Getut Pramesti
Department Of Mathematics Education, Universitas Sebelas Maret, Surakarta, Indonesia

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PENGEMBANGAN MEDIA GAME INTERAKTIF BILINGUAL BERBASIS PENDIDIKAN KARAKTER DALAM PEMBELAJARAN MATEMATIKA DI SEKOLAH MENENGAH ATAS Getut Pramesti; Dyah Ratri Aryuna; Ponjo Sudjatmiko; Mardiyana Mardiyana
Jurnal Infinity Vol 3, No 1 (2014): Volume 3 Number 1, Infinity
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (424.418 KB) | DOI: 10.22460/infinity.v3i1.p1-17

Abstract

ABSTRAKTujuan dari penelitian ini adalah untuk mengetahui pembelajaran matematika setelah dilakukan pengembangan media game interaktif bilingual berbasis pendidikan karakter pada siswa kelas XII IPS 4 SMAN I EX RSBI Karanganyar. Pengembangan media dilakukan untuk mengetahui apakah terdapat peningkatan penguasaan konsep materi siswa yang ditinjau dari kemampuan kognitif dan karakter siswa. Penelitian ini merupakan penelitian tindakan kelas dengan subjek siswa kelas XII IPS 4 SMAN 1 EX RSBI Karangayar.  Dibuat skenario dalam setiap siklus dengan tiga kali pertemuan dengan terlebih dahulu dilakukan pengukuran terhadap kemampuan kognitif dan karakter pada masa pra-siklus. Tiap pertemuan pada masing-masing siklus dilakukan observasi terhadap penguasaan konsep yang diukur dari kemampuan kognitif siswa dan karakter siswa. Hasil penelitian tindakan kelas pada kelas XII IPS 4 SMAN 1 Karanganyar adalah sebagai berikut 1) Pembelajaran matematika pada siswa kelas X SMAN I EX RSBI Karanganyar setelah dilakukan pengembangan media game interaktif bilingual berbasis pendidikan karakter pada pembelajaran Matapelajaran matematika berjalan dengan baik dan lancar. Salah satu indikasi dari terjadinya peningkatan penguasaan konsep materi siswa yang diukur dari kemampuan kognitif siswa, rerata prestasi siswa pada pra-siklus sebesar 53,03, meningkat pada siklus 1 sebesar 82,09 dan kembali meningkat pada siklus 2 sebesar 82,94. 2) Karakter siswa yang diukur antara lain religius, jujur, disiplin, kerja keras, kreatif, mandiri, demokratis, rasa ingin tahu, menghargai prestasi, bersahabat/ komunikatif, senang membaca, peduli sosial, peduli lingkungan, tanggung jawab. Terjadi peningkatan kriteria karakter siswa. Jika pada pra-siklus kriteria karakter siswa cukup baik maka pada siklus 1 dan 2 meningkat menjadi baik.Kata Kunci    : bilingual, game, interaktif, karakter  ABSTRACTThe purpose of this study to investigate the learning of mathematics after the development of interactive gaming media bilingual character education based on class XII students of SMAN I EX IPS 4 Karanganyar RSBI. Media development was conducted to determine whether there is a material increase student mastery of concepts in terms of students' cognitive abilities and also the students character. This research is action class with the subjects are students in the class XII IPS 4 of SMAN 1 EX RSBI Karangayar. Scenarios created in each cycle with three meetings with prior measurements on cognitive abilities and character in pre-cycle. Each meeting of each cycle was the observation of the measured concept of astery students' cognitive abilities and character of student. Action research results on class XII IPS 4 SMAN 1 Karanganyar are as follows 1) Learning mathematics in class X SMAN I EX RSBI Karanganyar after the development of interactive gaming media bilingual education based on learning character mathematics lesson goes well and smoothly. One indication of the increasing student mastery of the material being measured concept of cognitive abilities of students, the average achievement of students in pre-cycle was 53,03, an increase in cycle 1 at 82,09 and its increased again in cycle 2 is 82,94. 2) The character of students measured which are religious, honest, disciplined, work hard, creative, independent, democratic, curiosity, recognize excellence, friendship / communicative, happy reading, social care, care for the environment, responsibility. There are an increase in students' character criteria. If the pre-cycle criteria quite well the character of students in cycle 1 and 2 increased to well.Keywords      :  bilingual, character, games, interactive
ANALISIS KORESPONDENSI MOTIVASI MAHASISWA DALAM PERKULIAHAN Getut Pramesti
JNPM (Jurnal Nasional Pendidikan Matematika) Vol 1, No 1 (2017): EDISI MARET
Publisher : Universitas Swadaya Gunung Djati

