cover
Contact Name
Ira Vahlia
Contact Email
emteka@ummetro.ac.id
Phone
+6285768428721
Journal Mail Official
emteka@ummetro.ac.id
Editorial Address
Jalan Ki Hajar Dewantara Iringmulyo Metro Timur Lampung
Location
Kota metro,
Lampung
INDONESIA
EMTEKA: Jurnal Pendidikan Matematika
ISSN : 27465608     EISSN : 27465594     DOI : https://doi.org/10.24127
Core Subject :
Jurnal Pendidikan Matematika adalah jurnal penelitian di bidang pendidikan matematika memiliki fokus dan ruang lingkup R&D, Kuantitatif, Kualitatif, Korelasi dan Regresi, ICT based learning or IR 4.0, Scientific learning, Realistic Mathematics Education, Contextual Learning, Islamic studies on Mathematics, High order thinking skills (HOTS), Creative thinking, Critical thinking, dsb
Arjuna Subject : -
Articles 151 Documents
PENGEMBANGAN MODUL BERBASIS KONTEKSTUAL KOMIK MATERI ARITMETIKA SOSIAL KELAS VII SMP PGRI 1 BATANGHARI Mei Luwane Yosri; Dwi Rahmawati; Rina Agustina
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 1 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i1.714

Abstract

ABSTRAK Penelitian ini memiliki tujuan 1) mengetahui proses mengembangkan modul berbasis kontekstual disertai komik pada materi aritmetika sosial untuk mengatasi masalah di kelas VII SMP PGRI 1 Batanghari, 2) mendapatkan modul berbasis kontekstual disertai komik pada materi aritmetika sosial yang dinyatakan valid, 3) mendapatkan modul berbasis kontekstual disertai komik pada materi aritmetika yang dinyatakan praktis, sehingga menghasilkan modul kontekstual disertai komik pada materi aritmetika sosial di kelas VII SMP PGRI 1 Batanghari. Penelitian menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation), dimana terfokus pada pengembangan produk saja dengan itu tahapan implementation belum dilakukan dan tahap evaluation dilakukan disetiap tahap. Instrumen yang digunakan berupa lembar validasi ahli dan lembar angket respon peserta didik. Teknik analisis data yang digunakan analisis data validasi dan kepraktisan produk. Penelitian dan pengembangan modul berbasis kontekstual disertai komik pada materi aritmetika sosial mendapatkan hasil, yaitu: 1) proses pengembangan pada tahap analysis diketahui kebutuhan peserta didik berupa modul kontekstual disertai komik sesuai dengan kurikulum 2013, tahap design memperoleh rancangan modul kontekstual dan komik agar dapat mewujudkan sebuah modul yang menarik, tahap development memperoleh hasil berupa modul dinyatakan valid dan praktis melalui uji validasi dan kepraktisan, tahap evaluation memperoleh sebuah evaluasi modul disetiap tahapan. 2) modul dinyatakan sangat valid presentase 87,93%, dan 3) modul dinyatakan sangat praktis dengan presentase 93,25%. Kata kunci : komik, kontekstual, modul, pengembangan ABSTRACT This research has the purpose of 1) knowing the process of developing a contextual-based module with comics on social arithmetic material to solve problems in class VII SMP PGRI 1 Batanghari, 2) getting a contextual-based module with comics on social arithmetic material which is declared valid, 3) getting a module based contextual accompanied by comics on arithmetic material which is stated to be practical, resulting in a contextual module accompanied by comics on social arithmetic material in class VII SMP PGRI 1 Batanghari. This research uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), which focuses on product development, so the implementation stage has not been carried out and the evaluation stage is carried out at each stage. The instruments used were expert validation sheets and student questionnaire responses.The data analysis technique used includes data analysis of validation and product practicality. Research and development of contextual-based modules accompanied by comics on social arithmetic material obtained results, namely: 1) the development process at the analysis stage identified the needs of students in the form of a contextual module accompanied by comics in accordance with the 2013 curriculum, the design stage obtained a contextual and comic module design in order to realize a an interesting module, the development stage obtains the results in the form of a module that has been declared valid and practical through the validation and practicality, the evaluation stage obtains an evaluation or module improvement at each stage. 2) the module is declared very valid with a percentage of 87.93%, and 3) the module is stated to be very practical with a percentage of 93.25%. Keywoards: comic; contextual; development; module
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID MENGGUNAKAN PENDEKATAN REALISTIC MATHEMATICS EDUCATION (RME) Eka Indriyani; Yeni Rahmawati ES.; Ira Vahlia
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 1 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i1.727

