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All Journal International Journal of Evaluation and Research in Education (IJERE) Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Jurnal Infinity Journal on Mathematics Education (JME) Pedagogi : Jurnal Penelitian Pendidikan AKSIOMA: Jurnal Program Studi Pendidikan Matematika JURNAL PENGABDIAN KEPADA MASYARAKAT Eduma : Mathematics Education Learning and Teaching Journal of Research and Advances in Mathematics Education AL ISHLAH Jurnal Pendidikan KALAMATIKA Jurnal Pendidikan Matematika Wacana Akademika : Majalah Ilmiah Kependidikan Procediamath SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan IRJE (Indonesian Research Journal in Education) Buana Matematika : Jurnal Ilmiah Matematika dan Pendidikan Matematika Jurnal Surya Masyarakat Teorema: Teori dan Riset Matematika Minda Baharu Faktor Jurnal Ilmiah Kependidikan Al-Khidmat : Jurnal Ilmiah Pengabdian Kepada Masyarakat Perdikan: Journal of Community Engagement Diseminasi : Jurnal Pengabdian kepada Masyarakat BERNAS: Jurnal Pengabdian Kepada Masyarakat Jurnal Surya Masyarakat Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika Mosharafa: Jurnal Pendidikan Matematika IJORER : International Journal of Recent Educational Research Jurnal PkM (Pengabdian kepada Masyarakat) International journal of education and learning Jurnal Keuangan dan Akuntansi Terapan (KUAT) JNPM (Jurnal Nasional Pendidikan Matematika) Journal of Social Work and Empowerment Engagement: Jurnal Pengabdian Kepada Masyarakat Jurnal Infinity Jurnal Pendidikan MIPA Journal of Research and Educational Research Evaluation
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Improving student’s mathematical problem solving skills through Quizizz Setiyani Setiyani; Nur Fitriyani; Laela Sagita
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 5 Issue 3 October 2020
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v5i3.10696

Abstract

The Industrial Revolution 4.0 on Education in Indonesia affects school activities rapidly. Teachers are no longer educated in classrooms only, but they can also utilize technology to conduct distance learning. One interactive application that can be used as a form of question exercise is Quizizz. Therefore, this research aims to: first, examine the effectiveness of students' activities by using Quizizz on mathematical problem-solving skills; second, investigate the differences in the increase in students' ability to solve mathematical problems between the class with and without the Quizizz-aided learning method; third, describe the activities of students who used the Quizizz-aided drill learning method; and fourth, describe the students' responses in using Quizizz. The research was quasi-experiment with a pretest-posttest non-equivalent control group design. The participants in this study are 67 of Grade10 students divided into experimental and control classes. Data collection techniques used were tests for students' mathematical problem-solving skills and questionnaires. The instruments were validated using Pearson correlation, while the reliability was tested using Cronbach's Alpha. Then, the N-gain test was used to analyze the data. The results showed that there was an effect on students’ learning activities by using Quizizz on their problem-solving skills. Besides, there was a difference in the improvement of problem-solving skills between the class with and without Quizizz-aided. Furthermore, students’ activities in three meetings have increased. Moreover, students provided a positive response in learning using Quizizz. Thus, it can be concluded that Quizizz is effective in improving mathematical problem-solving skills.
PENGEMBANGAN BAHAN AJAR BERBASIS LITERASI SAINS PADA ORGAN PERNAPASAN HEWAN DAN MANUSIA Dian Permana Putri; Setiyani Setiyani; Rita Anggraeni
Pedagogi Vol 8, No 1 (2021)
Publisher : UNIKU PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/pedagogi.v8i1.3771