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.539 KB) | DOI: 10.33603/jnpm.v1i1.250

Abstract

Penelitian ini bertujuan untuk melakukan analisis korespondensi antara faktor-faktor yang membuat mahasiswa termotivasi dalam perkuliahan di Pendidikan Matematika. Penelitian ini merupakan penelitian populasi dengan analisis korepondensi sebagai metode kuantitatifnya. Subjek penelitian sebanyak 129 mahasiswa yang mengisi kuisioner sehubungan dengan analisis korespondensi mengenai motivasi mahasiwa dalam perkuliahan. Dari hasil analisis korespondensi dan tingkat kepercayaan 95%, diperoleh hasil bahwa 1) antara kesan mahasiswa terhadap dosen dengan pemberian tugas saling berkorespondensi, berhubungan secara lemah dan signifikan,2) antara pemberian nilai dengan kemudahan mendapat nilai A tidak saling berkorespondensi, berhubungan secara lemah dan tidak signifikan dan 3) antara peluang kerja setelah lulus kuliah dan pilihan kuliah saling berkorespondensi, berhubungan secara lemah dan signifikan Kata Kunci : Korespondensi, Analisis, Motivasi 
PENGEMBANGAN MEDIA GAME INTERAKTIF BILINGUAL BERBASIS PENDIDIKAN KARAKTER DALAM PEMBELAJARAN MATEMATIKA DI SEKOLAH MENENGAH ATAS Getut Pramesti; Dyah Ratri Aryuna; Ponjo Sudjatmiko; Mardiyana Mardiyana
Jurnal Infinity Vol 3 No 1 (2014): Jurnal Infinity Vol. 3 No. 1 Februari 2014
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v3i1.p1-17

