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Pengembangan Game Labirin Berbasis Artificial Intelligence Sebagai Media Pembelajaran Transformasi Geometri Ferdiansyah Rigani; Nuraidah Zahra; Pebi Fauziyana Br Tarigan; Fevi Rahmawati Suwanto
Katalis Pendidikan : Jurnal Ilmu Pendidikan dan Matematika Vol. 2 No. 4 (2025): Desember : Katalis Pendidikan : Jurnal Ilmu Pendidikan dan Matematika
Publisher : Lembag

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/katalis.v2i4.2671

Abstract

This study aims to develop learning media in the form of an Artificial Intelligence-based maze game on geometric transformation material. The development of this learning media is motivated by the fact that mathematics learning tends to be boring, especially on geometric transformation material. This occurs because the application of monotonous learning methods, such as lecture methods, causes students to tend to be more passive and can lead to a decrease in student learning motivation. So the researcher developed a more interesting learning media in the form of an AI-based maze game to build student learning motivation. The game developed contains geometric transformation questions and presents them adaptively through AI logic. This research method uses an R&D (Research and Development) approach with the ADDIE model. The ADDIE stages are Analyze, Design, Development, Implementation, and Evaluation. The subjects of this study were ninth-grade students of SMP Yayasan Pendidikan Ghafa Medan. The results showed that this Artificial Intelligence-based maze game obtained a validity percentage of 82% with a very valid category, practicality obtained a percentage of 85.6% with a very practical category, and effectiveness obtained a percentage of 83.1% with a very effective category. The final evaluation showed that this learning tool was suitable for use, although improvements were still needed, such as adding penalties for wrong answers and enlarging the movement buttons. Overall, this AI-based maze game was deemed valid, effective, and practical as an interactive learning tool for geometric transformations.
ANALISIS KESULITAN SISWA PADA MATERI MATRIKS DI KELAS XI SMA SWASTA AL MAKSUM Kairuddin; Ferdiansyah Rigani; Nuraidah Zahra; Pebi Fauziyana Br Tarigan; Agnia Kamila Rambe; Lutfiah Syahrawani Siregar
Afore : Jurnal Pendidikan Matematika Vol 4 No 2 (2025): Afore : Jurnal Pendidikan Matematika
Publisher : Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/afore.v4i2.3845

Abstract

This study aims to investigate the difficulties experienced by students in understanding matrix material, with a particular focus on matrix multiplication. The research was conducted with 13 students from grade XI of Al Maksum Private High School Medan. To obtain comprehensive data, researchers used a combination of interviews and written tests. These instruments were designed to explore students’ conceptual understanding as well as the procedural aspects of solving matrix problems. The data collected were then analyzed using the Miles and Huberman model, which involves three key steps: data reduction, data display, and drawing conclusions. The results of the analysis revealed that students encountered various obstacles in learning matrices, especially in performing matrix multiplication. The main difficulties stemmed from several factors, including a lack of understanding of the basic concepts and rules that govern matrix operations, particularly multiplication. Additionally, many students made calculation errors, especially when dealing with positive and negative numbers. Some students also demonstrated low confidence in their answers, which may have led them to second-guess correct solutions. Moreover, insufficient attention to detail when performing step-by-step calculations often resulted in inaccurate final answers. These findings highlight the importance of reinforcing conceptual understanding, improving arithmetic accuracy, and building students’ confidence through targeted instructional strategies and practice. Such improvements may help students overcome their current learning obstacles in matrix-related topics.
Analisis Perilaku Self-Reward pada Gen-Z: Antara Apresiasi Diri dan Fenomena Tabdzir dalam Perspektif Islam Ferdiansyah Rigani; Anggelina, Maya; Nuraidah Zahra; Pebi Fauziana Br Tarigan; Hapni Laila Siregar
Al-Zayn: Jurnal Ilmu Sosial, Hukum & Politik Vol 4 No 2 (2026): 2026
Publisher : Yayasan pendidikan dzurriyatul Quran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61104/alz.v4i2.5145

Abstract

Self-reward merupakan perilaku mengapresiasi diri atas sesuatu yang telah dicapai atau diraih. Self-reward merupakan cara untuk memotivasi diri serta salah satu bentuk menjaga kesehatan mental dan fisik dari kelelahan. Seiring perkembangan zaman, self-rewerd kini bukan hanya sebagai bentuk pengapresiasi diri, namun menjadi tren yang kian mengkhawatirkan terutama di kalangan Generasi Z. Dimana paparan konten digital yang masif dapat memicu budaya tabdzir atau pemborosan yang bertentangan dengan ajaran Islam. Dengan menggunakan metode penelitian kuantitatif, penelitian ini bertujuan untuk mendeskripsikan bagaimana keseimbangan antara self-reward dan batasan perilaku tabdzir (boros), dimana penelitian ini melibatkan 20 responden. Hasil penelitian menunjukkan bahwa masih mayoritas responden menyadari dan paham mengenai batasan perilaku tabdzir (boros), namun dalam realitanya masih banyak dari mereka yang belum menerapkan batasan tersebut dalam kehidupan sehari-hari. Simpulan penelitian ini menegaskan bahwa sebagai seorang muslim harus mampu dalam mengontrol diri dari dorongan emosional dan dari pengaruh eksternal seperti tren media sosial serta mempu mengintegrasikan nilai-nilai syari'at Islam agar tetap sesuai dengan perintah Allah SWT.