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IHT tentang Pembelajaran Berdiferensiasi dan Berlitnum (Berpikir Literasi Numerasi) di SD Negeri Pranggang 3 Plosoklaten Kediri Sulistyono, Bambang Agus; Handayani, Aprilia Dwi; Santia, Ika; Hima, Lina Rihatul; Samijo, Samijo; Yohanie, Dian Devita
Kontribusi: Jurnal Penelitian dan Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2024): November 2024
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/kontribusi.v5i1.499

Abstract

Latar Belakang: Pembelajaran di sekolah dasar seringkali dihadapkan pada tantangan untuk mengakomodasi perbedaan kemampuan siswa. Pembelajaran Berdiferensiasi dan Berpikir Literasi Numerasi (Berlitnum) merupakan strategi yang diperlukan guna menjawab tantangan ini. Tujuan: Program ini bertujuan untuk melatih guru dalam penerapan Pembelajaran Berdiferensiasi dan Literasi Numerasi, yang diselenggarakan oleh tim dari Universitas Nusantara PGRI Kediri bekerja sama dengan mitra SD Negeri Pranggang 3 Plosoklaten Kediri. Metode: Pelatihan dilaksanakan dengan metode In House Training (IHT) yang melibatkan enam dosen dan dua mahasiswa. Kegiatan terdiri dari penyampaian teori, simulasi, pendampingan, dan evaluasi implementasi. Hasil: Berdasarkan survei kepuasan, pelatihan mendapatkan skor rata-rata kepuasan 90%, dengan kualitas penyampaian fasilitator mencapai skor 96%, dan pemahaman guru mengenai konsep diferensiasi sebesar 94%. Selain itu, implementasi strategi pembelajaran di kelas menunjukkan peningkatan kemampuan literasi numerasi siswa sebesar 15%, berdasarkan hasil pre-test dan post-test yang dilakukan sebelum dan sesudah pelatihan. Kesimpulan: Program PKM ini memberikan dampak positif terhadap peningkatan kemampuan guru dalam mengimplementasikan strategi diferensiasi dan literasi numerasi di kelas. 
Pengaruh Penggunaan Multimedia Interaktif Bab Peluang (MUPEL) terhadap Penurunan Kesalahan Konsep Siswa Ratna Yulis Tyaningsih; Samijo Samijo
Jurnal Tadris Matematika Vol 2 No 1 (2019)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2019.2.1.41-50

Abstract

Multimedia Interaktif Bab Peluang (MUPEL) are an interactive multimedia to facilitate self-learning in the chapter of Probability. The purpose of this research is: (1) to describe misconception of probability for students who use the interactive multimedia assistance and for students who take the conventional learning and (2) to test the difference in the proportion of decreasing misconception between students who use the interactive multimedia assistance and students who take the conventional learning. The research was conducted at SMAN 2 Kediri. The subjects of this research were students of class XI MIPA 6 as a control class and students of class XI MIPA 8 as an experimental class. The research method that used was Quasi Experiment and the reserach design was Non-Equivalent Pretest-Postest Control Group Design. The instrument of data collection is a diagnostic test of misconception. The data analysis technique used is the proportion test with the Z test and the significance level . The results of this research were: (1) the initial knowledge of the experimental class was 76% still make misconception while the control class 77% still made misconception. After going through the learning process, the experimental class succeeded in reducing misconception to 19%, while the control class succeeded to reduce the misconception only to 45%, and (2) the result of hypothesis testing using the Z-test obtained . Based on these results, the proportion of the reduction in misconception of students with learning facilitated by MUPEL greater than the proportion of the reduction in misconception of students who take conventional learning.
Pengaruh Suasana Belajar Dan Keaktifan Siswa Terhadap Hasil Belajar Matematika Siswa Arianti, Chindy Mei; Sulistyono, Bambang Agus; Samijo, Samijo
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 2.D (2025): Jurnal Ilmiah Wahana Pendidikan 
Publisher : Peneliti.net

