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Analisis Berpikir Komputasi Siswa Dalam Menyelesaikan Permasalahan Matematika: Studi Literatur Review
Mayang Nabila;
Yahfizham Yahfizham
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.140
Computational thinking is a way of thinking that students must have. Currently, many students do not yet know how computing can be applied in mathematics learning. For this reason, this research focuses on analyzing students' computational thinking in solving mathematical problems. This research takes the type of literature study research by identifying and evaluating the results of previous research. Data analysis was carried out using an interactive model which uses 4 steps in the analysis stages, namely: 1) Data collection, 2) Data condensation, 3) Data presentation and 4) Data verification. This research identified 3 previous articles. From the results of this research, it is found that computational thinking in solving mathematical problems can still be said to be not very good..
Analisis Kesulitan Menyelesaikan Soal Cerita Matematika Pada Siswa Kelas IV SDN Mekarjaya 14
Fitria Meliana Sari;
Dwi Fitricia Cahyaningrum;
Bahesti Zahra
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.144
This research aims to analyze the difficulties of fourth grade students at SDN Mekarjaya 14 in solving mathematics story problems. This research uses qualitative research with an inductive method. This research aims to gain knowledge based on correct and reliable data and facts about students' mathematics learning difficulties in the form of story problems. The research instrument used was observation of test questions in the form of stories. The technique for checking the validity of the data is using triangulation. Based on the results of observations, there were still many respondents who made mistakes in working on the questions, including mistakes in changing story questions into mathematical sentences and using arithmetic operations. In general, students have difficulty working on story problems which are presented in the form of story problems. Apart from that, respondents also did not master multiplying results up to 100. In accordance with findings in the field, it can be concluded that there were difficulties experienced by respondents, including difficulties in understanding concepts and material,master and use arithmetic operations, for example multiplication and division. Meanwhile, the factors that caused respondents to experience difficulty learning mixed arithmetic operations included their lack of mastery of the concepts of multiplication and division, and the lack of time provided by respondents to repeat lessons at home.
Rumah Perkalian Diminati Siswa SDN Aisyah Surabaya Sebagai Media Pembelajaran Matematika
Firli Febrianti;
Riza Umami;
Nensy Megawati Simanjuntak
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.145
From this research, the researcher wants to further develop learning media that uses game media so that it attracts more interest from students at SD Aisyah Surabaya. This research method is qualitative research with a descriptive approach. Data source sampling was carried out purposively in grades 4, 5 and 6. This research aims to (1) describe the use of Multiplication House media at Aisyah Elementary School in Surabaya, (2) describe how interested grade 4, 5 and 6 students are in Rumah Multiplication media. Multiplication, (3) describes the obstacles to using Multiplication House media, (4) describes solutions to overcome obstacles experienced by students. The results of the research show the following: (1) the use of the Multiplication House media can attract students' interest in learning mathematics, especially multiplication and provide assistance to students in memorizing multiplication in a fun way, (2) The obstacle to using the Multiplication House media is that students have not yet mastered multiplication. and the use of pawns made of pine so it is less safe, and (3) The solution to the problem of using Multiplication House media is that the role of teachers and parents is needed in guiding students to memorize multiplication and replace pawns with safer media. The conclusion that can be drawn is that the multiplication house media can motivate students to memorize multiplication.
Analisis Unsur-Unsur Matematika Dalam Novel Buku Panduan Matematika Terapan Karya Triskaidekaman
Nilam Sari Pailokol;
Hetriyani Gulo;
Aderika Handayani;
Nabila Nabila;
Nur Indah Sari
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.150
This research aims to determine and describe the mathematical elements in the novel Buku Panduan Matematika Terapan by Triskaideman. This research is a type of qualitative research with a literature study research method. The object of research is the novel Buku Panduan Matematika Terapan by Triskaideman. The results of the analysis of mathematical elements in the Buku Panduan Matematika Terapan novel include the title of the novel, naming of sub-chapters, book content, characters, conflict, and messages in the novel.
Analisis Kesulitan Belajar Peserta Didik Terhadap Materi Matematika, Khususnya Dalam Perkalian Berbentuk Cerita Di Kelas II Sekolah Dasar
Elizabeth Agnesia Manik;
Yeri Lestari Gulo;
Adrias Adrias;
Nur Azmi Alwi
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.157
Students who have difficulty learning mathematics will often make mistakes in learning to count and mistakes in solving word problems in mathematics. The difficulties experienced by students are difficulty in working on story problems due to the inability to understand the meaning of the questions and confusion when determining what arithmetic operations will be used to solve the story problems. The purpose of this research was to analyze the learning difficulties experienced by students as well as the factors that caused students’ learning difficulties in working on multiplication questions in the form of stories in class II elementary school. The method used in this research is descriptive case study. The subjects of this research are students and teachers of class II A at SDN 15 ULU GADUT. The data collection procedures used in the research are test’s, interviews, observation and documentation. The results of the research show that difficulties in learning mathematics include: 1) Difficulty in distinguishing multiplication problems from other material, 2) Student’s writing cannot be read, 3) Difficulty doing calculations in solving multiplication problems. Internal factors include: 1) Lack of enthusiasm for studying, 2) Low numeracy skills and difficulty understanding questions, 3) Not focusing on studying. External factors include: 1) Lack of attention from parents, 2) Often asking students to memorize multiplication, 3) Not using interesting learning media in teaching.
