cover
Contact Name
Said Fachry Assagaf
Contact Email
said.fachry.assagaf@unm.ac.id
Phone
+6281355595187
Journal Mail Official
said.fachry.assagaf@unm.ac.id
Editorial Address
Unit Publikasi Jurusan Matematika, Gd FG Lantai 2, FMIPA UNM
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Issues in Mathematics Education (IMED)
ISSN : -     EISSN : 26858592     DOI : https://dx.doi.org/10.35580/imed
Core Subject : Education,
Journal of IMED presents new ideas, developments, and innovations in mathematics education. It involves attempts to enhance teaching and learning mathematics in the classroom at all levels. It deals with educational articles from research, recent issues, and literature reviews. All paper related to mathematics education are welcome.
Articles 147 Documents
Pengaruh Model Pembelajaran Group Investigation (GI) Berbantuan Software Geogebra terhadap Kemampuan Representasi Matematis Mahasiswa pada Materi Hiperboloida Rosauli Novalina Samosir; Ermita Ermita
Issues in Mathematics Education (IMED) Vol 7, No 2 (2023): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/imed50569

Abstract

Penelitian ini bertujuan untuk mengetahui apakah terdapat pengaruh model pembelajaran Group Investigation (GI) berbantuan software Geogebra terhadap kemampuan representasi matematis mahasiswa pada materi hiperboloida. Penelitian ini merupakan penelitian eksperimen semu, dengan pendekatan kuantitatif. Populasi penelitian ini adalah seluruh mahasiswa semester dua Program Studi Pendidikan Matematika Universitas Negeri Manado yang sedang menempuh mata kuliah geometri analitika ruang pada semester genap tahun akademik 2022/2023. Sampel pada penelitian ini ada 2 kelompok, yaitu kelompok eksperimen yang diajar dengan model pembelajaran Group Investigation (GI) berbantuan software Geoogebra, dan kelompok control yang diajar dengan pembelajaran langsung. Jumlah sampel pada tiap kelompok adalah 20 orang, sehingga total keseluruhan adalah 40 orang mahasiswa. Data pada penelitian ini dikumpulkan dengan tes tertulis sebanyak 5 soal. Analisis yang digunakan adalah Uji Independent Sample t test. Hasil penelitian ini menunjukkan bahwa terdapat pengaruh model pembelajaran Group Investigation (GI) berbantuan software Geogebra terhadap kemampuan representasi matematis mahasiswa pada materi hiperboloida.Kata Kunci: Representasi Matematis; Model Pembelajaran Group Investigation; Software Geogebra
Pengaruh Kreativitas dan Motivasi Belajar terhadap Hasil Belajar Matematika Berdasarkan Gaya Belajar Siswa di Kelas VIII Smp Negeri 7 Bulukumba Hamzah Upu; Asdar Asdar; Ivan Adrian
Issues in Mathematics Education (IMED) Vol 7, No 2 (2023): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/imed51349

Abstract

Penelitian ini dilakukan untuk mengetahui pengaruh kreativitas dan gaya belajar terhadap hasil belajar matematika berdasarkan gaya belajar siswa. Penelitian ini merupakan penelitian ex-post facto. Penelitian ini dilakasanakan di SMP Negeri 7 Bulukumba. Teknik pengumpulan data menggunakan angket gaya belajar, angket motivasi belajar, tes kreativitas belajar, dan tes hasil belajar matematika. Hasil penelitian ini menunjukkan bahwa (1) gaya belajar siswa terbagi menjadi gaya belajar visual dan auditorial, (2) kreativitas siswa berdasarkan gaya belajar visual dan auditorial tergolong ke dalam kategori baik, (3) motivasi belajar siswa berdasarkan gaya belajar visual dan auditorial tergolong ke dalam kategori sangat baik, (4) hasil belajar matematika berdasarkan gaya belajar visual tergolong kedalam kategori cukup, sedangkan berdasarkan gaya belajar auditorial tergolong ke dalam kategori baik, (5) kreativitas dan motivasi belajar memberikan pengaruh secara bersama-sama terhadap hasil belajar matematika berdasarkan gaya belajar visual dan auditorial, (6) kreativitas memberikan pengaruh positifterhadap hasil belajar matematika berdasarkan gaya belajar visual dan auditorial, (7) motivasi belajar memberikan pengaruh positif terhadap hasil belajar matematika berdasarkan gaya belajar visual dan auditorial.Kata kunci: Gaya belajar, kreativitas, motivasi belajarThis research was conducted to determine the effect of creativity and learning motivation on mathematics learning outcomes based on students' learning styles. This research is an ex-post facto research. This research was conducted at SMP Negeri 7 Bulukumba. Data collection techniques used learning style questionnaires, learning motivation questionnaires, learning creativity tests, andmathematics learning outcomes tests. The results of this research indicate that (1) students' learning styles are divided into visual and auditory learning style, (2) students' creativity based on visual and auditory learning style are in the good category, (3) students' learning motivation based on visual and auditory learning style is classified in the very good category, (4) learning outcomes of mathematics based on visual learning style are classified into the sufficient category, while based on auditory learning style are classified into good categories, (5) creativity and learning motivation have a joint effect on mathematics learning outcomes based on visual and auditory learning style, (6) creativity has a positive effect on mathematics learning outcomes based on visual and auditory learning style, (7) learning motivation has a positive effect on mathematics learning outcomes based on visual and auditory learning style.Keywords: Learning styles, creativity, learning motivation
Efektivitas Penggunaan Media Pembelajaran Hologram Video pada Materi Geometri Bangun Ruang Sisi Datar di SMP Negeri 2 Alla Awi Awi; Ilham Minggi; Ermayanti Ermayanti
Issues in Mathematics Education (IMED) Vol 7, No 2 (2023): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/imed51342

