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Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika
ISSN : 23379421     EISSN : 25811290     DOI : -
Core Subject : Education,
urnal SOULMATH berisi tulisan yang berasal dari hasil penelitian, kajian, atau karya ilmiah di bidang Pendidikan Matematika. Terbit dua kali setahun yaitu Maret dan Oktober. Artikel yang masuk akan direview oleh reviewer yang berkompeten di bidangnya.
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Articles 127 Documents
Proses Berpikir Analitik Dalam Memecahkan Masalah Matematika Berdasarkan Komponen Metakognisi
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 1 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i1.7558

Abstract

Abstract This research aims to describe 1) the analytical thinking process of students with a high metacognition component in solving mathematical problems and 2) the analytical thinking process of students with a low metacognition component in solving mathematical problems. This research is qualitative. Data was collected using tests, questionnaires, and interview methods. The subjects of this research were two 8th-grade junior high school students selected based on high metacognition and low metacognition components. The research instruments are a pre-questionnaire test, a metacognition component questionnaire, a problem-solving test, and an interview guide. The results of the research show that students' analytical thinking processes have a high metacognitive component in solving mathematical problems, which can be seen from how students use information, link their knowledge to make mathematical models and carry out mathematical calculations, plan strategies and apply problem-solving strategies and carry out evaluations. Meanwhile, the analytical thinking process of students with low metacognition components in solving mathematical problems can be seen from how students use their knowledge to create mathematical models, plan problem-solving strategies, apply them, and conduct evaluations. However, there are errors in the process of planning strategies, implementing strategies, and carrying out evaluations. Keywords: Analytical Thinking Process; Problem-Solving; Metacognition Component. Abstrak penelitian ini bertujuan untuk mendeskripsikan 1) Proses berpikir analitik siswa berkomponen metakognisi tinggi dalam memecahkan masalah matematika, 2) Proses berpikir analitik siswa berkomponen metakognisi rendah dalam memecahkan masalah matematika. Penelitian ini merupakan penelitian kualitatif. Pengumpulan data dilakukan menggunakan metode tes, metode angket, dan metode wawancara. Subjek dari penelitian ini adalah dua siswa kelas 8 SMP yang dipilih berdasarkan komponen metakognisi tinggi dan komponen metakognisi rendah. Instrumen penelitian pada penelitian ini yaitu tes pra angket, angket komponen metakognisi, tes pemecahan masalah, dan pedoman wawancara. Proses berpikir analitik siswa dengan komponen metakognisi tinggi dalam memecahkan masalah matematika terlihat dari bagaimana siswa menggunakan informasi, mengaitkan pengetahuan yang dimiliki untuk dijadikan model matematika dan melakukan perhitungan matematis, merencanakan strategi serta menerapkan strategi pemecahan masalah dan melakukan evaluasi. Sedangkan proses berpikir analitik siswa dengan komponen metakognisi rendah terlihat dari bagaimana siswa dalam menggunakan pengetahuannya untuk membuat model matematis, merencanakan strategi pemecahan masalah dan menerapkannya serta melakukan evaluasi, namun terdapat kesalahan dalam proses merencanakan strategin, menerapkan strategi, dan melakukan evaluasi. Kata Kunci: Proses Berpikir Analitik; Pemecahan Masalah; Komponen Metakognisi.
Efektifitas Penerapan Model Pembelajaran Problem Based Learning dengan Audio Visual Aid (AVA) terhadap Kemampuan Berpikir Logis Matematis
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 1 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i1.7632

