Noerhasmalina, Noerhasmalina
Pendidikan Matematika STKIP Muhammadiyah Pringsewu Lampung

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Eksperimentasi Media Pembelajaran Math Bilbul Terhadap Hasil Belajar Matematika Ditinjau dari Kemandirian Belajar Siswa Zulfa Taufiqoh; Noerhasmalina; Nurmitasari
Eksponen Vol. 13 No. 2 (2023): Eksponen: Volume 13 Nomor 2 September 2023
Publisher : Universitas Muhammadiyah Kotabumi

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

Abstract

Penelitian ini bertujuan untuk mengetahui perbedaan rata-rata antara pembelajaran menggunakan media pembelajaran Math Bilbul dengan pembelajaran menggunakan buku paket ditinjau dari kemandirian belajar siswa. Penelitian ini merupakan penelitian eksperimental semu dengan desain faktorial 2×3. Populasi dalam penelitian ini adalah seluruh siswa kelas VII SMPN 3 Gadingrejo tahun ajaran 2022-2023. Sampel penelitian terdiri dari kelas VII 1 sebagai kelas eksperimen dan kelas VII-3 sebagai kelas kontrol, pengambilan sampel menggunakan teknik cluster random sampling. Teknik pengumpulan data adalah teknik tes dan teknik angket, dengan instrumen tes hasil belajar matematika dan angket kemandirian belajar siswa. Teknik analisis data yang digunakan adalah analisis variansi dua jalan dengan sel tak sama, uji prasyarat yaitu uji normalitas dan uji homogenitas. Hasil penelitian menunjukkan bahwa ada perbedaan rata-rata antara pembelajaran menggunakan media pembelajaran Math Bilbul dengan pembelajaran menggunakan buku paket ditinjau dari kemandirian belajar siswa terhadap hasil belajar matematika. Namun, tidak ada interaksi antara pembelajaran yang digunakan dengan kemandirian belajar siswa
MEDIA PEMBELAJARAN ALMATH GAME BERBASIS POWERPOINT PADA MATERI BENTUK ALJABAR Noerhasmalina Noerhasmalina; Robia Astuti; Asmalia Safitri
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.6889

Abstract

Minimnya pemanfaatan media pembelajaran menjadi salah satu penyebab pencapaian pembelajaran siswa kurang optimal pada materi aljabar di kelas VII MTs Bustanul Ulum Jayasakti. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa game berbasis PowerPoint yang layak dan efektif. Model ADDIE (Analysis, Design, Development, Implementation and Evaluation) digunakan sebagai prosedur pengembangan media pembelajaran dalam penelitian ini. penelitian ini dilaksanakan di MTs Bustanul Ulum Jayasakti dengan subjek kelas VII C yang berjumlah 33 siswa. Instrumen yang digunakan yaitu lembar penilaian ahli, tes, dan angket. Berdasarkan hasil penelitian diperoleh kesimpulan bahwa media pembelajaran Almath Game layak dilihat dari hasil penilaian ahli yaitu dengan skor rata-rata 93% atau sangat layak, dan efektif digunakan dalam proses pembelajaran dilihat dari respon siswa dengan skor rata-rata 83,33% yaitu sangat baik, dan hasil belajar diperoleh persentase siswa yang  mencapai KKM atau tuntas sebesar 81,8%, serta mengalami peningkatan sebesar 51,5% dari persentase pada permasalahan awal sebesar  30,3%.The minimal use of learning media is one of the causes of less than optimal student learning outcomes in algebra form material in class VII MTs Bustanul Ulum Jayasakti. Therefore, this research aims to develop learning media in the form of PowerPoint-based games that are feasible and effective. The ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model is used as a procedure for developing learning media in this research. This research was carried out at MTs Bustanul Ulum Jayasakti with class VII C subjects totaling 33 students. The instruments used are expert assessment sheets, tests, and questionnaires. Based on the results of the research, it was concluded that the Almath Game learning media is suitable as seen from the results of expert assessment, namely with an average score of 93% in the "very appropriate" category, and is effectively used in the learning process as seen from student responses with an average score of 83.33%. in the "very good" category, and the learning outcomes obtained were that the percentage of students who achieved the KKM in the complete category was 81.8%, and experienced an increase of 51.5% from the percentage in the initial problem of 30.3%. 
Implementation of AI-based CTL learning model on students' mathematics learning outcomes Yopi Ayomi Afandi; Noerhasmalina Noerhasmalina; Ana Istiani; Lisdwiana Kurniati; Korhan Cengiz
Hipotenusa Journal of Research Mathematics Education (HJRME) Vol 9, No 1 (2026): HIPOTENUSA JOURNAL OF RESEARCH MATHEMATICS EDUCATION (HJRME)
Publisher : Universitas Muhammadiyah Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36269/hjrme.v9i1.3778

Abstract

This study was based on the low learning outcomes of students at SMP Negeri 4 Gadingrejo, where only 32 out of 126 students achieved the Learning Objective Achievement Criteria (KKTP). The research method used was quantitative with an experimental design, involving two groups: the experimental class (AI-based CTL) and the control class (Project Based Learning). The instrument used was a learning outcome test consisting of 5 essay questions that had been tested for validity and reliability. Data were analyzed to measure the differences in learning outcomes between the two groups. The results showed a significant difference between the average learning outcomes of students in the experimental class and those in the control class. The average learning outcomes of students who used the AI-based CTL model were higher than those who used the PjBL model. Based on the t-test, the calculated t value was 5.13, which was greater than the t-table value of 2.00, thus the research hypothesis was accepted. The conclusion of this study is that the application of the AI-based CTL learning model is effective in improving students’ learning outcomes on SPLDV material, and it is therefore recommended to consider using this model in mathematics learning.