Abstract

This research and development aims to produce Android-based mathematics learning media using the Realistic Mathematics Education (RME) approach is valid and practical criteria. This development uses the ADDIE development model which consists of analyze, design, development, implementation, and evaluation. But due to time constraints and the Covid-19 pandemic, this research does not use the stage. implementation and only arrived at the development stage. The results of the analysis at the validation test stage by the validator produced a percentage based on 2 aspects, namely 80.67% material and 86% media aspects included, and The average percentage of learning media validity is 83.33% so that the learning media is included in the very valid category. Furthermore, the results of the analysis of the practicality test 10 phase by class X produced an average percentage of 86,66% and entered the very practical criteria. Based on the validity test and practicality test carried out, it can be concluded that the Android-based mathematics learning media uses the Realistic Mathematics Education (RME) approach declared valid and practical to use.
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID PADA MATERI SEGI EMPAT DAN SEGITIGA SISWA KELAS VII SMP NEGERI 2 LABUHAN MARINGGAI Dian Nurhayati; Dwi Rahmawati; Nurul Farida
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 1 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i1.731

Abstract

ABSTRAK Penelitian ini bertujuan untuk; 1) mengetahui proses pengembangan media pembelajaran matematika berbasis android pada materi segi empat dan segitiga siswa kelas VII, 2) mengetahui kevalidan dan kepraktisan media pembelajaran matematika berbasis android pada materi segi empat dan segitiga siswa kelas VII SMP Negeri 2 Labuhan Maringgai. Jenis peneltian ini adalah pengembangan, model pengembangan yang digunakan adalah model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Penelitian ini dilakukan di SMP Negeri 2 Labuhan Maringgai. Objek penelitian ini adalah media pembelajaran matematika berbasis android. Jenis data dalam penelitian ini berupa data kuantitatif dan kualitatif. Teknik analisis data yang digunakan adalah analisis deskriptif kuantitatif dan analisis deskriptif kualitatif. Penelitian dan pengembangan media pembelajaran matematika berbasis android pada materi segi empat dan segitiga kelas VII diperoleh hasil bahwa;1) proses pengembangan pada tahap analysis diketahui kebutuhan dan minat belajar siswa berupa media pembelajaran matematika berbasis android, tahap design memperoleh rancangan media pembelajaran matematika agar dapat dikembangkan sebuah media pembelajaran matematika berbasis android yang menarik, tahap development diperoleh hasil berupa media pembelajaran matematika berbasis android yang telah dinyatakan valid dan praktis melalui uji validasi dan uji kepraktisan, tahap evaluation memperoleh sebuah evaluasi atau perbaikan media disetiap tahapan. 2) a media pembelajaran berbasis android dinyatakan sangat valid dengan presentase sebesar 89,2%, sedangkan untuk uji kepraktisan media pembelajaran matematika berbasis android dinyatakan sangat praktis dengan presentase sebesar 85,5 % dinyatakan valid dan praktis. Kata kunci: android, media pembelajaran matematika, s, segi empat, segitiga ABSTRACT This research aims to 1) know the process of developing Android-based mathematical learning media in the square and triangle materials of grade 7, 2) knowing the validity and practicality of Android-based mathematics learning media in the rectangular and triangular materials of grade 7 state junior high school 2 Labuhan Maringgai. This type of research is development, the development model used is ADDIE development model (analysis, design, development, implementation, evaluation). This research was conducted in junior high school 2 Labuhan Maringgai. The object of this research is android-based mathematical learning media. This type of data in this study are quantitative data and qualitative data. The data analysis techniques used are quantitative descriptive analysis and qualitative descriptive analysis. Research and development of Android-based mathematical learning media in rectangular and triangular materials obtained that result; 1) The development process at the analysis stage is known the needs and interests of learning students in the form of Android-based math learning media, the design stage acquires the design of mathematical learning media in order to be developed an interesting Android-based math learning medium, the development stage is obtained results of Android-based math learning media that has been declared valid and practical through validation test and practicality test, evaluation stage obtains an evaluation or improvement of media at each stage.2) the Android base learning media is declared very valid by percentage of 89.2%, while for the practicality test of Android-based mathematical learning media is stated to be very practical with a percentage of 85.5%, so it can be concluded that Android-based mathematical learning media on grade 7 rectangular and triangular materials is declared valid and practical. Keywords: android, development, mathematics learning media, rectangles, triangles.
PENGEMBANGAN BAHAN AJAR BERBASIS OPEN-ENDED DISERTAI ICT DAN NILAI-NILAI ISLAM MATERI SISTEM PERSAMAAN LINEAR Cialing Susanti; Nurul Farida; Swaditya Rizki
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 1 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i1.732