Abstract

Abstract This research aims to determine how effective the application of the PBL learning model with Audio Visual Aid (AVA) is on the ability to think logically in matrix material. The subject of this research is class XI TJKT SMK Tunas Harapan Pati for the 2023/2024 academic year. The data used in this research was obtained from filling out a questionnaire on a scale of 1 to 5. Respondents filled out the questionnaire twice, namely before implementing PBL with AVA and after implementing PBL with AVA. Analysis prerequisite tests were carried out using the Liliefors test for normality and the Barlett test for homogeneity. The data analysis test used was a t-paired test to compare the score before and after treatment. After being subjected to treatment, the questionnaire score showed an increase of 27.63%. The increase in scores after respondents were given PBL with AVA treatment was because respondents felt that PBL with AVA stimulated their mathematical logical thinking abilities. PBL with AVA also sharpens students' mathematical logical thinking skills to solve problems in the learning process related to their lives. AVA media is also felt to be able to actualize concepts that students have previously considered abstract. So, it is concluded that applying the PBL learning model with AVA has a positive influence on improving students' logical thinking abilities. This is reinforced by the results of the N-Gain Test, which shows that PBL with AVA is quite effective in increasing students' mathematical and logical abilities. Keywords: Audio Visual Aids; Critical Thinking Skills; PBL. Abstrak Tujuan penelitian ini untuk mengetahui bagaimana efektifitas penerapan model pembelajaran PBL dengan Audio Visual Aid (AVA) terhadap kemampuan berpikir logis pada materi matriks. Subyek penelitian ini adalah kelas XI TJKT SMK Tunas Harapan Pati tahun pelajaran 2023/2024. Data yang digunakan pada penelitian ini diperoleh dari hasil pengisian kuesioner berskala 1 sampai dengan 5. Responden mengisi kuesioner sebanyak dua kali yaitu sebelum dikenakan PBL dengan AVA dan setelah penerapan PBL dengan AVA. Uji prasyarat analisis dilakukan menggunakan uji liliefors untuk uji normalitas dan uji barlett untuk uji homogenitas. Uji analisis data yang digunakan menggunakan uji t-paired test yaitu untuk membandingkan antara skor sebelum perlakuan dengan skor setelah perlakuan. Skor kuesioner setelah dikenakan perlakuan menunjukkan adanya peningkatan sebesar 27,63%. Peningkatan skor setelah responden diberikan perlakuan PBL dengan AVA dikarenakan responden merasa PBL dengan AVA mampu merangsang kemampuan berpikir logis matematis yang dimilikinya. PBL dengan AVA juga mengasah kemampuan berpikir logis matematis siswa untuk menyelesaikan masalah pada proses pembelajaran yang berkaitan dengan kehidupannya. Media AVA juga dirasa mampu mengaktualisasi konsep yang selama ini dirasa abstrak oleh siswa. Sehingga disimpulkan bahwa penerapan model pembelajaran PBL dengan AVA mempunyai pengaruh yang positif terhadap peningkatan kemampuan berpikir logis siswa. Hal ini diperkuat dengan hasil Uji N-Gain yang menunjukan bahwa PBL dengan AVA cukup efektif terhadap peningkatan kemampuan logis matematis siswa. Kata Kunci: Audio Visual Aid; Kemampuan Berpikir Kritis; PBL.
Ethnopyramid Terintegrasi Rumah Adat Limas Potong Batam Sebagai Pendukung Literasi Numerasi Siswa Berbasis Android
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 1 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i1.7663

Abstract

The PISA study in 2022 showed that the score of numeracy literacy skills in Indonesia is still relatively low despite the increase in rank, this is caused by various factors such as a lack of numeracy literacy and less innovative learning. To improve students' numeracy literacy skills, this development research was conducted to develop an Augmented Reality (AR) assisted learning media integrated by the ‘Limas Potong’ traditional house in Batam to support students' numeracy literacy skills in class VIII geometry material. The research and development (R&D) method used is the ADDIE model focusing on three stages, namely analysis, design, and development. Product validation was reviewed from material aspects, question aspects, language aspects, implementation aspects, software engineering aspects, and visual communication aspects. The results of the product validity test conducted by several experts obtained an average score of 3.53 (very valid), indicating that the results of the development of Augmented Reality (AR) applications named "ETHNOPYRAMID" are very well used as learning tools to support students' abilities related to numeracy literacy. The media developed also makes it easy for students to understand geometry material, varied ranging from the presentation of geometric shapes with contextual, provides interactive understanding of concepts through games available to load practice questions based on indicators, and can help optimize the use of Android during learning. Keywords: Augmented Reality; Numeracy Literacy; Research and Development (R&D); The ‘Limas Potong’ Traditional House; Validity
Kajian Teori: Pandangan Vygotsky Dalam Pembelajaran Matematika Menggunakan Problem Posing Di Kurikulum Merdeka
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 2 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i2.7822

