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FACTORS THAT INFLUENCE THE SUCCESS OF CONCEPTUAL CHANGE MODEL (CCM) ON COURSE LEARNING OF MATHEMATICS ELEMENTARY Wijayanti, Rina; Cipta, Dyah Ayu Sulistyaning
MEJ (Mathematics Education Journal) Vol 2, No 1 (2018)
Publisher : Study Program of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (230.377 KB) | DOI: 10.22219/mej.v2i1.5793

Abstract

The Course of Mathematics Elementary School is a course intended toprepare university students to become a math teacher in elementary school.The material in Mathematics Study of Elementary School is Integer andFractional. This case study get in Institute of Teacher Education andEducational Science of Budi Utomo Malang. The author teach this materialwith the Conceptual Change Model. Next we want to know the factors thataffect Conceptual Change Model. The sample was taken from 45 students ofMathematics Education and obtained the conclusion of Process ofconceptual changes variable, Cognitive Conflict and Knowledge of the pasthave significant effect on CCM success in elementary mathematics study, itis proved from the value of p value of the three consecutive variables (0.00;0.001 ; 0.034) these three values are <0.05 (5% error rate / alpha).
Pengembangan Media Pembelajaran Commath dalam Problem Based Learning untuk Pemahaman Siswa pada Materi Perbandingan Al Hawa, Mihwatul Nurika; Cipta, Dyah Ayu Sulistyaning
MATHEMA: JURNAL PENDIDIKAN MATEMATIKA Vol 6, No 2 (2024): MATHEMA
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jm.v6i2.4172

Abstract

Matematika adalah salah satu mata pelajaran yang dianggap merepotkan oleh para siswa. Materi perbandingan adalah salah satu materi yang sering menimbulkan kesulitan. Hal ini disebabkan oleh kurangnya pemahaman siswa tentang ide pemeriksaan dan kesulitan dalam menangani masalah korelasi. Dalam rangka meningkatkan pemahaman siswa pada materi perbandingan, tujuan dari penelitian ini adalah mengembangkan media pembelajaran Commath (Comparison Mathematics) untuk Problem Based Learning (PBL). Commath merupakan media pembelajaran berbasis aplikasi yang dibuat untuk membantu siswa memahami konsep perbandingan dan menyelesaikan masalah perbandingan dengan cepat dan menyenangkan. Desain penelitian pengembangan ADDIE (Analyze, Design, Develop, Implement, and Evaluate) digunakan dalam penelitian ini. Hasil penelitian menunjukkan bahwa siswa dapat memahami materi perbandingan dengan mudah menggunakan media pembelajaran Commath dalam PBL. Hal ini ditunjukkan oleh hasil eksperimen terakhir yang menunjukkan peningkatan nilai yang sangat signifikan setelah menggunakan media pembelajaran Commath dalam PBL. Karya inovatif ini menunjukkan bahwa media pembelajaran Commath dalam PBL dapat menjadi media pembelajaran pilihan yang menarik untuk membantu siswa dalam memahami materi ujian.  
Penyuluhan Dampak Pernikahan Usia Dini di MA Mafatihul Huda Rachmawati, Rachmawati; Cipta, Dyah Ayu Sulistyaning; Susandi, Susandi
Musyawarah: Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2024): Musyawarah: Jurnal Pengabdian Masyarakat
Publisher : Anfa Mediatama

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Abstract

Pernikahan dini adalah pernikahan yang dilakukan oleh pasangan yang berusia di bawah 18 tahun. Pernikahan dini berdampak pada ekonomi dan pendidikan pasangan. Pernikahan dini juga dapat berdampak pada berbagai masalah sosial, seperti kemiskinan, kekerasan dalam rumah tangga, dan lain-lain. Oleh karena itu, diperlukan upaya untuk menekan angka pernikahan dini dan meningkatkan kesadaran siswa MA Mafatihul Huda tentang dampak negatifnya. Upaya ini dapat dilakukan melalui pemberian kesempatan untuk melakukan program konseling pernikahan dini.
Penyuluhan Dampak Pernikahan Usia Dini di MA Mafatihul Huda Rachmawati, Rachmawati; Cipta, Dyah Ayu Sulistyaning; Susandi, Susandi
Musyawarah: Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2024): Musyawarah: Jurnal Pengabdian Masyarakat
Publisher : Anfa Mediatama

