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Journal : MATHEdunesa

THE DEVELOPMENT OF WEB-BASED CHATBOT AS A MATHEMATICS LEARNING MEDIA ON SYSTEM OF LINEAR EQUATIONS IN THREE VARIABLES Fadhil Septiawan Wahyu Laksana; Shofan Fiangga
MATHEdunesa Vol 11 No 1 (2022): Jurnal Mathedunesa Volume 11 Nomor 1 Tahun 2022
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (635.785 KB) | DOI: 10.26740/mathedunesa.v11n1.p145-154

Abstract

Abstrak Perkembangan teknologi kecerdasan buatan berkembang pesat, salah satunya yaitu chatbot. Meningkatnya intensitas percakapan digital mendorong berbagai pihak untuk mengembangkan potensi chatbot pada berbagai bidang, termasuk bidang pendidikan. Chatbot pada bidang pendidikan dapat dikembangkan untuk membuat kuis interaktif & tanya jawab otomatis, serta sebagai media yang dapat memberikan informasi secara instan sesuai dengan yang diminta oleh pengguna saat kapan saja dan dapat dapat diakses melalui ponsel pintar atau komputer. Oleh karena itu chatbot dapat menjadi alternatif media pembelajaran yang interaktif dan menarik. Penelitian ini bertujuan untuk mengembangkan chatbot berbasis web sebagai media pembelajaran matematika pada materi sistem persamaan linear tiga variabel yang layak digunakan dengan memenuhi kriteria kevalidan, kepraktisan, dan keefektifan. Pendekatan yang digunakan pada penelitian ini adalah deskriptif dan analisis data secara kuantitatif. Langkah penelitian pengembangan media chatbot dikembangkan sesuai prosedur model Borg and Gall yang dimodifikasi oleh Soenarto, yaitu: analisis produk, pengembangan produk awal, dan pengujian produk yang dikembangkan. Hasil penelitian menunjukkan bahwa media memenuhi kriteria valid dengan skor 77,08% yang didapat dari hasil penilaian oleh dua validator ahli media dan ahli materi. Media memenuhi kriteria praktis dengan skor 74,87% yang didapat dari hasil angket kepraktisan dari 33 siswa. Media memenuhi kriteria efektif dengan skor 75,75% yang didasarkan pada nilai siswa pada media chatbot yang menunjukkan 25 dari 33 siswa mendapat nilai lebih dari atau sama dengan 80 (kriteria ketuntasan minimal). Sehingga dapat disimpulkan bahwa media chatbot dapat menarik minat siswa dalam belajar matematika dan layak digunakan dalam pembelajaran materi sistem persamaan linear tiga variabel. Kata Kunci: chatbot, media pembelajaran, sistem persamaan linear tiga variabel Abstract Artificial intelligence technology is growing rapidly; one of those is the chatbot. The increasing intensity of digital conversations encourages people to develop the chatbot potential in various fields, including education. Chatbots in education can be designed to create interactive quizzes & automatic Q&A and media that can provide information instantly as requested by the user and can be accessed through a smartphone or computer. Therefore chatbots can be interactive and interesting learning alternative media. The research aims to develop a web-based chatbot as mathematics learning media on the system of linear equations in three variables material worth using qualified by the criteria of validity, practicality, and effectiveness. The approach used in this study is descriptive and quantitative data analysis. The Chatbot development research steps are according to the Borg and Gall model procedures modified by Soenarto: product analysis, initial product development, and testing of the developed product. The results showed that media is valid with a score of 77.08% obtained from results of assessments by two media and material expert validators. Media is practical with a score of 74.87% obtained from the practicality questionnaire of 33 students. Media iseffective with a score of 75.75% based on student scores on chatbot media which shows 25 out of 33 students scored more than or equal to 80 (standard of minimum completeness). So the researchers can conclude that chatbot media can attract students' interest in learning mathematics and is worth using in learning system of linear equations in three variables. Keywords: chatbot, learning media, the system of linear equations in three variables
The Development of a Flibook-Based Interactive E-Module to Facilitate Sequences and Series Learning Process for 10th-Grade Muhammad Afan Bisri; Atik Wintarti; Shofan Fiangga
MATHEdunesa Vol 12 No 1 (2023): Jurnal Mathedunesa Volume 12 Nomor 1 Tahun 2023
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v12n1.p194-206