Abstract

The mathematics learning approach involving Vygotsky's views and the application of the problem posing method in the context of the Independent Curriculum has attracted the attention of educational researchers. Vygotsky's views and Piaget's theory are constructivist, with a connecting line between the cognitive flow and the social approach, where constructivism has similarities with the social approach. This research aims to explore key concepts from Vygotsky's theory in mathematics learning, with a focus on the problem posing approach in the newly implemented curriculum. Descriptive methods are used to analyze Vygotsky's views in the context of solving mathematical problems using a problem posing approach. The main references in this research are articles published in international and national journals indexed at least SINTA 4. The results of this research are expected to provide deeper insight into how Vygotsky's concepts can be applied in creative and student-centered mathematics learning in Independent Curriculum Keywords: Vygotsky, problem posing, mathematics learning, independent curriculum Pendekatan pembelajaran matematika yang melibatkan pandangan Vygotsky dan penerapan metode problem posing dalam konteks Kurikulum Merdeka telah menarik perhatian para peneliti pendidikan. Pandangan Vygotsky dan Teori Piaget merupakan aliran kontruktivis, dengan garis penghubung aliran kognitif dan pendekatan sosial, dimana kontrukstivis memiliki kesamaan dengan pendekatan sosial. Penelitian ini bertujuan untuk mengeksplorasi konsep-konsep kunci dari teori Vygotsky dalam pembelajaran matematika, dengan fokus pada pendekatan problem posing dalam kurikulum yang baru diimplementasikan. Metode deskriptif digunakan untuk menganalisis pandangan Vygotsky dalam konteks pemecahan masalah matematika dengan pendekatan problem posing. Referensi utama dalam penelitian ini adalah artikel-artikel yang terpublikasi dalam jurnal internasioanl dan nasional yang terindeks minimal SINTA 4. Hasil penelitian ini diharapkan dapat memberikan wawasan yang lebih dalam tentang bagaimana konsep-konsep Vygotsky dapat diaplikasikan dalam pembelajaran matematika yang kreatif dan berpusat pada siswa pada Kurikulum Merdeka Kata Kunci: Vygotsky, problem posing, pembelajaran matematika , kurikulum merdeka
Prediksi Indeks Standar Pencemar Udara (ISPU) di Kota Surabaya Menggunakan Rantai Markov Waktu Diskrit Fahim, Kistosil; Sholichah, Syifa' Amanatus; Hanafi, Lukman; Surjanto, Sentot Didik; Herisman, Iis; Doctorina, Wahyu Fistia
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 2 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i2.8684

Abstract

Abstract The Air Pollution Standard Index (API) is a numerical measure that indicates air quality conditions at a specific location. Poor air quality can significantly impact health. APIs monitored and reported through the Air Quality Monitoring Station (AQMS) display API numbers and categories such as good, moderate, unhealthy, very unhealthy, and hazardous. Since API values can change over time, long-term air quality predictions are essential for implementing preventive measures. In this research, we use a Discrete-Time Markov Chain (DTMC) to observe state transitions based on the API in Surabaya from January 2019 to November 2023. A 3×3 transition probability matrix is obtained, fulfilling the Markov property with state space corresponding to the API categories present in the data. We analyze the Markov chain corresponding to occupancy time and limiting behavior. The classification reveals that the Markov chain is irreducible and aperiodic, ensuring a unique limiting distribution. Subsequently, we develop a DTMC model to predict data for December 2023, covering 31 days. The prediction results are compared with actual data for December 2023. Evaluation metrics include Mean Absolute Percentage Error (MAPE) and Root Mean Squared Error (RMSE) and we get a MAPE of 4.8387% and an RMSE of 0.3111. Keywords: Air Pollution Standard Index (API); Air quality prediction; Discrete Time Markov Chains; Transition probability. Abstrak Indeks Standar Pencemar Udara (ISPU) merupakan nilai yang menunjukkan kondisi kualitas udara pada lokasi tertentu. Kualitas udara yang buruk dapat memberikan dampak yang berbahaya bagi kesehatan. ISPU yang dipantau dan dilaporkan melalui Stasiun Pemantau Kualitas Udara (SPKUA) dapat menampilkan nilai dan kategori ISPU, yaitu baik, sedang, tidak sehat, sangat tidak sehat, dan berbahaya. ISPU dapat berubah seiring berjalannya waktu sehingga diperlukan prediksi kualitas udara untuk jangka panjang agar dapat dilakukan tindakan pencegahan. Pada penelitian ini digunakan rantai Markov waktu diskrit untuk mengamati transisi keadaan berdasarkan ISPU di Kota Surabaya mulai Januari 2019-November 2023. Diperoleh matriks probabilitas transisi berukuran 3×3 yang memenuhi properti Markov dengan ruang keadaan berupa kategori ISPU yang muncul pada data. Analisis yang dilakukan pada rantai markov adalah waktu okupansi dan limiting behavior. Dari hasil analisis menunjukkan bahwa rantai Markov ini bersifat irreducible dan aperiodik sehingga distribusi limitnya ada dan tunggal. Selanjutnya matriks probabilitas transisi yang telah dibuat digunakan untuk memprediksi data pada bulan Desember 2023 yang berjumlah 31 hari. Hasil prediksi dibandingkan dengan data aktual yaitu data bulan Desember 2023. Evaluasi tersebut menggunakan Mean Absolut Percentage Error (MAPE) dan Root Mean Squared Error (RMSE dan didapatkan MAPE 4.8387% dan RMSE 0.3111. Kata Kunci: Indeks Standar Pencemar Udara (ISPU);Prediksi kualitas udara; Probabilitas transisi; Rantai Markov waktu diskrit.
Pengembangan Lembar Kerja Peserta Didik Berbasis Game Tradisional Congklak Menggunakan Metode Peer Tutoring Setyowardany, Donna Pratiwi; Murtafiah, Wasilatul; Susanti, Vera Dewi
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 2 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i2.8566

