Chong, Seng Tong
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The Effectiveness of Learning Media Exhibitions Through Project-Based Learning (PjBl) to Improve the Creativity Skills of Prospective Mathematics Teachers Maharani, Rizqona; Lestari, Mulyaningrum; Abd Rauf, Rose Amnah; Hargrove, Benjamin Michael; Chong, Seng Tong; Listiani, Tanti; Exacta, Annisa Prima
Jurnal Pendidikan Matematika Vol 6, No 2 (2023): Jurnal Pendidikan Matematika (Kudus)
Publisher : Universitas Islam Negeri Sunan Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jpmk.v6i2.22674

Abstract

Prospective mathematics teachers in the IAIN Kudus mathematics education study program have not demonstrated maximum creative behaviour when developing learning media. Learning media exhibitions through project-based learning (PjBL) enable prospective teachers to interact directly (facilitate discussions)/be engaged authentically, explore critically, be innovative, elaborative, collaborative, and original, and gain challenging cognitive experiences so that their creativity increases. To determine the effectiveness of media exhibitions through PjBL on increasing the creativity of prospective mathematics teachers, a quasi-experimental approach was carried out on students (n=50) in the fifth semester of the 2022/2023 academic year of the IAIN Kudus mathematics education study program taken using cluster random sampling techniques. After applying this model and carrying out a paired t-test, there was a statistically significant difference between the mean of creativity of prospective mathematics teachers before and after implementing the PjBL model and exhibition activity. Meanwhile, the effectiveness of the improvement is 0.48 in the medium category. This means that the learning media exhibition through PjBL is effective in increasing the creativity of prospective teachers. Media exhibition activities through project-based learning can be a valuable and sustainable educational program to foster the creativity of prospective teachers majoring in mathematics education. Calon guru matematika pada program studi pendidikan matematika IAIN Kudus belum menunjukkan perilaku kreatif yang maksimal dalam mengembangkan media pembelajaran. Pameran media pembelajaran melalui pembelajaran berbasis proyek (PjBL) memungkinkan calon guru berinteraksi langsung (memfasilitasi diskusi)/terlibat secara autentik, bereksplorasi secara kritis, inovatif, elaboratif, kolaboratif dan orisinal, serta memperoleh pengalaman kognitif yang menantang sehingga kreativitasnya meningkat. Untuk mengetahui efektivitas pameran media melalui PjBL terhadap peningkatan kreativitas calon guru matematika, dilakukan pendekatan kuasi eksperimen pada siswa (n=50) semester V tahun pelajaran 2022/2023 pendidikan matematika IAIN Kudus program studi yang diambil dengan menggunakan teknik cluster random sampling. Setelah diterapkan model tersebut dan dilakukan uji t berpasangan, terdapat perbedaan yang signifikan secara statistik antara rata-rata kreativitas calon guru matematika sebelum dan sesudah penerapan model PjBL dan kegiatan pameran. Sedangkan efektivitas peningkatannya sebesar 0,48 dengan kategori sedang. Artinya pameran media pembelajaran melalui PjBL efektif meningkatkan kreativitas calon guru. Kegiatan pameran media melalui pembelajaran berbasis proyek dapat menjadi program pendidikan yang bernilai dan berkelanjutan untuk menumbuhkan kreativitas calon guru jurusan pendidikan matematika.
Qualitative Research in Geometry: ExamView as an Application in Facilitating Question Input in Moodle Listiani, Tanti; Maharani, Rizqona; Chong, Seng Tong
Plusminus: Jurnal Pendidikan Matematika Vol. 3 No. 3 (2023): November
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/plusminus.v3i3.1500

Abstract

Salah satu perkembangan teknologi untuk memudahkan pembelajaran adalah Moodle. Namun, kesulitan mengelola moodle sering dirasakan. Pada mata kuliah geometri misalnya, dosen merasa waktu yang digunakan untuk menginput soal yang berisi rumus matematika dan gambar cukup lama dan kurang efektif. ExamView merupakan aplikasi yang diprediksi dapat menjadi solusi permasalahan tersebut. Subyek penelitian deskripsi kualitatif ini yaitu dosen yang menggunakan aplikasi ExamView. Hasil penelitian menunjukkan aplikasi ExamView dapat membantu dosen dalam menginput soal khususnya soal pilihan ganda yang karakternya berupa soal dengan banyak rumus dan soal bergambar. Penggunaan ExamView cocok untuk kelas paralel yang didukung oleh beberapa dosen. Dosen hanya perlu mengimpor soal dalam format ZIP dari ExamView dan tidak perlu melakukan input manual untuk setiap kelas. ExamView dapat dijadikan alternatif bagi dosen dalam menyusun soal-soal ujian di kelas paralel karena dosen tinggal mengunggah dan mengaturnya di Moodle. One technological development to facilitate learning is Moodle. However, difficulties in managing Moodle are often felt. In geometry courses, for example, lecturers think that the time spent inputting questions containing mathematical formulas and pictures is quite long and less effective. ExamView is an application that is predicted to be a solution to this problem. The subjects of this qualitative descriptive research are lecturers who use the ExamView application. The research results show that the ExamView application can help lecturers in input questions, especially multiple-choice questions characterized by questions with lots of formulas and pictorial questions. The use of ExamView is suitable for parallel classes supported by several lecturers. Lecturers only need to import questions in ZIP format from ExamView and do not need to do manual input for each class. ExamView can be an alternative for lecturers to compie exam questions in parallel classes because lecturers need to upload and organize them in Moodle.
The Power of Gamification: How Kahoot! Transforms Motivation and Learning in Primary Science Education Sohilait, Desembra; Arjanto, Paul; Chong, Seng Tong; Soares, Maria Imaculada da Conceição
International Research-Based Education Journal Vol 7, No 1 (2025)
Publisher : Faculty of Education Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um043v7i1p85-97

Abstract

This study investigates the impact of Kahoot! on elementary students' motivation and learning outcomes in science education. Using a quantitative experimental one-group pre-test post-test design, 24 sixth-grade students participated, with data collected through a structured motivation questionnaire and a science comprehension test. Statistical analysis, including the Wilcoxon Signed-Rank Test, revealed a significant increase in motivation, with mean scores rising from 62.125 (Pre-Test) to 83.25 (Post-Test) and a p-value of .000 confirming the intervention's effectiveness. The findings align with self-determination theory, emphasizing autonomy, competence, and relatedness in fostering motivation. This study highlights the potential of game-based learning to enhance student engagement and suggests integrating digital platforms like Kahoot! into curricula to maximize learning outcomes. Future research should explore long-term effects and broader applications of gamification in primary education.