Abstract

ABSTRAKTujuan dari penelitian ini adalah untuk mengetahui pembelajaran matematika setelah dilakukan pengembangan media game interaktif bilingual berbasis pendidikan karakter pada siswa kelas XII IPS 4 SMAN I EX RSBI Karanganyar. Pengembangan media dilakukan untuk mengetahui apakah terdapat peningkatan penguasaan konsep materi siswa yang ditinjau dari kemampuan kognitif dan karakter siswa. Penelitian ini merupakan penelitian tindakan kelas dengan subjek siswa kelas XII IPS 4 SMAN 1 EX RSBI Karangayar.  Dibuat skenario dalam setiap siklus dengan tiga kali pertemuan dengan terlebih dahulu dilakukan pengukuran terhadap kemampuan kognitif dan karakter pada masa pra-siklus. Tiap pertemuan pada masing-masing siklus dilakukan observasi terhadap penguasaan konsep yang diukur dari kemampuan kognitif siswa dan karakter siswa. Hasil penelitian tindakan kelas pada kelas XII IPS 4 SMAN 1 Karanganyar adalah sebagai berikut 1) Pembelajaran matematika pada siswa kelas X SMAN I EX RSBI Karanganyar setelah dilakukan pengembangan media game interaktif bilingual berbasis pendidikan karakter pada pembelajaran Matapelajaran matematika berjalan dengan baik dan lancar. Salah satu indikasi dari terjadinya peningkatan penguasaan konsep materi siswa yang diukur dari kemampuan kognitif siswa, rerata prestasi siswa pada pra-siklus sebesar 53,03, meningkat pada siklus 1 sebesar 82,09 dan kembali meningkat pada siklus 2 sebesar 82,94. 2) Karakter siswa yang diukur antara lain religius, jujur, disiplin, kerja keras, kreatif, mandiri, demokratis, rasa ingin tahu, menghargai prestasi, bersahabat/ komunikatif, senang membaca, peduli sosial, peduli lingkungan, tanggung jawab. Terjadi peningkatan kriteria karakter siswa. Jika pada pra-siklus kriteria karakter siswa cukup baik maka pada siklus 1 dan 2 meningkat menjadi baik.Kata Kunci    : bilingual, game, interaktif, karakter  ABSTRACTThe purpose of this study to investigate the learning of mathematics after the development of interactive gaming media bilingual character education based on class XII students of SMAN I EX IPS 4 Karanganyar RSBI. Media development was conducted to determine whether there is a material increase student mastery of concepts in terms of students' cognitive abilities and also the students character. This research is action class with the subjects are students in the class XII IPS 4 of SMAN 1 EX RSBI Karangayar. Scenarios created in each cycle with three meetings with prior measurements on cognitive abilities and character in pre-cycle. Each meeting of each cycle was the observation of the measured concept of astery students' cognitive abilities and character of student. Action research results on class XII IPS 4 SMAN 1 Karanganyar are as follows 1) Learning mathematics in class X SMAN I EX RSBI Karanganyar after the development of interactive gaming media bilingual education based on learning character mathematics lesson goes well and smoothly. One indication of the increasing student mastery of the material being measured concept of cognitive abilities of students, the average achievement of students in pre-cycle was 53,03, an increase in cycle 1 at 82,09 and its increased again in cycle 2 is 82,94. 2) The character of students measured which are religious, honest, disciplined, work hard, creative, independent, democratic, curiosity, recognize excellence, friendship / communicative, happy reading, social care, care for the environment, responsibility. There are an increase in students' character criteria. If the pre-cycle criteria quite well the character of students in cycle 1 and 2 increased to well.Keywords      :  bilingual, character, games, interactive
Strategies for Enhancing Students' Mathematical Reasoning and Disposition Ability in a Freedom Curriculum Getut Pramesti; Enny Pardjijanti; Arofah Adzarori Nugraha
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 10 No. 1 (2025): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v10i1.5267

Abstract

It is crucial to have suitable learning models in the Freedom curriculum, allowing students sufficient time to delve into concepts and improve skills, particularly in mathematical reasoning and disposition. CORE learning (Connecting, Organizing, Reflecting, and Extending) is a different approach to enhancing upper school students' mathematical reasoning and disposition abilities. This quantitative study employs descriptive and two-way multivariate analysis to examine the impact of learning models and gender on students' mathematical reasoning and disposition abilities. The study focuses on grade IX students at a public senior high school in Surakarta, Indonesia. The control group is class Phase E-8, which follows a direct learning approach and is known as the Non-CORE class. In the meantime, the Phase E-10 class is an experimental class implementing the CORE learning model. The study findings show variances in mathematical thinking and attitude among high school students in CORE versus non-CORE classes. Additionally, there is no reliance on enforcing CORE learning on male and female students, suggesting that CORE learning can be suggested for enhancing mathematical reasoning skills and disposition ability of all students irrespective of gender. CORE learning has been proven to be an effective strategy for improving students' mathematical reasoning and disposition through education oriented towards a constructivist approach centered on students, where students actively construct their knowledge through a series of processes that connect, organize, reflect, and extend concepts. This study contributes to the discourse on constructivist pedagogy by providing strong evidence that the CORE learning model improves mathematical reasoning and attitudes among upper secondary students. Those taught with CORE outperform peers in traditional settings in both cognitive and attitudinal measures. The lack of gender-based differences indicates CORE supports equitable learning. Aligned with Indonesia’s Freedom Curriculum, the model promotes active, student-centered learning and shows promise as a scalable, inclusive approach to improving math proficiency and engagement.  
The Effect of Online and Face-to-Face Active Learning on The Students’ Social Skills in The Post-Pandemic Getut Pramesti
Al-Khwarizmi : Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam Vol. 12 No. 2 (2024): Al-Khwarizmi : Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam
Publisher : Prodi Pendidikan Matematika FTIK IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/jpmipa.v12i2.4096