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Abstract

This research aims to: (1) determine the influence of the learning atmosphere and student activity on mathematics learning outcomes; (2) determine the effect of student activity on student mathematics learning outcomes; and (3) determine the influence of the learning atmosphere and student activity on student mathematics learning outcomes. This research method uses ex post facto with a quantitative approach. The sample in this study was 51 students. Sampling used a cluster random sampling technique. Data collection uses documentation, questionnaires and tests methods. The data analysis techniques used in this research are descriptive statistics and inferential statistics. The data analysis requirements used in this research include a validity test and a reliability test. From the calculation results, the following results were obtained: (1) The influence of the learning atmosphere on mathematics learning outcomes obtained that the t-count results were greater than the t-table, namely (239,419 > 1,682). With the equation Y = 11.050 + 0.788; (2) The effect of student activity on students' mathematics learning outcomes obtained t-count results greater than t-table, namely (23,309 > 1,682). With the equation Y=78,095 + 1,000; (3) The influence of the learning atmosphere and student activity on mathematics learning outcomes. Students obtained f-count results greater than f-table, namely (831,286 > 3,238) with the equation Y = 150,953 + 2,632. The influence of the learning atmosphere and student activity on student mathematics learning outcomes was 97.7%.
Peningkatan Kemampuan Numerasi Melalui Pbl Berbantuan Permainan Math Bingo Pada Siswa Kelas V SDN 3 Katerban Elisa, Mei Nur; Samijo, Samijo; Sulistyono, Bambang Agus
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 3.A (2025): Jurnal Ilmiah Wahana Pendidikan 
Publisher : Peneliti.net

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Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana meningkatkan kemampuan numerasi pada siswa dan aktivitas belajar siswa melalui problem based learning berbantuan permainan math bingo pada siswa kelas V SD Negeri 3 Katerban. Metode penelitian yang digunakan adalah metode penelitian tindakan kelas. Penelitian tindakan kelas ini dilaksanakan dalam dua siklus dengan di awali prasiklus. Dalam setiap siklus terdiri dari perencanaan, pelaksanaan, pengamatan dan refleksi. Subyek dari penelitian ini adalah siswa kelas V SD Negeri 3 Katerban, dengan jumlah 12 siswa. Teknik pengumpulan data dilakukan melalui tes, observasi, dan dokumentasi. Berdasarkan hasil penelitian, penerapan pembelajaran melalui problem based learning berbantuan math bingo dapat meningkatkan kemampuan numerasi dan aktivitas belajar siswa. Hal tersebut dapat dibuktikan melalui pengamatan yang dilakukan pada prasiklus, siklus I, dan siklus II. Untuk kemampuan numerasi hasil prasiklus siswa yang tuntas adalah 25% atau sebanyak 3 siswa, siklus I 41,66% atau sebanyak 5 siswa, dan siklus II 83,33% atau sebanyak 10 siswa. Sedangkan untuk Aktivitas belajar siswa dari prasiklus sebesar 32,5%, menjadi 45,83% pada siklus I dan menjadi 80,83% pada siklus II. Dengan demikian, kesimpulan dari penelitian ini adalah model problem based learning berbantuan math bingo dapat meningkatkan kemampuan numerasi dan aktivitas belajar siswa.
Implementasi Teori Vygotsky Melalui Teka-Teki Silang pada Pembelajaran Matematika untuk Meningkatkan Berpikir Kritis Siswa Tinawa, Jati Widi; Sulistyono, Bambang Agus; Samijo, Samijo
Numerical: Jurnal Matematika dan Pendidikan Matematika VOL. 9 NO. 1 (2025)
Publisher : Universitas Ma'arif Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/numerical.v9i1.6157

Abstract

Tujuan dari penelitian ini adalah untuk mengimplementasikan teori Vygotsky melalui media teka-teki silang pada materi perpangkatan dan akar guna meningkatkan berpikir kritis siswa. Pada penelitian ini menggunakan metode eksperimen dengan pendekatan kuantitatif. Penelitian ini dilaksanakan di SMP Negeri 2 Kepung yang terletak di Kecamatan Kepung, Kabupaten Kediri. Sampel yang digunakan adalah 34 siswa dari kelas VIII-A pada tahun ajaran 2024/2025. Data yang diperoleh kemudian dianalisis menggunakan aplikasi SPSS Version 26 menggunakan uji statistik Paired Sample T-Test. Teori Vygotsky menekankan adanya interaksi sosial dalam kegiatan pembelajaran berdasarkan konsep Zone of Proximal Development (ZPD) dan scaffolding. Dalam hal tersebut, siswa dibantu untuk mencapai pemahaman materi melalui bimbingan atau arahan dari guru dan teman sebaya. Hasil penelitian menunjukkan bahwa kegiatan pembelajaran berbasis teori Vygotsky melalui penggunaan media teka-teki silang terbukti efektif mampu meningkatkan berpikir kritis siswa pada pembelajaran matematika, khususnya materi perpangkatan dan akar. Dalam hal tersebut, siswa terlibat aktif saat berdiskusi dengan teman sebaya dalam menyelesaikan permasalahan secara bertahap dengan baik. Selain itu, penggunaan media belajar teka-teki silang memiliki peran penting dalam menciptakan suasana belajar yang interaktif dan kreatif.
Pengaruh Penggunaan E-LKPD Interaktif Berbantuan RAPTOR terhadap Peningkatan Kemampuan Berpikir Logis Siswa Yulianti, Dwi Aprilia; Sulistyono, Bambang Agus; Samijo, Samijo
Polinomial : Jurnal Pendidikan Matematika Vol. 4 No. 3 (2025)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v4i3.1970

