Claim Missing Document
Check
Articles

Found 10 Documents
Search

Problem Based Learning Berbantuan Geogebra untuk Meningkatkan Hasil Belajar Geometri Analitik Suwanto, Fevi Rahmawati; Hasratuddin; Fauzi, Kms. Muhammad Amin; Napitupulu, E. Elvis
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.v3i3.1507

Abstract

Geometri Analitik sebagai salah satu mata kuliah wajib program studi Pendidikan Matematika. Penelitian tindakan kelas yang dilaksanakan selama dua siklus ini bertujuan untuk memperbaiki proses dan hasil belajar Geometri Analitik mahasiswa program studi Pendidikan Matematika Universitas Negeri Medan. Penelitian melibatkan 36 mahasiswa yang dilaksanakan pada semester ganjil tahun akademik 2023/2024. Data penelitian diperoleh melalui tes hasil belajar Geometri Analitik dan pengamatan langsung berupa catatan lapangan. Hasil penelitian menunjukkan bahwa pembelajaran yang dilakukan dengan menerapkan Problem Based Learning berbantuan GeoGebra dapat memperbaiki proses dan hasil belajar Geometri Analitik mahasiswa program studi Pendidikan Matematika Universitas Negeri Medan. Analytical Geometry is one of the mandatory subjects in the Mathematics Education study program. Classroom action research carried out over two cycles aims to improve the Analytical Geometry learning process and outcomes of students in the Mathematics Education study program at Medan State University. The research involved 36 students which was carried out in the odd semester of the 2023/2024 academic year. Research data was obtained through Analytical Geometry learning results tests and direct observations in the form of field notes. The results of the research show that learning carried out by applying Problem-Based Learning with the help of GeoGebra can improve the Analytical Geometry learning process and outcomes of students in the Mathematics Education study program at Medan State University.
PENGEMBANGAN e-LKPD INTERAKTIF MENGGUNAKAN PLATFORM LIVEWORKSHEET BERBASIS PENDEKATAN OPEN ENDED DI JURUSAN MATEMATIKA UNIVERSITAS NEGERI MEDAN Purba, Glory Indira Diana; Suwanto, Fevi Rahmawati; Samosir, Katrina
MES: Journal of Mathematics Education and Science Vol 10, No 1 (2024): Edisi Oktober
Publisher : Universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/mes.v10i1.10251

Abstract

Research into the development of teaching materials in the form of interactive LKPD was motivated by students' lack of interest in working on mathematics problems other than those assigned by the lecturer. Therefore, they tend to be less able to solve a problem if given questions. With the LKPD, it is hoped that it will be able to train the development of cognitive aspects or all aspects of learning in the form of experimental guides or demonstrations. LKPD is a form of implementation by teachers who act as facilitators in learning. The application of LKPD can give students the opportunity to think actively and creatively to improve learning in achieving learning indicators and competencies. LKPD is given with the aim of actively involving students in learning activities, so that learning in the classroom is no longer teacher centered but student centered. For this reason, researchers use e-LKPD with the aim of making learning more fun and interactive. One of the advantages of e-LKPD is that it helps lecturers and students carry out learning independently at home because it can be accessed online without requiring face-to-face meetings. Apart from that, students can access text, image, audio and video content that cannot be contained in conventional LKPD. This research shows the following results: 1) the average validity given by media expert validators is 3.83 and material expert validators is 3.66, both of which are in the very valid category, 2) the practicality of the e-LKPD being developed is taken based on student response questionnaires. namely 92% which is in the very practical category, 3) the effectiveness of e-LKPD is obtained based on achieving classical completeness of 88.57% of students completing the material covered. given.
PENGARUH PENDEKATAN REALISTIK BERBANTUAN GAME EDUKASI GIMKIT TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA SMPN 4 TANJUNG MORAWA Sitohang, Pebrina Enjel; Suwanto, Fevi Rahmawati
Pedagogy: Jurnal Pendidikan Matematika Vol. 10 No. 1 (2025): Pedaggogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