Abstract

Abstract:Online learning during the COVID-19 pandemic (SARS-CoV-2) isolated students for three years, leading to several consequences, one of which is social skills. This study compares cognitive abilities, social presence, social interaction, collaboration, and student satisfaction in online and offline learning from the perspective of gender differences among students. Social presence, social interaction, collaboration, and student satisfaction are structural components of social skills. The research employs multivariate covariance analysis with basic statistics courses as the covariate variable. The population includes all Mathematics Education students at a public university in Surakarta. The sample was obtained through random cluster sampling, specifically, second-semester students enrolled in data analysis techniques courses. The results indicate significant differences in cognitive abilities, social interaction, collaborative learning, and satisfaction between the two learning modalities. The social skills of students post-COVID-19 are unique to each gender.   Abstrak:Pembelajaran daring di masa Pandemi COVID-19 (SARS-CoV-2) mengisolasi mahasiswa selama 3 tahun, menimbulkan beberapa konsekuensi, salah satunya keterampilan sosial. Penelitian ini membandingkan kemampuan kognitif, kehadiran sosial, interaksi sosial, kolaborasi, dan kepuasan siswa dalam pembelajaran online dan offline dari sudut pandang perbedaan jenis kelamin siswa. Kehadiran sosial, interaksi sosial, kolaborasi, dan kepuasan siswa merupakan bagian struktur dari ketrampilan sosial. Penelitian ini menggunakan analisis kovarian multivariat dengan matakuliah statistika dasar sebagai variabel kovariat. Populasi meliputi seluruh mahasiswa Pendidikan Matematika di perguruan tinggi negeri di Surakarta. Sampel diambil secara random cluster sampling, yaitu mahasiswa semester 2 yang mengambil mata kuliah teknik analisis data. kemampuan kognitif, interaksi sosial, pembelajaran kolaboratif, dan kepuasan pada kedua pembelajaran tersebut berbeda secara signifikan. Kemampuan sosial siswa pasca COVID-19 bersifat unik untuk setiap jenis kelamin siswa.
Modeling of the Stunting Cases Using GWPR Incorporating Exposure in Central Java Province Triyanto Triyanto; Laila Fitriana; Getut Pramesti; Dhidhi Pambudi
ZERO: Jurnal Sains, Matematika dan Terapan Vol 9, No 2 (2025): Zero: Jurnal Sains Matematika dan Terapan
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/zero.v9i2.26348

Abstract

Geographically Weighted Poisson Regression (GWPR) is a local form of Poisson regression that accounts for cases of spatial heterogeneity. Many studies have been conducted on GWPR models; however, these models do not account for the population size in each region. In this study, GWPR incorporating exposure was applied for the modeling of stunting cases in Central Java Province, Indonesia. The exposure in this model is the number of toddlers in each regency/city.The results of the empirical study showed that the percentage of low birth weight has a significant effect on the stunting cases in all regencies/cities, with the exception of Purworejo and Wonosobo. Meanwhile, other independent variables that have a significant effect on stunting cases vary across regencies/cities. The GWPR model incorporating exposure yields lower MSE values than the GWPR model without exposure, which were 4871 and 5730, respectively. The lower MSE indicates that the GWPR incorporating exposure has better accuracy in modeling the number of stunting cases.
EVALUATING THE EFFECTIVENESS OF “STATPRO” IN ENHANCING SELF-REGULATED LEARNING AND MATH PERFORMANCE IN RURAL SECONDARY EDUCATION Getut Pramesti; Sri Widodo; Amalia Putri Utami; Anita Khoiru Nisa; Izzatil Ulya; Kandhi Tri Winarsih; Alifia Wahyu Nur Rakhma
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 14 No. 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.12959