Abstract

Logical thinking skills are essential for everyone in making decisions or drawing conclusions. Logical thinking is the ability to think systematically based on facts or data to arrive at a conclusion. This study aims to investigate the effect of using interactive E-LKPD assisted by RAPTOR on improving student’s logical thinking skills. The sample was selected using simple random sampling. Class X-TKJ was chosen as the experimental group consisting of 34 students, while class X-TSM served as the control group with 34 students. The study employed a quantitative approach using a quasi-experimental method with a nonequivalent control group design. The instruments used were pretest and posttest questions administered to both the experimental and control classes. Data collection was carried out by giving a pretest before the treatment and a posttest after the treatment to the experimental group. Data analysis was conducted using the Mann-Whitney U test to determine the effect of interactive E-LKPD assisted by RAPTOR on student’s logical thinking improvement. The analysis showed a significance value of < 0.05, indicating a significant effect of using interactive E-LKPD assisted by RAPTOR on enhancing student’s logical thinking skills. This finding is supported by the N-Gain analysis in the experimental class. This result indicates that learning using interactive ELKPD assisted by RAPTOR is more effective than learning without E-LKPD. It is hoped that these findings can serve as a consideration for teachers in selecting learning media that support the development of student’s logical thinking skills
Peran Media Pembelajaran Interaktif PATRIKS dalam Meningkatkan Motivasi Siswa Dewi, Sholehah Kartika; Sulistyono , Bambang Agus; Samijo, Samijo
Polinomial : Jurnal Pendidikan Matematika Vol. 4 No. 3 (2025)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v4i3.2023

Abstract

This research aims to develop an interactive learning media called PATRIKS (Matrix Application) based on PowerPoint and analyse its impact on students' motivation to learn mathematics. The method used in this research employs the R&D (Research and Development) approach with the ADDIE development model (Analyze, Design, Development, Implementation, and Evaluation). The data collection instruments include validation questionnaires from subject matter experts, media experts, practitioners, student responses, motivation instrument experts, and student motivation questionnaires. This research involves students of class XI-7 at SMAN 1 Plemahan as subjects. The research stages include media needs analysis, product design, development and validation by material experts (80% valid) and media experts (99.13% very valid), as well as trials with practitioners (97.4% very practical) and small groups of students (83.69% very practical). The study results indicate a significant increase in student motivation after using the PATRIKS media, with an overall average rising from 61.3% (very low) to 79.1% (moderate). The highest increase was seen in the aspects of desire and aspiration to succeed (from 63.9% to 85.1%), a conducive environment (from 58.8% to 83.3%), and interactivity of the learning media (from 61.3% to 83.3%). Nevertheless, the aspect of perseverance in facing tasks is still relatively low (70.8%) and independence in learning is in the moderate category (75.4%), indicating the need for further development of media features to encourage student perseverance and independence. Overall, the interactive learning media PATRIKS has proven to be valid, practical, and effective in enhancing students' learning motivation, making it a promising educational tool in the digital age.
Penerapan Model Pembelajaran Berbasis Masalah untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Pada Materi Persamaan Kuadrat Larasati, Anggi; Sulistyono, Bambang Agus; Samijo, Samijo
JURNAL PENDIDIKAN MATEMATIKA UNIVERSITAS LAMPUNG Vol 12, No 2 (2024): JUNI-JULI 2024
Publisher : Universitas Lampung

