Putri, Rosa Riswana
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The Effectiveness of Matific Interactive Game Media to Improve Mathematics Learning Outcomes of Grade VII Students on the Matter of Integers Romita, Rahtu Dila; Prastika, Rahayu; Putri, Rosa Riswana; Hafizhah, Ummul; Tasman, Fridgo
Jurnal Basicedu Vol. 8 No. 5 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v8i5.8486

Abstract

Math learning is often considered difficult by students, this requires the creativity of math teachers to innovate, one of which is by using interactive learning media such as Matific. The purpose of this study was to determine whether or not the use of Matific interactive game media was effective in improving the learning outcomes of seventh grade mathematics students at SMP Negeri 7 Padang on integer material. This study uses a qualitative method by giving a questionnaire. The results of the research on the use of interactive game media Matific has been running effectively in learning mathematics, especially integers and is able to improve student learning outcomes. This is evidenced by the percentage of student questionnaire assessment results of 88.45% which means that Matific games are very effective as interactive learning media. This research contributes to the field of education in developing mathematics skills, increasing student engagement, and reducing student anxiety through educational games that utilize technology in the teaching and learning process. Student involvement in the mathematics learning process is related to increased student learning outcomes. For this reason, it is hoped that mathematics will no longer be considered a difficult lesson by students
The Effectiveness of Matific Interactive Game Media to Improve Mathematics Learning Outcomes of Grade VII Students on the Matter of Integers Romita, Rahtu Dila; Prastika, Rahayu; Putri, Rosa Riswana; Hafizhah, Ummul; Tasman, Fridgo
Jurnal Basicedu Vol. 8 No. 5 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v8i5.8486

Abstract

Math learning is often considered difficult by students, this requires the creativity of math teachers to innovate, one of which is by using interactive learning media such as Matific. The purpose of this study was to determine whether or not the use of Matific interactive game media was effective in improving the learning outcomes of seventh grade mathematics students at SMP Negeri 7 Padang on integer material. This study uses a qualitative method by giving a questionnaire. The results of the research on the use of interactive game media Matific has been running effectively in learning mathematics, especially integers and is able to improve student learning outcomes. This is evidenced by the percentage of student questionnaire assessment results of 88.45% which means that Matific games are very effective as interactive learning media. This research contributes to the field of education in developing mathematics skills, increasing student engagement, and reducing student anxiety through educational games that utilize technology in the teaching and learning process. Student involvement in the mathematics learning process is related to increased student learning outcomes. For this reason, it is hoped that mathematics will no longer be considered a difficult lesson by students
Problematika Kemampuan Penalaran Matematis Peserta Didik Kelas X dalam Menyelesaikan Soal Sistem Persamaan Liniear Dua Variabel Putri, Rosa Riswana; Rani , Maulani Meutia; Prastika , Rahayu; Romita , Rahtu Dila
Polinomial : Jurnal Pendidikan Matematika Vol. 4 No. 1 (2025)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v4i1.1462

Abstract

Penelitian ini bertujuan untuk mengidentifikasi problematika kemampuan penalaran matematis peserta didik kelas X jenjang Sekolah Menengah Atas (SMA) dalam mengerjakan soal-soal terkait materi Sistem Persamaan Linear Dua Variabel (SPLDV). Jenis penelitian yang digunakan adalah deskriptif kualitatif dengan instrumen menggunakan soal uraian yang dirancang berdasarkan indikator kemampuan penalaran matematis. Subjek penelitian berjumlah 32 orang peserta didik, yang hasil tesnya dikelompokkan ke dalam tiga kategori kemampuan berdasarkan pedoman penskoran. Berdasarkan hasil analisis, diketahui bahwa kemampuan penalaran matematis mayoritas peserta didik berada di level kategori sedang dengan persentase rata-rata sebesar 61%. Penelitian ini memfokuskan analisis pada peserta didik yang di diklasifikasikan dalam kelompok rendah. Mengacu pada hasil analisis data serta wawancara, ditemukan bahwa peserta didik dalam kategori ini mengalami kesulitan dalam memahami konsep dasar SPLDV, menyusun model matematika dari soal cerita, dan menentukan langkah penyelesaian yang tepat. Hasil yang diperoleh melalui penelitian ini diharapkan menjadi bahan evaluasi kepada guru untuk merancang pembelajaran yang lebih efektif, supaya mampu mendorong peningkatan kemampuan penalaran matematis peserta didik, khususnya bagi peserta didik dengan kemampuan rendah.