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

Abstract

Kemampuan pemecahan masalah adalah salah satu kemampuan yang harus dimiliki pada pembelajaran matematika. Kemampuan pemecahan masalah ini penting karena menuntut siswa untuk menggunakan daya nalar, pengetahuan, ide dan konsep – konsep matematika yang disusun bentuk bahasa matematika. Penelitian yang dilaksanakan di SMPN 4 Tanjung Morawa pada semester ganjil Tahun Ajaran 2024/2025 bertujuan untuk mengetahui pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa SMPN 4 Tanjung Morawa. Metode penelitian yang diterapkan adalah quasi experiment dengan menggunakan sampel dua kelas yaitu VIII-A sebagai kelas eksperimen dan VIII-C sebagai kelas kontrol. Hasil penelitian menunjukkan nilai signifikansi (2 – tailed) sebesar 0,000 maka sesuai dasar pengambilan keputusan dalam uji independent sample T-Test artinya terdapat perbedaan antara kemampuan pemecahan masalah matematis siswa di kelas eksperimen dan kelas kontrol. Dari statistik juga menunjukkan bahwa . Sehingga untuk pengambilan keputusannya ditolak dan diterima atau terdapat pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa.Kemampuan pemecahan masalah adalah salah satu kemampuan yang harus dimiliki pada pembelajaran matematika. Kemampuan pemecahan masalah ini penting karena menuntut siswa untuk menggunakan daya nalar, pengetahuan, ide dan konsep – konsep matematika yang disusun bentuk bahasa matematika. Penelitian yang dilaksanakan di SMPN 4 Tanjung Morawa pada semester ganjil Tahun Ajaran 2024/2025 bertujuan untuk mengetahui pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa SMPN 4 Tanjung Morawa. Metode penelitian yang diterapkan adalah quasi experiment dengan menggunakan sampel dua kelas yaitu VIII-A sebagai kelas eksperimen dan VIII-C sebagai kelas kontrol. Hasil penelitian menunjukkan nilai signifikansi (2 – tailed) sebesar 0,000 maka sesuai dasar pengambilan keputusan dalam uji independent sample T-Test artinya terdapat perbedaan antara kemampuan pemecahan masalah matematis siswa di kelas eksperimen dan kelas kontrol. Dari statistik juga menunjukkan bahwa . Sehingga untuk pengambilan keputusannya ditolak dan diterima atau terdapat pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa.
Development of Batik Motifs using Symatrig Application to enhance productivity and competitiveness of SMEs Kartika, Dinda; Niska, Debi Yandra; Suwanto, Fevi Rahmawati; Amalia, Sisti Nadia; Siregar, Nurhasanah; Talia, Anita; Syahputra, Fikri
Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Vol. 10 No. 1 (2025): February 2025
Publisher : University of Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/abdimas.v10i1.14812

Abstract

The Village Development Index (IDM) of the North Padang Lawas Regency in 2023 remained underdeveloped. The status has been upheld since 2018, although many craft and tourism industries in North Padang Lawas Regency have the potential to contribute to the regional economy, one of which is batik small medium enterprises (SMEs). Batik SMEs in North Padang Lawas Regency are predicted to be the featured product of the regency. One of the batik SMEs, i.e., Batik Sekar Najogi, becomes the icon of North Padang Lawas Regency. However, limited knowledge and resources in developing varied batik motifs have made the batik SMEs in this regency unpopular, both provincial and national. The Abdimas Team and partners, i.e., the Department of Industry and Trade of North Padang Lawas Regency, hold training and coaching for the Symatrig computer application to develop batik motifs based on symmetrical patterns in mathematics. The application also has different motif development patterns to produce various batik motifs. Of 30 batik makers joining the training, 13 agree to utilize the Symatrig application in their businesses, while the others strongly agree. Batik makers also offer recommendations to continue conducting such activity to support those involved in the industry.
Students’ obstacles in solving algebra form problems viewed from mathematical problem-solving ability Wahyuni, Reni; Suwanto, Fevi Rahmawati; Sthephani, Aulia; Ahyan, Shahibul
Jurnal Infinity Vol 14 No 3 (2025): VOLUME 14, NUMBER 3, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i3.p587-606