Abstract

ABSTRAK Penelitian dan pengembangan ini bertujuan untuk menghasilkan bahan ajar berbasis open-ended disertai ICT dan Nilai-nilai islam pada materi sistem persamaan linear yang memenuhi kriteria valid dan praktis. Pengembangan ini menggunakan model pengembangan 4-D (Define, Design, Develop, dan Diseminate). Define ialah tahapan melakukan pendefinisian syarat-syarat pembelajaran, Design ialah tahapan perancangan, Develop ialah tahapan yang bertujuan untuk menghasilkan perangkat pembelajaran yang sudah direvisi para ahli. Diseminate ialah tahapan penyebaran bahan ajar. Hasil analisis pada tahap uji validasi oleh validator menghasilkan presentase berdasarkan 4 aspek, yaitu aspek materi 80% masuk ke dalam kriteria valid, aspek desain 82% masuk dalam kriteria sangat valid, aspek media ICT 87% masuk kedalam kriteria sangat valid, aspek nilai-nilai islam 79% masuk kedalam kriteria valid, dan rata-rata presentase kevalidan bahan ajar ialah 81% sehingga bahan ajar masuk pada kriteria sangat valid, selanjutkan hasil analisis dari tahap uji kepraktisan oleh peserta didik X IPS 1 MAN 1 Metro, menghasilkan rata rata presentase 84% dan masuk pada kriteria sangat praktis. Berdasarkan uji kevalidan dan uji kepraktisan yang dilakukan, maka dapat disimpulkan bahan ajar berbasis open-ended disertai ICT (Information and Comunication of Technology) dan nilai-nilai islam pada materi sistem persamaan linear dinyatakan Valid dan Praktis untuk digunakan. Kata Kunci: bahan Ajar; ICT, open ended ABSTRACT This research and development aims to produce teaching materials based on open-ended accompanied by ICT and Islamic values in the material linear equations system that meet valid and practical criteria. This development used a 4-D development model (Define, Design, Develop, and Disseminate). Define is the stage of defining the learning requirements, Design is the design stage, Develop is the stage that aims to produce learning tools that have been revised by the experts.Disseminate is the stage of teaching materials distribution. The analysis results at the validation test stage by the validator produced a percentage based on 4 aspects, namely the material aspect 80% included in the valid criteria, the design aspect 82% included in the very valid criterion, the ICT media aspect 87% entered into the very valid criterion, the aspects of Islamic value 79% is included in the valid criteria, and the average percentage of the teaching materials validity is 81% so, the teaching materials are included in the criteria is very valid, then the analysis results of the practicality phase by students of X Grade Social 1 of Islamic Public High School 1 Metro, resulting in an average percentage of 84 % and into very practical criteria.Based on the validity test and practicality test conducted, it can be concluded that teaching materials based on open-ended accompanied by ICT (Information and Communication of Technology) and Islamic values on the material linear equations system are declared Valid and Practical to use. Keywords: ICT ; open ended; teaching materials,
INOVASI MEDIA PEMBELAJARAN MATERI ARITMATIKA SOSIAL BERBASIS MOBILE ANDROID UNTUK MENDUKUNG KEMAMPUAN SPASIAL VISUAL SISWA SMP KELAS VIII Arlin Astriyani; Alliya imani zahra
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 1 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i1.735

