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PELATIHAN PENGGUNAAN ZOOM DALAM KEGIATAN BELAJAR MENGAJAR DI SMK AVICENA RAJEG KABUPATEN TANGERANG Yenni, Yenni; Fadillah, Ahmad; Baist, Abdul
Community Services and Social Work Bulletin Vol 1, No 2 (2021): Community Services and Social Work Bulletin Volume 1 No. 2 2021
Publisher : Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.412 KB) | DOI: 10.31000/cswb.v1i2.5870

Abstract

The Covid-19 pandemic which has been endemic for several months, especially in Indonesia. As we all know, one of the consequences of this pandemic is that the government prohibits face-to-face learning in class. This prohibition applies to all levels. Therefore, we need the right media so that the teaching and learning process activities continue. The use of online media is the right choice. This is because in its use there is no need for direct contact between teachers and students. The chosen online application is Zoom where this application has many advantages that allow online learning to run interactively and maximally. The participants of this activity were all teachers of Avicenna Rajeg Vocational School, Tangerang Regency, Banten. In its implementation, lecturers are assisted by students with the aim of involving, introducing, and inviting students to interact in studying the material and its application in the real world. In general, the activity went smoothly, and participants were able to accept and understand the material presented by the lecturer.
Workshop pembelajaran STEM robot coding bagi guru dan calon guru matematika Kabupaten Banyumas dan Cilacap Nubatonis, Ofirenty Elyada; Maqruf, Agus; Permatasari, Dian; Wangge, Magdalena; Ahzan, Zulkaidah Nur; Scristia, Scristia; Irma, Ade; Baist, Abdul; Pradipta, Trisna Roy; Herman, Tatang; Nurlaelah, Elah
Jurnal Anugerah Vol 6 No 2 (2024): Jurnal Anugerah: Jurnal Pengabdian kepada Masyarakat Bidang Keguruan dan Ilmu Pen
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/anugerah.v6i2.7228

Abstract

STEM (Science, Technology, Engineering, and Mathematics) berperan penting dalam kemajuan ilmu pengetahuan, teknologi, sosial, ekonomi, kesehatan, industri, dan berbagai aspek kehidupan. Integrasi STEM dalam pendidikan sangat diperlukan untuk menghasilkan generasi berdaya saing global. Workshop berbasis STEM bagi MGMP Matematika SMA di Kabupaten Banyumas dan Kabupaten Cilacap serta mahasiswa UIN Prof. K.H. Saifuddin Zuhri Purwokerto bertujuan meningkatkan pemahaman dan praktik STEM, memperluas penyebaran hasil pelatihan, meningkatkan kompetensi guru, serta memotivasi guru untuk mengembangkan keterampilan mereka. Program ini mencakup perencanaan, pelaksanaan workshop, pendampingan dalam pembuatan rencana pembelajaran STEM, serta monitoring dan evaluasi. Data yang dikumpulkan meliputi dokumentasi hasil kerja peserta, serta kuesioner untuk mengetahui respons peserta terhadap kegiatan ini. Data dianalisis secara kuantitatif dan kualitatif untuk mengevaluasi efektivitas pelatihan. Dengan pengetahuan dan keterampilan ini, peserta diharapkan dapat mengintegrasikan STEM dalam pembelajaran matematika, melaksanakan pembelajaran berbasis pemrograman, dan meningkatkan kemampuan berpikir matematis siswa.
Role Play Game (RPG) to Improve Student Problem Solving Skills Retno Andriyani; Nisvu Nanda Saputra; Abdul Baist
RANGE: Jurnal Pendidikan Matematika Vol. 5 No. 2 (2024): Range Januari 2024
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.Vol5.Iss2.6234

Abstract

This research is to develop Role Play Game (RPG) learning media to improve students' problem-solving skills. The type of research used is development research with the ADDIE development model (Analysis, design, Development, Implementation, Evaluation), with the subject of research being grade VIII students of SMP Dharma Siswa Kota Tangerang with a total of 33 subjects. Data collection techniques use validation sheets, student response questionnaires, and problem-solving test instruments. From the results of the study, it is known that RPG learning media is feasible to use based on the results of validator assessments and student responses after using learning media, then RPG learning media can be used in learning to improve students' problem-solving abilities, students' problem-solving abilities increased from 33.30% to 75.75%. So it can be concluded that RPG learning media is suitable for use in the classroom and can improve students' problem-solving skills
Media Pembelajaran Berbasis Role Play Game Saputra, Nisvu Nanda; Yazidah, Nok Izatul; Baist, Abdul
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 6 No. 1 (2023): Inovasi Teknologi, Psikologi Belajar, dan Adaptasi Pembelajaran Matematika di E
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v6i1.2135