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Abstract

Pernikahan dini adalah pernikahan yang dilakukan oleh pasangan yang berusia di bawah 18 tahun. Pernikahan dini berdampak pada ekonomi dan pendidikan pasangan. Pernikahan dini juga dapat berdampak pada berbagai masalah sosial, seperti kemiskinan, kekerasan dalam rumah tangga, dan lain-lain. Oleh karena itu, diperlukan upaya untuk menekan angka pernikahan dini dan meningkatkan kesadaran siswa MA Mafatihul Huda tentang dampak negatifnya. Upaya ini dapat dilakukan melalui pemberian kesempatan untuk melakukan program konseling pernikahan dini.
Application of Project Based Learning with the Role Playing Method in Overcoming Students' Learning Difficulties in One Variable Linear Equations Astri, Agustina Rina; Bawani, Asri; Cipta, Dyah Ayu Sulistyaning
Cakrawala Vol 2, No 2 (2023): Desember
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/cakrawala.v2i2.1974

Abstract

Mathematics learning at junior high school level is often faced with the challenge of conceptual complexity, especially in the topic of linear equations in one variable. This article discusses classroom action research which aims to overcome the learning difficulties of class VII students at Cor Jesu Catholic Middle School, Malang, in solving linear equations with one variable, especially in the context of word problems. By applying the Project-Based Learning (PJBL) learning model with the Role playing method, this article provides an overview of the experience of implementing this strategy and the results obtained. The research method used is a qualitative approach with descriptive methods. The learning outcomes using the project-based learning model with the role playing method are very satisfying. Students not only managed to solve the questions better, but they were also able to explain concepts more clearly through role playing. The research results showed that students not only succeeded in solving questions better but were also able to explain concepts more clearly through role playing. This learning process increases motivation and strengthens understanding of the concept of linear equations in one variable as a whole. This approach makes mathematics learning more interesting and relevant to students' daily lives.
Etnomatematika pasar barter Wulandoni, Lembata, Nusa Tenggara Timur Cipta, Dyah Ayu Sulistyaning; Nuka, Anastasia K
Cakrawala Vol 1, No 2 (2022): Desember
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/cakrawala.v1i2.1419

Abstract

Penelitian ini bertujuan untuk mendeskripsikan aspek matematis yang memiliki hubungan erat dengan Pasar Barter Wulandoni yang terletak di Desa Wulandoni, Kecamatan Wulandoni, Kabupaten Lembata, Provinsi Nusa Tenggara Timur, serta memberikan gambaran umum tentang aktivitas masyarakat Wulandoni di pasar barter tersebut. Penelitian ini merupakan penelitian kualitatif. Subjek penelitian adalah masyarakat Desa Wulandoni. Teknik pengumpulan data dilakukan melalui wawancara, dokumentasi, dan observasi. Hasil penelitian menunjukkan bahwa masyarakan Wulandoni menggunakan aturan monga, yaitu enam hasil pertanian dapat ditukarkan dengan satu potong ikan atau satu tempurung garam atau satu genggam kapur.Pengungkapan aspek matematis dalam Pasar Barter Wulandoni, yaitu aktivitas counting dengan aturan monga, locating adalah di Kecamatan Wulandoni, Kabupaten Lembata, Provinsi Nusa Tenggara Timur. Aktivitas measuring dalam pasar barter adalah dengan mengukur besaran barang yang dibarter, aktivitas designing bahwa Pasar Barter ini dilakukan di tanah lapang berbentuk segi empat, aktivitas playing yaitu kegiatan barter dilakukan dengan menyenangkan, aktivitas Explaining adalah dengan menerangkan kondisi barang yang akan dibarter.
MOTIVASI BELAJAR MATEMATIKA SISWA PADA PROJECT BASED LEARNING DENGAN PENDEKATAN TECHNOLOGICAL PEDAGOGICAL AND CONTENT KNOWLEDGE Muawanah; Romadhona, Reny; Cipta, Dyah Ayu Sulistyaning
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 6 No. 2 (2024): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