Abstract

Penelitian pre-experiment ini bertujuan untuk mengetahui keefektifan penggunaan media pembelajaran Hologram Video materi geometri bangun ruang sisi datar. Unit eksperimen dalam penelitian ini terdiri dari satu kelas siswa IX SMP Negeri 2 Alla. Sampel dari penelitian ini adalah kelas IX D. Penelitian ini dilaksanakan selama 5 pertemuan, yakni 1 pertemuan pretest, 1 pertemuan posttest dan 3 pertemuan pembelajaran menggunakan media pembelajaran Hologram Video. Pengambilan data dilakukan dengan menggunakan lembar observasi, tes hasil belajar, dan angket respon siswa. Data tersebut dianalisis dengan menggunakan analisis statistik deskriptif dan analisis statistik inferensial. Hasil yang dicapai adalah: (1) hasil belajar matematika siswa adalah 79,896 (melebihi KKM) dari skor ideal 100; (2) rata-rata nilai gain ternormalisasi secara inferensial lebih dari 0,3 yaitu 0,737 yang berada pada kategori tinggi; (3) tingkat ketuntasan klasikal siswa sebesar secara inferensial kurang dari 85%, yaitu 70,83%; (4) rata-rata persentase aktivitas siswa dalam pembelajaran adalah  85,78% atau berada pada kategori aktif; (5) rata-rata persentase respon siswa adalah 89,58% atau berada pada kategori sangat positif. Dengan demikian, dapat disimpulkan bahwa penggunaan media pembelajaran Hologram Video efektif digunakan pada pembelajaran matematika materi geometri bangun ruang sisi datar ditinjau dari hasil belajar, aktivitas siswa, dan respon siswa karena semua indikator memenuhi kriteria keefektifan.Kata Kunci: Efektivitas, Pembelajaran Matematika, Media Pembelajaran, Hologram VideoThis pre-experimental research aimed to determine the effectiveness of using Hologram Video learning media for geometry materials. The experimental unit in this study consisted of one class of grade IX students of SMP Negeri 2 Alla. The sample of this study was grade IX D students. This research was carried out for five meetings where one meeting for pretest, one meeting was for posttest, and three meetings for learning session using Hologram Video learning media. Data were collected using observation sheets, learning achievement tests, and students’ response questionnaire. The data were analyzed using descriptive and inferential statistical analysis. The results indicated that: (1) students' mathematics learning achievements is 79.896 (exceeding the KKM) of the ideal score of 100; (2) the average value of normalized gain inferentially is more than 0.3, namely 0.737 which is in the high category; (3) the classical mastery level of students is inferentially less than 85%, which is 70.83%; (4) the average percentage of students’ activities in learning is 85.78% or it is in the active category; (5) the average percentage of students’ responses is 89.58% or it is in the very positive category. Thus, it can be concluded that the use of Hologram Video learning media is effective for geometry materials if it is viewed from learning achievement, students’ activities, and students’ responses. It is because all indicators meet the effectiveness criteria.Keywords: Effectiveness, Mathematics Learning, Learning Media, Hologram Video
Pengembangan Bahan Ajar Berbasis Video Animasi Dengan Pendekatan Kontekstual Pada Materi Aritmatika Sosial Kelas VII SMP Rusli Rusli; Said Fachry Assagaf; Selviana Selviana
Issues in Mathematics Education (IMED) Vol 7, No 2 (2023): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/imed51915