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Abstract

This research is motivated by the low problem solving abilities of students in solving mathematical problems in quadratic equation material, this is caused by the use of a learning model that is still teacher-centered and does not provide students with opportunities to be actively involved in solving problems independently so that students' problem solving abilities are still low. Based on this, this research applies a problem-based learning model. The research method used is a quantitative method using the One-Group Pretest Posttest Design experimental design method. Research data was obtained from the results of observation sheets, student response questionnaires and Pretest Posttest. The data analysis used in this research uses descriptive statistics, which are then presented through tables and diagrams. The results of the research show that the application of the problem-based learning model is good to apply with an average observation result of 95.39% and student responses reaching 83. 84%. In addition, students' problem-solving abilities have increased in the four Polya indicators, namely understanding the problem (18%), making a problem-solving plan (43%), implementing the problem-solving plan (67%), checking again and drawing conclusions (86%). Based on the results of this research, the problem-based learning model is good to apply and can improve students' problem solving abilities in quadratic equation material. Keyword: problem based learning; problem solving skill; quadratic equations  AbstrakPenelitian ini dilatarbelakangi rendahnya kemampuan pemecahan masalah siswa dalam menyelesaikan masalah matematika pada materi persamaan kuadrat, hal ini disebabkan oleh penggunaan model pembelajaran yang masih berpusat pada guru dan kurang memberikan kesempatan siswa untuk terlibat aktif dalam memecahkan masalah secara mandiri sehingga kemampuan pemecahan masalah siswa masih rendah. Berdasarkan hal tersebut penelitian ini menerapkan model pembelajaran berbasis masalah. Metode penelitian yang digunakan metode kuantitatif dengan menggunakan metode eksperimen desain One-Group Pretest Posttest Design. Data hasil penelitian diperoleh dari hasil lembar observasi, angket respon siswa dan Pretest Posttest. Analisis data yang digunakan dalam penelitian ini menggunakan adalah statistik deskriptif, yang kemudian dipresentasikan melalui tabel dan diagram.. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran berbasis masalah baik untuk diterapkan dengan rata-rata hasil observasi sebesar 95,39% dan respon siswa mencapai 83,84%. Selain itu, kemampuan pemecahan masalah siswa mengalami peningkatan pada keempat indikator Polya, yaitu memahami masalah (18%), membuat rencana pemecahan masalah (43%), melaksanakan rencana pemecahan masalah (67%), memeriksa kembali dan menarik kesimpulan (86%). Berdasarkan hasil penelitian ini model pembelajaran berbasis masalah baik untuk diterapkan dan dapat meningkatkan kemampuan pemecahan masalah siswa pada materi persamaan kuadrat. Kata Kunci: kemampuan pemecahan masalah; model pembelajaran berbasis masalah; persamaan kuadrat DOI: http://dx.doi.org/10.23960/mtk/v12i2.pp138-148
Pengembangan Soal Matematika Model PISA Pada Konten Change and Relationship Level 3 dan 4 Dari, Sekar Wulan; Sulistyono, Bambang Agus; Samijo, Samijo
JURNAL PENDIDIKAN MATEMATIKA UNIVERSITAS LAMPUNG Vol 12, No 2 (2024): JUNI-JULI 2024
Publisher : Universitas Lampung

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Abstract

This study is motivated by Indonesia's low results in PISA, supported by the findings of previous studies which show that students still face difficulties in solving PISA questions, especially on the content of change and relationship level 3 and above. In addition, the results of observations by researchers show that students have difficulty in understanding algebraic story problems, especially in converting problems into mathematical models. The purpose of this research is to produce mathematical problems of PISA model level 3 and 4 on the content of change and relationship for junior high school students that are valid, practical, and have potential effects. This research uses the Research and Development (R&D) research type with the ADDIE development model. The results of this study are question instruments have received very valid criteria with a percentage of 90.8% based on validation tests by experts. This question instrument has also received a practical category with a percentage of 95.9% based on the small group test, so that the question is suitable for field testing. In the field test, to assess the potential effect, the average student score was 85.52 which has a very good category, with 79% of students successfully getting a very good score category. Based on the results of this study, it can be concluded that the questions developed by researchers are valid, practical, and have potential effects, so they are suitable for use. Keywords: change and relationship content; PISA; research and development AbstrakPenelitian ini dilatarbelakangi oleh rendahnya hasil Indonesia dalam PISA, didukung oleh temuan penelitian sebelumnya yang menunjukkan bahwa siswa masih menghadapi kesulitan dalam menyelesaikan soal PISA, terutama pada konten change and relationship level 3 keatas. Selain itu, hasil observasi oleh peneliti menunjukkan bahwa siswa mengalami kesulitan dalam memahami soal cerita aljabar, khususnya dalam mengubah masalah ke dalam model matematika. Tujuan dari penelitian ini adalah untuk menghasilkan soal matematika model PISA level 3 dan 4 pada konten change and relationship untuk siswa SMP yang valid, praktis, dan memiliki efek potensial. Penelitian ini menggunakan jenis penelitian Research and Development (R&D) dengan model pengembangan ADDIE. Hasil penelitian ini adalah instrumen soal telah mendapat kriteria sangat valid dengan persentase 90,8% berdasarkan uji validasi oleh ahli. Instrumen soal ini juga telah mendapat kategori praktis dengan persentase 95,9% berdasarkan uji kelompok kecil, sehingga soal tersebut layak untuk diuji coba di lapangan. Dalam uji lapangan, untuk menilai efek potensial, rata-rata nilai siswa adalah 85,52 yang memiliki kategori sangat baik, dengan 79% siswa berhasil mendapatkan kategori nilai sangat baik. Berdasarkan hasil penelitian ini, dapat disimpulkan bahwa soal yang dikembangkan oleh peneliti adalah valid, praktis, dan memiliki efek potensial, sehingga layak digunakan. Kata Kunci: konten change and relationship; penelitian pengembangan; PISA  DOI: http://dx.doi.org/10.23960/mtk/v12i2.pp111-122
Multimedia pembelajaran berbasis learning trajectory untuk meningkatkan kemampuan pemecahan masalah matematika siswa kelas IV sekolah dasar Samijo, Samijo; Wenda, Dhian Dwi Nur; Jatmiko, Jatmiko; Handayani, Aprilia Dwi
Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan Vol 11 No 2 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wd.v11i2.16411

