Beni Yusepa Ginanjar Putra
Universitas Pasundan

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Improvement Mathematical Concept Understanding of High School Student Through Problem-Based Learning Model Assisted by Quizizz Nurfadhilah, Tiara Rossa; Putra, Beni Yusepa Ginanjar; Rohimah, Siti Maryam
MATHEMA: JURNAL PENDIDIKAN MATEMATIKA Vol 7, No 1 (2025): MATHEMA
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jm.v7i1.4486

Abstract

This study aims to see the improvement of high school students' mathematical concept understanding through the Problem-Based Learning (PBL) model with the help of Quizizz. The method used is quasi-experiment with nonequivalent control group design. The subjects of this study were grade X students in one of the high schools in Bandung Regency consisting of two classes, namely class X-H as the control class and class X-I as the experimental class, each totaling 36 students. The research instrument was a description test of mathematical concept understanding. The results showed that the improvement in the ability to understand the mathematical concepts of students who used the PBL model with the help of Quizizz was higher than students who used the PBL model.
AR-Assisted RME Model in Enhancing Mathematics Learning Outcomes and Literacy of Teacher Professional Education Students Dahlan, Taufiqulloh; Hamdani, Acep Roni; Ginanjar Putra, Beni Yusepa
Jurnal Pendidikan MIPA Vol 26, No 3 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i3.pp1778-1795

Abstract

The purpose of this study is to develop AR media based on Realistic Mathematics Education (RME) that is valid, practical, and effective in improving learning outcomes and literacy of Teacher Professional Education (TPE) students in basic mathematics lessons. The novelty of the study lies in the combination of AR media and the appropriate RME model at the TPE student level. The research method used the ADDIE development model. The number of respondents was 50 TPE students from Pasundan University, which divided into two classes. The mean scores for validity, as assessed by material experts, were 92.11%; learning model experts, 92.22%; media experts, 92.39%; and lecturers, 92.39%, with all categories demonstrating very high validity. For the mean practicality of student assessment of AR media and RME models, the mean was 92.01%, which falls into a very good category. A significant increase was observed in small group trials using AR Media based on the RME model, which has been proven effective, as evidenced by a 29.6-point increase from pre-test scores of 61.2 to post-test scores of 90.8. In large group trials, differences in learning outcomes were found between students who used AR media based on the RME model, with a mean of 90.8, and students who used other media based on the discussion model, with a mean of 69.5. The difference proved effective and very significant, with a mean difference of 21.3. Conclusion: Using RME-based AR media in mathematics learning for TPE students is more effective than using media with other learning models. The implication of this study is that TPE lecturers should encourage the implementation of AR media based on the RME model in the learning process.    Keywords: design, mathematical literacy, AR media, RME. 
Needs Analysis: Developing Scratch Media with Sumedang Local Wisdom to Enhance Students' Computational Thinking Rosita, Neneng Tita; Putra, Beni Yusepa Ginanjar; Suhendar, Yusup
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3623

Abstract

Transformasi digital menuntut penguasaan berpikir komputasional (computational thinking/CT) sebagai fondasi utama pendidikan matematika. Namun, keterampilan penalaran logis siswa di Kabupaten Sumedang masih rendah karena pembelajaran belum mengoptimalkan kearifan lokal. Penelitian ini bertujuan menganalisis profil awal kemampuan CT siswa pada aspek dekomposisi, pengenalan pola, abstraksi, dan algoritma, serta mengidentifikasi kebutuhan terhadap media interaktif berbasis Scratch. Menggunakan model pengembangan ADDIE yang dibatasi pada tahap analisis, penelitian ini melibatkan 32 siswa kelas VIII dan tiga guru matematika di sebuah SMP Negeri di Sumedang. Data dihimpun melalui tes CT, kuesioner, wawancara, dan dokumentasi. Temuan menunjukkan kemampuan CT siswa masih rendah, terutama pada aspek abstraksi (18,98%) dan algoritma (16,01%). Hasil analisis kebutuhan menunjukkan tingkat urgensi yang sangat tinggi (83%) bagi pengembangan media berbasis Scratch terintegrasi kearifan lokal Sumedang sebagai sarana penguatan penalaran komputasional dan motivasi belajar siswa. Digital transformation necessitates the mastery of computational thinking (CT) as a fundamental pillar of mathematics education. However, students' logical reasoning skills in Sumedang Regency remain underdeveloped, largely because instructional methods have yet to optimize the use of local wisdom. This study aims to analyze the initial CT profiles of students, focusing on decomposition, pattern recognition, abstraction, and algorithms, and to identify the necessity for Scratch-based interactive learning media. Adopting the ADDIE development model, limited to the analysis phase, the study involved 32 eighth-grade students and three mathematics teachers at a public junior high school in Sumedang. Data were gathered through CT competency tests, questionnaires, interviews, and documentation. The findings reveal that students' CT skills are low, particularly in abstraction (18.98%) and algorithms (16.01%). Furthermore, the needs analysis indicates a high level of urgency (83%) for developing Scratch-based media integrated with Sumedang’s local wisdom as a cognitive tool to strengthen computational reasoning and enhance student motivation.