Abstract

ABSTRAK Penelitian ini bertujuan untuk menghasilkan media pembelajaran interaktif berbasis mobile android yang bertemakan game among us. Latar belakang penelitian ini adalah rasa prihatin terhadap tingkat pemahaman siswa yang disamaratakan saat proses kegiatan belajar mengajar berlangsung. Pada dasarnya setiap siswa memiliki kecerdasan majemuk yang jika dipahami dapat membantu guru menyampaikan materi pembelajaran, terutama materi pembelajaran matematika sesuai dengan cara belajar siswa. Media pembelajaran berbasis mobile android ini menggunakan Smart App Creator 3 dan aplikasi desain lainnya. Media ini diperuntukkan bagi peserta didik Sekolah Menengah Pertama (SMP) dan sederajat kelas 8 khususnya dengan kecerdasan spasial visual meliputi materi aritmatika sosial. Adapun metode yang digunakan pada penelitian ini adalah penelitian dan pengembangan (Research and Development/R&D). Pada metode penelitian R&D¸ dilakukan beberapa tahap pengukuran kualitas media meliputi kevalidan, kepraktisan, dan keefektifan. Berdasarkan penelitian yang dilakukan dapat disimpulkan bahwa produk yang dihasilkan telah memenuhi kriteria-kriteria yang ditentukan dan bersifat valid, praktis, serta efektif untuk digunakan dalam pembelajaran. Kesimpulan hasil penelitian yang didapatkan dari media pembelajaran interaktif ini adalah valid, praktis, dan efektif. Hal ini dibuktikan dengan penilaian akhir 83,33% dari para ahli, 89,6% dari respon guru, serta 90% dari respon siswa, penilaian tersebut termasuk dalam kategori sangat layak dan tidak revisi. Kata kunci: ADDIE; media; kecerdasan spasial visual; pembelajaran ABSTRACT This study aims to produce mobile-based interactive learning media Android with the theme of games among us. The background of this research is concern to a generalized level of student understanding during the teaching and learning process take place. Basically every student has multiple intelligence if understood can help teachers deliver learning material, especially learning material mathematics according to the way students learn. Android mobile based learning media it uses Smart App Creator 3 and other design apps. This medium is intended for junior high school students (SMP) and the equivalent grade 8, especially with Visual spatial intelligence includes social arithmetic material. The method used in this research is research and development (Research and Development / R & D). In the R & D research method, several stages of measuring the quality of the media are carried out including: validity, practicality, and effectiveness. Based on the research that can be done It is concluded that the product has met the specified criteria and is valid, practical, and effective for use in learning. Conclusion The research results obtained from this interactive learning media are valid, practical, and effective. This is evidenced by the final assessment of 83.33% of the experts, 89.6% of the experts teacher response, as well as 90% of student responses, the assessment is in the very category worthy and not revision. Keywords: ADDIE; learning; media; visual spatial intelligence
PENGEMBANGAN BAHAN AJAR MATEMATIKA BERBASIS ANDROID DENGAN PENDEKATAN REALISTIC MATHEMATICS EDUCATION (RME) MATERI KOORDINAT KARTESIUS Evi Ratna Sari; Yeni Rahmawati ES.; Ira Vahlia
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 1 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i1.764

