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INDONESIA
INSPIRAMATIKA
ISSN : 2477278X     EISSN : 25799061     DOI : -
Core Subject : Education,
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Articles 135 Documents
INTEGRASI TEKNOLOGI PADA PEMBELAJARAN MATEMATIKA SECARA DARING DI SMA BERDASARKAN MODEL SAMR (SUBSTITUSI, AUGMENTASI, MODIFIKASI, DAN REDEFINISI) Siti Silmi Kaafah; Isna Rafianti
INSPIRAMATIKA Vol 8 No 2 (2022): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, December 20
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v8i2.3521

Abstract

This research was motivated by the learning of mathematics during the Covid-19 pandemic which was carried out online with the help of technology applied by teachers to students in the learning process. The aim of the research is to find out and describe the integration of technology that has been applied by teachers in online mathematics learning in high schools based on the stages of the SAMR model. The design of this research is a qualitative research with a descriptive research method used to provide an overview or description and find out about the integration of technology based on the SAMR model in online mathematics learning. From this study it was found that this high school school has implemented technology integration during the online mathematics learning process based on the SAMR model. In its overall application, mathematics subject teachers in SMA are already at the redefinition stage with intensity sometimes at each stage. From this statement, seen also from the student's point of view, the results obtained are in accordance with the teacher that it is already at the redefinition stage, even though in its implementation there are inhibiting and supporting factors. Obstacles and students' desires in exploring the learning technology used during online mathematics learning. The conclusion from this study is that on the whole the teachers at the SMA have implemented technology integration at every stage of the SAMR model, already at the redefinition stage between teacher and students.
EKSPLORASI KONSEP GEOMETRI PADA GAME MOBILE LEGENDS Nurul Husnah Mustika Sari; Fika Luthfia Sari; Miftakhur Rizqoh; Aditian Fani; Aditiya Nasocha Prasetiyo
INSPIRAMATIKA Vol 8 No 2 (2022): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, December 20
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v8i2.3543

Abstract

Technological changes and developments have resulted in changes in human culture and habits, both adults, teenagers and even children. Seeing that civilization itself has shifted with the emergence of a new era where at this time humans have been side by side with the internet. The word online is already familiar to the public, one of the things that is currently often the subject of discussion has even become a prestigious event on television, namely the Mobile Legends E-sport tournament. This study aims to explore the concept of geometry in the Mobile Legends game. The data collection technique of this research is observation and documentation technique. Checking the validity of the data is done by triangulation. The results of the study show that in the Mobile Legends game there are flat shapes such as circles, ellipses, squares, rectangles, triangles, regular polygons, and irregular polygons. Then there are the geometrical concepts of congruence and congruence, geometry transformation, and pyramid. These geometric concepts can be used in learning mathematics at school.
UPAYA MENGATASI KESULITAN SISWA PADA MATERI SEGITIGA DI MTS TANWIRIYAH KALISARI BERDASARKAN TINGKAT KEMAMPUAN SISWA Abdur Rohim; Isma Hadiyatul Wayiya
INSPIRAMATIKA Vol 8 No 2 (2022): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, December 20
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v8i2.3555

Abstract

This research is based on the findings of researchers about the students’ difficulties in the triangle material. Triangle material has been introduced since the elementary school level but what is different is the level of difficulty, triangle material in class VII MTs has led to abstract knowledge. This study aims to identify the difficulties of grade VII students in the triangle material and efforts to overcome them. Qualitative method accompanied by a descriptive analysis approach is the method used in this study. Sources of data taken were class VII mathematics teachers and students. The sample used was 25 students who were then asked to work on test questions. After that grouped based on the level of student ability. The result of this research is that students with very low and low ability criteria cannot understand questions, give reasons, and apply numbers. Efforts to overcome them are scaffolding, increasing self-confidence, giving assignments, class contracts, using appropriate media and methods. Students with sufficient ability level criteria have not been able to solve questions and explain answers. Efforts to overcome this by giving additional assignments, scaffolding and provoking questions. Students with high criteria have not been able to solve questions and are less thorough. Efforts to overcome this by giving additional assignments, scaffolding and asking students to be more thorough. Students with very high criteria have not been able to complete the questions on time. The solution is to give additional tasks to be more skilled.
ANALISIS KESULITAN SISWA MENYELESAIKAN SOAL PEMECAHAN MASALAH MATEMATIKA DITINJAU DARI GAYA BELAJAR Retna Wites; Rahmi Rahmi; Hafizah Delyana
INSPIRAMATIKA Vol 8 No 2 (2022): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, December 20
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v8i2.3558