Abstract

Abstract This study aims to development of teaching materials for learning mathematics in the field of LKPD. LKPD based on the traditional game congklak which uses the peer tutor method and is integrated with cultural elements is developed to support the learning process, increase students' motivation in learning activities, and introduce traditional game. The type of research used is development with the 4D research method (Define, Design, Development, Disseminate). This research was conducted at SMPN 1 Jiwan with research subjects of seventh grade students. The data collection techniques used were interviews, documentation, questionnaires, and tests. The instruments used were product validation sheets, student response questionnaire validation sheets, questionnaire validation questions, student response questionnaire sheets, and test questions. Based on the data obtained, it shows that the LKPD based on traditional congklak game using the peer tutor method meets the criteria of valid, practical, and effective so that it is feasible to use as teaching material in the mathematics learning processes that serve to increase student learning motivation. Keywords: LKPD, Games, Congklak, Peer Tutoring, Teaching Materials Abstrak Penelitian ini memiliki tujuan guna mengembangkan bahan ajar pembelajaran matematika berupa LKPD. LKPD berbasis permainan tradisional congklak, yang menggunakan metode peer tutoring dan dipadukan dengan unsur budaya, dikembangkan untuk mendukung proses pembelajaran, meningkatkan motivasi peserta didik dalam pembelajaran, serta memperkenalkan permainan tradisional. Jenis penelitian yang digunakan adalah piengiembangan diengan mietodie pienielitian 4D (Diefinie, Diesign, Dievielopmient, Dissieminatie). Pienielitian ini dilakukan di SMPN 1 Jiwan diengan subjiek penelitian adalah piesierta didik kielas VII. Tieknik piengumpulan data yang digunakan yaitu wawancara, dokumientasi, angkiet, dan ties. Instrumien yang digunakan adalah liembar validasi produk, liembar validasi angkiet riespon piesierta didik, angkiet validasi soal, liembar angkiet riespon piesierta didik, dan soal ties. Bierdasarkan data yang didapat mienunjukkan bahwa LKPD bierbasis gamie tradisional congklak mienggunakan mietodie pieier tutoring miemienuhi kritieria valid, praktis, dan iefiektif siehingga layak digunakan siebagai bahan ajar dalam pembelajaran matematika yang berfungsi meningkatkan motivasi belajar peserta didik. Kata Kunci: LKPD, Game, Congklak, Peer Tutoring, Bahan Ajar
Pengembangan Media Pembelajaran Matematika Berbasis Android Menggunakan I-Spring Suite Pada Materi Turunan Fungsi Aljabar Rihi, Michael Marselino; Nenohai, Juliana M.H; Rimo, Imelda Hendriani Eku
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 2 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i2.8627

