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Differences in High School Students' Numeracy Literacy Skills through Problem-Based Learning and Discovery Learning Models Asri, Mawaddah Nur; Maysarah, Siti
Jurnal Riset Pendidikan Matematika Vol. 11 No. 2 (2024): November 2024
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jrpm.v11i2.79084

Abstract

Numeracy literacy skills are essential for students to understand and express quantitative relationships in various real-world contexts. In Indonesia, the literacy level remains low, as indicated by the PISA scores. This study addresses the importance of effective learning models"”Problem-Based Learning (PBL) and Discovery Learning (DL)"”to improve numeracy literacy skills in mathematics, specifically on probability material. The study aims to determine differences in students' numeracy literacy skills when taught using the PBL and DL models. This research uses a quasi-experimental design with a post-test only control group. The study was conducted on 60 students in two experimental groups at SMAN 1 Sei Kepayang, North Sumatra, in the 2024/2025 academic year. Group 1 received the PBL model, while Group 2 applied the DL model. Data were collected through post-tests consisting of essay questions. The findings reveal a significant difference in numeracy literacy skills between the two groups. The average post-test score of the PBL group was 79.13, compared to 63.33 in the DL group. Statistical tests confirmed the significance of this difference. The Problem-Based Learning model is more effective in improving students' numeracy literacy skills compared to the Discovery Learning model, particularly in enhancing problem-solving abilities. These results emphasize the importance of selecting appropriate learning models to foster students' mathematical competencies.
PENGARUH BERMAIN GAME ONLINE TERHADAP TUMBUH KEMBANG SERTA KREATIVITAS ANAK USIA “LATE ADOLESCENCE” (USIA REMAJA AKHIR: 17-21 TAHUN) Asri, Mawaddah Nur; Nopriandi, Deni; Harahap, Nia Helmita
Effect : Jurnal Kajian Konseling Vol 2 No 2 (2023): Effect : Jurnal Kajian Konseling
Publisher : Yayasan Amanah Nur Aman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58432/effect.v2i2.208

Abstract

Abstrak. Tumbuh kembang remaja merupakan hal yang perlu untuk diperhatikan, dikhawatirkan apabila remaja tidak melewati satu-persatu tahapan tugas perkembangannya maka akan berpengaruh pada ketercapaian pola pikir dan tumbuh kembang remaja tersebut. Smartphone memberikan dampak yang sangat bagi remaja dalam mendukung pola pikir dan perkembangan remaja untuk itu bijak dalam menggunakan smartphone adalah hal yang perlu untuk disosialisasikan lebih lanjut. Metode yang digunakan dalam penelitian adalah kuantitatif dengan pendekatan korelasional. Subjek penelitian sebanyak 30 orang dari SMA N 1 Sei Kepayang dan 25 orang dari MAN 2 Aceh Tenggara. Teknik pengambilan data menggunakan instrumen yang dimuat dalam google form. Hasil penelitian diperoleh bahwa remaja hanya menghabiskan waktunya untuk menggunakan smartphone untuk bermain game online hal ini mempengaruhi remaja dalam bersosialisasi dengan orang lain. Hal ini dikhawatirkan akan mempengaruhi kesehatan fisik dan mental siswa, untuk itu perlu kiranya pendampingan oleh orangtua dalam melakukan pengawasan penggunaan smartphone pada siswa serta dapat membantu remaja menyelesaikan tugas perkembangan sesuai dengan usianya. Kata Kunci. Game Online; Kreativitas Anak   Abstract. Adolescent growth and development is something that needs to be considered, it is feared that if adolescents do not pass one by one the stages of developmental tasks it will affect the achievement of the mindset and growth of the teenager. Smartphones have a great impact on teenagers in supporting the mindset and development of teenagers, so being wise in using smartphones is something that needs to be further socialized. The method used in this research is quantitative with a correlational approach. The research subjects were 30 people from SMA N 1 Sei Kepayang and 25 people from MAN 2 Aceh Tenggara. The data collection technique uses the instruments contained in the google form. The results showed that teenagers only spend their time using smartphones to play online games, this affects teenagers in socializing with other people. It is feared that it will affect the physical and mental health of students, for that it is necessary to provide assistance by parents in supervising the use of smartphones in students and can help adolescents complete developmental tasks according to their age. Keywords. Online Game; Children's Creativity