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Peran Belajar Matematika Terhadap Konsistensi Diri Siswa (Survei Terhadap Siswa-siswi Sekolah Menengah Atas di Kabupaten Karawang Tahun 2010/2011) Leonard Leonard; Sitta Khomsatun Supriyati
Formatif: Jurnal Ilmiah Pendidikan MIPA Vol 1, No 2 (2011): Formatif: Jurnal Ilmiah Pendidikan MIPA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (438.288 KB) | DOI: 10.30998/formatif.v1i2.70

Abstract

The aim of this research is to know the influence of learning result (achievement) toward the self-consistency of the students in senior high school in Karawang. The research method wich was used in the research is survey method. The population of research are all sudents in senior high school in Karawang, West Java. Samples are taken by multi stage sampling, consisted of 120 students. The research instruments are self-consistency. Data analysis employed regretion correlation. The hypothesis testing resulted conclution: there positive correlation of studied mathematics achievement toward the self-consistency.
Pengaruh Model Pembelajaran Kooperatif Terhadap Kemampuan Berpikir Kreatif Matematis Siswa Noviyani Florentina; Leonard Leonard
Formatif: Jurnal Ilmiah Pendidikan MIPA Vol 7, No 2 (2017): Formatif: Jurnal Ilmiah Pendidikan MIPA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (621.874 KB) | DOI: 10.30998/formatif.v7i2.1877

Abstract

Penelitian ini dilakukan untuk memperoleh gambaran tentang pengaruh model pembelajaran kooperatif terhadap kemampuan berpikir kreatif matematis siswa.Metode penelitian yang digunakan yaitu metode eksperimen. Sampel dalam penelitian ini diambil dengan teknik simple random sampling dengan jumlah 60 orang terdiri dari 30 kelas eksperimen yang diajarkan menggunakan Jigsaw dan 30 kelas kontrol yang diajarkan menggunakan Think Pair Share (TPS). Instrumen untuk pengambilan data berupa tes uraian. Uji normalitas data menggunakan Chi-Kuadrat dan uji homogenitas menggunakan uji Fisher. Pengujian hipotesis menggunakan uji-t, menunjukkan thitung = 2,286 > ttabel = 2,002 dengan =0,05yang menyatakan bahwa H0 ditolak, sehingga dapat di simpulkan bahwa terdapat perbedaan kemampuan berpikir kreatif matematis peserta didik yang diajarkan menggunakan model pembelajaran Jigsaw dan Think Pair Share (TPS). Dengan demikian terdapat pengaruh model pembelajaran kooperatif terhadap kemampuan berpikir kreatif matematis peserta didik.
Developing MATMINO (Domino Mathematics) Learning Media in Grade 7 Algebra Material Sri Wahyuningtyas; Leonard Leonard; Natalia Tri Astuti
Formatif: Jurnal Ilmiah Pendidikan MIPA Vol 11, No 1 (2021): Formatif: Jurnal Ilmiah Pendidikan MIPA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/formatif.v11i1.8158

Abstract

Math Domino Learning Media game is developed to meet the needs of students, because it has not been the availability of learning media to help the process of learning mathematics. The research aims to determine the existence of learning media to improve the development of game media through the learning media of Domino math game, the feasibility of Domino math learning. The subjects of this study were 7 th grade students of JHS 209 Jakarta which consisted 25 students. This research type is Research Development (R&D) with ADDIE model. This watchfulness consists of several steps, namely: (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. Validity test was done by 6 validators. Based on the results of research, it can be concluded that development of learning media MATMINO can be used on mathematics subjects The results show that the average gained from material experts is 4,33 (very decent) and the average gained by media experts is 4,37 (very decent). Student's response to learning media of MATMINO in very good category with 4.33 average score. Based on these results it is stated that domino mathematics learning media on algebra material can be used in the process of learning mathematics activities.
Peran Kemampuan Komunikasi Matematika Terhadap Prestasi Belajar Matematika Siswa Anggraini Astuti; Leonard Leonard
Formatif: Jurnal Ilmiah Pendidikan MIPA Vol 2, No 2 (2012): Formatif: Jurnal Ilmiah Pendidikan MIPA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (258.594 KB) | DOI: 10.30998/formatif.v2i2.91