Abstract

The use of textbooks during the learning process makes it less interactive because textbooks only focus on presenting content and neglect the motivation and activities of their users. This study aims to describe the development process of a flipbook-based interactive E-module to facilitate the independent series and sequences learning process and to determine its validity, practicality, and effectiveness. The development of the E-module used the Plomp design research model, which consists of 3 phases: preliminary research, prototyping phase, and assessment phase. The quality of the developed E-module refers to valid, practical, and effective criteria. The results of this study are 1) in the preliminary research, an analysis of needs and problems, a review of the literature, and create a conceptual framework were conducted; 2) in the prototyping phase, designing and developing the E-module using Flip PDF Professional software and testing the validity of the content & media were conducted, the content validity test scored 97.33% (very valid), the construct (media) validity test scored 91.16% (very valid); 3) in the assessment phase, practicality and effectiveness tests were conducted for 1 class of 10th-grade students, the practicality test scored 78.04% (practical), and the effectiveness test got an average N-gain score of 0.7 (high level of effectiveness). Thus, the developed E-module has valid, practical, and effective criteria to facilitate independent series and sequences learning processes.
Pengembangan Game Edukasi Berbasis Android dengan Articulate Storyline Pada Materi Sistem Koordinat Ulum, Qoidatul; Manoy, Janet Trineke; Fiangga, Shofan
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p16-41

Abstract

There are still many learners who have difficulty in coordinate system material. Efforts to overcome the difficulties of students in mathematics lessons coordinate system material, one of which is the use of learning media. One of the media that can be used in learning in the current era is interactive learning media. However, there are many obstacles experienced by teachers in making interactive learning media. Currently, interactive learning media is needed that allows students to learn material that can be accessed by students anywhere independently and without teacher assistance. Educational games can be developed in the form of applications that run using smartphones to make them more practical and easy to use by students. But more students use smartphones just for fun, such as playing games that have nothing to do with learning. In order for a smartphone to be used, an operating system such as Android is needed. Based on the description above, a new and easy to work Android-based educational game is needed, so researchers chose Articulate Storyline software to create an Android-based educational game. Related to what has been described above, researchers developed an Android-based educational game with Articulate Storyline on the Coordinate System material. This study aims to describe the process of developing Android-based educational games with Articulate Storyline on Coordinate System material and describe the results of developing Android-based educational games with Articulate Storyline on valid, practical, and effective Coordinate System material. The method used in this research is development research (Reasearch and Development). The development model used in this research is the ADDIE model which includes Analysis, Design, Development, Implementation, and Evaluation. Validity instruments in the form of validation questionnaires, practical instruments in the form of student response questionnaires, and effectiveness instruments carried out pre-test and post-test. This Android-based educational game is implemented for students of grade VIII J SMPN 26 Surabaya. The results showed that, this educational game obtained a validity percentage value of 90.25% so that it can be categorized as very valid. Educational games are said to be practical because the results obtained from the student response questionnaire obtain a percentage value 89,425 % so it is categorized as very practical. The results of using this educational game are also effective because the N-gain results obtained are 0.92505847 which is in the high category.
Pengembangan E-Modul Interaktif Berbasis Android untuk Siswa Kelas VII SMP Materi Penyajian Data Fitriyah, Awwalul; Manoy, Janet Trineke; Fiangga, Shofan
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p1-15

Abstract

Technological developments in the world of education are growing rapidly, one of which is electronic modules (e-modules) which can be alternative learning media used in the teaching and learning process. This study aims to develop Android-based interactive e-module learning media that meets valid, practical, and effective criteria. It uses the ADDIE model, which consists of five stages: analysis by performance, students, curriculum, and media. The design stage involves material preparation, instrument manufacturing, flowcharts, and storyboards. The development phase involves interactive e-modules based on Android, media validation, revision, and limited trials. The implementation phase involves implementing the e-module for class VII students at SMPN 26 Surabaya. The Evaluation stage is carried out by analyzing the results of the research that has been done.The results of the development of this media are suitable for use based on predetermined criteria. The first criterion is that learning media has been declared very valid with a score of 82.7% for the design, a score of 81.2% for the material, and the validity of the test questions which get a score of 86.1%. The second criterion is that learning media is declared practical by the percentage of student response questionnaires of 77.7%. The third criterion is that the learning media is declared effective and there is a significant difference between the results of student scores before and after using the e-module as evidenced by the average N-Gain score of 0.79.
Pengembangan Hypothetical Learning Trajectory Materi Perkalian Bentuk Aljabar Kelas VII dengan Pendekatan Realistic Mathematics Education Yuliani, Salsa Bella; Palupi, Evangelista Lus Windyana; Fiangga, Shofan
MATHEdunesa Vol. 13 No. 2 (2024): Jurnal Mathedunesa Volume 13 Nomor 2 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n2.p550-575

