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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.
Analisis Kesalahan Siswa dalam Menyelesaikan Soal Cerita Pecahan Berdasarkan Jenis Kelamin Ditinjau dari Teori Newman Endri Puji Lestari; Shofan Fiangga
Jurnal Tadris Matematika Vol 4 No 2 (2021)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2021.4.2.187-200

Abstract

This study research to determine the differences in the types of errors and the cause students' errors in solving fraction story problems by male and female students in terms of Newman's theory. This research is using a qualitative approach to the type of case study. The subjects of this study were 3 male and 3 female students in grade VII MTsN 2 Trenggalek. The selection of research subjects was carried out based on the same mathematical ability and the suitability of gender criteria. The data collection techniques are written tests, unstructured interviews, and documentation. Data analysis techniques are data reduction, data presentation, and conclusion drawing. Based on the results of the study, (1) it was not found that male students and female students made reading errors, (2) male students and female students made comprehension errors with the same percentage, the cause was not writing down what was known and asked, (3) only male students made a transformation errors, the cause was choosing the wrong operation, formula, not converting the problem into mathematical form, (4) male students making process skill errors with a higher percentage than female, the cause was student perform the wrong operations, processes, and calculation results, while female students make mistakes in the process and calculation results, (5) male students make encoding error with higher percentage, the cause was students incorrectly or not writing the final answer.
Exploring students’ proportional reasoning in solving guided-unguided area conservation problem: A case of Indonesian students Sari, Yurizka Melia; Fiangga, Shofan; Milla, Yulia Izza El; Puspaningtyas, Nicky Dwi
Journal on Mathematics Education Vol. 14 No. 2 (2023): Journal on Mathematics Education
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.v14i2.pp375-394

Abstract

Proportional reasoning has been greatly influencing the development of students’ mathematical abilities. Along with the area conservation ability, it helps elementary students comprehend area measurement. This exploratory study aimed to produce qualitative-descriptive data on elementary students’ proportional reasoning in solving the conservation of plane figures. The study used guided-unguided area conservation problems using a proportional reasoning level as the analysis framework. Data were collected from 4 primary school students in Sidoarjo, Indonesia, who were in fifth-grade class. The students' strategies used were identified to analyze the students' proportional reasoning in solving area conservation. Results show that the level of proportional reasoning varies from zero to two. Regarding the students' proportional reasoning levels, most of the students' strategies use visual clues and cute paste strategies. Only one student can reach the level of quantitative reasoning by using a formula to compare both area measurements. Interestingly, the problem of the conservation of plane figures failed to reveal students' formal proportional reasoning due to their insufficient knowledge of fractions, division, multiplication, and decimals. Some implications regarding students' proportional reasoning and interventions in the area conservation problem are discussed.
Aligning numeracy task design with SDG goals: Nutrition facts as a context for prospective mathematics teachers' problem posing Sari, Yurizka Melia; Kohar, Ahmad Wachidul; El Milla, Yulia Izza; Fiangga, Shofan; Rahayu, Dwi Shinta
Journal on Mathematics Education Vol. 15 No. 1 (2024): Journal on Mathematics Education
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.v15i1.pp191-206

Abstract

Nutrition facts are the details on food packaging that describe its nutritional value, including serving size, calories, macronutrients like carbohydrates, protein, and fat, and micronutrients such as vitamins and minerals. These facts have mathematical concepts that can be utilized as a context for prospective teachers to create mathematical problems. By leveraging this real-world data, educators can contribute to multiple Sustainable Development Goals (SDGs), particularly SDG 3 (Good Health and Well-being), by promoting nutritional awareness, and SDG 4 (Quality Education) by enhancing student engagement and understanding through relatable examples. This study examines the profile of mathematical tasks created by prospective mathematics teachers using nutrition facts as a context that meets numeracy task criteria. Data were collected from 62 mathematical tasks created by 31 prospective teachers attending a realistic mathematics education course on numeracy based on a problem-posing task at a public university in Surabaya, Indonesia. The posed tasks were categorized into solvable or unsolvable tasks and the domains of the level of context use and the level of cognitive processes. Results revealed that the level of context use in the posed tasks varied from zero to second order. Surprisingly, most of the tasks were in the first-order level context. Most posed tasks reached the application level, with only a few identified as reasoning tasks. Interestingly, some tasks coded as second-order context were classified as reasoning tasks. The study provides implications for designing numeracy tasks using nutrition facts and interventions in teacher education related to numeracy task design.
Students’ cognitive processes in solving problem related to the concept of area conservation Ekawati, Rooselyna; Kohar, Ahmad Wachidul; Imah, Elly Matul; Amin, Siti Maghfirotun; Fiangga, Shofan
Journal on Mathematics Education Vol. 10 No. 1 (2019): Journal on Mathematics Education
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

