Claim Missing Document
Check
Articles

Found 3 Documents
Search

Peningkatan kemampuan pemecahan masalah pada pembelajaran berdiferensiasi berbasis asesmen diagnostik pada model problem based learning Sulaiman Shidiq; Adi Satrio Ardiansyah
SEMINAR NASIONAL SOSIAL, SAINS, PENDIDIKAN, HUMANIORA (SENASSDRA) Vol 2, No 2 (2023): Implementasi kurikulum merdeka menuju transformasi pendidikan dalam mempersiapka
Publisher : SEMINAR NASIONAL SOSIAL, SAINS, PENDIDIKAN, HUMANIORA (SENASSDRA)

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

Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan pemecahan masalah peserta didik dengan menggunakan pembelajaran berdiferensiasi berbasis asesmen diagnostik pada model problem based learning. Penelitian dilaksanakan pada materi Lingkaran dengan sub materi Persamaan Garis Singgung Lingkaran. Penelitian menggunakan metode kuantitatif dengan desain penelitian pretest-posttest control group design. Populasi yang diambil berasal dari kelas XI SMA Negeri 1 Semarang, dengan pengambilan sampel dilakukan menggunakan teknik probability sampling jenis cluster random sampling. Diperoleh kelas XI IPA 1 sebagai kelompok eksperimen dan kelas XI IPA 2 sebagai kelompok kontrol. Berdasarkan hasil penelitian yang diperoleh menunjukkan adanya peningkatan kemampuan pemecahan masalah peserta didik pada materi Persamaan Garis Singgung Lingkaran di kelas XI SMA Negeri 1 Semarang yang menerima pembelajaran berdiferensiasi berbasis asesmen diagnostik pada model problem based learning. Hal ini ditunjukkan dari perolehan 1) rata-rata nilai posttest lebih dari rata-rata nilai pretest pada kelompok eksperimen, 2) perolehan skor n-gain yang berkategori tinggi sebesar 0,702 pada kelompok eksperimen, dan 3) peningkatan kemampuan pemecahan masalah peserta didik pada kelompok eksperimen sebesar 0,705 lebih dari peningkatan kemampuan pemecahan masalah di kelompok kontrol yang sebesar 0,510. Oleh karena itu, terdapat peningkatan kemampuan pemecahan masalah pada peserta didik dengan implementasi pembelajaran berdiferensiasi berbasis asesmen diagnostik pada model problem based learning.
Integration of Challenge Based on STEM Learning Assisted by 2D Game Interactive Scratch to Numeracy Literacy Jauhari, Wahid; Alyana Aurellia Putri Arifadewi; Fatya Azizah; Adi Satrio Ardiansyah
Unnes Journal of Mathematics Education Vol. 13 No. 3 (2024): Special Issue
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ujme.v13i3.16704

Abstract

This research is development research of 2D games based on Scratch integrated challenge based on STEM context learning in the context of weather station. The aims of developing learning media which is feasible in terms of material and media, and has a positive response from students. The media will facilitate learners in interesting 2D visualization, various interactive activities, and presentation of contextual materials and problems around the elements of STEM context themed weather station. The challenge based on STEM context learning model used will train learners in constructing their knowledge independently so that it can encourage the improvement of learners' numeracy literacy skills. The research method in the form of Research and Development with the ADDIE model has been carried out by considering the material feasibility test, media feasibility test, and learner response assessment. The results of descriptive statistical analysis were conducted after the data were collected using a questionnaire. The results show that the media learning media is said to be feasible in terms of material with a percentage of 91.02% and feasible in terms of media with a percentage of 90.23%. The media fulfils average completeness, proportion completeness, and excellent N-Gain value at 0.77. The media has a positive response of 89.54% from students. Thus, the media is said to be feasible in terms of material and media, effective, and has a positive learner response to improve the numeracy literacy skills of students to boost PISA results so that the ideals of “Indonesia Emas 2045” can be achieved.
Improving Numeracy Literacy Through the Integration of Challenge Based on Differentiated Learning with STEAM Based Website Ananda Verry Setiawan; Stefany Margaretha Hutauruk; Selva Ayu Meilina; Adi Satrio Ardiansyah
Unnes Journal of Mathematics Education Vol. 13 No. 3 (2024): Special Issue
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ujme.v13i3.16705

Abstract

Numeracy literacy is essential for 21st-century skills, yet student proficiency remains low. Improving it requires enhancing learning quality through digital innovation, contextual learning, and personalized approaches. Digital platforms offer flexible resources, while STEAM disciplines foster problem-solving skills. Challenge-Based Learning (CBL) provides contextual, project-oriented experiences, supported by differentiation strategies (visual, auditory, kinesthetic). The purpose of this research is to develop a STEAM-based website integrated with challenges based on differentiated learning which is very valid and very practical to improve students' numeracy literacy. This research method used Research and Development (R&D) method with ADDIE model, the research involved junior high students, collecting data via interviews and questionnaires. Results showed product is very valid (89.95% expert validation) and very practical (93.80% from practitioners, 93.16% from students). Thus, differentiated, CBL-STEAM learning can significantly improve learning quality and support broader educational goals.