Abstract

The aim of this research is to know the influence of mathematical communication skills of the students toward the learning result (achievement) in junior high school in Jakarta. The research method which was used in the research is survey method. The population of research is all students in junior high school in Penjaringan, north Jakarta. Samples are taken by simple random sampling, consisted of 34 students. The research instrument is mathematical communication skills of the students and mathematics learning achievement. Data analysis employed regretion correlation. The hypothesis testing resulted in conclusion: there a positive correlation of mathematical communication skills of the students toward the mathematics learning achievement.
Implementasi Model CRI dengan Strategi Tugas dan Paksa untuk Mengurangi Miskonsepsi Matematika Ichwan Maulana; Leonard Leonard
SAP (Susunan Artikel Pendidikan) Vol 7, No 1 (2022)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.544 KB) | DOI: 10.30998/sap.v7i1.11349

Abstract

The purpose of this study is to determine the decrease in students' mathematical misunderstandings through the CRI learning model with a constructivism approach modified with task and forced learning strategies in students of SMP PGRI Jatiuwung and SMP Muhammadyah 5. The research method used was an experimental method, with a Pretest-Posttest Control Group Design research design. The population in this study was all students of SMP PGRI Jatiuwung and SMP Muhammadyah 5, while the affordable population was students of SMP PGRI Jatiuwung and SMP Muhammadyah 5 years in 2021/2022. The sample in this study was 60 eighth graders. Before the analysis, the first data were tested for normality using the Lilliefors test and tested for homogeneity using the Fisher test. Based on hypothesis testing, thitung = -0.893 and ttabel = 2.002 at a significance level of 5% with a degree of freedom (dk = 58) which means (-0.883) < (2.002). It can be concluded that the decline in student misunderstandings in the experimental group is better than in the control group. This suggests that CRI learning models with a constructivism approach modified with task and forced learning strategies can reduce students' mathematical misunderstandings.
The Development of E-Comic Learning Media for Elementary School Mathematics Learning Vera Fahreza; Juliana M. Sumilat; Dini Anggraheni; Cinta Wayansari; Leonard Leonard
Formatif: Jurnal Ilmiah Pendidikan MIPA Vol 12, No 2 (2022): Formatif: Jurnal Ilmiah Pendidikan MIPA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/formatif.v12i2.14238

Abstract

This research aims to produce a mathematics learning media in e-comics for one year of learning in grade 2 elementary school. This research refers to the 4-D Development Model consisting of 4 steps, namely: (1) define, (2) design, (3) develop, and (4) disseminate. The validation test results from 2 material experts showed an average percentage of 94% and 97%, while the validation test of 2 media experts showed an average percentage of 97% and 92%. Based on these data, the E-Comic Learning Media is decent to use.
IDENTIFIKASI MATERI YANG DIANGGAP SULIT UNTUK PELAJARAN MATEMATIKA PADA JENJANG SMP KELAS 8 Leonard Leonard; Huri Suhendri; Hasbullah Hasbullah; Amanda Mevianti; Novita Cahyo Puteri
Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika Vol. 3 No. 3 (2022): Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistik
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/lb.v3i3.167

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This study aims to identify mathematical material that is considered difficult at the Junior High School level class VIII. This research used a descriptive method with interview techniques. Needs analysis was carried out to experts, namely senior teachers in 4 cities in Indonesia, namely Pekanbaru, Jakarta, Cirebon, and Yogyakarta. Based on the results of the needs analysis, it was found that there are at least three materials that are difficult for students to master, namely straight-line equations, building flat-side spaces, and opportunities. This is expected to provide inspiration and further research opportunities, namely research aimed at the development of learning tools, including learning methods, learning media, and learning evaluation tools, so that materials that are considered difficult can be resolved immediately and students can master them well
The Role of Aptitude Treatment Interaction Instructional Model with Task and Forced Instructional Strategy on Student Mathematical Reasoning Ability Serlina Serlina; Leonard Leonard
Journal of Instructional Development Research Vol. 1 No. 1 (2019): Journal of Instructional Development Research
Publisher : EduResearch Mitra Inovasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (495.369 KB)