Abstract

Abstract One form of technology utilization in the world of education, especially in the learning process, is the development of learning media based on android applications. In the mathematics learning activities that occur at SMA Negeri 4 Kupang, especially in grade XI, educators use PPT and teaching materials as tools in learning, but the media is less interactive because it is still limited to ordinary PPT, so that the lack of enthusiasm of students in the learning process has an impact on the low interest and learning outcomes of the students themselves. This is also one of the factors that learning in the classroom is not carried out properly due to the inappropriate use of learning media. Therefore, the purpose of this research is to be able to create an android-based mathematics learning media with the help of the I-Spring suite on the derivative material of the algebra function of class XI at SMA Negeri 4 Kupang which is valid, practical, and effective which is then named the Nubar Application (turuNUnan aljaBAR). Research and development (R&D) is a method used in this study by applying the ADDIE development model, namely analysis, design, development, implementation and evaluation. In this study, data was obtained through interviews, questionnaires and learning outcome tests. The data analysis techniques used are qualitative data analysis and quantitative data analysis. From the research that has been carried out, it shows that the Nubar Application that has been developed has entered the eligibility criteria for learning media, namely valid, practical and effective. Keywords: Algebra Function Derivation; Android-Based Learning Media; Development; I-Spring Suite. Abstrak Salah satu bentuk pemanfaatan teknologi dalam dunia pendidikan terkhususnya dalam proses pembelajaran yaitu, pengembangan media pembelajaran berbasis aplikasi android. Dalam kegiatan pembelajaran matematika yang terjadi di SMA Negeri 4 Kupang khususnya di kelas XI pendidik menggunakan PPT dan bahan ajar sebagai alat bantu dalam pembelajaran, namun media tersebut kurang interaktif dikarenakan masih terbatas pada PPT biasa, sehingga kurangnya antusias peserta didik dalam proses pembelajaran yang berdampak pada rendahnya minat serta hasil belajar peserta didik itu sendiri. Hal ini juga menjadi salah satu faktor pembelajaran di kelas tidak terlaksana dengan baik dikarenakan Penggunaan media pembelajaran yang kurang tepat. Oleh sebab itu, tujuan dari riset ini ialah dapat menciptakan sebuah media pembelajaran matematika yang berbasis android dengan bantuan I-Spring suite pada materi turunan fungsi aljabar kelas XI di SMA Negeri 4 Kupang yang valid, praktis, dan efektif yang kemudian diberi nama Aplikasi Nubar (turuNUnan aljaBAR). Research and development (R&D) merupakan metode yang diapakai dalam penelitian ini dengan menerapkan model pengembangan ADDIE, yaitu analisis, desain, pengembangan, implementasi dan evaluasi. Dalam penelitian ini, data diperoleh melalui wawancara, angket dan tes hasil belajar. Adapun teknik analisis data yang dipakai yaitu analisis data kualitatif dan analisis data kuantitatif. Dari penelitian yang telah dilaksanakan, menunjukan bahwa Aplikasi Nubar yang telah dikembangkan telah masuk kriteria kelayakan media pembelajaran yaitu valid, praktis dan efektif. Kata Kunci: I-Spring Suite; Media Pembelajaran berbasis Android; Pengembangan; Turunan Fungsi Aljabar
On The Edge Irregular Reflexive k-Labeling of Some Cartesian Product Graphs Rosita, Merlinda; Marsidi, Marsidi; Sulisawati, Dwi Noviani; Agustin, Ika Hesti
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 2 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i2.8691

Abstract

Let G be a connected and simple graph with vertex set V(G) and edge set E(G). For a graph G, we define k-labeling such that the edges of G are labeled with integers {1,2,3,....,k_e} and the vertices of G are labeled with even integers {0,2,4,....,2k_v}, where k=max{k_e, 2k_v}. If there is a different weight for all edges, then the labeling is called edge irregular reflexive k-labeling. The weight of edge xy, notated by wt(xy) is defined as a sum of label of x, label of xy, and label of y. The minimum k for which G has an edge irregular reflexive k-labeling is defined as reflexive edge strength of G, symbolized by res(G). In this research, we determined the reflexive edge strength of several Cartesian graphs, namely P_5xP_n, S_4xP_n, C_5xC_n, and F_3xP_n. Keywords: Edge irregular reflexive k-labeling, reflexive edge strength, Cartesian graph.
Pengaruh Kemampuan Membaca Pemahaman dan Pemahaman Kalimat Terhadap Kemampuan Memecahkan Soal Cerita Matematika Ardianik, Ardianik; Utami, Sri; Kusmiyati
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 12 No 2 (2024)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v12i2.9063

