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Contact Name
Novita Eka Muliawati
Contact Email
novita@stkippgritulungagung.ac.id
Phone
+6282232308788
Journal Mail Official
novita@stkippgritulungagung.ac.id
Editorial Address
STKIP PGRI Tulungagung Jl. Mayor Sujadi Timur No. 7 Plosokandang, Tulungagung, Jawa Timur, Kode Pos 66221
Location
Kab. tulungagung,
Jawa timur
INDONESIA
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika)
Published by STKIP PGRI Tulungagung
ISSN : 24607800     EISSN : 25803263     DOI : 29100
Core Subject : Education,
JP2M is stands for Jurnal Pendidikan dan Pembelajaran Matematika. JP2M is a high quality open access peer reviewed research journal that is published by Mathematics Education Department of STKIP PGRI Tulungagung. JP2M disseminates new research results in all areas of mathematics, mathematics education and their applications in learning by researchers, academicians, professional, practitioners and students from all over the world. Start from this year (September 2015), this journal will be published two times a year, in March and September.
Articles 29 Documents
Search results for , issue "Vol 9, No 2 (2023)" : 29 Documents clear
PELAKSANAAN ANALISIS CP ELEMEN GEOMETRI UNTUK MERUMUSKAN TP, ATP, DAN MODUL AJAR PADA FASE E Kusniawati, Yulia; Purwoko, Riawan Yudi; Astuti, Erni Puji
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4721

Abstract

Describe the dormulation of TP and ATP based on the CP geometric elements of Phase E and teaching modules tha show student-centered learnign is the goal of this research. A qualitative research approach was used in this research, collecting data in this research through documentation and interviewing Phase E mathematics teachers. The subject of this research is a matematics teacher Phase E. The data analysis technique used was the data from Miles Huberman which consisted of three activities namely data reduction, presentation, and conclusions. The results of this research show that the CP in Decree of the Head of BSKAP Number 33 of 2022 and the Content Standards for High School Mathematics subjects in Permendikbudristek Number 7 of 2022 are used by teachers to formulate TP, guided by the TP from the driving teacher. This research is focused on geometric elements in Phase E which contains trigonometry material. The CP element geometry is split into four TPs. The TP was compiled together with all math teachers at school to become ATP. Teachers collaborate to arrange material from easy to difficult. The ATP is then held at the MGMP forum to ensure effectiveness and suitability to learning needs. An open module design that can demonstrate student-focused learning is by using the Discovery Learning learning model. Then the teacher also uses discussion methods and peer tutoring.
PENGEMBANGAN MEDIA VIDEO ANIMASI BERBASIS POWTOON MATERI KONVERSI SATUAN PANJANG MUATAN MATEMATIKA KELAS III SD Saputra, Agus; Cahyati, Leni; Khairita, Martiya Nurni
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4259

Abstract

The rapid development of science and technology affects all aspects of human life. Aspects in the field of education are one of the recipients of the impact of science and technology development. Developments in the world of education are very prominent in the digital world, especially aspects of learning media. One of the mathematics learning media that can be developed is powtoon-based animated video media. This study aims to produce products that meet valid, practical and effective criteria. The development model used is the ADDIE model with 5 stages. In this study the researchers took 17 students in class III SD Negeri 04 Sungai Rumbai as test subjects. Data was collected using validation sheets, practicality and effectiveness sheets. The validation sheet is filled in by the validator, namely a lecturer at Dharmas Indonesia University. The results of the material validity sheet obtained a percentage of 94.3%, categorized as very valid. The results of the construct/media validity sheet obtained 80% results categorized as valid, the media validity sheet obtained 95% results categorized as very valid. The lesson plan validity sheet obtained 94% results which were categorized as very valid and the question validity sheet obtained 97% results which were categorized as very valid. The results of the teacher's response practicality sheet obtained 88.9% results categorized as very practical, student response practicality sheets obtained 95% results categorized as very practical. Results Analysis of effectiveness data obtained results of 88% for students who completed and 12% for students who did not complete, so that powtoon-based animated video media was categorized as valid, practical and effective to use.
ANALISIS KESALAHAN SISWA KELAS VIII DALAM MENYELESAIKAN SOAL MATEMATIKA DITINJAU DARI TINGKAT KEMAMPUAN MATEMATIS Putri, Aulia Adytia; Priatna, Nanang; Kusnandi, Kusnandi
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4688

