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Penguatan Kompetensi Guru SMP Melalui Pelatihan Gamifikasi Media Pembelajaran Manipulatif untuk Mendukung Joyful Learning Asdar, Asdar; Rahman, Muhammad Syarifuddin; Tasni, Nurfaida
Jurnal Hasil-Hasil Pengabdian dan Pemberdayaan Masyarakat Vol. 4 No. 2 (2025): Volume 04 Nomor 02 (Oktober 2025)
Publisher : Jurusan Matematika FMIPA UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/jhp2m.v4i2.9747

Abstract

Kegiatan ini bertujuan untuk meningkatkan kompetensi guru dalam mengembangkan media pembelajaran berbasis gamifikasi pada mata pelajaran matematika. Pelaksanaan program dilakukan melalui tiga tahap, yaitu sosialisasi, pelatihan luring, dan pendampingan daring. Pada tahap sosialisasi, kebutuhan nyata guru berhasil diidentifikasi sehingga modul dan perangkat pelatihan dapat disusun secara terarah. Tahap pelatihan memberikan pengalaman langsung bagi guru dalam memahami konsep gamifikasi, prinsip Joyful Learning, serta penggunaan media manipulatif, sekaligus melatih keterampilan mereka dalam merancang dan mensimulasikan media pembelajaran inovatif. Selanjutnya, tahap pendampingan berfokus pada penerapan hasil pelatihan di kelas melalui forum daring, yang memfasilitasi guru untuk mengembangkan, mempresentasikan, dan menyempurnakan media dengan bimbingan serta umpan balik dari tim pengabdian maupun rekan sejawat. Hasil kegiatan menunjukkan adanya peningkatan pengetahuan, keterampilan, serta budaya kolaborasi dan inovasi dalam pembelajaran. Implementasi media berbasis gamifikasi yang dihasilkan guru diharapkan mampu menciptakan suasana belajar matematika yang lebih menyenangkan, interaktif, dan bermakna sehingga tujuan pembelajaran dapat tercapai secara optimal.
Deconstruction Cognitive Strategies: Are Students Truly Engaging in Connective Thinking or Merely Memorizing Patterns? Tasni, Nurfaida; Syukriani, Andi; Upu, Hamzah
Jurnal Riset Pendidikan Matematika Vol. 12 No. 2 (2025): November 2025
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jrpm.v12i2.85490

Abstract

Connective thinking skills are an essential aspect of mathematics learning in higher education. However, students tend to rely on memorising patterns rather than developing conceptual thinking strategies, which results in failure when faced with non-routine problems. This study aims to analyse the characteristics of students' cognitive strategies and identify the factors influencing their choice of strategies. Using a qualitative approach with think-aloud techniques, in-depth interviews, and analysis of written work from undergraduate mathematics education students. The results show that students begin problem-solving through visualisation and pattern exploration, but only a few are able to perform logical generalisation. Reflection was found to be the primary trigger for the transformation of strategies from memorisation to connectivity, although there were still construction holes in the conceptual network. These findings contribute theoretically to the application of Toshio's schema and have practical implications for learning design that emphasises reflection and conceptual connectivity.
INTEGRATING CLASSPOINT INTO PRESENTATION MEDIA FOR ENHANCING INTERACTIVE LINEAR ALGEBRA INSTRUCTION : Jakarta Timur, Makasar, Indonesia Sovia, Anny; Tasni, Nurfaida; Murdiyanto, Tri; Haeruman, Leny Dhianti; Partasiwi, Nurashri; El-Hakim, Lukman
Jurnal Math-UMB.EDU Vol. 13 No. 1 (2025): NOVEMBER
Publisher : Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/mathumbedu.v13i1.9327

Abstract

The limited participation and motivation of students in conventional, lecturer-centered learning environments highlight the necessity for technological innovations that actively promote student engagement. This study aims to design and develop an interactive learning medium utilizing ClassPoint for the Linear Algebra course. The research adopted the ADDIE development model, encompassing the analysis, design, and development phases, and was limited to the validation stage. Two experts served as validators: one in content and the other in instructional media. Validation data were analyzed through quantitative descriptive techniques by calculating the mean percentage score and categorizing feasibility across four assessment aspects—content, presentation, language, and visual design. The validation results revealed that the ClassPoint-based learning media achieved a “highly valid” classification, with an average score exceeding 83%. These findings indicate that the developed media are suitable for classroom implementation and have strong potential to enhance students’ motivation and engagement through interactive features. Future research is recommended to evaluate the effectiveness of the media during the implementation stage, particularly concerning learning outcomes and the development of 21st-century skills.. Keywords: ClassPoint, interactive learning media, media validation, Linear Algebra, ADDIE model.