Abstract

ABSTRAK Penelitian ini bertujuan untuk; 1) Menghasilkan produk bahan ajar matematika berbasis android dengan pendekatan Realistic Mathematics Education (RME) pada materi koordinat Kartesius kelas VIII SMP Negeri 1 Kotagajah, 2) Mengetahui kualitas produk yang dilihat dari tingkat kevalidan dan kepraktisan bahan ajar matematika berbasis android dengan pendekatan Realistic Mathematics Education (RME) pada materi koordinat Kartesius kelas viii SMP Negeri 1 Kotagajah. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Develop, Implementation, Evaluation). Instrumen pengumpulan data yang digunkan adalah lembar angket validasi ahli dan lembar angket respon siswa. Teknik analisis data mencakup analisis data validasi dan analisis data respon siswa. Berdasarkan hasil penelitian menunjukkan bahwa validasi yang dilakukan oleh 2 ahli materi diperoleh rata-rata persentase sebesar 83,50% dengan kategori kevalidan sangat valid, dan hasil validasi dengan 2 ahli media diperoleh rata-rata persentase sebesar 87,00% dengan kategori kevalidan sangat valid. Hasil dari keempat validasi diperoleh rata-rata persentase sebesar 85,25% dengan kategori sangat valid. Sedangkan hasil uji coba kelompok kecil dari 5 siswa di SMP Negeri 1 Kotagajah diperoleh rata-rata persentase sebesar 83,50% dengan kategori kepraktisan sangat praktis, maka dapat disimpulkan bahwa bahan ajar matematika berbasis android dengan pendekatan Realistic Mathematics Education (RME) pada materi koordinat Kartesius sangat valid dan sangat praktis untuk digunakan dalam proses pembelajaran. Kata Kunci: android; bahan ajar; pengembangan; realistic mathematics education (RME) ABSTRACT This research aims to; 1) Producing android-based mathematics teaching material products with the Realistic Mathematics Education (RME) approach on the Cartesian coordinate material for class VIII SMP Negeri 1 Kotagajah, 2) Knowing the quality of the product as seen from the level of validity and practicality of android-based mathematics teaching materials with the Realistic Mathematics Education (RME) approach on the Cartesian coordinate material for class VIII SMP Negeri 1 Kota Gajah. This study uses the ADDIE (Analysis, Design, Develop, Implementation, Evaluation)development model. The data collection instruments used were expert validation questionnaire sheets and student questionnaire sheets. Data analysis techniques include validation data analysis and student response data analysis. Based on the results of the study showed that the validation carried out by 2 material experts obtained an average percentage of 83.50% with a very valid validity category, and the results of validation with 2 media experts obtained an average percentage of 87.00% with a very valid validity category. The results of the four validations obtained an average percentage of 85.25% with a very valid category. While the results of the small group trial of 5 students in SMP Negeri 1 Kota Gajah obtained an average percentage of 83.50% with the category of very practical.So it can be concluded that Android-based mathematics teaching materials with the Realistic Mathematics Education (RME) approach to the material Cartesian coordinates are very valid and very practical to use in the learning process. Keywords: android; development; teaching materials; realistic mathematics education (RME)
PENGEMBANGAN VIDEO TUTORIAL ALJABAR (VITUBAR) PADA SISWA PONDOK PESANTREN SALAFIYYAH TAHFIZHUL QUR’AN AHLUS SHUFFAH BALIKPAPAN Zaenut Tamim; Ryan Angga Pratama; Rahayu Sri Waskitoningtyas
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 2 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i2.796