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menghasilkan produk bahan ajar berbasis video animasi dengan pendekatan kontekstual yang valid. Penelitian ini merupakan penelitian pengembangan menggunakan model 4D yang terdiri dari 4 tahap, yaitu define, design, develop, dan disseminate. Bahan ajar video animasi ini dikembangkan menggunakan aplikasi powtoon. Subjek uji coba penelitian ini yaitu peserta didik kelas VII 2 dan kelas VIII 1. Data yang dikumpulkan untuk menjawab rumusan masalah berupa respons peserta didik dan respons guru. Instrument penelitian yang digunakan adalah angket validasi ahli media dan ahli materi, angket respons peserta didik dan pedoman wawancara respons guru. Adapun produk video animasi yang dihasilkan sebanyak 6 video. Hasil penelitian menunjukkan bahwa bahan ajar berbasis video animasi valid.Kata Kunci: Pengembangan, Bahan ajar, Video animasi, Valid, Matematika The purpose of this research is to develop and produce animated video-based teaching materials with a valid contextual approach. This research is a development research using a 4D model which consists of 4 stages, namely define, design, develop, and disseminate. This animated video teaching material was developed using the powtoon application. The subjects of this research were students of class VII 2 and class VIII 1. The data collected to answer the problem statement in the form of student responses and teacher responses. The research instrument used was a media expert and material expert validation questionnaire, a student response questionnaires and teachers response interview guide. The animation video products produced are 6 videos. The results showed that the animated video-based teaching materials were valid.Keywords: development, teaching materials, animated videos, valid, mathematics
Analisis Kesalahan dalam Menyelesaikan Masalah Numerasi Aljabar dengan Menggunakan Prosedur Newman pada Siswa Kelas XI SMA Nur Rahmah Sari; Syahrullah Asyari; Muhammad Darwis M
Issues in Mathematics Education (IMED) Vol 7, No 2 (2023): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/imed51347

Abstract

Penelitian ini bertujuan untuk menganalisis kesalahan siswa dengan menggunakan metodeNewman dalam menyelesaikan permasalahan numerasi Asesmen Kompetensi Minimum materi SistemPersamaan Linear Tiga Variabel. Jenis penelitian ini adalah penelitian kualitatif deskriptif. Pemilihansubjek yang dilakukan menggunakan teknik purposive sampling sehingga terpilih tiga siswa kelas XI diSMAN 22 Makassar. Instrumen yang digunakan dalam penelitian ini terdiri atas instrumen utama yaknipeneliti sedangkan instrumen pendukung meliputi tes pemahaman pemodelan matematika, tes numerasiAKM, dan wawancara. Data dalam penelitian ini dianalisis melalui tiga tahap yakni kondensasi data,penyajian data, dan penarikan kesimpulan dan verifikasi. Hasil penelitian menunjukkan bahwa siswamelakukan 4 jenis kesalahan berdasarkan prosedur Newman, yaitu kesalahan memahami, kesalahantransformasi, kesalahan keterampilan proses, dan kesalahan pengkodean.Kata Kunci: Kesalahan Siswa, Prosedur Newman, Asesmen Kompetensi Minimum, Sistem Persamaan Linear Tiga VariabelThis research aim to analyze students’ errors using the Newman method in solving numerationproblems Minimum Competency Assessment on the topic of Three Variable Linear Equation System. Thistype of research is descriptive qualitative research. The subject selection was carried out using apurposive sampling technique so that three students of grade XI at SMAN 22 Makassar were selected.The instruments used in this research consisted of the main instruments, namely the researcher, while thesupporting instruments included mathematical modeling comprehension tests, AKM numeration tests, andinterviews. The data in this research were analyzed through three stages, namely data condensation, datapresentation, and conclusion and verification. The results showed that students made 4 types of errorsbased on Newman's procedure, namely understanding errors, transformation errors, processing skillerrors, and coding errors.Key Words: Students’ Errors, Newman Procedure, Minimum Competency Assessment, Three-Variabel Linear Equations System
Pengembangan Media E-Comic Berbasis Contextual Teaching and Learning pada Materi Sistem Persamaan Linear Tiga Variabel Kelas X SMA Rosidah Rosidah; Yudhi Alfian; Nurwati Djam'an; Hisyam Ihsan
Issues in Mathematics Education (IMED) Vol 7, No 2 (2023): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/imed51409

