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MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIKA MELALUI GAME BASED LEARNING (GBL) BERBASIS LUMIO BY SMART Siregar, Muhammad Rofik; Harahap, Tua Halomoan; Simbolon, Mangapen
Journal Mathematics Education Sigma [JMES] Vol 5, No 2 (2024): JOURNAL MATHEMATICS EDUCATION SIGMA
Publisher : Journal Mathematics Education Sigma [JMES]

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jmes.v5i2.20810

Abstract

Penelitian ini merupakan penelitian tindakan kelas  (PTK) yang bertujuan untuk meningkatkan kemampuan penalaran matematika siswa dengan menerapkan Game Based Learning (GBL) berbantuan lumio pada pokok bahasan statistika. Subjek dalam penelitian ini adalah siswa kelas X TKR 1 SMK Negeri 4 Medan yang terdiri siswa laki laki yang berjumlah 32 siswa. Persentase tes kemampuan penalaran siswa sebelum tindakan (pra tindakan) adalah 46,87%k kemudian setelah dilakukan tindakan pada siklus I adalah 56,25%, kemudian persentase menjadi 87,05% pada siklus II dengan peningkatan sebesar 30,08%. Teknik analisis dalam penelitian ini menggunakan analisis deskriptif Kuantitatif. Penelitian tindakan kelas (PTK) dengan penerapan Game Based Learning (GBL) dapat dikatakan bahwa hasil dari penetilian ini memperlihatkan Game Based Learning (GBL) berbantuan lumio by smart dapat meningkatkan kemampuan penalaran matematika siswa pada pokok bahasan statistika di kelas X TKR 1 SMK Negeri 4 Medan karena telah mencapai indicator keberhasilan yang telah ditetapkan yaitu lebih dari 75% nilai siswa mencapai skor KKM atau ≥ 75.
The Effect of Learning Quiz Team Strategy on the Reasoning Ability and Mathematical Learning Outcomes of Student in the Pandemic Era Siregar, Muhammad Rofik; Novitasari, Wiwik; Siregar, Yulia Anita
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 1 No. 2 (2022): Indonesian Journal of E-learning and Multimedia (October 2022)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v1i2.53

Abstract

The problem in this study is how the Learning With Quiz Team strategy affects students' reasoning ability and mathematical learning outcomes in the pandemic era. Where this research was conducted at SMA Negeri 6 Padangisidimpuan, this study aims to determine the differences and influences of learning with the Quiz Team on the reasoning ability and learning outcomes of students in mathematics subjects at SMA Negeri 6 Padangsidimpuan. This type of research is quasi-experimental, in this study researchers used Classroom as a learning medium during a pandemic. Where the subjects in this study were students of class X-IPA SMA Negeri 6 Padangsidimpuan. The data collection tool used in this study was a test. The results of this study show that learning with the Learning With Quiz Team strategy has a significant influence on students' reasoning ability and mathematical learning outcomes by 82.05%. From the results of the SPSS test that the value of tcounts>tthe table. Thetable t value of 1.685 is obtained from the value of N 40-2=38. Where the value of 38 has atable t value = 1.685. Since tcount>ttable = 5,776>1,685, then H0 is rejected H1 is accepted. Thus the results of this study show that learning with the Quiz Team can improve students' reasoning skills and mathematical learning outcomes in the pandemic era.