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Desimal: Jurnal Matematika
ISSN : 26139073     EISSN : 26139081     DOI : -
Core Subject : Education, Social,
Desimal: Jurnal Matematika, particularly focuses on the main issues in the development of the sciences of mathematics education, mathematics education, and applied mathematics. Desimal: Jurnal Matematika published three times a year, the period from January to April, May to Augustus, and September to December. This publication is available online via open access.
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Articles 310 Documents
Pengaruh Model Pembelajaran Quantum Teaching Terhadap Hasil Belajar Kognitif Peserta Didik Ditinjau dari Kecerdasan Majemuk Pramudita, Ratna
Desimal: Jurnal Matematika Vol. 1 No. 2 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i2.2581

Abstract

Seeing the influence of quantum teaching model on learning outcomes of cognitive learners in terms of multiple intelligences is an objective of this study. For the purpose can be achieved then the type of research used is Quasy Experiment. The technique used in sampling used is a random technique class. Data collection techniques used are tests, interviews, observations, and questionnaires. The test hypothesis used is the test of variance analysis of two streets (Anava 2 Road). However, before the hypothesis is tested, preliminary tests have been performed, namely Validity test, difficulty level, differentiation, reliability, normality and homogeneity test. Based on test results that have been analyzed found that there is the influence of cognitive learning outcomes of learners using quantum teaching model. Furthermore, there are differences in cognitive learning outcomes between learners who have logical-mathematical intelligence with learners who have interpersonal and naturalist intelligence. Further, There is no interaction between learning models and intelligence of logical-mathematical, interpersonal, and naturalist learners to cognitive learning outcomes of learners.
Media Pembelajaran Interaktif Berbantu Software Lectora inspire Nursidik, Hamidah; Suri, Indah Resti Ayuni
Desimal: Jurnal Matematika Vol. 1 No. 2 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i2.2583

Abstract

This research and development aims to know the prevalence of interactive learning media products assisted software lectora inspire and to know the response of learners to interactive learning media assisted software lectora inspire on material relations and functions that have been developed. The method used in this research is 7 stages from 10 stages of research and development method from Brog and Gall which have been modified by sugiyono. The stages are potential and problems, data collection, product design, validation, design improvement, product testing, and product revision. Instrument data collection used is validation sheet and questionnaire response of learners. Based on the results of the study showed: Interactive learning media assisted software lectora inspire on material relations and class X functions developed with Brog and Gall modified by sugiyono declared feasible to be used by experts materials and media experts with good criteria with assessment of average material experts 4,2 and the media expert 3,5. Student response to interactive learning media assisted software lectora inspire on material relation and function get good criterion with average value 4,0167.
Kemampuan Berpikir Kritis Matematis melalui Model Education Coins of Mathematics Competition (E-COC) Lestari, Yunia; Mujib, Mujib
Desimal: Jurnal Matematika Vol. 1 No. 3 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study was aimed to improve the ability of critical thinking mathematically through the application of Education Coins Of Mathematics Competition (E-COC) model in class X students. This research is Quasy Experimental Design research. The sampling technique was done by simple random class. Technique of collecting data by using test. Data analysis techniques used t-test. The prerequisite analysis test was performed by Liliefors method for normality test, Bartlett test for homogeneity test and N-Gain. Based on normality test results by using Liliefors test, homogeneity test with Bartlett and N-Gain test, it was found that the test result data from both groups were normal homogeneous and there was an increase in N-Gain. So for testing the hypothesis can be used t-test. Result of research and data analysis obtained t_hitung= 2,704 at N-Gian, while t_tabel=1,999. Therefore t_hitung>t_tabel then H rejected H1 accepted, meaning there was difference of improvement of critical thinking ability of mathematical student’s using model of Education Coins Of Mathematics Education (E-COC) and conventional learning model. Based on the research, it can be concluded the application of Education Coins Of Mathematics Education (E-COC) model can be improved the critical thinking ability of student’s.
Pengaruh Strategi Pembelajaran Heuristic Vee Terhadap Pemahaman Konsep Matematis Peserta Didik Rahmawati, Riska; Masykur, Rubhan; Fadila, Abi
Desimal: Jurnal Matematika Vol. 1 No. 3 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i3.2620

