Andri Nurcahyono, Novi
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Peningkatan Kemampuan Literasi dan Numerasi Melalui Model Pembelajaran Andri Nurcahyono, Novi
Hexagon: Jurnal Ilmu dan Pendidikan Matematika Vol. 1 No. 1 (2023): April
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/hexagon.v1i1.4924.

Abstract

Kemampuan literasi numerasi peserta didik di Indonesia masih kurang atau cukup rendah dan masih harus terus ditingkatkan. Salah satu upaya yang dilakukan untuk meningkatkan kemampuan literasi numerasi peserta didik adalah menerapkan model pembelajaran yang dapat menunjang berkembangnya kemampuan tersebut. Penerapan model pembelajaran yang tidak sesuai akan mengakibatkan kemampuan literasi dan numerasi kurang dapat berkembang. Penelitian ini bertujuan untuk memberikan pengetahuan mengenai model-model pembelajaran yang dapat digunakan untuk meningkatkan kemampuan literasi numerasi dalam pembelajaran matematika. Penelitian ini merupakan hasil literature review tentang model-model pembelajaran yang diterapkan dalam meningkatkan kemampuan literasi numerasi dalam pembelajaran matematika. Literature yang digunakan merupakan jurnal di dalam database google schoolar dengan rentang waktu kapan saja. Menggunakan kata kunci peningkatan dan “kemampuan literasi” dan “kemampuan numerasi” dan “model pembelajaran” diperoleh 216 hasil berupa semua jenis artikel. Berdasarkan analisis judul dan abstrak, terdapat 13 artikel yang sesuai mengenai model pembelajaran yang dapat meningkatkan kemampuan literasi numerasi peserta didik. Model Problem Based Learning, Discovery Learning, Project Based Learning, Inquiry Based Learning, Kooperatif Teams Games Tournament, Realistic Mathematics Education, Blanded Learning, dan Amati Tiru Kerjakan adalah model-model pembelajaran yang dapat meningkatkan kemampuan literasi dan numerasi peserta didik.
PENGEMBANGAN GAME DIVISION ADVENTURE BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DAN MOTIVASI BELAJAR SISWA PADA MATERI OPERASI PEMBAGIAN Widyyatun Ni'amah, Ika; Ramdhani, Sendi; Andri Nurcahyono, Novi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40412

Abstract

This study aims to: (1) describe students' needs for the Division Adventure game to improving their problem-solving skills in division operations, (2) describe the development of the Division Adventure game in improving problem-solving skills in division operations. (3) develop a Division Adventure game that is feasible, practical, and effective in improving problem-solving skills in division operations, and (4) develop a Division Adventure game that is effective in increasing student’s learning motivation. This research is a developmental study consisting of preliminary study, development, and product testing stages. The results of this study are: (1) interactive media is needed that provides a more concrete display, can be used independently by students, improves understanding of story problems, division operations, and learning motivation, which underlies the development of Android-based educational games; (2) the development stage develop an Android-based game consist of four main menus, that are Materi, Latihan, Main, and Pengaturan, and two additional menus, which are Penghargaan and Tentang; (3) A Division Adventure game is feasible based on expert judgements, practical for use in learning based on user responses by students and teachers, and effective in improving problem-solving skills related to division operations that shown by the test results with a t-count = 16.335 > t table = 2.093, which means there is a significant difference in students' problem-solving skills before and after using the Division Adventure game; (4) At the product testing stage, the results obtained were |t count| = 18.007 > t table = 2.093, indicating a significant difference in student learning motivation before and after using the Division Adventure game.