Abstract

Penelitian pengembangan ini bertujuan: (1) Mengembangkan media e-comic berbasis contextual teaching and learning pada materi sistem persamaan linear tiga variabel. (2) Mengetahui kualitas media e-comic berbasis contextual teaching and learning pada materi sistem persamaan linear tiga variabel yang dikembangkan ditinjau dari aspek kevalidan, kepraktisan, dan keefektifan. Penelitian ini menggunakan jenis penelitian R&D dengan model pengembangan ADDIE yang meliputi lima tahapan yaitu analysis, design, development, implementation, dan evaluation. Hasil penelitian ini adalah: (1) Media e-comic yang valid berdasarkan hasil lembar validasi ahli media dan ahli materi. (2) Media e-comic yang praktis berdasarkan hasil lembar observasi keterlaksanaan media dalam pembelajaran diperoleh rata-rata persentase yakni 96,42%, serta pemberian angket respon guru dan siswa terhadap media e-comic diperoleh persentase 97,91% dan 90,51%. (3) Media e-comic yang efektif berdasarkan tes hasil belajar siswa diperoleh hasil efektif (≥ 85%) dengan ketuntasan kelas sebesar 87,87%. Media e-comic berbasis contextual teaching and learning yang dikembangkan dengan model ADDIE bersifat valid, praktis, dan efektif untuk digunakan dalam pembelajaran matematika pada materi sistem persamaan linear tiga variabel.Kata kunci: E-comic, Contextual Teaching and Learning, Valid, Praktis, Efektif.This development research aims: (1) Develop e-comic media based on contextual teaching and learning on the material of a three-variable linear equation system. (2) Knowing the quality of e-comic media based on contextual teaching and learning on the material of a three-variable linear equation system developed in terms of aspects of validity, practicality, and effectiveness. The type of this research is R&D with the ADDIE development model, which includes five stages: analysis, design, development, implementation, and evaluation. The results of this research are (1) Valid e-comic media based on the results of the media expert and the material expert. (2) Practical e-comic media based on the results of the observation sheet on the implementation of the media in learning obtained an average percentage of 96.42%, and the percentage of teacher and student response questionnaires to e-comic media obtained a percentage of 97.91% and 90.51%. (3) Effective e-comic media based on the student learning outcomes test obtained effective results (≥ 85%) with class completeness of 87.87%. E-comic media based on contextual teaching and learning developed with the ADDIE model are valid, practical, and effective for use in learning mathematics on the material of a three-variable linear equation system.Keywords: E-comic, Contextual Teaching and Learning, Valid, Practical, Effective.
Efektivitas Penerapan Model Discovery Learning Berbantuan Geogebra Suradi Suradi; Ahmad Zaky; Ghina Farida
Issues in Mathematics Education (IMED) Vol 7, No 2 (2023): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/imed51346

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas penerapan model discovery learningberbantuan GeoGebra terhadap hasil belajar pada pembelajaran matematika siswa kelas VIII SMPdengan indikator efektivitas pembelajaran yaitu hasil belajar siswa, aktivitas siswa, dan respons siswa.Penelitian ini adalah pra-eksperimen dengan pendekatan kuantitatif desain one group pretest posttestmenggunakan teknik pengambilan sampel cluster random sampling. Populasi pada penelitian ini siswakelas VIII SMP dan sampel penelitian terdiri dari satu kelompok kelas eksperimen sebanyak 23 siswa.Data hasil belajar siswa diperoleh dengan pemberian pretest dan posttest, data aktivitas siswa diperolehdengan lembar observasi aktivitas siswa, serta data respons siswa diperoleh dengan angket responssiswa. Adapun data tersebut dianalisis dengan menggunakan statistik deskriptif dan statistik inferensialsehingga secara umum dapat disimpulan bahwa penerapan model discovery learning berbantuanGeoGebra efektif diterapkan pada pembelajaran matematika siswa kelas VIII SMP.Kata Kunci: Efektivitas, Hasil Belajar Matematika, Model Discovery Learning, GeoGebraThis study aims to determine the effectiveness of the application of the GeoGebra-assisteddiscovery learning model to learning outcomes in mathematics for grade VIII junior high school studentswith indicators of learning effectiveness, namely student learning outcomes, student activities, andstudent responses. This study is a pre-experiment with a quantitative approach to a one group pretest-posttest design using cluster random sampling techniques. The population in this study was students inclass VIII junior high school, and the research sample consisted of one experimental class group of 23students. Pretests and posttests were used to collect data on student learning outcomes; student activityobservation sheets were used to collect data on student activity; and student response questionnaireswere used to collect data on student response. The data were analyzed using descriptive statistics andinferential statistics so that, in general, it can be concluded that the application of the GeoGebra-assisteddiscovery learning model is effectively applied to mathematics learning for grade VIII junior high schoolstudents.Keywords: Effectiveness, Mathematics Learning Outcomes, Discovery Learning Model, GeoGebra