Abstract

The Hypothetical Learning Trajectory (HLT) has a role in constructing potential learning paths for students based on their thinking. It includes learning objectives, learning activities, and learning hypotheses to help students reach the desired endpoint. Therefore, this research aims to produce a learning trajectory for algebraic multiplication using the Realistic Mathematics Education (RME) approach. The method used is design research, consisting of three stages: Preparing for the Experiment, Design Experiment, and Retrospective Analysis. The HLT design was tested on 6 participants selected based on the lowest scores on a pre-test. This research was conducted up to the pilot experiment stage with five activities aimed at learning objectives, including the multiplication of forms or for activity 1, the multiplication of forms for activity 2, the multiplication of forms or for activity 3, the multiplication of forms or for activity 4, and the multiplication of forms for activity 5. Video recordings, field notes, documentation of student work, and pre-test and post-test data were collected in this study. The results of this study indicate that HLT design 1, which emerged from the design implementation, can help students learn algebraic multiplication. Meaningful contexts for students, combined with questions posed by the teacher, encourage students to think about the mathematical ideas discussed, thereby generating different strategies for solving given problems. Keywords: HLT, RME, Design Research, Algebraic Multiplication
Pengembangan e-Comic Matematika Berbasis Pendekatan Matematika Realistik (PMR) pada Materi Persamaan Linear Satu Variabel Yuniawati, Sinta; Palupi, Evangelista Lus Windyana; Fiangga, Shofan
MATHEdunesa Vol. 13 No. 2 (2024): Jurnal Mathedunesa Volume 13 Nomor 2 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n2.p576-595

Abstract

E-comic mathematics is a comic-shaped learning supplement whose creation and use process utilizes technological media. The use of e-comic as a learning supplement is intended to assist students in learning the concept of a mathematical material independently outside of classroom learning activities. Realistic mathematics approach (PMR) is a learning theory in mathematics education that connects mathematics with real life and human activities. Linear equation of one variable (PLSV) is a mathematics material in grade VII. The definition of PLSV is an equation that has only one variable with the highest rank of degree one. This study aims to describe the process and results of the development of PMR-based math e-comic on PLSV material which is measured through aspects of validity, practicality, and effectiveness. The subjects in this study were seventh grade students who had received algebraic arithmetic operation material. This research is a development research using ADDIE development model with five phases namely analysis, design, development, implementation, and evaluation. Data collection methods in this study are: validation by experts, one-to-one trials, and field tests. The results showed that the math e-comic met the criteria of being very valid with an average percentage value from the validator of 91.15%. The results of the user response questionnaire in the field test showed an average percentage value of 82.5% and met the practical criteria. In addition, there was an increase in student learning outcomes in the pretest and post-test indicated by the acquisition of an N-Gain value of 0.7 with a moderate upper limit category during the field test, thus meeting the effective criteria. Based on the evaluation results, it shows that the PMR-based math e-comic on PLSV material developed has met the valid, practical, and effective criteria.
Pengembangan Soal Literasi Keuangan di Tingkat SMP Berbasis Google Sites Faiq, Wang Achmad Althof; Fiangga, Shofan
MATHEdunesa Vol. 14 No. 3 (2025): Jurnal Mathedunesa Volume 14 Nomor 3 Tahun 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v14n3.p939-956

Abstract

Financial literacy is defined as knowledge, skills, and beliefs, which influence attitudes and behaviors to improve the quality of decision-making and financial management to achieve the financial welfare of the community. According to the results of the financial literacy survey on students aged 15-17 years, it shows that the composite financial literacy index is 51.7%, which is quite far behind when compared to the employee group where the composite financial literacy index is 83.22%. This study aims to describe the process of developing Google Sites-based financial literacy questions at the junior high school level and produce 14 Google Sites-based financial literacy questions at the junior high school level. This research is development research using the ADDIE model. The type of data in this study is quantitative data which is in the form of data analysis of the validity of financial literacy questions based on validator assessments, readability test analysis data based on student questionnaire results, and analysis data of question item validity and question reliability based on student test results. In this study, the data collection techniques used were expert validation questionnaires, readability questionnaires, and student test result data. This research developed 14 questions on financial literacy, 3 questions were declared invalid which were then eliminated by the researcher. The results of this study are to produce 11 valid and reliable financial literacy questions at the junior high school level based on Google Sites. Thus, teachers can develop digital-based financial literacy questions independently by paying attention to the developments carried out in this research.