Abstract

Tujuan dari penelitian untuk mengembangkan media pembelajaran matematika berbasis RPG (Role Play game). Penelitian ini menggunakan model pengembangan ADDIE. Subjek penelitian adalah siswa kelas VIII SMP Dharma Siswa Tangerang yang berjumlah 71 siswa. Teknik pengumpulan yang digunakan angket, lembar validasi, dokumentasi, wawancara dan tes pilihan ganda 20 soal. Hasil validasi ahli media dan materi masing-masing memperoleh nilai rata-rata total sebesar 4,62 dengan kriteria “Sangat Baik”. Sedangkan hasil validasi ahli pendidikan diperoleh nilai rata-rata total sebesar 4,12 dengan kriteria “baik”. Sedangkan hasil kepraktisan pada uji coba terbatas diperoleh nilai rata-rata keseluruhan sebesar 3,22 dan 3,19 dengan kriteria sangat baik. Untuk hasil uji efektifitas diperoleh hasil 81% siswa pada kategori tuntas. Dari hasil penelitian maka media pembelajaran berbasis RPG valid, praktis dan efektif.
Publikasi dan Penelitian Tindakan Kelas dalam Rangka Peningkatan Kapasitas Guru Saputra, Nisvu Nanda; Andriyani, Retno; Yazidah, Nok Izatul; Baist, Abdul
Community Services and Social Work Bulletin Vol 4, No 2 (2024): Community Services and Social Work Bulletin Volume 4 No. 2 2024
Publisher : Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/cswb.v4i2.14228

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kapasitas guru dalam melaksanakan penelitian tindakan kelas (PTK) dan publikasi ilmiah. Keterampilan ini penting untuk pengembangan profesionalisme guru dan peningkatan kualitas pembelajaran. Banyak guru menghadapi kendala dalam memahami metodologi PTK yang benar dan dalam menyusun laporan yang memenuhi standar publikasi. Selain itu, minimnya pemahaman tentang berbagai platform publikasi ilmiah juga menjadi hambatan. Kegiatan pengabdian ini dilaksanakan melalui serangkaian workshop interaktif dan pendampingan individual. Materi yang disampaikan meliputi konsep dasar PTK, tahapan pelaksanaan, teknik pengumpulan dan analisis data, serta penyusunan laporan PTK yang sistematis. Peserta juga dibekali dengan strategi menulis artikel ilmiah dan pengenalan jurnal-jurnal pendidikan yang relevan. Metode pendampingan difokuskan pada praktik langsung, di mana peserta didorong untuk mengidentifikasi masalah di kelas mereka, merancang PTK, dan menyusun draf laporan. Hasil pengabdian menunjukkan adanya peningkatan signifikan dalam pemahaman dan keterampilan guru terkait PTK dan publikasi ilmiah. Guru-guru menjadi lebih percaya diri dalam merencanakan dan melaksanakan PTK, serta termotivasi untuk mempublikasikan hasil penelitian mereka. Diharapkan, peningkatan kapasitas ini akan berdampak positif pada peningkatan kualitas pembelajaran di kelas dan mendorong budaya penelitian di kalangan guru
Workshop pembelajaran STEM robot coding bagi guru dan calon guru matematika Kabupaten Banyumas dan Cilacap Maqruf, Agus; Permatasari, Dian; Wangge, Magdalena; Ahzan, Zulkaidah Nur; Scristia, Scristia; Nubatonis, Ofirenty Elyada; Irma, Ade; Baist, Abdul; Pradipta, Trisna Roy; Herman, Tatang; Nurlaelah, Elah
Jurnal Anugerah Vol 6 No 2 (2024): Jurnal Anugerah: Jurnal Pengabdian kepada Masyarakat Bidang Keguruan dan Ilmu Pen
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/anugerah.v6i2.6996

Abstract

STEM (Science, Technology, Engineering, and Mathematics) berperan penting dalam kemajuan ilmu pengetahuan, teknologi, sosial, ekonomi, kesehatan, industri, dan berbagai aspek kehidupan. Integrasi STEM dalam pendidikan sangat diperlukan untuk menghasilkan generasi berdaya saing global. Workshop berbasis STEM bagi MGMP Matematika SMA di Kabupaten Banyumas dan Kabupaten Cilacap serta mahasiswa UIN Prof. K.H. Saifuddin Zuhri Purwokerto bertujuan meningkatkan pemahaman dan praktik STEM, memperluas penyebaran hasil pelatihan, meningkatkan kompetensi guru, serta memotivasi guru untuk mengembangkan keterampilan mereka. Program ini mencakup perencanaan, pelaksanaan workshop, pendampingan dalam pembuatan rencana pembelajaran STEM, serta monitoring dan evaluasi. Data yang dikumpulkan meliputi dokumentasi hasil kerja peserta, serta kuesioner untuk mengetahui respons peserta terhadap kegiatan ini. Data dianalisis secara kuantitatif dan kualitatif untuk mengevaluasi efektivitas pelatihan. Dengan pengetahuan dan keterampilan ini, peserta diharapkan dapat mengintegrasikan STEM dalam pembelajaran matematika, melaksanakan pembelajaran berbasis pemrograman, dan meningkatkan kemampuan berpikir matematis siswa.
Self-Efficacy and High-Order Thinking Skills (HOTS) In Mathematics: A Systematic Literature Review Marlina; Baist, Abdul; Nopitasari, Dian
JRPM (Jurnal Review Pembelajaran Matematika) Vol. 11 No. 1 (2026)
Publisher : Department of Mathematics Education, Faculty of Tarbiyah and Teacher Training, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrpm.2026.11.1.53-69