Abstract

ABSTRAK Penelitian pengembangan ini bertujuan untuk mengetahui kevalidan dari media pembelajaran Video Tutorial Aljabar (VITUBAR) yang dikembangkan pada siswa Pondok Pesantren Salafiyyah (PPS) Tahfizhul Qur’an Ahlus Shuffah Gunung Binjai Tingkat Wustha (SMP/MTs) di Balikpapan Timur, mengetahui kepraktisan media pembelajaran Video Tutorial Aljabar (VITUBAR) yang dikembangkan pada siswa Pondok Pesantren Salafiyyah (PPS) Tahfizhul Qur’an Ahlus Shuffah Gunung Binjai Tingkat Wustha di Balikpapan Timur, mengetahui efektivitas media pembelajaran Video Tutorial Aljabar (VITUBAR) yang dikembangkan sebagai media pembelajaran matematika siswa Pondok Pesantren Salafiyyah (PPS) Tahfizhul Qur’an Ahlus Shuffah Gunung Binjai Tingkat Wustha di Balikpapan Timur. Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development). Penelitian ini dilakukan di Pondok Pesantren Salafiyyah (PPS) Tahfizhul Qur’an Ahlus Shuffah Gunung Binjai Tingkat Wustha di Balikpapan Timur. Model pengembangan yang digunakan dari model pengembangan Borg & Gall, yaitu pengumpulan data, perencanaan, desain produk awal, ujicoba awal, revisi produk, ujicoba lapangan, revisi dan penyempurnaan akhir produk. Hasil penelitian dan pengembangan ini adalah media pembelajaran video tutorial aljabar (VITUBAR) dikatakan sangat valid dengan rara-rata persentase 89.59% yang didapat dari penilaian para ahli media dan ahli materi, Media pembelajaran video tutorial aljabar (VITUBAR) dikatakan sangat praktis dengan rata-rata persentase 85.18% yang didapat dari penilaian praktisi/guru dan siswa, Media pembelajaran video tutorial aljabar (VITUBAR) dikatakan sangat efektif yang ditunjukan dengan dengan persentase keberhasilan adalah 93.33% yang didapat dari hasil tes siswa. Kata kunci: aljabar; media pembelajaran; vitubar ABSTRACT This development research aims to find out the validity of the learning media Video Tutorial Algebra (VITUBAR) developed on students Of Salafiyyah Boarding School (PPS) Tahfizhul Qur'an Ahlus Shuffah Gunung Binjai Level Wustha (SMP/MTs) in East Balikpapan, knowing the practicality of learning media Video Tutorial Algebra (VITUBAR) developed in students Pondok Pesantren Salafiyyah (PPS) Tahfizhul Qur'an Ahlus Shuffah Gunung Binjai Level Wustha in East Balikpapan, knowing the effectiveness of learning media Video Tutorial Algebra (VITUBAR) developed as a medium of mathematics learning students Pondok Pesantren Salafiyyah (PPS) Tahfizhul Qur'an Ahlus Shuffah Gunung Binjai Level Wustha in East Balikpapan. The method used in this research is Research and Development. This research was conducted at Pondok Pesantren Salafiyyah (PPS) Tahfizhul Qur'an Ahlus Shuffah Gunung Binjai Level Wustha in East Balikpapan. The development model used from the Borg &Gall development model, namely data collection, planning, initial product design, initial trials, product revisions, field trials, product revisions and refinements. The results of this research and development is a video learning media algebraic tutorial (VITUBAR) is said to be very valid with an average percentage of 89.59% obtained from the assessment of media experts and material experts, Video tutorial algebraic learning media (VITUBAR) is said to be very practical with an average percentage of 85.18% obtained from the assessment of practitioners / teachers and students, Algebraic video tutorial learning media (VITUBAR) is said to be very effective indicated by the percentage of success is 93.33% obtained from student test results. Keywords: algebra; learning media; vitubar
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE STUDENT FACILITATOR AND EXPLAINING (SFE) UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR MATEMATIKA Sudarman Sudarman; Mutia Eliyati Hidayah; Rahmad Bustanul Anwar
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 2 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i2.984