Abstract

Reading and comprehending a text has long been considered quite challenging. This may occur because individuals are often reluctant to take the time to read and then understand the content. However, without performing both tasks, one cannot fully grasp or comprehend the material presented. This issue becomes even more pronounced in mathematical word problems. Everyone must still learn mathematics because it serves as a tool for solving everyday problems, much like language, reading, and writing. Mathematics is not just about writing; it involves understanding concepts by first reading and comprehending them. This study aims to examine and prove: (1) The influence of reading comprehension ability on the ability to solve mathematical word problems; (2) The influence of sentence comprehension ability on the ability to solve mathematical word problems; (3) The influence of both reading comprehension and sentence comprehension on the ability to solve mathematical word problems. This quantitative research uses an ex-post facto approach, with data collected through tests, including reading comprehension tests, sentence comprehension tests, and mathematical word problem-solving tests. The data analysis method used is multiple linear regression, with assumptions already fulfilled. The results of the study show: (1) There is a highly significant influence of reading comprehension ability on the ability to solve mathematical word problems; (2) There is a highly significant influence of sentence comprehension ability on the ability to solve mathematical word problems; (3) There is a highly significant influence of both reading comprehension and sentence comprehension on the ability to solve mathematical word problems among 11th-grade students in the TKJ (Computer and Network Engineering) and Multimedia departments at UNITOMO Vocational School, Surabaya.
Efektivitas Penggunaan Game Edukasi Wordwall dan Motivasi Terhadap Hasil Belajar Peluang Kejadian Aluna, Fiki Nanda; Rakhmawati, Nahlia; Rahman, Fatchiyah
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 13 No 1 (2025)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v13i1.9073

Abstract

Abstract The wordwall educational game is a digital game-based learning application that has various quiz features with a combination of colors, moving images, and sounds that can be used by educators in learning. Wordwall educational games can also motivate students to learn. Learning motivation is the overall driving force within students to drive behavioral changes that lead to learning activities to improve their learning outcomes so that the expected educational goals are achieved. The aims of this study is to determine the effect of the use of wordwall educational games to motivatived partially or together on the mathematics learning outcomes of SMKN Mojoagung class X AKL 3 students on the material of event probability. This study is a quantitative study. The population in this study were all class X AKL students of SMKN Mojoagung. The research data were taken using a questionnaire on the use of wordwall educational games, a questionnaire on learning motivation and a learning outcome test that had been validated. The data analysis technique used multiple linear regression tests consisting of classical assumption tests and hypothesis tests. Based on the results of the study, it can be concluded that there is an influence of the use of wordwall educational games on the learning outcomes of the probability of occurrence, there is an influence of motivation on the learning outcomes of the probability of occurrence and there is an influence of the use of wordwall educational games and motivation on the learning outcomes of students' probability of occurrence. Keywords: Wordwall Educational Games, Learning Outcomes, Motivation, probability of occurrence. Abstrak Game edukasi wordwall merupakan sebuah aplikasi pembelajaran berbasis game digital yang memiliki berbagai fitur kuis dengan kombinasi warna, gambar bergerak, dan suara yang dapat dimanfaatkan oleh pendidik di dalam pembelajaran. Game edukasi wordwall juga dapat memberikan motivasi kepada siswa dalam belajar. Motivasi belajar adalah keseluruhan daya penggerak di dalam diri siswa untuk menggerakan perubahan tingkah laku yang menimbulkan kegiatan belajar untuk meningkatkan hasil belajarnya sehingga tercapai tujuan pendidikan yang diharapkan. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan game edukasi wordwall untuk memotivasi siswa baik secara parsial maupun bersama-sama terhadap hasil belajar matematika siswa SMKN Mojoagung kelas X AKL 3 pada materi peluang kejadian. Penelitian ini merupakan penelitian kuantitatif. Populasi dalam penelitian ini adalah seluruh siswa kelas X AKL SMKN Mojoagung. Data penelitian diambil menggunakan angket penggunaan game edukasi wordwall, angket motivasi belajar dan tes hasil belajar yang telah divalidasi. Teknik analisis data pada penelitian ini menggunakan uji regresi linear berganda yang terdiri dari uji asumsi klasik dan uji hipotesis. Berdasarkan hasil penelitian dapat disimpulkan bahwa ada pengaruh penggunaan game edukasi wordwall terhadap hasil belajar peluang kejadian, ada pengaruh motivasi terhadap hasil belajar peluang kejadian dan ada pengaruh penggunaan game edukasi wordwall dan motivasi terhadap hasil belajar peluang kejadian siswa. Kata Kunci : Game Edukasi Wordwall, Hasil Belajar, Motivasi, peluang kejadian.

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