Atika Zahra
Mathematics Education Study Program, Faculty Of Tarbiyah And Teacher Training, UIN Raden Fatah Palembang

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Pembelajaran Segitiga dan Segiempat Berbasis Pendidikan Matematika Ralistik Indonesia (PMRI) dengan Konteks Kertas Origami Nur Elisyah; Atika Zahra; Widya Astuti
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 7 No 2 (2023): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 7 Nomor 2 Tahun 2023
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v7i2.2247

Abstract

Rendahnya pemahaman peserta didik pada konsep matematika terutama materi segitiga dan segiempat mengakibatkan peserta didik menghadapi kesulitan untuk menyelesaikan soal-soal yang berhubungan pada meteri tersebut. Penelitian ini memiliki tujuan yaitu menganalisis pengaruh pembelajaran materi segitiga dan segiempat berbasis PMRI dengan menggunakan konteks kertas origami. Penelitian ini memakai metode penelitian ekperimen melalui rancangan One Shot Case Study. Sampel selama penelitian ini sebanyak 20 peserta didik kelas VII pada salah satu MTs Banyuasin. Data hasil penelitian yang diperoleh kemudian dianalisis dengan uji t sehingga ( = 1.755 dan =1.729) sehingga H0 ditolak. Berdasarkan analisis uji hipotesis dapat dinyatakan bahwa rata-rata nilai posttest peserta didik melampaui nilai KKM yang telah ditentukan. Dengan demikian peneliti dapat menarik kesimpulan melalui penggunaan pembelajaran PMRI dengan konteks kertas origami dapat meningkatkan pemahaman peserta didik terhadap konsep matematika serta dapat mempermudah peserta didik dalam menyelesaikan permasalahan yang ada pada materi segitiga dan segiempat yang disajikan dalam bentuk konkret. Dari penelitian ini juga dapat diketahui bahwa dengan mengaplikasikan pendekatan PMRI bisa membantu peserta didik dalam upaya mengatasi masalah yang dialami peserta didik pada pembelajaran matematika. Selain itu juga, penggunaan konteks origami dapat dijadikan salah satu pilihan sebagai konteks yang dapat membuat peserta didik lebih berperan aktif dalam proses pembelajaran. Pada penelitian selanjunya juga dapat mengembangkan materi pembelajaran pada matematika dengan menggunakan pendekatan PMRI berbatuan kertas origami.
Triangel Concept Learning Design Using Palembang Cultural for Class VII Students Ica Ramadona; Riza Agustiani; Atika Zahra; Agustiani Dumeva Putri
Jurnal Gantang Vol 8 No 1 (2023): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/jg.v8i1.5588

Abstract

The triangle is still a topic worth discussing because many pupils still want assistance in comprehending the notion of triangles as a whole. The research aims to produce a triangular concept learning design using the Palembang cultural context for VII grade students with augmented reality technology. The research subjects comprised 19 students from Class VII of Al-Azhar 33 Islamic Middle School in Palembang. The method used is design research, divided into preparing for the experiment, and design experiment, divided into two cycles, namely pilot experiments and teaching experiments, and finally, retrospective analysis. The data in this research was collected by observation, interview, documentation, and test. The instruments used in this research are video and field notes for observation and interview, LAS for documentation, and post-test for test. The data analysis technique is descriptive qualitative. The final result of this study is Local Instruction Theory (LIT) which contains the learning process in 4 activities, namely describing the triangles of the Musi 6 Bridge, identifying the properties of triangles based on side lengths, identifying the properties of triangles based on the size of the angles and solving problems related to the properties of triangles based on the length of the sides and the size of the angles. The results show that the cultural defined context can be used as a reference point in triangle material in class VII SMP.
Application of Augmented Reality in Geometry Learning in Increasing Student Learning Motivation Maira Nevarini; Riza Agustiani; Atika Zahra
Journal of Curriculum and Pedagogic Studies (JCPS) Vol. 2 No. 1 (2023): JCPS
Publisher : UIN Sulthan Thaha Saifuddin Jambi, Pusat Kajian Kurikulum Pengembangan Pengajaran dan Pembelajaran (Center of Curriculum Studies, Teaching and Learning Development)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30631/jcps.v2i1.1757

Abstract

ICT-based learning media is urgently needed to increase student motivation in learning, especially learning mathematics in flat material. The learning media used is Augmented Reality. Augmented Reality is defined as a technology that combines the real world with the virtual world, is interactive in real time, and is in the form of three-dimensional animation. This type of research is research design research type validation study qualitatively. Students' interest in learning that utilizes technology directly can be seen from their enthusiasm when explained about the barcode which contains augmented reality in the form of the Musi 6 Palembang bridge. Based on the research process that was carried out both during the pilot experiment and teaching experiment, the researchers saw that the enthusiasm of the students was not much different. In addition to increasing the enthusiasm of students, it turns out that there is a barcode containing augmented reality in the form of the Palembang 6 musi bridge about the activities students will be working on, which also helps students understand what they are doing. With the help of explanations from these videos the teacher makes it easier and saves more time because students are not confused when carrying out the activities given
Increasing Students' Learning Motivation Through Dicovery Learning-Based Educational Game Media Technology Erina Rahma Dia; Agustiany Dumeva Putri; Atika Zahra
Journal of Curriculum and Pedagogic Studies (JCPS) Vol. 3 No. 1 (2024): JCPS
Publisher : UIN Sulthan Thaha Saifuddin Jambi, Pusat Kajian Kurikulum Pengembangan Pengajaran dan Pembelajaran (Center of Curriculum Studies, Teaching and Learning Development)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30631/jcps.v3i1.2642

Abstract

The number of students who experience difficulties in understanding mathematical concepts is due to monotonous teaching methods that cause indifference and lack of motivation for students to learn in learning. This research aims to enable teachers to utilize technology as an interactive learning medium to increase students' learning motivation in understanding mathematical concepts by presenting the concept of educational games. The educational game media used is based on discovery learning, which means that with discovey learning, students will be encouraged to discover mathematical concepts and explore new knowledge through exploration. The research subjects used were grade VIII students at SMP Negeri 40 Palembang. The research method used is Research and Development research with development studies, whose stages are adjusted to the tessmer development model. Based on the results of the research in the field test stage trial, with the data collection techniques being learning motivation questionnaires, student response questionnaires and interviews, it was stated that discovery learning-based educational game media had a positive influence on increasing students' learning motivation. This is evidenced by the enthusiasm of students in participating in learning, they compete to achieve the highest score and be the fastest to solve the challenge in the educational game and also based on the results of data analysis which shows that the average score of the student learning motivation questionnaire increased to 82.76% with a high category after using the media.