Claim Missing Document
Check
Articles

Found 3 Documents
Search

Pelatihan Penyusunan Soal Matematika Berbasis Keterampilan Berpikir Tingkat Tinggi untuk Guru SMA di Kabupaten Magetan Wijayanti, Pradnyo; Mauladaniyati, Ratu; Lisnani, Lisnani; Purnomo, Heri; Sumarni, Sumarni; Alia, Hilma; Noviari, Rahma
Prima Abdika: Jurnal Pengabdian Masyarakat Vol. 5 No. 4 (2025): Volume 5 Nomor 4 Tahun 2025 (Desember 2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Flores Ende

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/abdika.v5i4.6817

Abstract

This Community Service Program aims to improve the competency of high school mathematics teachers in Magetan Regency in developing questions based on Higher Order Thinking Skills (HOTS). The training is designed to provide a deep understanding of HOTS concepts, including cognitive levels C4 (analysis), C5 (evaluation), and C6 (creation), and to equip teachers to design contextual, relevant questions that meet students' needs. With this approach, teachers are expected to produce questions that not only assess students' basic abilities but also foster their critical, creative, and analytical thinking. The training will be conducted through several stages: HOTS concept socialization, a question development workshop, classroom simulations, and post-training mentoring. Teachers will be trained to develop question outlines, select engaging contextual stimuli, and develop HOTS-based questions in accordance with the Merdeka Curriculum and Minimum Competency Assessment (MCA) standards. Additionally, a questionnaire will be used to assess teachers' understanding of the training material. Participants found this activity highly beneficial in improving teacher competency, both in material delivery, question development, and knowledge of the latest curriculum.
Integrated Non-Digital Media Innovation ‘Space Capsule’ to Train Spatial Visualization Skills in Solid Geometry for Students Alia, Hilma; Lisnani, Lisnani; Widyawati, Hesti; Walker, Justin; Azhar, Riza Haikal
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3551

Abstract

Tujuan penelitian ini menghasilkan media pembelajaran non-digital terintegrasi bernama "Kapsul Ruang" untuk melatih kemampuan visualisasi spasial materi bangun ruang siswa SMP. Studi ini dirancang menggunakan pendekatan model 4D, yang mencakup fase Define, Design, Develop, dan Disseminate yang melibatkan validator ahli materi dan media, serta siswa SMP sebagai subjek uji coba melalui tahapan one-to-one, small group, dan field test. Informasi dikumpulkan serta dievaluasi berdasarkan standar validitas, kegunaan praktis, dan dampak efektif dari bahan ajar non-digital yang sedang dalam proses pembuatan. Media non digital terbukti memiliki tingkat kevalidan 85% dengan kategori sangat valid, kepraktisan tinggi dengan persentase 89,3%, dan efektif meningkatkan pemahaman konsep geometri tiga dimensi, terutama bagi sekolah dengan keterbatasan akses teknologi digital. Media non digital ini berimplikasi bagi pembelajaran matematika sebagai sepaket media pembelajaran dengan integrasi pendekatan visual, manipulatif, dan game-based learning sehingga yang memberikan alternatif solusi praktis yang responsif. The purpose of this study is to produce an integrated non-digital learning media called "Space Capsule" to train the spatial visualization ability of junior high school students' spatial geometry material. The study was crafted using the 4D development framework, which includes the stages of Define, Design, Develop, and Disseminate used by involving expert validators of material and media, as well as junior high school students as trial subjects through one-to-one, small group, and field test stages. Information was gathered and evaluated based on the standards of validity, practicality, and effectiveness for the non-digital media currently in development. Non-digital media is proven to have a validity level of 85% with a very valid category, high practicality with a percentage of 89.3%, and is effective in increasing the understanding of three-dimensional geometry concepts, especially for schools with limited access to digital technology. This non-digital media has implications for mathematics learning as a package of learning media with an integration of visual, manipulative, and game-based learning approaches, thus providing alternative responsive practical solutions.
Dunia Geometri 3D: Developing an AR-Integrated Website to Enhance Students' Conceptual Understanding of Spatial Geometry Azizah, Mazia; Lisnani, Lisnani; Alia, Hilma; Rizwan, Muhammed; Renanda, Ana
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3552

Abstract

Penelitian ini mengembangkan media pembelajaran berbasis website terintegrasi multimedia interaktif untuk materi bangun ruang menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan subjek penelitian siswa SMP kelas VII yang berjumlah 34 orang. Instrumen penelitian mencakup angket dan tes. Teknik analisa data berdasarkan analisis kevalidan, kepraktisan, dan keefektifan media yang dikembangkan. Website "Dunia Geometri 3D" mengintegrasikan visualisasi 3D, video pembelajaran, pameran virtual AR Step, quiz interaktif Google Form, dan game edukatif Wordwall. Hasil penelitian ini yaitu media pembelajaran berbasis website terintegrasi multimedia interaktif untuk materi bangun ruang yang valid, praktis, dan efektif. Analisis peningkatan pemahaman konsep menggunakan uji N-Gain menunjukkan skor 0,45 dengan kategori sedang, mengindikasikan bahwa media pembelajaran ini efektif meningkatkan pemahaman konsep geometri ruang siswa secara signifikan. Media pembelajaran ini berkontribusi terhadap transformasi pembelajaran geometri di era digital dengan memfasilitasi literasi digital dan pembelajaran mandiri abad 21. This study developed a website-based learning media integrated with interactive multimedia for spatial geometry material using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model with 34 seventh-grade junior high school students as research subjects. The research instruments included questionnaires and tests. Data analysis techniques were based on the analysis of the validity, practicality, and effectiveness of the developed media. The "Dunia Geometry 3D" website integrates 3D visualization, learning videos, AR Step virtual exhibitions, interactive Google Form quizzes, and Wordwall educational games. The results of this study are website-based learning media integrated with interactive multimedia for spatial geometry material that is valid, practical, and effective. Analysis of the increase in conceptual understanding using the N-Gain test showed a score of 0.45 in the moderate category, indicating that this learning media is effective in significantly improving students' understanding of spatial geometry concepts. This learning media contributes to the transformation of geometry learning in the digital era by facilitating digital literacy and independent learning in the 21st century.