi Pendidikan Matematika, FKIP, Universitas Siliwangi, Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jp3m.v10i1.9514

Abstract

Penelitian ini memiliki tujuan untuk menjelaskan adanya hubungan matematika dengan budaya (etnomatematika) pada Pesarean Empu Ronggo Warsito, Prasasti Peninggalan Eyang Syafi’i Hidayatullah dan Petilasan Mbah Sedomargi Mantup yang menunjukkan bahwa etnomatematika dapat digunakan untuk alternatif dalam memperoleh pemahaman konsep matematika. Penelitian ini merupakan jenis penelitian kualitatif eksploratif menggunakan pendekatan etnografi. Hasil wawancara yang telah dilakukan menunjukkan bahwa di desa Gurit, Babatan, Mantup terdapat pemakaman yang merupakan sebuah makam dari seorang Empu dan makam seorang tokoh agama yang masih memiliki darah keturunan Waliyullah, beliau bernama Empu Ronggo Warsito dan terdapat prasasti peninggalan Eyang Syafi’i Hidayyatullah, serta terdapat petilasan Mbah Sedomargi di Mantup. Hasil penelitian ini menunjukkan bahwa terdapat etnomatematika pada Pesarean Empu Ronggo Warsito, Prasasti Peninggalan Eyang Syafi’i Hidayatullah dan Petilasan Mbah Sedomargi Mantup ini yaitu ditemukan konsep matematika khususnya konsep transformasi geometri dan bangun datar.
Eksplorasi Etnomatematika Pada Kolam Segaran : Membaca Warisan Budaya Majapahit Dalam Perspektif Matematika Rahayu, Wulan; Karinsa, Hanah; Kurniawan, Agus Prasetyo
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 8 No. 1 (2025): Sains Matematika dan Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v8i1.5068

Abstract

Penelitian ini mengeksplorasi etnomatematika pada Kolam Segaran, sebuah situs budaya peninggalan Kerajaan Majapahit, dengan tujuan memahami nilai-nilai matematis yang terkandung dalam desainnya serta mengintegrasikannya ke dalam pembelajaran matematika berbasis budaya. Pendekatan kualitatif dengan metode etnografi digunakan untuk menggali keterkaitan antara konsep geometri, aljabar, dan pengukuran yang terimplementasi dalam struktur Kolam Segaran. Data diperoleh melalui observasi langsung, wawancara mendalam, dan dokumentasi dengan informan yang memiliki pemahaman mendalam tentang budaya Majapahit. Hasil penelitian menunjukkan bahwa Kolam Segaran memuat konsep matematika seperti bangun datar, bangun ruang, luas permukaan, volume bangun ruang, simetri, dan rasio, yang dapat dimanfaatkan untuk mengajarkan prinsip-prinsip geometri dan aljabar dalam konteks yang relevan. Pendekatan ini tidak hanya meningkatkan pemahaman siswa terhadap matematika tetapi juga mendorong apresiasi terhadap warisan budaya lokal. Penelitian ini memberikan kontribusi penting dalam pengembangan kurikulum berbasis budaya, menjadikan Kolam Segaran sebagai model pembelajaran yang inovatif dan aplikatif untuk menghubungkan pendidikan matematika dengan kekayaan budaya Indonesia.