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Contact Name
Andina Nurul Wahidah
Contact Email
andinanurulwahidah5@gmail.com
Phone
+6289694156310
Journal Mail Official
havizul@gmail.com
Editorial Address
https://e-journal.iainptk.ac.id/index.php/al-adad/about/editorialTeam
Location
Kota pontianak,
Kalimantan barat
INDONESIA
Al-'Adad: Jurnal Tadris Matematika
ISSN : -     EISSN : 2987646X     DOI : https://doi.org/10.24260
Core Subject : Education,
Al-‘Adad: Jurnal Tadris Matematika berisi artikel-artikel mengenai isu-isu pendidikan matematika yang ditulis dalam bahasa Indonesia maupun bahasa Inggris. Naskah berupa diseminasi hasil penelitian yang dihasilkan oleh ahli, ilmuwan, praktisi, dan mahasiswa dan kajian pustaka dalam bidang Pendidikan Matematika dengan lingkup: 1. Desain Pembelajaran Matematika 2. Pengembangan Bahan Ajar ataupun Model Pembelajaran 3. Penelitian Tindakan Kelas 4. Media Pembelajaran Matematika 5. Kreativitas dan Inovasi Pembelajaran Matematika 6. Alat Peraga Pembelajaran Matematika 7. Analisis Kesulitan Siswa dalam Pembelajaran 8. Etnomatematika dalam Pembelajaran Matematika 9. Evaluasi Pembelajaran Matematika 10. Kurikulum Pendidikan Matematika 11. Teori Belajar Matematika 12. Sejarah dan Filsafat Matematika 13. Analisis Penerapan Model/Pendekatan/Metode/Strategi Pembelajaran 14. Media Pembelajaran berbasis IT 15. Lesson Study Pembelajaran MatematikaKhusus untuk hasil penelitian, metode penelitian yang digunakan dapat menggunakan penelitian kuantitatif, penelitian kualitatif, penelitian campuran, penelitian pengembangan, penelitian desain, ataupun jenis penelitian lainnya yang berkaitan dengan topik di atas.
Articles 83 Documents
PENINGKATAN PEMAHAMAN KONSEP SISWA DENGAN MODEL DISCOVERY LEARNING DIPADU LESSON STUDY PADA MATERI KPK DAN FPB Oktaviana, Dwi; Astuti, Tri; Nurhazannah, Yunie; Indaryati, Fitriah; Aswad, Asnawi; Harpiani, Harpiani; Muniroh, Muna
Bahasa Indonesia Vol 2 No 2 (2023)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v2i2.2198

Abstract

The aim of this research is to describe the increase in students' ability to understand concepts using the discovery learning model through lesson study on KPK and FPB material. This research is an experimental research with a one group pretest-posttest design. The sample in this research was class VIIC students at SMP Negeri 13 Pontianak using a purposive sampling technique of 32 people. The research results showed that students obtained pretest and posttest scores for understanding concepts in KPK and FPB material with an average of 62,97 and 84,69. After implementing learning using the discovery learning model through lesson study, students' conceptual understanding of the KPK and FPB material received a Sig. (2 tailed) = 0.000 with Sig. (2 tailed) < 0.05 (0.000 > 0.05) then Ho is rejected. Thus, through lesson study, the application of the discovery learning model to KPK and FPB material can increase students' understanding of concepts.
ETNOMATEMATIKA: PENGENALAN TEORI PELUANG PADA PERMAINAN HOMPIMPA Syakira, Versha; Sulisti, Hidayu
Bahasa Indonesia Vol 2 No 2 (2023)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v2i2.2215

Abstract

Tujuan dan penelitian ini adalah pengenalan teori peluang pada permainan hompimpadi pondok pesantren Darul Qur'an Al-Haramain Pontianak. Metode yang digunakan ialah kualitatif dengan pendekatan deskriptif. Subjek dari penelitian adalah 7 siswa dari Pondok Pesantren pesantren Darul Qur'an Al-Haramain Pontianak. Sebelum melakukan penelitian, ada beberapa siswa yang belum mengetahui bahwa di dalam permainan tradisional salah satunya permainan hompimpa tedapat unsur dari matematika. Guna mengaitkan permainan hompimpa ke dalam etnomatematika, peneliti sedikit menjelaskan di dalam permainan hompimpa terdapat unsur matematika salah satunya teori peluang, dan memberi contoh soal kaitan permainan dengan teori peluang. Setelah itu, 7 siswa membuat 2 kelompok yang dimana 1 kelompok ada yang berjumlah 4 orang, dan 1 kelompok berjumlah 3 orang. Setelah terbentuk kelompok maka siswa bermain masing-masing dengan kelompoknya. Setelah mendapatkan pemenang permainan mereka tidak bermain lagi, dan mereka sedikit menyadari kalau didalam permainan juga ada unsur matematika, dan agak lebih mudah dipahami. Kesimpulannya Setelah bermain mereka agak lebih memahami matematika dengan mudah melewati permainan hompimpa tersebut.
PENDIDIKAN KARAKTER PERSPEKTIF HADITS PADA MATA PELAJARAN MATEMATIKA DI SEKOLAH DASAR Hilmi, Nasywa; Br Sinuhaji, Fara Ulfa; Lessy, Zulkipli
Bahasa Indonesia Vol 3 No 1 (2024)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v3i1.2365