Abstract

This study purpose is to describe the errors of grade VIII students when solving SPLDV problems based on error analysis according to Newman procedure in terms of students' mathematical ability level. This research method is qualitative descriptive research. 9 students from SMPN 15 Bandung with different math abilities were selected, namely 3 students at each level of high, medium and low math ability as study subjects. Data analysis techniques are performed in 3 steps, namely data reduction, data presentation and conclusion. The data validity technique uses the triangulation method to compare the results of the written test with the results of the interviews. The results show that students with high math ability tend to make mistakes at the transformation stage, students with average math ability tend to make mistakes at the transformation stages and coding, while students with low math abilities tend to make mistakes. . at most types of errors, from understanding, transformation, processing and coding stages.
KEMAMPUAN SPASIAL SISWA DITINJAU DARI TAHAPAN BERPIKIR VAN HIELE DI SMP NEGERI 1 BANDUNG TULUNGAGUNG Agzistasari, Anggun; Zahroh, Umy; Maryono, Maryono
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4448

Abstract

The objectives of this study were (1) to describe the spatial abilities of students using the Van Hiele thinking stages, (2) to find out the differences in students' spatial abilities in terms of the Van Hiele thinking stages based on the Van Hiele level groups. The method used is a mixed method type design, sequential explanatory with qualitative research followed by quantitative research first. Qualitative data collection techniques using observation, tests, and interviews with the subject of 6 students. Quantitative data collection technique with a sample obtained of 64 students using a test, by testing the hypothesis using the one way ANOVA test. The results of this study are as follows (1) Students' spatial abilities in terms of the Van Hiele thinking stage level 0 (Visualization) only meet the indicator spatial ability, namely spatial visualization, at the Van Hiele thinking stage level 1 (Analysis) meets the spatial ability indicators, namely spatial visualization and mental rotation. at the Van Hiele thinking stage level level 2 (informal deduction) fulfills all spatial ability indicators, namely spatial visualization, spatial perception and mental rotation, (2) There are differences in students' spatial abilities in terms of Van Hiele thinking stages based on group level 0 (Visualization), level 1 (Analysis), and level 2 (Informal Deduction).
PENGEMBANGAN LKPD BERBASIS PENEMUAN TERBIMBING UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS MATERI BANGUN RUANG SISI DATAR Junaidi, Moh; Zabidi, Mohammad Naufal; Sholihah, Ummu; Asmarani, Dewi
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4400

Abstract

The research objectives were to: (1) Know the validity (2) Know the practicality (3) Know the effectiveness, the results of the development of guided discovery-based student worksheets to improve critical thinking skills on flat sided space material for class VIII MTsN 1 Blitar. In this study using research and development methods (Research and Development / R D). The model used by the ADDIE model consists of five stages, namely Analysis, Design, Development, Implementation, Evaluation. Based on the product development steps, the ADDIE model is more rational and more complete than other development models, one of which is the 4D mode. The location of this research is at MTsN 1 Blitar. Data collection techniques in this study consisted of validation, questionnaires and tests. The data analysis technique used qualitative data analysis techniques and quantitative data analysis techniques.The results of this study consist of: (1) The results of the validity of the product validity of teaching materials in the research and development (RD) assessment of media experts are indicated by the validity levels of 82% and 70%. Meanwhile, from the assessment of material experts, the level of validity is 81% and 73%. Both media expert and material expert validation test showed that the product met the validity criteria. (2) The results of practicality seen from the student response questionnaire used, obtained an average value of 84.4% so that guided discovery-based worksheets can be said to be practical. (3) The effectiveness is seen from the students' post test questions, the results of the analysis conducted in the experimental class showed an average score of 88.53 while the control class had an average score of 77.41. This shows that students who use LKPD with guided discovery learning approach have higher learning outcomes and are able to improve critical thinking skills compared to students who do not use LKPD with guided discovery learning approach.
PEMBELAJARAN MATEMATIKA MELALUI PENDEKATAN PMRI TERHADAP KEMAMPUAN PEMAHAMAN MATEMATIS Bellinda, Bellinda; Pandra, Viktor; Fauziah, Anna
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4192