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

Abstract

This study aimed to determine the cognitive process employed in problem-solving related to the concept of area conservation for seventh graders. Two students with different mathematical ability were chosen to be the subjects of this research. Each of them was the representative of high achievers and low achievers based on a set of area conservation test. Results indicate that both samples performed more cyclic processes on formulating solution planning, regulating solution part and detecting and correcting error during the problem-solving. However, it was found that the high achiever student performed some processes than those of low achiever. Also, while the high achiever student did not predict any outcomes of his formulated strategies, the low achiever did not carry out the thought process after detecting errors of the initial solution gained. About the concept of area conservation, the finding also reveals that within the samples’ cognitive processes, the use of area formula come first before students decided to look for another strategy such as doing ‘cut-rotate-paste’ for the curved planes, which do not have any direct formula. The possible causes of the results were discussed to derive some recommendation for future studies.
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID DENGAN KONTEKS BUDAYA LOKAL PADA MATERI SPLDV Muna Tania Attiba; Shofan Fiangga
Madrasah: Journal on Education and Teacher Professionalism Vol. 3 No. 1 (2025): Maret
Publisher : Al-Shobar Publisher, Yayasan Islam Al-Shobar Rawaurip

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

Abstract

Kehidupan sehari-hari sehingga dapat dimanfaatkan dalam dunia pendidikan sebagai media pembelajaran berbasis Android. Perkembangan teknologi yang sangat pesat juga berdampak negatif, salah satunya membuat budaya asing berakulturasi dengan budaya lokal sehingga banyak peserta didik yang kurang mengenal budaya lokal. Pembelajaran dengan konteks budaya lokal menjadikan suasana belajar lebih menarik dan menyenangkan, salah satunya dengan menambahkan budaya lokal pada media pembelajaran berbasis Android. Penelitian ini bertujuan mendeskripsikan proses pengembangan media pembelajaran berbasis Android dengan konteks budaya lokal pada materi SPLDV dan mendeskripsikan hasil pengembangannya yang ditinjau dari kriteria valid, praktis, dan efektif. Penelitian ini mengacu pada model pengembangan ADDIE yang memiliki 5 tahapan yakni Analyze, Design, Develop, Implement, Evaluate. Pada tahap analisis, dilakukan analisis kebutuhan, analisis kurikulum, analisis media melalui observasi dan wawancara dengan guru dan peserta didik. Tahap desain mencakup pembuatan flowchart, storyboard, penyusunan RPP, penyusunan instrumen penilaian media pembelajaran. Pada tahap pengembangan, media dibuat menggunakan MIT App Inventor dan divalidasi oleh tiga ahli media dan tiga ahli materi. Uji coba media pembelajaran tersebut dilakukan pada 10 peserta didik kelas VIII-E SMPN 2 Palang. Tahap implementasi melibatkan penggunaan media oleh seluruh peserta didik kelas VIII-D SMPN 2 Palang untuk mengukur keefektifan. Terakhir, tahap evaluasi dilakukan untuk menilai media berdasarkan kevalidan, kepraktisan, dan keefektifan. Media pembelajaran berbasis Android yang dikembangkan menunjukkan kevalidan yang sangat baik. Validitas yang tinggi terutama terlihat pada aspek bahasa dan aspek budaya lokal sedangkan aspek isi memiliki nilai yang sedikit lebih rendah, menunjukkan perlunya peningkatan pada desain layout dan ilustrasi. Kepraktisan media pembelajaran ini dinilai sangat baik. Media ini memberikan manfaat yang signifikan bagi pengguna, serta tampilan media dan kemudahan penggunaanya sangat memuaskan. Keefektifan media pembelajaran berbasis Android ini menunjukkan hasil yang sangat baik. Media ini berhasil meningkatkan hasil belajar peserta didik secara signifikan, terutama pada soal yang mengintegrasikan unsur budaya lokal.
Prospective teachers’ iceberg designs in realistic mathematics education approach: Connecting mathematics and the SDGs Sari, Yurizka Melia; Fiangga, Shofan; El Milla, Yulia Izza; Shahrill, Masitah; Yanti, Liza Puspita
Journal on Mathematics Education Vol. 16 No. 3 (2025): Journal on Mathematics Education
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.v16i3.pp981-1000

Abstract

The Iceberg Design framework has been utilized to represent the progression of students’ mathematical understanding, moving from informal, contextually grounded reasoning toward formal mathematical abstraction. This study investigates how prospective mathematics teachers develop Iceberg Designs within the Realistic Mathematics Education (RME) framework, a model that enhances contextual learning and supports mathematical literacy. Thirty prospective mathematics teachers from Universitas Negeri Surabaya participated in this qualitative study, collaboratively designing Iceberg models as part of their coursework. Data from document analysis, interviews, and observations were evaluated using content analysis, the research evaluated the depth and coherence of their designs across four key components: situational contexts which evaluates the relevance and variety of real-world situations, model-of representations which examines the assistance of mathematical representation to connect the context into mathematical concept, model-for abstractions which assess the use of mathematical models toward formalization, and formal mathematical concepts which assess the mathematical ideas being explicitly involved. The findings reveal significant variation in the quality and completeness of the Iceberg Designs. Models for equivalent ratios and quadratic equations exhibited strong integration, using multiple, varied contexts to bridge situational and formal mathematical understanding effectively. Conversely, designs for fraction multiplication and quadrilateral area conservation were often surface level, relying on a single, underdeveloped context that hindered abstraction. Importantly, the study underscores the potential of Iceberg Designs to support the Sustainable Development Goals (SDGs), particularly in fostering critical thinking, practical problem-solving, and meaningful contextual learning for high quality of education (SDG 4) and decent work for sustainable economic growth (SDG 8). These insights indicate the need for deeper integration of RME principles in teacher education and curriculum development through sustained investment in this area.