Abstract

Tujuan dari penelitian ini adalah mengembangkan bahan ajar modul untuk meningkatkan litersi sains pada siswa. Metode penelitian ini adalah Research And Development (RD). Model dalam penelitian ini dengan menggunakan model ADDIE pada materi organ pernapasan hewan dan manusia. Teknik pengumpulan data penelitian ini adalah dengan menggunakan dua analisis data diantaranya analisis data kuantitatif dan analisis dan kualitatif. Berdasarkan hasil penelitian bahan ajar modul mendapatkan penilaian dari validator ahli materi dengan persentase 75%, penilaian dari validator ahli bahan ajar dengan persentase 86.3%, dan penilaian validasi guru adalah dengan persentase 84,7%. Sedangkan hasil penilain praktikalitas dari 5 guru adalah penilaian yang diberikan oleh S-1 dengan persentas 91,1%, lalu penilaian yang diberikan oleh S-2 dengan persentase 83,8%, selanjutnya penilaian yang diberikan oleh S-3 dengan persentase 88,2%, sedangkan penilaian yang diberikan oleh S-4 dengan persentase  82,3%, dan yang terakhir penilaian dari S-5 dengan persentase 83,8%. Hal ini dapat disimpulkan bahwa bahan ajar modul telah masuk dalam kriteria sangat layak atau sangat praktis dalam meningkatkan literasi sains pada peserta didik dengan persentase di antara 75%-100%.
PENGEMBANGAN MEDIA SCRAPBOOK PADA MATERI BENTUK DAN FUNGSI BAGIAN TUBUH PADA HEWAN DAN TUMBUHAN Norma Azizah; Dian Permana Putri; Setiyani Setiyani
Pedagogi Vol 7, No 2 (2020)
Publisher : UNIKU PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/pedagogi.v7i2.3564

Abstract

Pengembangan media pembelajaran merupakan serangkaian proses atau kegiatan yang dilakukan untuk menghasilkan suatu media pembelajaran berdasarkan teori yang ada dan validasi sebuah produk agar layak digunakan untuk pendidikan. Penelitian ini bertujuan untuk mengetahui: (1) hasil desain pengembangkan media scrapbook pada materi bentuk dan fungsi bagian tubuh hewan dan tumbuhan. (2) validasi dari para ahli mengenai pengembangan media scrapbook. (3) praktikalitas media scrapbook. Penelitian ini merupakan penelitian kualitatif, Model pengembangan yang digunakan model 4-D menurut Thiagaradjan. Metode yang digunakan oleh peneliti yaitu RD (Research and Development), Teknik pengumpulan data menggunakan wawancara, validasi, dan instrumen penilaian praktikalitas. Kelayakan media diperoleh dari dua ahli yaitu ahli materi dan ahli media, sedangkan data praktikalitas diperoleh dari 5 orang guru sekolah dasar. Berdasarkan hasil penelitian dapat disimpulkan bahwa pengembangan media scrapbook layak untuk digunakan dengan perolehan skor oleh validator ahli materi sebesar 75 dengan presentase nilai 75% termasuk dalam kategori cukup valid dan untuk validator ahli media memberikan skor 97 dengan presentase nilai 97% termasuk dalam kategori sangat valid. dan untuk praktikalitas diperoleh rata-rata nilai 83,8 dengan presentase nilai 83,8% termasuk dalam kategori sangat praktis.                                             Kata Kunci: pengembangan; media; scrapbook.
PELATIHAN APLIKASI SCHOOLOGY SEBAGAI UPAYA MENYELENGGARAKAN PEMBELAJARAN JARAK JAUH DI SMK SAMUDRA NUSANTARA Irmawati Liliana Kusuma Dewi; Anggita Maharani; Setiyani Setiyani
MINDA BAHARU Vol 4, No 2 (2020): Minda Baharu
Publisher : Universitas Riau Kepulauan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33373/jmb.v4i2.2662