Efektivitas Metode Resitasi Terhadap Hasil Belajar Matematika Siswa Kelas VIII Mtsn 4 Bojonegoro
Eka Wahyu Ningtiyas;
Arum Dwi Rahmawati;
Anwas Mashuri
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.159
Mathematics learning in MTsN 4 Bojonegoro is less effective, especially on the subject of circles. This is because in the learning process they still use conventional methods or lectures. So that this study is based on the researcher's interest in applying the recitation method to the learning process in MTsN 4 Bojonegoro. The problem in this study is: which is more effective between learning with the recitation method or conventional learning on the mathematics learning outcomes of grade VIII students on the subject of the MTsN 4 Bojonegoro circle for the 2023/2024 academic year. This research aims to find out: the effectiveness of the recitation method on learning outcomes mathematics for class VIII students on the subject of the MTsN 4 Bojonegoro circle for the 2023/2024 academic year. The population of this study were class VIII students in semester 2 of MTsN 4 Bojonegoro who were divided into seven classes. Sampling was carried out using a cluster random sampling technique, class VIII A students were obtained as the experimental class, while the control class was class VIII D. In the experimental group learning used the recitation method, while the control group used the conventional method (lecture).
Eksplorasi Etnomatematika pada Permainan Tradisional Congklak di Kelurahan Srengseng Sawah
Sopie Halimah;
Aziza Fajriah;
Vaniatul Lativa;
Ema Lestari;
Friska Agustina Silaban
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.161
Ethnomathematics contributes greatly to the improvement of mathematics learning, because it relates to students' experiences in everyday life that touches the realm of local cultural arts so that students become more understanding of the mathematical concepts explained. This study aims to explore the concept of mathematics in the traditional game of congklak in Srengseng Sawah Village. This research is a qualitative research with an ethnographic approach. The data collection techniques used are observation, interview and documentation. The instruments in this study were researchers, observation guidelines, interview guidelines and documentation. Based on the research analysis and discussion of the history and philosophy of the traditional game of congklak, mathematical concepts in the game of congklak such as the concept of flat shapes, namely semicircles, circles, rectangles and spatial shapes, namely half a ball; the concept of transformation in this case reflection / mirroring; the concept of arithmetic calculation operations including addition, subtraction, multiplication and division. The game also has cultural and philosophical values.
Pemanfaatan Aplikasi Canva Sebagai Media Pembelajaran Matematika Materi Bangun Datar Kelas VII Di SMP Negeri 1 Citeureup
Nissa Nur Fadillah;
Astri Astuti;
Alfiatussyifa Alfiatussyifa
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.162
This research aims to determine the feasibility, practicality and effectiveness of using the Canva Application as a Mathematics Learning Media for Class VII Flat Building Material at SMP Negeri 1 Citeureup.This research adopts the ADDIE model stages (analyze, design, develop, implement, and evaluate). The analyze stage includes initial analysis, student analysis, concept analysis and formulating learning objectives. The design stage includes preparing learning media in the form of selecting appropriate media and designing learning content. The development stage includes the development of data collection instruments. The data collection instrument in this research was interviews with the teachers concerned. The implementation stage includes implementing the use of the Canva application. The evaluation stage includes the form of evaluation carried out at each ADDIE stage. The data analysis technique used is the validity coefficient by Aiken's V. The research results show that the learning media that has been developed is in the very good category and can be used in the learning process.
Pengaruh Tingkat Kecemasan Matematika terhadap Hasil Tes Penalaran Matematis pada Siswa Kelas V SD 5 Mejobo
Salsa Bela Anggraini;
Fatikhul Ummam;
Melda Puspita Sari;
Fitriyah Amaliyah
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.164
This research aims to determine the effect of mathematical anxiety on the results of mathematical reasoning tests. This is motivated by the emergence of anxiety experienced by students when learning mathematics which affects the results of students' mathematical reasoning tests. The research method used in this research is a quantitative research method with the aim of testing a predetermined hypothesis and the data analysis technique used is an inferential statistical analysis technique with a simple linear regression test. The population of this study were 18 fifth grade students at SD 5 Mejobo, consisting of 11 boys and 7 girls. The data used is secondary data in the form of student anxiety questionnaire data and data from mathematical reasoning results. Class V anxiety is in the average category, the calculation results are included in the anxiety category. Mathematics anxiety has a negative effect on the results of fifth grade students' mathematical reasoning tests and the effect is 70.9%.
Pengembangan Media Pembelajaran Board Game “Ular Tangga” Pada Materi Trigonometri Kelas X SMA
Martin Alex;
Tri Buana Tirta Adi Luhur;
Muhammad Rifdan
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia
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DOI: 10.62383/bilangan.v2i4.166
Interesting learning media can make the learning atmosphere less boring and can improve learning outcomes. The aim of this research was to develop the learning media Snakes and Ladders, which is one of the most famous types of board games throughout the world, for high school (SMA) students as a learning tool that is expected to be valid, effective and practical to use in the learning process. learning Trigonometry material. This research method uses Research Development (R&D) with the ADDIE model which is built in 5 stages: Analyze, Design, Development, Implementation, Evaluate. The subjects of this research were 40 active class X students at SMAN 93 Jakarta. This snake and ladder was developed based on student learning styles. The "Snakes and Ladders" board game was declared a valid learning medium by material and media experts, with an extraordinary category of 94% and 86%. The research results show that the practicality index obtained is in the very good category (96%) and the significance result of the paired t-test is 0.000 (less than 0.005) supported by the average posttest value being higher than the pretest. Based on this development research, it can be concluded that the "Snake and Ladder" board game media developed is valid, practical and effective for the learning process as a learning tool, especially for high school students on Trigonometry material.