Ranila, Rahayu
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PENINGKATAN HASIL BELAJAR MATEMATIKA MELALUI PENDEKATAN CRT BERBANTUAN MODEL STAD PADA MATERI GARIS DAN SUDUT Ranila, Rahayu; Setyadi, Danang; Mahmudi
EMTEKA: Jurnal Pendidikan Matematika Vol. 5 No. 2 (2024)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v5i2.5796

Abstract

EEducation is a planned and conscious process aimed at guiding students to optimally develop their physical and spiritual potentials. In this context, mathematics education plays a crucial role in shaping students' critical and creative thinking abilities. However, many students struggle with and dislike mathematics, as observed at SMP Negeri 2 Salatiga. This study aims to improve students' mathematics learning outcomes by applying the Culturally Responsive Teaching (CRT) approach supported by the Student Teams Achievement Divisions (STAD) cooperative learning model on the topic of lines and angles. This Classroom Action Research (CAR) utilized the Kemmis and Taggart model, consisting of two action cycles. Data were collected through observation, tests, and documentation, and analyzed descriptively. The results showed a significant increase in the average mathematics scores from 55.85 in the pre-cycle to 70.42 in the first cycle, and 80.78 in the second cycle. Student activities also improved from "poor" in the first cycle to "good" in the second cycle. The application of CRT with the STAD cooperative learning model effectively enhanced students' understanding and mathematics learning outcomes. This approach integrates local culture into the learning process, making the material more relevant and easier for students to comprehend. This research provides valuable insights into the development of creative and innovative teaching methods to improve the quality of mathematics education in schools
Developing Android-Based Counting Game as Learning Media to Train Students' Creative Thinking Ranila, Rahayu; Yunianta, Tri Nova Hasti; Prihatnani, Erlina
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 3 (2023): July
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i3.830

Abstract

Media pembelajaran adalah suatu alat yang bisa membantu proses belajar mengajar, dan sekaligus memiliki fungsi memperjelas makna yang disampaikan dalam sebuah proses pembelajaran, sehingga tercapai tujuan pembelajaran. Media pembelajaran hendaknya mengikuti arus perkembangan teknologi. Salah satu pengembangan media berbasis teknologi ialah game edukasi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran game Titungan berbasis android. Pengembangan Media pembelajaran ini menggunakan metode RnD (Research and Development) dengan model pengembangan yang digunakan adalah model pengembangan ADDIE (analyze, design, development, implementation and evaluation). Instrumen yang digunakan terdiri dari lembar validasi media, lembar kepraktisan, pretest, posttest, dan lembar respon siswa terhadap media. Subjek Penelitian ini ialah Siswa Sekolah Menengah Pertama. Media ini telah diujicobakan terhadap 27 siswa kelas VII SMP Pangudi Luhur Ambarawa. Media game Titungan berbasis android telah dinyatakan valid oleh pakar media. Hasil uji kepraktisan mendapat persentase sebesar 91,67% yang termasuk dalam kategori sangat baik. Uji paired t-test dengan taraf signikan 5% menghasilkan signifikan mendekati nol dengan rata-rata posttest lebih tinggi daripada pretest. Berdasarkan ketiga uji tersebut, dapat disimpulkan media ini valid, praktis, dan efektif. Learning media is a tool that can help the teaching and learning process, and at the same time has the function of clarifying the meaning conveyed in the learning process, so that learning objectives are achieved. Learning media must follow the flow of technological developments. One of the technology-based media developments is educational games. This study aims to develop learning media for Android-based Titungan games. The development model used in this study is the ADDIE model. The instruments used consisted of media validation sheets, practicality sheets, pretest, posttest, and student response sheets to the media. This media has been tested on 27 grade VII students of SMP Pangudi Luhur Ambarawa. The Android-based Titungan game media has been declared valid by media experts. The practicality test results got a percentage of 91.67% which was included in the very good category. The paired t-test with a significant level of 5% produces a significant close to zero with a higher posttest average than the pretest. Based on these three tests, it can be concluded that this media is valid, practical, and effective.