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Analisis Kesulitan Calon Guru Matematika dalam Menyelesaikan Soal Olimpiade Bidang Aljabar Pradanti, Paskalia; Agustyaningrum, Nina
Jurnal Axioma : Jurnal Matematika dan Pembelajaran Vol. 9 No. 1 (2024): Januari
Publisher : Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/axi.v9i1.2491

Abstract

Mathematics Education Undergraduate Study Program students as prospective teachers need to be prepared with good competencies so that they are ready to carry out the Olympic preparation program when they are already in the profession as teachers. Therefore, research will be carried out that aims to analyze the difficulties of prospective mathematics teacher students in solving Olympiad questions, which are the basis for designing Olympiad learning in higher education. This research was carried out with students from the VII-semester Mathematics Education Study Program at a university in Magelang using a qualitative approach. Data obtained through written assessments and interviews were then analyzed to identify difficulties in understanding concepts, difficulties in applying principles, and difficulties in solving verbal problems experienced by the subjects. The results of the data analysis show that these three types of difficulties were found in the steps for solving olympiad questions in algebra.  Keywords: difficulty analysis, prospective mathematics teacher, mathematics olympiad
Efektivitas Model Pembelajaran Missouri Mathematics Project Menggunakan Strategi Think Talk Write Berbantuan LKPD terhadap Kemampuan Pemecahan Masalah Sulistyani, Sulistyani; Franita, Yesi; Pradanti, Paskalia
JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Vol 10, No 2 (2024)
Publisher : Program Studi Pendidikan Matematika, FKIP, Universitas Siliwangi, Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jp3m.v10i2.11657

Abstract

The purpose of this study was to analyze the classical completeness of students' problem solving ability by using Missouri Mathematics Project learning model using Think Talk Write strategy assisted by LKPD and direct learning model, and to analyze the effectiveness of Missouri Mathematics Project learning model using Think Talk Write strategy assisted by LKPD compared to direct learning model on students' problem solving ability.    This research was a quantitative research with quasi experimental research design in the form of nonequivalent post-test only control group design. The sampling technique in this study was cluster random sampling. The research instruments were interview guidelines, observation sheets, problem solving ability tests, and validation sheets. Data collection techniques in this study were interviews, observations, problem solving ability tests, validation questionnaires, and documentation. The experimental class proportion test results with  and  and the control class with  and . This showed that  so that  was accepted, meant that students who were taught using the Missouri Mathematics Project model using the Think Talk Write strategy assisted by LKPD and the direct learning model achieved classical completeness. Then, the results of the independent sample t-test showed that  and , then  so that  was rejected, meant that the Missouri Mathematics Project learning model using the Think Talk Write strategy assisted by LKPD was more effective than the direct learning model on students' problem solving skills.
Designing gamification-based worksheets to enhance student learning outcomes in abstract algebra course Agustyaningrum, Nina; Pradanti, Paskalia
Jurnal Absis: Jurnal Pendidikan Matematika dan Matematika Vol. 8 No. 1 (2025): Jurnal Absis
Publisher : Program Studi Pendidikan Matematika Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/absis.v8i1.3019

Abstract

Many studies report that abstract algebra is a subject students find difficult to understand, although it is a core course in the mathematics education curriculum. This research was motivated by lecturers’ challenges in developing innovative teaching materials that engage students and improve conceptual understanding. The aim was to develop gamification-based student worksheets (LKM) that are valid, practical, and effective in supporting learning outcomes. The research employed the 4D development model by Thiagarajan, which consists of the define, design, development, and dissemination stages. The participants were mathematics education students at Universitas Tidar enrolled in the ring theory course. Research instruments included validation sheets to assess the validity of the materials, student response questionnaires to evaluate practicality, and learning outcome tests on ring theory to assess effectiveness. The results showed that the developed of LKM achieved very high validity (92%), practicality (80%), and effectiveness based on the Wilcoxon test. Therefore, the developed materials are considered appropriate to enhance the learning of abstract algebra in a more interactive and enjoyable manner. The researchers recommend that lecturers of the ring theory course use this LKM as an alternative teaching material to improve students’ understanding of abstract concepts in a more engaging and meaningful way.
Development of MESI GUNDA (Plane Shape Educational Game) Based on Android to Support Mathematical Problem-Solving Skills Arifatun, Vita; Agustyaningrum, Nina; Pradanti, Paskalia
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 9 No 1 (2025): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol9-iss1/948