Abstract

Problem solving is one of the abilities possessed by students. The learning styles of students vary so that they affect students in solving mathematical problems. The purpose of this study was to determine the difficulties of students in solving mathematical problem solving in terms of students' learning styles. This type of research is classified as a descriptive research using a qualitative approach. The research subjects were selected by total sampling with the number of subjects as many as 20 students. Data collection techniques in this study used learning style questionnaires, problem solving tests and interviews. Technical analysis of the data in this study using the difficulty analysis guidelines. Based on the research results obtained: 1) The learning styles of students in class X IPA SMAN 13 Sijunjung majority have a visual learning style. 2) Students who have a visual learning style tend to have difficulty in performing correct mathematical procedures. 3) Students with auditory learning style tend to have difficulty in determining strategies and difficulties in performing correct mathematical procedures. 4) Students with kinesthetic learning style tend to have difficulty in translating problems into mathematical models and difficulties in performing correct mathematical procedures.
PENGEMBANGAN E-BOOK MATEMATIKA INTERAKTIF BERBASIS KONTEKSTUAL UNTUK SISWA SMP KELAS VIII Husnul Khatimah; Fatmah Fatmah; Suciyati Suciyati
INSPIRAMATIKA Vol 8 No 2 (2022): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, December 20
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v8i2.3699

Abstract

The purpose of this research is to describe the process and results of the development of a contextual-based interactive mathematics e-book for Grade VIII students of junior high school. This type of research is development research adopting the ADDIE development model which consists of 5 phases namely analysis, design, development, implementation and evaluation. The Analysis phase is related to conducting a needs analysis, namely an analysis of student needs and an analysis of teacher needs. The Design phase is the phase of making design specifications according to the needs analysis, in this phase the researcher makes flowcharts and storyboards. Development phase is the process of realizing the design into a product. In the Implementation or implementation phase, researchers conduct small-scale trials in the implementation phase. Then in the Evaluation phase, the researcher evaluates the implementation of the four stages in the ADDIE research model. The test subjects in this study were material experts, media experts, practitioners, and practicality tests (users). Based on the validation results of material experts that the percentage of validity is 79.69% with a high category, media experts with a percentage of 81, 94% are very high categories, and the results of practitioner validation are very high with a percentage of 90.18%. Then the practicality test with a percentage of 90.54% shows that the level of practicality of the e-book is very high. From the results obtained, it can be concluded that an interactive mathematics e-book based on contextual material on a system of two-variable linear equations (SPLDV) for Grade VIII junior high school students is valid and practical to apply to the learning process in class and outside the classroom independently.
PENGEMBANGAN HANDOUT BERBASIS KONTEKSTUAL PADA MATERI BARISAN DAN DERET ARITMATIKA SISWA SMAN 1 ENAM LINGKUNG KABUPATEN PADANG PARIAMAN Desfina Aisyiah; Hafizah Delyana; Melisa Melisa
INSPIRAMATIKA Vol 8 No 2 (2022): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, December 20
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v8i2.3562

Abstract

This research is motivated by the teaching materials in SMAN 1 Six Lingkung which have not been able to make students become active in learning and accustom students to independent learning in solving problems given by the teacher. The aim of this research is to produce contextually based handouts on valid and practical arithmetic sequences and series material. The subjects of this study were students of class XI MIPA SMAN 1 Enam Lingkung, Padang Pariaman Regency. This research is a development research using the Plomp model (2013), which consists of 3 stages, namely preliminary research, prototyping phase, and assessment phase. The limitation of this research is only up to the prototyping phase. The research instrument used was validity test and practicality test. Based on the results of the validator's and mathematics teacher's assessment, the percentage of the final assessment of the validity of teaching materials was 84.33% with a very valid category. Furthermore, the final value of practicality trials with students obtained a percentage of 88.37% in the very practical category. Therefore, it is concluded that the contextual-based Handout on arithmetic sequences and series material is in the category of valid and practical.
PENGEMBANGAN MEDIA PEMBELAJARAN INOVASI BERBASIS SPARKOL VIDEOSCRIBE PADA MATERI POLA BILANGAN UNTUK SISWA SMP KELAS VIII Prima Yudhi; Suci Saskia Ul Husna
INSPIRAMATIKA Vol 9 No 1 (2023): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, June 2023
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v9i1.3524