Abstract

Tujuan dari kegiatan Pengabdian Kepada Masyarat (PKM) ini adalah untuk meningkatkan kualitas Pembelajaran Jarak Jauh (PJJ), terutama dalam masa pandemi menggunakan Learning Management System (LMS) - Schoology. Pemanfaatan e-learning mempermudah guru dalam berinteraksi secara online dengan siswa, mendistribusikan materi, mengunduh daftar hadir, dan membuat evaluasi pembelajaran. Peserta kegiatan PKM LMS-Schoology adalah 18 guru SMK Samudra Nusantara berlokasi di Astanajapura Kabupaten Cirebon. Metode dalam pengabdian ini terdiri dari tiga tahap, 1) tahap pra pelatihan yaitu merancang modul tutorial singkat, proses pelatihan, dan angket; 2) tahap pelatihan yaitu pengenalan LMS Schoology dan pembuatan akun; 3) tahap evaluasi yaitu tanggapan guru terhadap pelatihan melalui angket. Selama pelatihan berlangsung, peserta sangat antusias dalam menyimak materi dan aktif berdiskusi. Berdasarkan hasil angket respons peserta terhadap pelatihan LMS-Schoology diperoleh rata-rata dari aspek pemateri sebesar 76.23% termasuk kategori kuat. Kegiatan pendampingan ini memberikan nilai tambah bagi guru dalam penguasaan Ipteks dan dapat digunakan sebagai platform pembelajaran yang efektif.
PEMANFAATAN POWTOON SEBAGAI SALAH SATU ALTERNATIF MEDIA DALAM PEMBELAJARAN DARING DI SDN II KEDUNGDAWA CIREBON Setiyani Setiyani; Ferry Ferdianto; Dina Pratiwi Dwi Santi
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 4, No 1 (2020): November
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (525.186 KB) | DOI: 10.31764/jpmb.v4i1.2994

Abstract

ABSTRAKMasa pandemi covid 19 telah mengganggu proses belajar tatap muka di sekolah. Pembelajaran Jarak Jauh (PJJ) secara daring menjadi salah satu alternatif untuk mengatasi masalah tersebut. Oleh karena itu perlu peranan media agar siswa tidak jenuh dalam belajar. Tujuan kegiatan pengabdian kepada masyarakat (PKM) ini adalah menerapkan powtoon sebagai salah satu alternatif media dalam PJJ di SDN II Kedungdawa Kabupaten Cirebon. Kegiatan PKM dilakukan dengan harapan guru termotivasi mengintegrasikan IT secara maksimal untuk membuat video pembelajaran yang dapat digunakan dalam proses belajar. Metode dalam kegiatan PKM terdiri dari 4 tahap yaitu observasi, identifikasi masalah, solusi, dan evaluasi. Peserta dalam pengabdian ini sebanyak 28 siswa kelas VI. Hasil pemanfaatan media powtoon diantaranya meningkatkan motivasi siswa, pembelajaran tidak membosankan, dan materi lebih mudah dipahami. Selain itu adanya ketertarikan guru untuk dapat membuat media powtoon sendiri merupakan salah satu indikator keberhasilan PKM yang telah dilakukan. Oleh karena itu  sebagai rekomendasi tim akan merancang kegiatan pelatihan pembuatan powtoon yang menarik, variatif dan interaktif sebagai upaya peningkatan kualitas pembelajaran bagi guru di SDN II Kedungdawa Kabupaten Cirebon Kata kunci: powtoon; pembelajaran jarak jauh; media pembelajaran. ABSTRACTThe Covid 19 pandemic has disrupted the face-to-face learning process in schools. Distance learning is an alternative to overcome this problem. Therefore we need the role of the media so that students are not bored in learning. The purpose of this community service activity is to implement the powtoon as an alternative media in distance learning at SDN II Kedungdawa, Cirebon Regency. PKM activities are carried out with the hope that teachers are motivated to optimally integrate IT to make learning videos that can be used in the learning process. The method in PKM activities consists of 4 stages, namely observation, problem identification, solution, and evaluation. Participants in this activities were 28 students in grade sixth.The results of using powtoon media include increasing student motivation, learning is not boring, and the material is easier to understand. In addition, the teacher's interest in being able to make their own powtoon media is an indicator of the success of the PKM that has been carried out. Therefore, as a recommendation, the team will design training activities for making powtoon that are interesting, varied and interactive as an effort to improve the quality of learning for teachers at SDN II Kedungdawa, Cirebon. Keywords: powtoon; distance learning; material teaching.
The incredible boong gi: Educational game RPG for mathematical understanding ability Setiyani Setiyani; Sri Sumarwati; Laela Sagita; Dzaki Fadhlurrohman
International Journal of Education and Learning Vol 3, No 2: August 2021
Publisher : Association for Scientific Computing Electrical and Engineering(ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijele.v3i2.217