Abstract

ABSTRAK Penelitian Penelitian ini bertujuan untuk mengetahui peningkatan motivasi dan peningkatan hasil belajar Matematika menggunakan model pembelajaran kooperatif tipe Student Facilitator and Explaining pada peserta didik kelas SMP PGRI 1 Batanghari. Dalam penelitian ini menggunakan pendekatan kualitatif, dengan jenis penelitian tindakan kelas (PTK). Teknik pengumpulan data dalan penelitian ini menggunakan instrumen berupa kuisioner motivasi belajar peserta didik, dan soal pretest dan postest sebanyak masing-masing 4 soal essay materi Pola Bilangan. Analisis data menggunakan deskriptif kuantitatif. Penelitian ini dilaksanakan dalam 2 siklus, masing-masing siklus terdiri dari 2 kali pertemuan. Setiap siklus terdiri dari perencanaan, pelaksanaan, pengamatan dan refleksi. Hasil penelitian ini yaitu: (1) peningkatan peresentase motivasi belajar dari siklus 1 sebesar 65,21% dan meningkat menjadi 82,60% pada siklus 2 yang berarti masuk dalam kategor “baik”. (2) peningkatan presentase hasil belajar peserta didik dari pretest siklus 1 yaitu 26,1% meningkat menjadi 34.8% pada postest siklus 1 kemudian hasil pretest siklus 1 meningkat pada pretest siklus 2 yaitu 73,9% dan postest siklus 1 juga mengalami peningkatan pada postest siklus 2 yaitu 82.6% sehingga diperoleh nilai gain sebesar 0.52 dan masuk dalam kategori “sedang” yaitu 0,30 > g Berdasarkan hasil penelitian dapat disimpulkan bahwa peningkatan motivasi dan hasil belajar Matematika peserta didik kelas SMP PGRI 1 Batanghari tahun pelajaran 2020/2021 terjadi karena menerapkan model pembelajaran kooperatif tipe Student Facilitator and Explaining (SFE). Kata kunci: hasil belajar; motivasi belajar; student facilitator and explaining (SFE) ABSTRACT This study aims to determine the increase in motivation and increase in learning outcomes of Mathematics using a cooperative learning model of the Student Facilitator and Explaining type in the students of SMP PGRI 1 Batanghari class. In this study using a qualitative approach, with the type of classroom action research (CAR). The data collection technique in this study used an instrument in the form of a student learning motivation questionnaire, and 4 pretest and posttest questions each on the Number Pattern material. Data analysis used descriptive quantitative. This research was carried out in 2 cycles, each cycle consisting of 2 meetings. Each cycle consists of planning, implementing, observing and reflecting. The results of this study are: (1) an increase in the percentage of learning motivation from the first cycle of 65.21% and increased to 82.60% in the second cycle which means it is in the "good" category. (2) an increase in the percentage of student learning outcomes from the pretest cycle 1 which is 26.1% increased to 34.8% in the posttest cycle 1 then the results of the pretest cycle 1 increased in the pretest cycle 2 which is 73.9% and the posttest cycle 1 also experienced an increase in the posttest Cycle 2 is 82.6% so that the gain value is 0.52 and is included in the "medium" category, which is 0.30 > g. apply the type of cooperative learning model Student Facilitator and Explaining (SFE). Keywords: learning motivation; learning outcomes; student facilitator and explaining (SFE)
PENGEMBANGAN VIDEO ANIMASI PEMBELAJARAN MATEMATIKA DI MASA PANDEMI DALAM MENYONGSONG ERA INDONESIA SUSTAINABLE DEVELOPMENT GOALS 2045 Siti Khoiriyah; Septi Hana Qonita; Mega Lestari; Tia Rantika
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 2 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i2.985

