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Pendekatan Saintifik melalui Model Pembelajaran STEM untuk Mendukung Kemampuan Communication, Problem solving Matematis dan Self-Efficacy ana muliyana; Jailani Jailani
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 1 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (670.473 KB) | DOI: 10.24127/ajpm.v12i1.6148

Abstract

Pembelajaran matematika dikelas harus dapat memberi pembelajaran yang bermakna serta dapat menggunakan teknologi dalam pembelajarannya agar siswa memiliki kemampuan berpikir tingkat tinggi. Penelitian  ini bertujuan untuk meningkatkan kompetensi siswa dan mendukung kemampuan berpikir tingkat tinggi seperti kemampuan communication, problem solving dan self-efficacy siswa dengan pendekatan saintifik melalui model pembelajaran STEM. Jenis penelitian ini adalah penelitian eksperimen quasi. Desain penelitian yang digunakan dalam kegiatan penelitian ini adalah One-Group Pretest-Post-test Design. Penelitian ini dilaksanakan di kelas X MIA 1 SMA Negeri 1 Silaen semester genap pada materi trigonometri dengan jumlah sampel sebanyak 18 siswa. Instrumen yang digunakan dalam penelitian ini berupa intrumen tes dan non tes. Instrumen jenis tes adalah tes kemampuan komunikas dan problem solving berupa prestest dan post-test sedangkan instrumen non-tes adalah angket Self-efficacy. Hasil penelitian menunjukkan pembelajaran matematika menggunakan pendekatan saintifik dengan model pembelajaran STEM dapat meningkatkan kemampuan communication dan problem solving serta meningkatkan self-efficacy siswa. 
PENGEMBANGAN APLIKASI MOBILE LEARNING GEOMETRI UNTUK MENINGKATKAN KREATIVITAS MATEMATIS Muliyana, Ana; Andayani, Sri; P, Adi Wibowo
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 4 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i4.8980

Abstract

Kurangnya pemanfaatan mobile learning disekolah serta rendahnya kreativitas matematis siswa khususnya materi geometri sehingga perlu dikembangkan aplikasi pembelajaran yang dapat meningkatkan kreativitas matematis siswa. Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa aplikasi mobile learning geometri untuk meningkatkan kreativitas matematis. Produk ini memuat materi bangun ruang untuk kelas VII SMP. Produk dikembangkan mengikuti model ADDIE: Analyze, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa: (1) Aplikasi mobile learning geometri yang dikembangkan dikemas dengan menggunakan sintaks Creative problem solving dilengkapi dengan fitur liveworksheets, geogebra, video pembelajaran, quiziz dan google form yang memfasilitasi peningkatan kreativitas matematis. (2) Produk yang dikembangkan dinyatakan valid berdasarkan hasil validasi aplikasi mobile learning geometri yang diperoleh dari dua ahli media dan materi dimana rata-rata indeks Aiken mencapai 0,94 dari skor maksimal 1 dan berada pada kategori “Tinggi”. Produk dinilai praktis didasarkan pada persentase penilaian oleh guru yang mencapai 96,55%, penilaian oleh siswa mencapai 71,28%, serta rata-rata persentase keterlaksanaan pembelajaran mencapai 85.83%. Produk juga dinilai efektif berdasarkan kenaikan yang signifikan pada variabel kreativitas matematis dimana uji proporsi menujukkan skor test kreativitas mencapai kriteria minimal baik lebih dari 69,9%. Dengan ini, maka produk yang dikembangkan berupa aplikasi mobile learning geometri memenuhi kriteria valid, praktis dan efektif.The limited use of mobile learning in schools and low mathematical creativity among students, especially in geometry, necessitates the development of a learning application to enhance mathematical creativity. This development research aims to create a mobile learning application for geometry to boost students' mathematical creativity. The application covers spatial geometry material for 7th-grade junior high students and was developed using the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. Results show that: (1) The application, designed with the Creative Problem Solving (CPS) framework, includes features like live worksheets, GeoGebra, instructional videos, Quizizz, and Google Forms to support creativity. (2) The product is validated with an average Aiken index of 0.94, indicating high validity. It is deemed practical with teacher evaluations at 96.55%, student evaluations at 71.28%, and an average lesson implementation percentage of 85.83%. Effectiveness is confirmed by a significant increase in mathematical creativity, with test scores exceeding the 69.9% minimum criterion. Thus, the mobile learning application meets the criteria for validity, practicality, and effectiveness.
Dari Sitoluama untuk Indonesia : Menumbuhkan Generasi Ilmuwan Melalui DMSC 2024 Regina Ayunita Tarigan; Asido Saragih; Junita Amalia; Jaya Santoso; Ana Muliyana; Sari Muthia Sari; Andrew Rolas Siagian
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 5 No. 2 (2025): Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v5i2.6023

Abstract

The proficiency of Indonesian students in mathematics and science remains relatively low, as reflected in the 2022 PISA survey, which ranked Indonesia 69th out of 81 participating countries. This low level of mathematical and scientific literacy has become a major concern in efforts to improve the quality of education. This community service activity aims to foster interest and motivation among senior high school students (SMA/SMK/MA or equivalent) in the fields of mathematics, physics, chemistry, and biology through the organization of the Del Mathematics and Science Competition (DMSC) in 2024. The competition was conducted in two stages: an online preliminary round on November 2, 2024, and an on-site final round on November 9, 2024, at Institut Teknologi Del, coinciding with World Scientiest Day. The implementation method included competition promotion, online participant selection, and in-person contest execution with an objective scoring system. The findings indicated high enthusiasm among participants from various regions of Indonesia, along with improved understanding and confidence in solving concept-based problems. The implications of this activity suggest that science-based competitions can serve as effective platforms to raise public awareness of the importance of mastering science and support national efforts to enhance the quality of education in mathematics and science
Pengembangan Sistem Informasi Manajemen Administrasi dan Keuangan Berbasis Web Jemaat HKBP Palmarum Tarutung Ardiles Sinaga; Ana Muliyana; Oppir Hutapea
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 5 No. 2 (2025): Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v5i2.6049

Abstract

The HKBP Palmarum Church faces significant challenges in its administration and financial management, which have been conducted manually. This approach exposes the system to risks of data loss, delays in information updates, and a lack of transparency in financial reporting. This community service project aims to develop a web-based management information system to address these issues. The methodology employed is the Software Development Life Cycle (SDLC) with a prototyping approach. The outcome of the project includes a system capable of managing congregation data, finances, and service information digitally. With the implementation of this system, church services are expected to become more efficient, transparent, and serve as a model for other churches.