Abstract

The study aims to examine the influence of self-efficacy on high-order thinking skills in mathematics learning while identifying the factors underlying the observed differences in outcomes. The method used is a Systematic Literature Review. Fifteen articles published between 2020 and 2025 were selected as the research subjects. Data were collected from four databases, Scopus, ERIC, ScienceDirect, and Google Scholar, using the primary keywords “self-efficacy” and “HOTS”. The journals were systematically reviewed and analyzed following the PRISMA 2020 guidelines. The results of the study indicate that self-efficacy positively affects high-order thinking skills in mathematics among secondary school students. Students with high self-efficacy generally demonstrate stronger abilities in analysis, evaluation, problem-solving, and creative thinking than students with low self-efficacy. However, for the problem-solving indicator, 7% of the results showed no significant relationship. The variation in results is attributed to learning strategies that do not support the development of students' understanding of mathematical concepts. Therefore, teachers are advised to implement learning strategies that can enhance students’ self-efficacy to support the development of HOTS.
DESIGN OF TEACHING MATERIALS WITH PYTHON-ASSISTED NUMERICAL METHODS TO DEVELOP STUDENTS' MATHEMATICAL CREATIVE THINKING ABILITY Kristy Agustina; Abdul Baist
Prima: Jurnal Pendidikan Matematika Vol. 10 No. 1 (2026): PRIMA : Jurnal Pendidikan Matematika
Publisher : FKIP Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/prima.v10i1.16166

Abstract

This study aims to design and examine the feasibility of Python-assisted numerical methods teaching materials in the form of a problem-based learning module intended to support the development of students’ mathematical creative thinking abilities. The research adopts a research and development (R&D) approach using the ADDIE model and is limited to the Analysis, Design, and Development phases. In the analysis phase, curriculum documents and numerical methods course syllabi were reviewed and interviews were conducted with lecturers to identify course learning outcomes, key indicators, and students’ difficulties related to numerical methods and mathematical creative thinking. In the design phase, the structure and components of the module were specified, including orientation sections, explanations of concepts and procedures, worked examples, practice exercises, problem-based tasks integrating Python programming, evaluations, and answer keys, all aligned with indicators of mathematical creative thinking. In the development phase, a draft of the module was produced and subjected to expert validation by media, content, and education experts using a Likert-scale instrument, followed by a small-group trial with students. The expert validation results showed an average score of 75.26% in the “Strong” category, while student responses reached an average of 92.3% in the “Very Strong” category, indicating that the module is valid and highly practical for numerical methods learning. These findings suggest that the Python-assisted, problem-based numerical methods module is feasible for use in lectures and has promising potential to support the development of students’ mathematical creative thinking abilities, which should be further investigated through subsequent experimental or quasi-experimental studies that directly measure learning outcomes and creative thinking.
Wordwall-Supported Mathematics Instruction and Junior High School Students’ Mathematical Creative Thinking: A Quasi-Experimental Stud Virna Jatnika Sary; Ratu Sarah Fauziah Iskandar; Abdul Baist; Muhammad Azam
International Journal of Applied Learning and Research in Algebra Vol. 3 No. 2 (2026)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/algebra.v3i2.2455

Abstract

Purpose – This study examines the effect of Wordwall-supported mathematics instruction on junior high school students’ mathematical creative thinking, with particular attention to fluency, flexibility, originality, and elaboration. It addresses the limited empirical evidence on how digital game-based learning supports domain-specific mathematical creativity in secondary education. Methodology – A quasi-experimental pretest–posttest nonequivalent control-group design involved 60 Grade 8 students in Tangerang, Indonesia. Thirty students received Wordwall-supported instruction and 30 received regular instruction. Mathematical creative thinking was measured using five open-ended tasks. Posttest scores were analysed using ANCOVA with pretest scores as a covariate, while normalised gain was used as a supplementary measure of improvement. Findings – After controlling for baseline performance, the experimental group achieved a higher adjusted posttest mean (86.73) than the control group (80.60), with an adjusted mean difference of 6.13 points, 95% CI [2.51, 9.74], F(1, 57) = 11.52, p = .001, partial η² = .168. The experimental group also showed a higher normalised gain (0.659 vs. 0.502), p = .002, with Hedges’ g = 0.85. Novelty – The study provides domain-specific evidence that Wordwall can support mathematical creativity when digital tasks are deliberately designed to elicit multiple solutions, strategic flexibility, original responses, and elaborated reasoning. Significance – The findings extend international research on digital game-based mathematics learning by showing how a widely accessible platform can support creative mathematical thinking in a lower-secondary context, offering a transferable instructional principle for technology-enhanced mathematics classrooms across diverse educational settings.