Abstract

Moral degradation that currently occurs in students, especially at the elementary school level. Character education in the realm of education in the level of elementary school is very important to instill because basic education is the beginning of the application of morals in human life. Character education from the hadith perspective in mathematics subjects in elementary schools is believed to contribute in the academic realm in character improvement. The purpose of this study is to examine character education in the perspective of hadith in elementary school. Method used in this study is library research where the primary source of information and data is documents, such as relevant journals and books. Based on the literature review collected, it was found that the absolute source of knowledge is the Qur’an and hadith. In both sources, there is no dichotomy of knowledge. The results showed that character education from the hadith perspective in mathematics subjects in elementary schools using LKPD was valid, practical, and effective.
ANALISIS KEMAMPUAN PEMECAHAN MASALAH SISWA DALAM MENYELESAIKAN SOAL CERITA GEOMETRI Agustina, Agustina; Andryani, Sulis; Zulkarnain, Zulkarnain
Bahasa Indonesia Vol 3 No 1 (2024)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v3i1.2857

Abstract

This study aims to analyze student’s ability to solve story problrms in Geometry based on predetermined indicator. The method used inthis research is a descriptive qualitative approach. The seventh grade students of Madrasah Al-Mubarak Miftahul Ulum were 33 students as research subjects. Techniques in data processing using descriptive statistics. Data collection unes measurement techniques in the form of essay tests. Based on the results and discussion, it is stated that only 40% of students can write what they know, 25% of students can write down what is asked, 0.40% students can determine formulas and enter values and 0% of students cannot calculate and make solutions to story problems. This identified that the seventh grade students of Madrasah Al-Mubarak Miftahul Ulum had difficulties in solving story problrms on geometry material.
DESAIN PEMBELAJARAN MATEMATIKA BERBANTUAN MATH MAZE UNTUK MEMFASILITASI RETENSI DAN MINAT BELAJAR PESERTA DIDIK Saputra, Samnur; Kosasih, Usep; Kusumaningtyas, Sarah
Bahasa Indonesia Vol 3 No 1 (2024)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v3i1.2995

Abstract

Students' lack of interest in learning mathematics has an impact on their memory of the material being taught. This is a challenge for educators to find the right learning method. So, it is necessary to develop learning methods with the help of games for arithmetic sequences and series. The aim of the research is to determine the feasibility, retention power and interest in learning after learning mathematics assisted by Math Maze on arithmetic sequences and series. The research method used is Design Research (DR) with an ADDIE design. Data was obtained through media expert validators and material experts as well as students. Data collection techniques include validation sheets, post-test and re-test, distributing questionnaires, and interviews. From the validation results, Math Maze is categorized as valid, retention power is categorized as high, and interest in learning is categorized as very high.
ANALISIS BUTIR SOAL PAS MATEMATIKA PEMINATAN: DAYA PEMBEDA, TINGKAT KESUKARAN, DAN KUALITAS PENGECOH Mustaqim, Mustaqim; Sulisti, Hidayu
Bahasa Indonesia Vol 3 No 1 (2024)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v3i1.3011

Abstract

Item analysis is a process that must be taken and carried out by an educator to determine the extent of the quality of the items given. The purpose of this study was to analyze the items of the End of Semester Assessment in terms of differentiating power, difficulty level, and quality of the examiner. This research is a quantitative descriptive research used to determine the quality of test items. The research subjects were students of class XII IPA 1 at SMA Negeri 10 Pontianak. The data collection technique used is documentation of the results of students' work on the End of Even Semester Assessment Mathematics Specialization class XII IPA in the 2023/2024 academic year. The differentiating power of End of Even Semester Assessment questions in mathematics subjects of specialization class XII IPA 1 SMA Negeri 10 Pontianak is mostly in the sufficient category. This means that the quality of the question is able to distinguish quite well between students who have understood and those who have not. For the level of difficulty, most are in the easy category. This means that the questions are less able to stimulate students to increase their efforts in solving a given problem. As for the quality of the examiner, it is in the very good category of 22%, good category of 11.5%, less good 13%, bad 29%, and the quality of the examiner in the very bad category is 24.5%.
PENERAPAN MODEL PEMBELAJARAN SEARCH, SOLVE, CREATE AND SHARE UNTUK MENGANALISIS KEMAMPUAN PENALARAN MATEMATIS DAB SELF-EFFICACY: Penerapan Model Pembelajaran Search, Solve, Create and Share untuk Menganalisis Kemampuan Penalaran Matematis dab Self-Efficacy Putri, Sumi Destia; Cahyani, Rianti
Bahasa Indonesia Vol 3 No 1 (2024)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v3i1.3019