Abstract

This study examines the effectiveness of the STATPRO game-based learning on mathematics achievement and investigates the factors that influence the formation of self-regulated learning (SRL) among senior high school students in rural areas. Recognizing SRL as a critical factor influencing academic success, creativity, and lifelong learning, this research examines the roles of gender, class, and parental education level in shaping SRL. Employing a quantitative pre-post design using the Wilcoxon-Signed and Friedman test for mathematics achievement and three-way multivariate analysis of variance (MANOVA) for SRL evaluation. Data were collected from cluster-randomized samples across classes 8A to 8C using standardized mathematics tests and the Academic Self-Regulated Learning Questionnaire (ASLQ). Results indicate that class (p = 0.016) and gender (p = 0.001) significantly affect mathematics achievement, while parental education level has no direct impact (p = 0.623). However, SRL development is significantly influenced by the interaction of class, gender, and parental education (p=0.004). These findings highlight the necessity of integrated support from both schools and families to cultivate the students’ self-regulated learning, thereby enhancing students’ cognitive and academic outcomes, especially within resource-limited rural contexts.
How sleep deprivation and academic stress shape statistical achievement: Evidence of academic resilience in undergraduate learners Getut Pramesti; Rifki Arifur Rohman; Sanggita Nariswari Cahyarani
Jurnal Elemen Vol 11 No 4 (2025): October
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v11i4.32075

Abstract

This study addresses a gap in the literature concerning the combined influence of stress and sleep duration on academic performance, particularly in demanding mathematics courses like Basic Statistics. Among mathematics education students—who rely heavily on concentration and logical reasoning—stress and poor sleep may significantly affect learning outcomes. Conducted at a state university in Surakarta, Indonesia, the research aimed to examine the associations between perceived stress, sleep duration, and course performance in 45 first-semester students who had completed Basic Statistics. A non-parametric quantitative design was used, with data gathered via the Perceived Stress Scale (PSS-10), a sleep duration questionnaire, and final course grades. Analyses employed chi-square tests and correspondence analysis. While no statistically significant relationships emerged, the correspondence analysis revealed intriguing proximity patterns: moderate-to-high stress and short-to-adequate sleep categories clustered near higher performance, hinting at possible nonlinear or adaptive effects. These findings, though preliminary, suggest that optimal—not minimal—stress and sufficient sleep may support academic achievement. The study underscores the need for expanded research with larger, more diverse samples to better understand these complex dynamics and inform holistic student support strategies in mathematics education.
The effects of logical–mathematical intelligence and growth mindset on students’ numeracy and academic achievement Nurul Munzayanah; Budi Usodo; Laila Fitriana; Getut Pramesti
Jurnal Elemen Vol 12 No 1 (2026): January
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v12i1.32476

Abstract

Numeracy skills and academic achievement are key indicators of student educational success and are influenced by both cognitive and non-cognitive factors. However, previous studies have often examined logical–mathematical intelligence and a growth mindset separately, so empirical evidence on their combined role in influencing numeracy skills and academic achievement remains limited. Therefore, this study investigates the influence of logical–mathematical intelligence and growth mindset, both independently and interactively, on students’ numeracy skills and academic achievement. This study employed an exploratory quantitative factorial design using a two-way Multivariate Analysis of Variance (MANOVA) approach, involving a small sample of 30 ninth-grade students from a public junior high school in Jepara, Indonesia, which requires cautious interpretation of the findings. The results indicate that logical–mathematical intelligence has a significant effect on students’ numeracy skills (p < .001), while growth mindset significantly affects students’ academic achievement (p = .02). However, there is no significant interaction between logical–mathematical intelligence and growth mindset on both dependent variables (p = .937). Based on the results, these findings indicate that logical–mathematical intelligence and growth mindset are independently associated with different learning outcomes, rather than exerting a combined or interactive effect.