Abstract

The research aims to produce video scribe sparkol-based learning media that vary in presenting mathematical concepts so that they become more concrete and easy to understand. This research is also an effort to integrate the utilization of technological developments in the learning process. Implementation was carried out on number pattern material for class VIII students at SMP Negeri 4 Padangpanjang. This research is development research using the Plomp model, which consists of 3 phases: the preliminary research phase, the development or prototyping phase, and the assessment phase. The learning media that has been developed is then tested at SMP Negeri 4 Padangpanjang. The results of the video scribe sparkol-based learning media validity test met very valid criteria with a value of 89.44% while the results of the practicality test by students and teachers obtained an average value of 90.98% with very practical criteria. The results of the effectiveness test have also met the effective criteria with the achievement of 75.00% completeness of all students who took the learning outcomes test. Based on the results of the study, it can be concluded that the product that has been produced in the form of video scribe sparkol-based learning media on number pattern material for grade VIII junior high school students has met the criteria of valid, practical, and effective.
EKSPLORISASI MEDIA PEMBELAJARAN MATEMATIKA BERBASIS GAME Prestisdiva, Hazima Najla; Kusuma, Anggun Badu
INSPIRAMATIKA Vol 9 No 1 (2023): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, June 2023
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v9i1.4236

Abstract

The purpose of the researcher is to explain what is used in game-based learning media. This study uses a systematic review method, namely Systematic Literature Review. Researchers collect journal articles sourced from the Google Scholar database. The articles collected are only articles published in the 2020-2022 timeframe. Online game-based math learning media consists of Quizizz, Kahoot, and Wordwall. This platform is used as a medium for conveying learning material. Meanwhile, traditional game-based mathematics learning media consists of marbles and dakon. This learning media is used to train children's abilities in thinking, calculating, social intelligence, and logical mathematical intelligence. This traditional game-based mathematics learning media can increase student activity, student learning outcomes, and student interest.
ANALISIS KESALAHAN SISWA PADA PERBANDINGAN TRIGONOMETRI BERDASARKAN TEORI NEWMAN Kristiani Kristiani; Gianti Anjarwati; M Khafid Irsyadi; Sitta Khoirin Nisa
INSPIRAMATIKA Vol 9 No 1 (2023): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, June 2023
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v9i1.4240

Abstract

The purpose of this study was to determine the types of student errors in trigonometry material based on Newman's theory and the causes of these errors. This study uses a qualitative approach and descriptive research type. Research instruments in the form of tests, interviews, and documentation. In this study, 3 subjects with different abilities were taken, namely students with high abilities, students with moderate abilities and students with low abilities. Based on the results of the study, it was concluded that: the most frequent types of errors made by the first students were comprehension errors or errors in understanding information. Second, process skill errors or calculation process skill errors. Third, the transformation error or error determines the formula where students are wrong in writing the formula to be used. Fourth, encoding errors. The causative factor is that students do not understand the concept of trigonometry material and do not master the concept so that students are unable to relate it to the previous material. Students do not know the problem-solving techniques, are not careful in working and are in a hurry or cannot take advantage of the time allotted.
PENGARUH PENDEKATAN PEMBELAJARAN MATEMATIKA REALISTIK (PMR) TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA KELAS VIII SMPN 1 DUA KOTO KABUPATEN PASAMAN Nurlaili, Nurlaili; Fitri, Dewi Yuliana; Yusri, Radhya
INSPIRAMATIKA Vol 9 No 1 (2023): Inspiramatika: Jurnal Inovasi Pendidikan dan Pembelajaran Matematika, June 2023
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v9i1.4253

Abstract

This research is motivated by the low ability of students to solve math problems in learning mathematics. The purpose of this study was to find out whether students' mathematical problem solving abilities after being applied a realistic mathematics learning approach (PMR) were better than students' mathematical problem solving abilities before being applied a realistic mathematics learning approach (PMR) in class VIII students at SMP N 1 Dua Koto, Pasaman Regency. This type of research is a pre-experimental study with a One Group Pretest-Postest design. The population of this study were all students of class VIII SMP Negeri 1 Dua Koto, Pasaman Regency. The technique used in this research is purposive sampling. The sample chosen for this study was class VIII 2. The research instrument used was the pre-test and post-test in the form of a description test. Furthermore, testing the hypothesis using the t test. Based on the data analysis carried out, it was obtained t_count = 10.297 and t_table = 1.71, because t_count>t_table then reject H_0 at a significant level of 0.05 so it can be concluded that whether students' mathematical problem solving abilities after being applied a realistic mathematics learning approach (PMR) were better than students' mathematical problem solving abilities before being applied a realistic mathematics learning approach (PMR) in class VIII students at SMP N 1 Dua Koto, Pasaman Regency.

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