Abstract

One of the skills that need to be given to students in learning mathematics is problem solving ability. However, at MTs N 5 Magelang, students' mathematical problem-solving ability is still low. In addition, the problem experienced is the lack of use of interactive learning media and using technology. The purpose of this research is to develop and analyze the validity, practicality, and effectiveness of Android-based MESI GUNDA (gaMe edukaSi banGun Datar or in English Plane Shape Educational Game) learning media to support mathematical problem-solving skills in flat building materials. This research is a type of Research and Development (RnD) with ADDIE model that utilizes Articulate Storyline, Canva, and WEB2APK Builder applications. The validity analysis used an assessment questionnaire from media and material experts consisting of two lecturers and one teacher for media experts, while material experts were carried out by one lecturer and two teachers. The practicality of the product was measured by a practicality questionnaire filled out by students and teachers totaling 27 students and one teacher, while the effectiveness by looking at the increase in pre-test and post-test scores of 23 students who were analyzed using N-gain. The results showed that Android-based MESI GUNDA media is valid, practical, and effective to support mathematical problem-solving skills. MESI GUNDA fulfills the valid aspect with a score of 90 out of 100 with a very valid category by media experts and from material experts obtained a score of 56 out of 65 with a very valid category. The media also meets the practical and effective aspects with a score of 80.59 out of 100 categorized as very practical and an N-gain value of 0.32 categorized as moderate. Therefore, the MESI GUNDA media is recommended for use by teachers to enhance the mathematical problem-solving abilities of junior high school students or their equivalents.
Development of Banan Application Assisted the Learning Cycle 5e to Enhance Conceptual Understanding Ability Shochifah, Ofi Laili Nur; Pamungkas, Megita Dwi; Pradanti, Paskalia
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol 13, No 3: July 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v13i3.15263

Abstract

The advancement of technology today poses a unique challenge in the field of education, particularly requiring educators to innovate effectively. The learning media currently used are less engaging and interactive. This research was conducted to assess the effectiveness of an interactive learning media in the form of the Banan application. This study is motivated by students' low learning motivation and their poor ability to understand mathematical concepts. The teaching methods often rely on lectures, which result in students being less active during learning. The purpose of this study is to describe the feasibility and effectiveness of the Banan application assisted by the Learning Cycle 5E model. This research is a development research and development (R&D) study, namely ADDIE, which has 5 stages: Analysis, Design, Development, Implementation, and Evaluate. The method of data collection in this study involved observations, interviews, expert validation tests for media and material, questionnaires, as well as pretests and posttests instruments. The results of the media expert validation test obtained a score of 89% with a very feasible category, while the material expert validation test obtained a score of 82% with a very feasible category. Meanwhile, the effectiveness test results of the pretest and posttest showed an average Gain Score of 0.59 with moderate criteria. Student responses scored 84.17% with a very good category, while teacher responses had an average score of 83.20% with a very good category. These results conclude that the Banan application assisted by the 5E learning Cycle model is deemed feasible for use in learning.
Development of Banan Application Assisted the Learning Cycle 5e to Enhance Conceptual Understanding Ability Shochifah, Ofi Laili Nur; Pamungkas, Megita Dwi; Pradanti, Paskalia
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol. 13 No. 3: July 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v13i3.15263