Abstract

Mathematical problem-solving ability is the most effective cognitive instrument in learning mathematics, and enhancing students' mathematical problem-solving ability is the primary objective of education. However, to reach the most effective level of mathematical problem-solving ability, we need to comprehend the reasons behind students' challenges while learning. This research investigates the learning obstacles of the students based on their mathematical problem-solving ability, particularly in algebraic form material. The method used in this research employed qualitative study with a series of Didactical Design Research (DDR) projects to learn the obstacles to the student's mathematical problem-solving ability. Seventy-six eighth-grade students from a public junior high school in Kampar region were given a test to assess their ability to solve mathematical problems. Various research instruments are used, including tests of mathematical problem-solving ability, interview guidelines, and interviews by audio recordings. The data were analyzed using a qualitative approach to determine students' learning obstacles. The findings highlight ontogenic, epistemological, and didactical obstacles students face while understanding the problem, particularly the concept of algebraic form, interpreting the word to the mathematical concept of algebraic form, and designing the algebraic forms.
Students’ obstacles in solving algebra form problems viewed from mathematical problem-solving ability Wahyuni, Reni; Suwanto, Fevi Rahmawati; Sthephani, Aulia; Ahyan, Shahibul
Jurnal Infinity Vol 14 No 3 (2025): VOLUME 14, NUMBER 3, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i3.p587-606

Abstract

Mathematical problem-solving ability is the most effective cognitive instrument in learning mathematics, and enhancing students' mathematical problem-solving ability is the primary objective of education. However, to reach the most effective level of mathematical problem-solving ability, we need to comprehend the reasons behind students' challenges while learning. This research investigates the learning obstacles of the students based on their mathematical problem-solving ability, particularly in algebraic form material. The method used in this research employed qualitative study with a series of Didactical Design Research (DDR) projects to learn the obstacles to the student's mathematical problem-solving ability. Seventy-six eighth-grade students from a public junior high school in Kampar region were given a test to assess their ability to solve mathematical problems. Various research instruments are used, including tests of mathematical problem-solving ability, interview guidelines, and interviews by audio recordings. The data were analyzed using a qualitative approach to determine students' learning obstacles. The findings highlight ontogenic, epistemological, and didactical obstacles students face while understanding the problem, particularly the concept of algebraic form, interpreting the word to the mathematical concept of algebraic form, and designing the algebraic forms.
PENGEMBANGAN MEDIA AUGMENTED REALITY BERBASIS PMR UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIKA SISWA SMA NEGERI Putri, Aisya Nabila; Hafiza, Mutia; Ambarita, Samuel Yordan; Nabilah, Wildani Nisrina; Suwanto, Fevi Rahmawati
ACADEMIA: Jurnal Inovasi Riset Akademik Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/academia.v5i2.5635

Abstract

This study aims to develop a learning medium based on Augmented Reality (AR) integrated with the Realistic Mathematics Education (RME) approach to enhance students’ conceptual understanding in mathematics. The use of less interactive learning methods often leads to students having difficulty grasping abstract concepts. By combining AR technology with the RME approach, learning is expected to become more visual, contextual, and meaningful. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The media was developed using the Assembler Edu application, validated by experts, and implemented among tenth-grade students at SMA Negeri 3 Medan. Data were collected through pre-tests, post-tests, observations, and questionnaires. The results showed an average post-test score increase of 27% compared to the pre-test, indicating a significant improvement in students’ conceptual understanding. In addition, most students responded positively to the media, stating that it was engaging, easy to use, and helped them understand the material more clearly. The media also supports key principles of RME, such as guided reinvention and the use of real-world contexts in the learning process. Based on these findings, the AR-based learning media integrated with RME is considered effective in improving the quality of mathematics instruction and is recommended as an innovative alternative to create more interactive and enjoyable learning experiences. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) yang terintegrasi dengan Pendekatan Matematika Realistik (PMR) guna meningkatkan pemahaman konsep matematika siswa. Penggunaan metode pembelajaran yang kurang interaktif sering kali membuat siswa kesulitan memahami konsep yang bersifat abstrak. Dengan menggabungkan teknologi AR dan pendekatan PMR, pembelajaran diharapkan menjadi lebih visual, kontekstual, dan bermakna. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang terdiri atas lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Media dikembangkan menggunakan aplikasi Assembler Edu, divalidasi oleh para ahli, dan diterapkan pada siswa kelas X SMA Negeri 3 Medan. Data dikumpulkan melalui pre-test, post-test, observasi, dan angket. Hasil penelitian menunjukkan adanya peningkatan rata-rata nilai post-test sebesar 27% dibandingkan pre-test, yang mengindikasikan peningkatan signifikan dalam pemahaman konsep siswa. Selain itu, mayoritas siswa memberikan tanggapan positif terhadap media, menyatakan bahwa tampilannya menarik, mudah digunakan, dan membantu dalam memahami materi secara lebih jelas. Media ini juga mendukung prinsip-prinsip PMR, seperti guided reinvention dan penggunaan konteks nyata dalam proses pembelajaran. Berdasarkan temuan tersebut, media AR berbasis PMR dinyatakan efektif dalam meningkatkan kualitas pembelajaran matematika dan direkomendasikan sebagai alternatif inovatif untuk menciptakan pengalaman belajar yang lebih interaktif dan menyenangkan.
PENGARUH PENDEKATAN REALISTIK BERBANTUAN GAME EDUKASI GIMKIT TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA SMPN 4 TANJUNG MORAWA Sitohang, Pebrina Enjel; Suwanto, Fevi Rahmawati
Pedagogy: Jurnal Pendidikan Matematika Vol. 10 No. 1 (2025): Pedaggogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/pedagogy.v10i1.5705