Abstract

This research was conducted to determine the effect of aptitude treatment interaction (ATI) instructional models with task and forced instructional strategy to mathematical reasoning abilities. Mathematical reasoning ability is an ability that belongs to the goals of national education, but its achievement is still fairly low. The method used in this study is a quasi-experimental method with a poststest-only research design. Sampling in this study using purposive sampling technique. The study sample consisted of 60 students divided into two classes (30 experimental classes and 30 control classes). This research was conducted in the school of SMK Perintis 1 Depok and SMK Fajar Depok. The experimental class uses aptitude treatment interaction (ATI) learning model with task and forced learning strategies, while the control class uses conventional methods. The collected data is then analyzed using the calculation of chi-square test, fisher test and hypothesis testing. The results of the data analysis showed that the average value of students who learned using aptitude treatment interaction (ATI) learning model with task and forced learning strategies was higher than the average value of students who learned using conventional methods. Based on the results of hypothesis testing shows that there is an influence of aptitude treatment interaction (ATI) learning model with task learning strategies and forced on students' mathematical reasoning abilities.
Pengembangan Media Pembelajaran Ular Tangga untuk Materi Eksponen Kelas X SMA Mohamad Halim Dwi Kusuma; Yudi Irawan; Annisa Yulianti; Ribka Dwi Y.; Silvie Adhe S.; Leonard Leonard
Journal of Instructional Development Research Vol. 2 No. 1 (2020): Journal of Instructional Development Research
Publisher : EduResearch Mitra Inovasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1005.188 KB)

Abstract

This research was done to develop a learning media with a snakes and ladders game. in an age where all humans must develop so as not to be crushed by the time that is rapidly advancing ahead of us as educators we must also be able to harmonize the times of what we have to do with the teaching process Educators must also begin to grow and develop because students increasingly have a level of boredom about something that is too serious when trying to achieve something, but that doesn’t mean today's, children don’t have a high seriousness but it's just that they only want a renewal of something, then the problem of the scourge of mathematics which is always growing creepy in the minds of the public is a big challenge for us as educators who focus on the world of mathematics. Therefore, we must develop and change the minds of the audience towards their fear of mathematics. This is why we will develop a learning medium for the process of delivering a mathematical material with and use snake ladder media. We will make learning mathematics will be fun because it will be delivered by doing a game, this intends to make it easier for us to deliver the material and help students who receive the material will eliminate the fear of thinking about mathematics, this is the first step how a student can absorb what we will convey. In this study we used the method with a model ADDIE (Analysis-Design-Development-Implementation-Evaluation). This media is proven to assist teachers in presenting the material and students are also more easily understand the material presented. Thus, media development using ladder snake game deserves to be used. All we've done so far turned out is the result we expected. The purpose of this development really works when we try it on several X classes, their opinion after they finish studying the material we give you the snake ladder media is very easy for us when trying to understand the material provided and is very fun for us so we don't feel bored when the material is in progress.
Pengembangan Media Pembelajaran Puzzle untuk Materi Fungsi Persamaan Linier Garis Muhammad Ikhsan; Vira Adfawinata; Dessolina Dessolina; Farida Wahyuningtias; Leonard Leonard
Journal of Instructional Development Research Vol. 2 No. 1 (2020): Journal of Instructional Development Research
Publisher : EduResearch Mitra Inovasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1048.924 KB)

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis board game puzzle untuk membantu proses belajar. Metode pengembangan media pembelajaran yang digunakan adalah model ADDIE. Model ADDIE memiliki 5 tahap; 1. Analysis, 2. Design, 3. Develop, 4. Implementation, 5. Evalution. Pengumpulan data melakukan wawancara kepada pakar materi dan pakar media. Hasil pengembangan mengembangkan media pembelajaran yang menarik minat belajar siswa. Hasil pengembangan media pembelajaran menanamkan pesan untuk membentuk karakter siswa.