Abstract

The advancement of technology today poses a unique challenge in the field of education, particularly requiring educators to innovate effectively. The learning media currently used are less engaging and interactive. This research was conducted to assess the effectiveness of an interactive learning media in the form of the Banan application. This study is motivated by students' low learning motivation and their poor ability to understand mathematical concepts. The teaching methods often rely on lectures, which result in students being less active during learning. The purpose of this study is to describe the feasibility and effectiveness of the Banan application assisted by the Learning Cycle 5E model. This research is a development research and development (R&D) study, namely ADDIE, which has 5 stages: Analysis, Design, Development, Implementation, and Evaluate. The method of data collection in this study involved observations, interviews, expert validation tests for media and material, questionnaires, as well as pretests and posttests instruments. The results of the media expert validation test obtained a score of 89% with a very feasible category, while the material expert validation test obtained a score of 82% with a very feasible category. Meanwhile, the effectiveness test results of the pretest and posttest showed an average Gain Score of 0.59 with moderate criteria. Student responses scored 84.17% with a very good category, while teacher responses had an average score of 83.20% with a very good category. These results conclude that the Banan application assisted by the 5E learning Cycle model is deemed feasible for use in learning.
Pengaruh Model Pembelajaran Teams Games Tournament (TGT) Berbantuan Q-Cardsox terhadap Kemampuan Pemahaman Konsep Matematis Siswa Kelas VII Sulaiman, Alfin; Rahmawati, Fadhilah; Pradanti, Paskalia
Jurnal Tadris Matematika Vol 7 No 1 (2024)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2024.7.1.91-104

Abstract

The low ability to understand mathematical concepts among SMPN 4 Magelang students is caused by the model and media used in learning. The purpose of this study is to analyze student learning completeness and determine which learning model is better between the Teams Games Tournament (TGT) model assisted by Q-Cardsox media and the direct learning model based on students' mathematical concept comprehension abilities. This research is a quantitative approach with a quasi-experimental type of research and uses a post-test only control group design. Samples were taken using the cluster random sampling technique, resulting in VII C as the experimental class and VII F as the control class, each consisting of 30 students. The research results show that the students' ability to understand mathematical concepts taught using the direct learning model did not achieve classical completeness. Meanwhile, those taught using the Teams Games Tournament (TGT) model assisted by Q-Cardsox achieved classical completeness. The ability to understand mathematical concepts of students taught with the Teams Games Tournament (TGT) model assisted by Q-Cardsox is better than the ability to understand concepts of students taught with the direct learning model.
Perspektif Mahasiswa terhadap Pelaksanaan Project Based Learning Pada Mata Kuliah Perencanaan Pembelajaran Matematika muqtada, rikza; Pradanti, Paskalia; Subaidah, Subaidah
Asimetris: Jurnal Pendidikan Matematika dan Sains Vol. 4 No. 2 (2023): Asimetris: Jurnal Pendidikan Matematika dan Sains
Publisher : Pendidikan Matematika Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/asimetris.v4i2.2197

Abstract

Penelitian ini dilakukan untuk mengetahui perspektif mahasiswa terhadap pembelajaran model project-based learning (PjBL) pada mata kuliah perencanaan pembelajaran matematika. Subjek dalam penelitian ini adalah 81 mahasiswa program studi pendidikan matematika semester 3. Penelitian kualitatif deskriptif ini dilaksanakan menggunakan instrumen dalam bentuk angket, pertanyaan terbuka, dan wawancara. Perspektif mahasiswa terhadap kualitas pembelajaran, motivasi, dan kinerja digali melalui angket yang hasilnya dikaji menggunakan analisis statistik deskriptif. Informasi tentang kendala yang dihadapi dan manfaat dalam pelaksanaan tugas proyek digali melalui pertanyaan terbuka yang disampaikan kepada subjek penelitian. Hasil penelitian menyatakan bahwa mahasiswa memiliki perspektif positif terhadap penerapan model Project Based Learning pada mata kuliah perencanaan pembelajaran matematika. Mahasiswa bahwa Project Based Learning memiliki dampak positif terhadap kualitas pembelajaran, motivasi dan kinerja. Mereka meyakini bahwa tugas yang dijalankan berupa pembuatan perangkat pembelajaran matematika dapat membantu memahami materi perkuliahan, meningkatkan motivasi dalam pembelajaran serta memberikan pengalaman berkolaborasi yang luar biasa dengan anggota yang lainnya.