Abstract

Some of the android-based mobile game genres that are currently very popular such as adventure, first-person shooter, fighting, racing, and others. This development should provide opportunities in the field of education to make games not only for fun but also for education. The purpose of this study was to produce educational games that were valid, practical, and had potential effects to improve the mathematical understanding of the relationship and function of junior high school students. The research method used is RD (research development) using the ADDIE model. The data collection techniques used were documentation, interviews, and tests of mathematical comprehension abilities. The results obtained from the game "The Incredible Boong Gi" are valid with an average of 96.70% of expert validators and media validators. The results of the practicality questionnaire from 9 students averaged 90.32%. The results of data analysis show that educational RPG games have valid, practical criteria and have potential effects. RPG games are valid in terms of relevance, systematics, student-centered compatibility, game design, and compatibility. RPG games get practical results from implementation in small groups. Furthermore, the educational RPG prototype has the potential effect of improving students' mathematical understanding abilities. RPG games provide a fun learning atmosphere, by playing students can also learn. Making RPG games is also not difficult, according to the competence of students to be achieved and challenges the creativity of the teacher.
PEMANFAATAN MENARA HANOI SEBAGAI MEDIA PEMBELAJARAN POLA BILANGAN DI SMP 11 KOTA CIREBON Nurul Ikhsan Karimah; Setiyani Setiyani; Jajo Firman Raharjo
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2021)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (408.363 KB) | DOI: 10.31949/jb.v2i1.657

Abstract

Keefektifan pembelajaran di kelas dapat dilihat dari ketercapaian tujuan pembelajaran yang telah ditentukan. Pemilihan metode mengajar akan mempengaruhi media atau alat peraga yang akan digunakan. Kenyataannya, penggunaan alat peraga masih sering diabaikan dengan berbagai alasan, antara lain keterbatasan alat peraga yang tersedia, kekurangcakapan dalam menggunakan media pembelajaran, dan biaya. Hal tersebut dapat diantisipasi jika setiap guru dibekali dengan pengetahuan dan keterampilan menciptakan suatu media pembelajaran. Salah satu media pembelajaran yang dapat digunakan yaitu menara Hanoi. Metode yang digunakan pada PkM ini yaitu implementasi alat peraga yang meliputi perencanaan, pelaksanaan dan evaluasi. Tahap perencanaan mencakup penyiapan alat dan bahan yang akan digunakan untuk membuat Menara Hanoi, koordinasi dengan pihak sekolah, teman sejawat dan mahasiswa yang terlibat. Tahap pelaksanaan meliputi penerapan menara Hanoi pada pembelajaran dan penjelasan penggunaan Menara Hanoi kepada guru. Tahap evaluasi terdiri dari pengisian angket respons siswa setelah melakukan pembelajaran menggunakan Menara Hanoi.
Penerapan Model Murder Terhadap Peningkatan Kemampuan Analisis Dan Evaluasi Matematis Siswa SMP Setiyani Setiyani; Laela Sagita; Indriani Eka Herdiawati
Mosharafa: Jurnal Pendidikan Matematika Vol 9, No 3 (2020)
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1774.393 KB) | DOI: 10.31980/mosharafa.v9i3.725

