Tuankotta, Anisa Maulida
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Penerapan Quantum Learning Dengan Congklak Daur Ulang Untuk Meningkatkan Kemampuan Kombinatorik Siswa Hadi, Satria Purnama; Jubaeni; Tuankotta, Anisa Maulida; Nurrahmah, Arfatin
Jurnal Derivat: Jurnal Matematika dan Pendidikan Matematika Vol. 12 No. 1 (2025): Jurnal Derivat (April 2025) In Press
Publisher : Pendidikan Matematika Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/j.derivat.v12i1.7246

Abstract

Recycled congklak is a game that is closely related to mathematics, especially probability. The learning model applied is Quantum Learning in the process of learning mathematics. The purpose of this research is to evaluate the effectiveness of Quantum Learning in improving students' combinatorial ability while providing additional benefits in understanding sustainability through the use of recycled congklak game. The use of experimental research method where students are divided into two classes, namely experimental class and control class. The research sample was students of SMPIT Ar-Rahman Islamic School grade IX. The data analysis process used the SPSS application by conducting various pre-requisite analysis tests and the Mann-Whitney Test and comparing the average N gain value of each class. Recycled congklak learning is very helpful for students in understanding mathematical concepts, especially in probability material and has an effect on students' combinatoric abilities. The application of Quantum Learning implemented in the classroom makes students more active and responsive in listening to learning and guidance.  Keywords: recycled congklak, combinatorics skills, probability, quantum learning.
Penerapan Quantum Learning Dengan Congklak Daur Ulang Untuk Meningkatkan Kemampuan Kombinatorik Siswa Hadi, Satria Purnama; Jubaeni; Tuankotta, Anisa Maulida; Nurrahmah, Arfatin
Jurnal Derivat: Jurnal Matematika dan Pendidikan Matematika Vol. 12 No. 1 (2025): Jurnal Derivat (April 2025)
Publisher : Pendidikan Matematika Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/j.derivat.v12i1.7246

Abstract

Recycled congklak is a game that is closely related to mathematics, especially probability. The learning model applied is Quantum Learning in the process of learning mathematics. The purpose of this research is to evaluate the effectiveness of Quantum Learning in improving students' combinatorial ability while providing additional benefits in understanding sustainability through the use of recycled congklak game. The use of experimental research method where students are divided into two classes, namely experimental class and control class. The research sample was students of SMPIT Ar-Rahman Islamic School grade IX. The data analysis process used the SPSS application by conducting various pre-requisite analysis tests and the Mann-Whitney Test and comparing the average N gain value of each class. Recycled congklak learning is very helpful for students in understanding mathematical concepts, especially in probability material and has an effect on students' combinatoric abilities. The application of Quantum Learning implemented in the classroom makes students more active and responsive in listening to learning and guidance.  Keywords: recycled congklak, combinatorics skills, probability, quantum learning.
GEBOGI: VIDEO INTERAKTIF BERBASIS HTML5 PACKAGE BERMUATAN BOLA GEBOK BETAWI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR VISUAL PADA MATERI GEOMETRI Hadi, Satria Purnama; Jubaeni, Jubaeni; Tuankotta, Anisa Maulida; Khotimah, Khusnul; Pujanata, Marsha Dwisifa; Nurrahmah, Arfatin
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.24284

Abstract

Kemampuan berpikir visual siswa pada materi geometri di tingkat SMP masih rendah, didukung oleh temuan observasi dan wawancara di SMP Sumber Daya Bekasi yang menunjukkan pembelajaran masih bersifat konvensional dengan metode ceramah, penggunaan alat peraga sederhana, dan minimnya pemanfaatan media digital interaktif. Penelitian ini bertujuan mengembangkan dan menguji efektivitas video interaktif berbasis H5P bermuatan etnomatematika Gebok Bola Geometri (GEBOGI) untuk meningkatkan kemampuan berpikir visual siswa pada materi geometri. Metode yang digunakan adalah Research and Development(R&D) dengan model ADDIE, melibatkan 66 siswa kelas VIII yang terbagi dalam kelas eksperimen dan kontrol. Data primer dikumpulkan melalui tes kemampuan berpikir visual (pre-test dan post-test), angket respon siswa, dan lembar validasi ahli, lalu dianalisis dengan uji N-Gain Score dan Paired Sample T-Test. Hasil validasi ahli menunjukkan bahwa media GEBOGI dinyatakan sangat layak dengan rata-rata skor 87%. Hasil uji N-Gain membuktikan terdapat peningkatan kemampuan berpikir visual pada kelas eksperimen. Respon siswa terhadap media sangat positif dengan skor rata-rata 3,74. Dapat disimpulkan bahwa video interaktif GEBOGI efektif meningkatkan kemampuan berpikir visual siswa dan layak digunakan sebagai media pembelajaran inovatif yang memadukan teknologi interaktif dengan kearifan budaya lokal. Kata kunci: berpikir visual, video interaktif H5P, bola gebok betawi, ADDIE, pembelajaran geometri. Abstract: Students' visual thinking skills in geometry at the junior high school level are still low, supported by findings from observations and interviews at Sumber Daya Bekasi Junior High School, which show that learning is still conventional in nature, with lecture methods, the use of simple teaching aids, and minimal use of interactive digital media. This study aims to develop and test the effectiveness of H5P-based interactive videos containing ethnomathematics Gebok Bola Geometri (GEBOGI) to improve students' visual thinking skills in geometry. The method used is Research and Development (R&D) with the ADDIE model, involving 66 eighth-grade students divided into experimental and control classes. Primary data were collected through visual thinking ability tests (pre-test and post-test), student response questionnaires, and expert validation sheets, then analyzed using the N-Gain Score and Paired Sample T-Test. The expert validation results showed that the GEBOGI media was declared very feasible with an average score of 87%. The N-Gain test results proved that there was an increase in visual thinking skills in the experimental class. Student responses to the media were very positive with an average score of 3.74. It can be concluded that the GEBOGI interactive video is effective in improving students' visual thinking skills and is feasible for use as an innovative learning medium that combines interactive technology with local cultural wisdom. Keywords: visual thinking, H5P interactive video, bola gebok betawi, ADDIE, geometry learning.