Abstract

The ability to understand the mathematical concepts of learners is important. However, some existing research suggests that understanding of the mathematical concepts of learners is still low. The low understanding of the mathematical concepts of learners is allegedly caused because students are still difficult in solving math problems and less active in the process of learning in class. The implementation of the heuristic vee expenditure strategy is expected to improve the problem. The purpose of this study is to determine the effect of heuristic vee learning strategy on the ability to understand the mathematical concepts of learners. This research type used Quasi-Experiment Design research and sampling technique used is Probability Sampling method with Random Sampling technique. Hypothesis test used in this research is the t-test. The result of statistical test shows that the value of t_hitung based on the calculation obtained t_hitung = 2.096, and t_table = 1.998 so t_hitung>t_table, with a real level of 0.05, in other words, it can be concluded that the students' mathematical concept understanding that expected heuristic vee learning strategy better from the conceptual comprehension ability applied by the lecture method. 
Pembelajaran Double Loop Problem Solving Terhadap Kemampuan Pemecahan Masalah Matematis Pratama, Oktavia Irma; Suherman, Suherman
Desimal: Jurnal Matematika Vol. 1 No. 3 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i3.2661

Abstract

The purpose of this study was to determine the effect of learning models Double Loop Problem Solving (DLPS) to the ability problem solvimg mathematical students. This research was a quantitative research type of quasi experiment. The sampling technique that used was random class technique. The sampel in this research was the VII B grade as a experimental class and the VII E grade as a control class. Data analysis technique of this research was normality test, homogeneity test and hypothesis test by using one-party t-test. Based on the result of t-test analysis of one party with significant level 5% with description , So the result of the research can be concluded that there was influence of learning models Double Loop Problem Solving (DLPS) to the ability problem solving of mathematically.
Model Pembelajaran Kooperatif Co-Op Co-Op dengan Pendekatan Predict-Observe-Explain untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Maryanti, Sri
Desimal: Jurnal Matematika Vol. 1 No. 3 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i3.2680

Abstract

The purpose of this study was to find our whether cooperative learning model Co-Op Co-Op approach POE (predict-observe-explain) can increase the ability troubleshooting mathematical students. This research is a research Quasi Eksperimental Design and design researchers used  in this study is the design of the control group pretest-postest, with a technique random class. Hypothesis test used in this research is t-test. From the results of statistical tests showed that the value of t_hitung based on the calculation obtained t_hitung = 5.500869, and t_tabel = 2.001 so that t_hitung> t_tabel. So based on these calculation can be concluded that the model cooperative learning CO-Op Co-Op approach POE (predict-observe-explain) can increase the ability troubleshooting mathematical students.
Aktivitas Quick On The Draw dalam Tatanan Pembelajaran Kooperatif Ditinjau dari Self Confidence pada Materi Peluang Maimunah, Siti; Nasution, Sri Purwanti
Desimal: Jurnal Matematika Vol. 1 No. 3 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i3.2682

Abstract

This study aims to determine the effect of the application of quick on the draw activities in the cooperative learning order to the learners 'outcomes whether there is influence between learners who have self-confidence (high, moderate, low) to learners' learning outcomes, to determine whether there is interaction between quick on the draw activities in the cooperative learning arrangement with self-confidence towards learners' learning outcomes. This type of research is quasi-experimental design. The research design used was posttest only. The research samples used proportionate stratified random sampling technique. The data collection used was the interview method, documentation, test, and questionnaire. Instruments used for data retrieval are an essay-shaped test and questionnaire-shaped statements. Data analysis used a two-way ANOVA test with the unequal cell. The result of the research (1) that there is the influence of quick on the drawing activity in the cooperative learning arrangement to the learning result. (2) that there is influence between learners who have self-confidence (high, medium, low) on learning outcomes. (3) there is no interaction between quick on the draw activities in the cooperative learning order with self-confidence towards the learners' learning outcomes.
Integrasi Pembelajaran Matematika Problem Based Learning dengan Teknologi Informasi dan Komunikasi Qurohman, M. Taufik; Sungkar, Muchamad Sobri
Desimal: Jurnal Matematika Vol. 1 No. 3 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i3.2908