Abstract

Kemampuan pemecahan masalah adalah salah satu kemampuan yang harus dimiliki pada pembelajaran matematika. Kemampuan pemecahan masalah ini penting karena menuntut siswa untuk menggunakan daya nalar, pengetahuan, ide dan konsep – konsep matematika yang disusun bentuk bahasa matematika. Penelitian yang dilaksanakan di SMPN 4 Tanjung Morawa pada semester ganjil Tahun Ajaran 2024/2025 bertujuan untuk mengetahui pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa SMPN 4 Tanjung Morawa. Metode penelitian yang diterapkan adalah quasi experiment dengan menggunakan sampel dua kelas yaitu VIII-A sebagai kelas eksperimen dan VIII-C sebagai kelas kontrol. Hasil penelitian menunjukkan nilai signifikansi (2 – tailed) sebesar 0,000 maka sesuai dasar pengambilan keputusan dalam uji independent sample T-Test artinya terdapat perbedaan antara kemampuan pemecahan masalah matematis siswa di kelas eksperimen dan kelas kontrol. Dari statistik juga menunjukkan bahwa . Sehingga untuk pengambilan keputusannya ditolak dan diterima atau terdapat pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa.Kemampuan pemecahan masalah adalah salah satu kemampuan yang harus dimiliki pada pembelajaran matematika. Kemampuan pemecahan masalah ini penting karena menuntut siswa untuk menggunakan daya nalar, pengetahuan, ide dan konsep – konsep matematika yang disusun bentuk bahasa matematika. Penelitian yang dilaksanakan di SMPN 4 Tanjung Morawa pada semester ganjil Tahun Ajaran 2024/2025 bertujuan untuk mengetahui pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa SMPN 4 Tanjung Morawa. Metode penelitian yang diterapkan adalah quasi experiment dengan menggunakan sampel dua kelas yaitu VIII-A sebagai kelas eksperimen dan VIII-C sebagai kelas kontrol. Hasil penelitian menunjukkan nilai signifikansi (2 – tailed) sebesar 0,000 maka sesuai dasar pengambilan keputusan dalam uji independent sample T-Test artinya terdapat perbedaan antara kemampuan pemecahan masalah matematis siswa di kelas eksperimen dan kelas kontrol. Dari statistik juga menunjukkan bahwa . Sehingga untuk pengambilan keputusannya ditolak dan diterima atau terdapat pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa.
E-BOOK WITH A REALISTIC MATHEMATICS EDUCATION APPROACH HELPED BY SMART APPS CREATOR TO IMPROVE STUDENTS' PROBLEM SOLVING ABILITIES Putri, Puput Diana; Suwanto, Fevi Rahmawati
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15563