Abstract

Tujuan penelitian dan pengembangan ini adalah untuk mengembangkan multimedia pembelajaran berbasis Learning Trajectory untuk meningkatkan kemampuan pemecahan masalah matematika pada siswa kelas IV SD.  Metode penelitian yang digunakan adalah metode research and development (R&D dengan menggunakan model penelitian ADDIE. Adapun model pengembangan ADDIE memiliki tahapan yaitu 1) Analis, 2) Desain, 3) Development, 4) Implementation, and 5) Evaluation.  Lokasi penelitian ini dilakukan di SDN Selosari II Kabupaten Kediri dengan jumlah subjek coba siswa kelas IV SD sebanyak 29 orang siswa. Data yang digunakan untuk melihat kelayakan produk produk yaitu data terkait kevalidan, kepraktisan dan keefektifan. Instrumen penelitian yang digunakan berupa lembar observasi, angket validasi ahli, angket respon guru dan tes hasil belajar. Hasil analisis data tingkat kevalidan produk berdasarkan hasil penilaian ahli media pembelajaran dan ahli materi matematika SD menunjukkan rata-rata skor 86,75% dengan kriteria sangat valid. Hasil analisis data uji kepraktisan produk berdasarkan angkat respon guru mendapat skor 90% dengan kriteria sangat praktis. Sedangkan hasil analisis data terkait uji keefektifan produk yang dilihat dari hasil belajar siswa memperoleh nilai rata-rata klasikal 81,5 dengan kriteria efektif. Berdasarkan hasil analisis data yang telah dilakukan dapat disimpulkan bahwa multimedia pembelajaran berbasis Learning Trajectory layak digunakan untuk meningkatkan kemampuan pemecahan masalah matematika pada siswa kelas IV SD.   Multimedia learning based on learning trajectory to improve the mathematical problem-solving abilities of Class IV elementary school students   Abstract: This research and development aims to develop Learning Trajectory-based multimedia learning to improve mathematical problem-solving abilities in fourth-grade elementary school students. The research and development method (R&D using the ADDIE research model) is used. The ADDIE development model has stages, namely Analysis, Design, Development, Implementation, and Evaluation. The location of this research was carried out at Selosari II Elementary School, Kediri Regency, with a total of 29 elementary school fourth-grade students as test subjects. The data used to see the suitability of the product is data related to validity, practicality, and effectiveness. The research instruments used were observation sheets, expert validation questionnaires, teacher response questionnaires, and learning outcomes tests. The results of data analysis on product validity levels based on the assessment results of learning media experts and elementary school mathematics material experts show an average score of 86.75% with very valid criteria. The results of product practicality test data analysis based on teacher responses received a score of 90% with very practical criteria. Meanwhile, the results of data analysis related to product effectiveness testing, as seen from student learning outcomes, obtained a classical average score of 81.5 with effective criteria. Based on the results of the data analysis that has been carried out, it can be concluded that Learning Trajectory-based multimedia learning is suitable for improving mathematical problem-solving abilities in fourth-grade elementary school students.