Abstract

Problem-based learning Metode Pembelajaran that is integrated with information and communication technology is expected to be able to provide solutions to increase attractiveness and problem-solving abilities. The purpose of study optimizes PBL Metode Pembelajaran by applying information and communication technology so that there is an increase in the problem-solving ability of the resulting Metode Pembelajaran. Experiments were carried out to get the best Metode Pembelajaran test with indicators of increasing achievement and problem-solving abilities. This research is a Classroom Action Research there are 4 steps: Planning, Action, Observation, and Reflection. The results study The application of contextual learning in applied mathematics courses 2 are: (1) the results of the distribution of questionnaires of students' interest in learning integrated problem based learning ICT before and after being given a learning treatment Problem-based learning has changed from cycle I which is 22.87% increased to 89 00% in cycle II, (2) Increasing student learning activities, this can seen from the percentage  activity in the first cycle of 64% classified as quite active, and in the second cycle by 76% and classified as active, (3) improving achievement, activity, and interest in student learning. This increase can be seen by the acquisition of the average of students in the first cycle of 66.88 and with student learning completeness of 56%. The average value in cycle II is 78.27 and the student learning completeness is 100%.
Efektifitas Pembelajaran Guided Teaching dengan E-Learning untuk Meningkatkan Kemampuan Komunikasi Matematik Mahasiswa Kusuma, Adi Candra; Afriliana, Ida
Desimal: Jurnal Matematika Vol. 1 No. 3 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i3.2962

Abstract

To many abstract concepts in mathematics learning make students think mathematics is difficult. The purpose of this research is to obtain the effectiveness of Guided Teaching learning with E-learning to improve students 'mathematical communication skills by 1) students' mathematical communication skills who are given Guided Teaching learning with E-Learning achieve minimal mastery of both individual and classical learning, 2 ) students' mathematical communication skills are given Guided Teaching learning treatment with E-Learning better than expository learning, and 3) an increase in mathematical communication skills of students who are given Guided Teaching learning treatment with E-Learning better than expository learning. The method used in the experiment (quantitative). Data collection methods using observation, interviews, and tests about students' mathematical communication skills. Data analysis uses the completeness test, proportion test, comparative test, and N-Gain test. The results of this study obtain the effectiveness of guided teaching-learning with e-learning as follows (1) individual completeness meets KKM (68), (2) classical completeness by 75% with the proportion of students already getting 68 grades has exceeded 75%; (3) students 'mathematical communication skills of Guided Teaching learning with e-learning by 80.75 higher than expository learning by 69.50 (4) an increase in students' mathematical communication skills of 0.407 medium categories and the difference in the increase in mathematical communication skills of students who were given treatment guided teaching-learning with e-learning is greater than Expository learning.
Pengembangan Bahan Ajar Gamifikasi pada Materi Himpunan Wirawan, Yosi Marenda; Putra, Rizki Wahyu Yunian
Desimal: Jurnal Matematika Vol. 1 No. 3 (2018): Desimal : Jurnal Matematika
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/djm.v1i3.2964

Abstract

The purpose of this study is to know whether the development of teaching materials gamification for seventh-grade students is feasible and interesting for use in junior high school. The subjects of the experiment were seventh-grade students at SMP Bandar Lampung. This research method is Research and Development (R&D), which a using Borg and Gall development model. The results of the assessment are: the expert assessment of the material giving a scored with an average percentage of 76% is categorized as highly feasible, the media or design experts scored with an average percentage of 71% categorized as feasible and the linguist gave a score with an average percentage of 69% categorized as feasible. In small group trials, an average of 3,6 was obtained with very attractive and feasible categories. In the field trial, it was found that the average of 3,4 was obtained with very attractive and feasible categories and the teacher's response to the materials gamifikasi, it was found that the average of 3,3 was obtained with very attractive and feasible categorized. So it can be concluded that the gamification teaching materials on the are categorized very attractive and feasible for use in mathematics learning in junior high school.

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