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Abstract

The aim of this research is to increase students' learning motivation which is eroded by the presence of gadgets. The low motivation to learn mathematics is the background for the research conducted by researchers in class VII of Sukodono Islamic Middle School. To respond to this, the researchers conducted classroom action research which aims to increase students' learning motivation so that can increase the achievement of learning objectives in accordance with the implementation of the curriculum in schools. Students' learning motivation will emerge if they are directly involved in the learning process, one of the innovative learning models that involves students is the PjBL model. The steps in the PjBL model require students to think critically, creatively and innovatively in solving problems given by educators. Apart from using learning models that involve students, using interesting learning media can increase learning motivation. One application that can be used as a learning medium that increases student motivation is the Canva application. Therefore, researchers used the PjBL model with Canva media in research which is expected to increase the motivation of class VII students at Sukodono Islamic Middle School in PLSV material. The results of this research show that 2 students or 8.7% of the 23 students have not met the criteria for achieving learning objectives. The author concludes that the PjBL model is recommended to be applied to mathematics learning.
IMPLEMENTASI MODEL CONTEXTUAL TEACHING LEARNING DALAM MENINGKATKAN KETERLIBATAN SISWA PADA PEMBELAJARAN MATEMATIKA Ulfa, Risna Amalia; Cipta, Dyah Ayu Sulistyaning
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 6 No. 2 (2024): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

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Abstract

This best practice writing aims to determine the effectiveness of the CTL learning model in increasing student involvement in learning mathematics and to provide the best recommendations for using Contextual Teaching Learning in learning. Learning problems that occur in SMA Selamat Pagi Indonesia class XII students involving conditions of low learning motivation and lack of involvement in all learning activities, of course, have an impact on learning outcomes that do not achieve learning objectives. The method used in this research is using qualitative methods where data collection through literature review, observation, interviews, and documentation, then analyzed with a SWOT matrix equipped with IFAS (Internal Factor Analysis Strategy) and EFAS (External Factor Analysis Strategy) factors. The use of the CTL model has been able to show significant results, in the SWOT matrix shows that the results of the analysis of internal and external factors, positioning the use of CTL in learning in Quadrant 1. Which means, the use of CTL is in a very favorable situation. The use of this learning model has opportunities and strengths at a positive value (x = +1.22, y = +1.17). The strategy that must be applied in using the CTL model is to support an aggressive growth policy (Growth oriented strategy), which is fully implemented and disciplined according to its syntax, so that its implementation can be effective in increasing student involvement in learning mathematics.
PENGEMBANGAN EXCITED MATH GAMES UNTUK MENINGKATKAN PEMAHAMAN KONSEP HIMPUNAN SISWA SMP Ramadhani, Zahrotul Luthfina; Cipta, Dyah Ayu Sulistyaning; Kartika, Era Dewi
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 6 No. 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

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Abstract

The aim of the research is to develop interactive learning media Excited Math Games on set material for class VII junior high school students. The research method used is development research referring to the ADDIE model. The research instruments were media development sheets and student learning outcomes tests. The results of the research are based on the design carried out (1) analysis: needs analysis which shows that the use of learning media is still limited, and students have not been actively involved in the learning process, technology analysis, a combination of Power Point and iSping Suite 10 used as the main software, and curriculum analysis according to with the 2013 curriculum; (2) design: collecting references, designing material content according to aspects of understanding concepts, preparing stoyboards and flowcharts to make it easier to create learning media; (3) development; creating learning media, expert validation to determine the validity of learning media, and revising phase I products based on validator input; (4) implementation: trial to obtain data on students' level of understanding of concepts after applying learning media; (5) evaluation: analyzing student learning test results to determine the level of understanding of concepts. The quality of the learning media developed meets the very valid criteria based on the assessment of media experts and material experts with scores of 3.8125 and 3.65 respectively. Meanwhile, the level of understanding of students' concepts after applying the Excited Math Games learning media obtained very high criteria based on student learning outcomes tests with a completeness percentage of 86.67% and an average score of 88 or above the students' completeness score, namely > 70.