Abstract

The purpose of this study was to conduct a literatur review related to mathematics learning through the PMRI approach to mathematical understanding abilities. Data collection was carried out by reviewing everything related to learning mathematics using the PMRI method for the 2018-2023 period. The 12 articles used in this study obtained from Harzing Publish or Perish, Google Scholar, and Garuda Kemdikbud. The result of this study indicate that learning mathematics through the PMRI method has improved students understanding.
EKSPLORASI ETNOMATEMATIKA PADA BUDAYA ARAK JODHANG NYADRAN MAKAM SEWU KABUPATEN BANTUL Faizah, Hilmy; Suparni, Suparni
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4307

Abstract

Ethnomatematics is an approach in learning that links mathematics with a culture. Applying ethnomathematics in class is very important, because it can make it easier for students to understand mathematical material by linking it to real world problems. The Arak Jodhang culture is one of the cultures in the form of activities of troop convoys wearing soldier's clothing carrying jodhang. In this culture, various mathematical concepts are found. The researcher is interested in conducting this research with the aim of exploring the mathematical concepts found in the Arak Jodhang Nyadran Makam Sewu, Bantul Regency. The method used in this study is explorative with an ethnographic approach. Data collection was carried out by means of observation, documentation, interviews, and literature study. The results of this study indicate that there are various mathematical concepts in the Arak Jodhang Nyadran Makam Sewu culture and can be used in teaching mathematics in class. The concepts found include: the concept of circles, triangles, quadrilaterals, geometric shapes, straight lines, and geometric transformations.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID MENGGUNAKAN ARTICULATE STORYLINE 3 UNTUK MENGEKSPLOR KEMAMPUAN LITERASI MATEMATIS Anggraeni, Dewi; Supratman, Supratman; Prabawati, Mega Nur
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4287

Abstract

The purpose of this study is to discuss the development procedures and the effectiveness of using Android-based interactive learning media using Articulate Storyline 3 on mathematical literacy skills. The method used is Research Development (RD) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Based on research and development, the product ABEKUBA (Cube and Block Learning Application) has been approved for use by material and media experts in the form of an android application. User response to this learning media is positive with very good category. The results of the effect size test on mathematical literacy skills obtained the strong effect category. So that it can be concluded that Android-based interactive learning media using Articulate Storyline 3 is effective for students' mathematical literacy skills.
PENGARUH KESALAHAN SISWA DALAM MENYELESAIKAN SOAL CERITA MATEMATIKA BERDASARKAN TAHAPAN KASTOLAN TERHADAP HASIL BELAJAR Stephanie, Erviana Nadia; Muzadi, Alfa Ridzi Misbaqul Khoirun; Budiman, Muhammad
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4392

Abstract

The research in this article aims to find out whether there is an influence of students errors in solving math word problems on learning outcomes. The number of samples used was 32 students of class 5 MIN 2 Bengkulu city. The variables studied were student errors and learning outcomes. This article uses quantitative research method. Where to use the regression test, correlation, normality and linearity. Samples were taken randomly Researchers used survey research methods. After being given test questions and calculating the percentage, there are several results obtained, namely conceptual errors in students are 15,6%, procedural errors are 43,8%, and technical errors of 40,6%. So the most errors made are procedural errors. After using the normality, linearity and regression tests, it can be cocluded that sig value.Regresion (0,000) (0,025) indicates that student errors have a significant effect on learning outcomes. The R square number is 0,798 this indicates that the student’s error test score has an effect of 79,8% on learning outcomes and the remaining 20,2% is influenced by variables not examined.
PENGARUH GAME NUMERASI (GANU) MENGGUNAKAN PENDEKATAN STEAM TERHADAP KEMAMPUAN NUMERASI ANAK USIA 5-6 TAHUN Fauziyah, Cicik; Rakhmawati, Nur Ika Sari
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 9, No 2 (2023)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v9i2.4419

Abstract

The purpose of this research is to examine the effect of the Numeracy Game (GANU) using the STEAM approach on the numeracy skills of children aged 5-6 years old. This research method employs a quantitative research design with a quasi-experimental design known as the nonequivalent control group design. The subjects of this study consist of 40 children from 2 kindergartens in Sukolilo District, Surabaya. Data was collected through non-participant observation techniques. The data analysis in this study utilized independent t-test. The research findings indicate that the Numeracy Game (GANU) learning with the STEAM approach yielded a sig. value of 0.000 or (2-tailed) 0.05, which means that the null hypothesis  is rejected, and the alternative hypothesis is accepted. Therefore, it can be concluded that there is an influence of the STEAM approach using the Numeracy Game (GANU) in enhancing the numeracy skills of children aged 5-6 years old. 

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