Abstract

ABSTRAK Penelitian ini bertujuan mengembangkan video animasi dalam pembelajaran Matematika pada pokok bahasan persamaan dan pertidaksamaan linier pada siswa SMP Muhammadiyah Ambarawa dengan menggunakan aplikasi animaker dan zepeto. Video animasi dapat menjadi salah satu media pembelajaran yang dapat digunakan siswa belajar secara mandiri di rumah pada masa pandemic covid 19, karena video pembelajaran dikembangkan untuk memudahkan siswa memahami konsep matematika. Penelitian ini merupakan Resarch and Development (R&D) dengan 10 tahap pengembangan yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, revisi produk, dan produksi masal. Berdasarkan pengembangan yang telah dilakukan diperoleh bahwa (1) video animasi dinyatakan valid dengan hasil penilaian oleh validator mencapai 89% (2) video animasi dinyatakan praktis dengan hasil penilaian mencapai skor 79,5% (3) video animasi dinyatakan efektif dengan perolehan persentase siswa yang mencapai nilai di atas KKM sebesar 75,5%. Berdasarkan hasil tersebut dapat dinyatakan bahwa video animasi pada pokok bahasan persamaan dan pertidaksamaan aljabar satu variabel layak digunakan sebagai media pembelajaran bagi siswa SMP Muhammadiyah Ambarawa. Kata kunci: animasi; aplikasi; animaker; video pembelajaran; zepeto ABSTRACT Using the Animaker and Zepeto applications, this research aims to create an animated video in mathematics learning on the subject of linear equations and inequalities for students at SMP Muhammadiyah Ambarawa. Since learning videos were created to make it easy for students to study independently at home after the Covid 19 pandemic, animated videos can be one of the learning media that students can use to study independently at home. This research is a Research and Development (R & R&D) with 10 stages, namely potentials and problems, data collection, product design, design validation, design revision, product testing, product revision, usage testing, product revision, and mass production. Based on the development that has been done, it is found that (1) the animated video is declared valid with the results of the assessment by the validator reaching 89% (2) the animated video is declared practical with the results of the assessment reaching the highest score of 79.5% (3) the animation video is declared effective with the acquisition of the assessment reaching 75.5%. Based on these results, the animated video on the subject of linear algebraic equations and inequalities is suitable for use as a learning medium for students of Muhammadiyah Ambarawa Middle School. Keywords: animaker; animation; application; learning videos; zepeto
EFEKTIVITAS PEMBELAJARAN KOOPERATIF TIPE COOPERATIVE INTEGRATED READING AND COMPOSITION (CIRC) DITINJAU DARI KEMAMPUAN KOMUNIKASI MATEMATIS Ruben Andreas Junior; Sri Hastuti Noer; Pentatito Gunowibowo
EMTEKA: Jurnal Pendidikan Matematika Vol 2 No 2 (2021)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v2i2.1019

Abstract

ABSTRAK Penelitian ini merupakan jenis penelitian eksperimen semu yang bertujuan untuk mengetahui efektivitas model pembelajaran CIRC ditinjau dari kemampuan komunikasi matematis siswa. Populasi penelitian ini adalah seluruh siswa kelas VII SMP Tri Sukses Natar tahun pelajaran 2018/2019 yang terdistribusi dalam empat kelas. Pengambilan sampel dilakukan dengan teknik purposive sampling dan dipilih siswa pada kelas VII A dan VII C. Desain yang digunakan adalah posttest only control group design. Data penelitian diperoleh dengan menggunakan instrumen tes kemampuan komunikasi matematis siswa. Pengujian hipotesis menggunakan uji proporsi. Hasil dari penelitian ini menunjukkan bahwa peningkatan representasi matematis siswa yang mengikuti pembelajaran CIRC lebih tinggi dari peningkatan representasi matematis siswa yang mengikuti pembelajaran konvensional. Berdasarkan hasil dan pembahasan, diperoleh simpulan bahwa pembelajaran CIRC efektif terhadap kemampuan komunikasi matematis siswa. Kata kunci: CIRC; komunikasi matematis; pembelajaran kooperatif ABSTRACT This research is a type of quasi-experimental research that aims aimed to find out the effectiveness of the learning model of CIRC in term of mathematical communication of students. The population of this research was students of grade VII of Junior High School Tri Sukses Natar in academic year of 2018/2019 that were distributed into four classes. The sampling was done by puposive sampling technique and it was chosen students of VII A and VII C. The design which was used in this research was the posttest only control group design. Research data were obtained through test on mathematical communication of students. The data analysis which was used was t test. The result of this research show that enhancement on mathematical communication of students who follow learning with CIRC higher than of student who follow learning with convensional. Based on the results and working through of research, the conclusion of the research is the CIRC model effective against mathematical communication of student. Keywords: CIRC; cooperative learning; mathematical communication

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