Abstract

The low problem solving ability of students at SMP Negeri 1 Kisaran is influenced by the use of less varied teaching materials. This research aims to produce E-Book products with the Realistic Mathematics Education (RME) approach assisted by Smart Apps Creator to improve students' problem solving skills that meet valid, practical, and effective criteria. This development uses the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The sample consists of two classes, namely class VIII-5 (experimental) and class VIII-2 (control), each with 30 students. Data were collected through tests, namely pretest posttest and non-test consisting of observation, interview, and questionnaire. Analysis data were analyzed through independent sample t-test with the help of SPSS 25. The results showed that: (1) The developed E-Book meets the valid criteria with an average expert assessment of 87.4% “very valid” category. (2) The practicality of the E-Book is obtained from the results of the teacher and student response questionnaire with an average value of 88.8% “very practical” category. (3) Based on the results of the Independent Samples T-test test, the sig. (2-tailed) 0.000 <0.05, which means there is a significant difference between the experimental class and the control class. Thus, the use of E-Books with the RME approach assisted by Smart Apps Creator is effective in improving students' problem solving skills.
The Development of Virtual Reality-Based Learning Media to Enhance University Students’ Motivation and Interest in Studying Non-Euclidean Geometry Utami, Chintia; Ananda, Rizky; Siagian, Amanda Nurhayati; Maigani, Maigani; Suwanto, Fevi Rahmawati
JPMI (Jurnal Pendidikan Matematika Indonesia) Vol 11, No 1 (2026): Volume 11 Number 1, March 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpmi.v11i1.7343

Abstract

This research aims to develop a Virtual Reality (VR)-based learning media using the Spatial.io platform to enhance the motivation and interest of mathematics education students in understanding Non-Euclidean Geometry. The study employed the Research and Development (R&D) method with the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. In the Analysis stage, the learning needs and the difficulties students face in grasping abstract concepts in geometry were identified. The media was then designed and developed using a virtual museum concept hosted on Spatial.io, featuring immersive rooms that visualized complex geometric structures. Expert validation was conducted involving media and material validators, with the results showing that the media was categorized as “very valid,” achieving an average score above 90% across all validation aspects. During the Implementation stage, the VR media was tested on mathematics students, and their affective responses were collected through Likert-scale questionnaires focusing on interest, motivation, practicality, and effectiveness. The evaluation results indicated that the VR-based media was highly practical (average score: 84%) and very effective (average score: 82.4%) in improving learning engagement. Moreover, the affective responses demonstrated a significant increase in both motivation and interest in learning abstract mathematical content. In conclusion, the development of Virtual Reality learning media for Non-Euclidean Geometry effectively supports the learning process by offering immersive, interactive, and contextually meaningful experiences that foster student involvement and emotional connection with the subject. Therefore, VR can be considered a highly relevant and impactful technological innovation to be integrated into mathematics learning at the higher education level.Pengembangan Media Pembelajaran Virtual Reality untuk Meningkatkan Motivasi dan Minat Belajar Mahasiswa pada Materi Geometri Non-EuclidABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Virtual Reality (VR) menggunakan platform Spatial.io guna meningkatkan motivasi dan minat belajar mahasiswa pendidikan matematika terhadap materi Geometri Non-Euclid. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari lima tahap, yaitu: Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Pada tahap analisis, diidentifikasi kebutuhan pembelajaran serta kesulitan mahasiswa dalam memahami konsep geometri yang bersifat abstrak. Media kemudian dirancang dan dikembangkan dalam bentuk museum virtual berbasis Spatial.io, yang memvisualisasikan bentuk-bentuk geometri non-konvensional secara imersif dan interaktif. Validasi media dilakukan oleh ahli materi dan ahli media, yang menunjukkan bahwa media yang dikembangkan termasuk dalam kategori “sangat valid” dengan rata-rata skor validasi di atas 90%. Pada tahap implementasi, media diuji coba pada mahasiswa jurusan matematika, dan data afektif dikumpulkan melalui angket skala Likert yang mencakup indikator minat, motivasi, kepraktisan, dan keefektifan. Hasil evaluasi menunjukkan bahwa media VR tergolong sangat praktis dengan skor rata-rata sebesar 84% dan sangat efektif dengan skor rata-rata 82,4% dalam meningkatkan keterlibatan belajar. Selain itu, respon afektif mahasiswa menunjukkan peningkatan yang signifikan dalam minat dan motivasi belajar terhadap konten matematika yang kompleks. Dengan demikian, media pembelajaran berbasis Virtual Reality ini terbukti mampu mendukung proses pembelajaran dengan menghadirkan pengalaman belajar yang imersif, interaktif, dan bermakna secara kontekstual. Oleh karena itu, media VR sangat relevan untuk diintegrasikan dalam pembelajaran matematika di jenjang pendidikan tinggi.Kata Kunci :Media Pembelajaran; Virtual Reality; Geometri Non-Euclid; Minat Belajar; Motivasi Belajar