Abstract

AbstrakDitinjau dari aspek kognitif, kemampuan analisis dan kemampuan evaluasi matematis merupakan kemampuan berpikir tingkat tinggi yang perlu mendapat perhatian. Peningkatan kedua kemampuan tersebut perlu didukung oleh model pembelajaran yang tepat, salah satunya model MURDER. Tujuan penelitian adalah mengetahui aktivitas siswa selama pembelajaran matematika menggunakan model MURDER, peningkatan kemampuan analisis, dan peningkatan kemampuan evaluasi matematis. Metode yang digunakan yaitu eksperimen, dengan desain One Group Pretest and Postest. Penelitian dilakukan di SMP Negeri 2 Mandirancan dengan sampel random sampling sebanyak 36 siswa. Instrumen penelitian diantaranya tes kemampuan analisis matematis, tes kemampuan evaluasi matematis, dan lembar observasi. Hasil penelitian menunjukan bahwa aktivitas siswa dengan model MURDER mengalami peningkatan setiap pertemuan. Rata-rata persentase aktivitas siswa pada pertemuan pertama sebesar 73%, pertemuan kedua sebesar 76%, pertemuan ketiga sebesar 80%. Selanjutnya, terdapat peningkatan kemampuan analisis matematis dengan rata-rata 0.75, interpretasi tinggi dan terdapat peningkatan kemampuan evaluasi matematis dengan rata-rata mencapai 0.69, interpretasi sedang. Berdasarkan hasil yang diperoleh, model MURDER efektif diterapkan untuk meningkatkan kemampuan analisis dan evaluasi matematis siswa SMP.                                    Application of MURDER Learning to Improve the Analytical and Mathematical Evaluation Ability at Junior High School AbstractIn cognitive aspects, analytical and mathematical evaluation abilities are higher-order thinking skills that need attention. The improvement of these needs supporting by an appropriate learning model, one of which is the MURDER model.  This study aims to determine: student activities during mathematics learning using the MURDER model, increased analytical skills, and increased mathematical evaluation abilities. The method used is an experiment, with One Group Pretest and Postest design. The study was conducted at SMPN 2 Mandirancan taking 36 students by Random Sampling. The instruments used were mathematical analysis ability tests, mathematical evaluation ability tests, and observation sheets. The results showed that student activities with the MURDER model at each meeting increased. The average percentage of student activity at the first meeting was 73%, the second meeting was 76%, the third meeting was 80%. There was an increase in mathematical analysis skills with an average of 0.75 high interpretation and there was an increase in mathematical evaluation skills with averaging 0.69, moderate interpretation. Based on the results obtained, the MURDER model is effectively applied to improve the analysis and evaluation skills of junior high school students.
Pemberdayaan Komunitas RT Puri Cirebon Lestari melalui Pelatihan Kerajinan Decoupage dan Market Access Maya Dewi Kurnia; Dina Pratiwi Dwi Santi; Setiyani Setiyani; Ena Suhena Praja
Jurnal Surya Masyarakat Vol 3, No 2 (2021): Mei 2021
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.3.2.2021.77-85

Abstract

Housewives (RT) in one of the Talun Districts are active in activities every month, namely “arisan”. Unfortunately, those who are members of the RT Community just fill their spare time because on average they don't work in the formal sector. They want to increase their potential by not forgetting their obligations as wives or mothers at home. This is urgent to do to increase the potential of women in order to produce superior resources. Currently, women's participation in the business sector is increasing. This is due to the provision of equal and fair opportunities for women to carry out business activities, so that it is expected to help improve the family economy. Thus, it cannot be denied that women can strengthen the economic resilience of families and communities. Therefore, the team seeks to take advantage of opportunities to increase the potential of mothers by providing appropriate skills, raw materials that are easily available and having economic values. This skill is the decoupage. Method used to carry out community service in the form of lectures, questions and answers, and practice through four stages starting from the analysis process to determining the target output. The results obtained by partners are very enthusiastic and have a desire to practice independently to be more skilled. In addition, the participants had mastered the knowledge of techniques for making decoupage crafts and marketing.
Penerapan Model Pembelajaran Probing Prompting untuk Meningkatkan Kemampuan Eksplorasi Matematika dan Kepercayaan Diri Siswa Ena Suhena Praja; Setiyani Setiyani; Neneng Aminah; Mudrika Mudrika; Laela Sagita
Faktor Jurnal Ilmiah Kependidikan Vol 8, No 1 (2021): Faktor : Jurnal Ilmiah Kependidikan
Publisher : Universitas Indraprasta PGRI, Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/fjik.v8i1.8604

Abstract

This study aims to find out the increase of student’s ability in mathematical exploration, learning completeness, and the relationship between mathematical exploration abilities and students' self-confidence in the application of the probing prompting learning model. This is an experimental research method with One Group Pretest-Posttest Design. The data was collected by giving a test about mathematical exploration abilities and a questionnaire on self-confidence. The results of the study by applying the probing prompting learning model showed that there was an increase on student’s mathematical exploration ability at 0.806 with a high category. Students’ self-confidence achievement showed that there was no tendency towards the established self-confidence indicators. The achievement of individual learning completeness was ?75% and classical learning completeness was ? 75% in average. There is a relationship between mathematical exploration abilities and student self-confidence, the correlation coefficient is 0.204 with weak criteria.