Abstract

This research is motivated by the low mathematical reasoning ability and self-efficacy of students in learning mathematics. One of the alternative solutions that can be applied is the search, solve, create and share (SSCS) learning model related to mathematical reasoning skills and students' self-efficacy. The purpose of this study is to determine the mathematical reasoning ability and self-efficacy of students after learning using the SSCS model. The method used is a quasi-experimental method with the design of The Nonequivalent Pretest-Posttest Control Group Design. This research was carried out at Baitus-Shoffa IT Junior High School. The population in this study is all students of class VIII, with the sample being students of class VIII-A as the experimental class and class VIII-B as the control class. The experimental class uses the application of the SSCS learning model, while the control class uses the Discovery Learning model. The instruments used were a mathematical reasoning ability test and a self-efficacy questionnaire. Based on the results of the analysis of the Mann Whitney test, questionnaire analysis, and correlation were obtained, the mathematical reasoning ability of students who used the SSCS model was the same as that of students who used the Discovery Learning model. The self-efficacy of students using the likert scale was categorized as strong.
KAJIAN ETNOMATEMATIKA PADA ARSITEKTUR BANGUNAN RUMAH MELAYU PONTIANAK TAMPAK SAMPING KIRI DALAM MENINGKATKAN PEMAHAMAN GEOMETRI BANGUN DATAR DAN BANGUN RUANG SISI DATAR Ridha, Aisyah Ar; Komalasari, Komalasari
Bahasa Indonesia Vol 3 No 1 (2024)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v3i1.3045

Abstract

Penelitian ini mengkaji arsitektur bangunan Rumah Melayu Pontianak tampak samping kiri, dilakukan untuk memperoleh aspek matematika pada arsitektur bangunan Rumah Melayu Pontianak tampak samping kiri. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif dengan pendekatan etnografi. Pengumpulan data kualitatif dengan cara observasi, wawancara, studi pustaka dan dokumentasi. Rumah Melayu Pontianak dipelopori oleh Majelis Adat Budaya Melayu (MABM) sekitar tahun 2004/2005 yang pada saat itu diketuai oleh Bapak Imin Thaha. Luas bangunan Rumah Melayu Pontianak yaitu 25,62 m×17,85 m dengan panjang panggung 7,7 m dan lebar panggung 23,92 m. Bentuk bangunan Rumah Melayu Pontianak adalah rumah panggung. Bentuk arsitektur pada rumah melayu Pontianak tampak samping kiri mengandung unsur geometri matematika yaitu bangun datar dan bangun ruang sisi datar. Bentuk bangunan. Ornament-ornament yang ada pada bangunan memiliki makna kejayaan dan kebahagiaan. Bentuk atap pada rumah melayu Pontianak berbentuk limasan yang memiliki arti sebagai pelindung, mengundang dan menerima.
EKSPLORASI ETNOMATEMATIKA PADA PERMAINAN TABAK DITINJAU DARI MATERI SEKOLAH DASAR Listari, Dita; Handayani, Lita; Rustanuarsi, Ressy
Bahasa Indonesia Vol 3 No 1 (2024)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v3i1.3055

Abstract

This study aims to identify the mathematical elements contained in the traditional game Tabak in Kubu Raya Regency in terms of elementary school materials. This research is an exploratory research with an ethnographic approach. The research data were obtained by observation, interview, documentation and literature study. Data analysis techniques used data condensation, data display, and conclusion drawing. The results of this study show that the traditional game Tabak has mathematical elements that are relevant to the mathematics material taught at the elementary school level. The elements of mathematics include 2D shapes and their properties, cuboid, angles, relationships between lines, counting, and fractions.
ANALISIS ETNOMATEMATIKA PADA PERMAINAN TAPAK KUDA DI PULAU MAYA KALIMANTAN BARAT Septianawati, Desty; Imasuana, Imasuana
Bahasa Indonesia Vol 3 No 1 (2024)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/add.v3i1.3059

Abstract

Each region has different traditional games, and has specificities based on each area. One example of a traditional game is the game of hoof horses on Maya Island, West Kalimantan. The game of hoof horses, the taubah of the crank game, is undeniable which has a close connection with mathematics. The relationship between mathematics and a culture is commonly known as ethnomathematics. The type of research used is qualitative research with an ethnographic approach. Data collection methods used are observation and documentation. Observations were made twice on April 12 2023 and April 23 2023 which are located in Satai Lestari Village, Pulau Maya District, Kayong Utara Regency, West Kalimantan. The observation was carried out simultaneously with the documentation of the object under study with the research target being a group of children. Based on the results of observation and data collection, the results show that there are ethnomathematics elements in the traditional hoof hoof game. The traditional game of hoof horses on the island of Maya has various forms, namely rotating hoofs, regular hoofs. The two sides are five tiles on the left side and five tiles on the right side. So the total of squares on a normal hoof is ten squares. The rotary hoof and the regular hoof both have a mathematical element. The mathematical element contained in the hoof hoof game is the element of mathematical logic contained in the hoof hoof game rules, namely when a player violates the predetermined rules and will be replaced by the next player. Mathematical elements are also present in the hoof grid, namely the cube nets without a lid. Then in the form of a throwing ball the mathematical elements are geometric elements including triangles, rectangles, and kites.