Jurnal Infinity
Jurnal Infinity, a peer reviewed journal, provides a forum for publishing the original research articles, review articles from contributors, and the novel technology news related to mathematics education. This journal is designed and devoted not only to Indonesian Mathematics Educators Society (IMES) and Indonesian Mathematics Society (IndoMS) members but also to lecturers, researchers, mathematics school teachers, teacher educators, university students (Master and Doctoral) who want to publish their research reports or their literature review articles (only for invited contributors), and short communication about mathematics education and its instructional. Besides regular writers, for each volume, the contents will be contributed by invited contributors who experts in mathematics education either from Indonesia or abroad. The Journal invites original research articles and not simultaneously submitted to another journal or conference. The whole spectrum of research in mathematics education are welcome, which includes, but is not limited to the following topics: Mathematics Ability, Realistic Mathematics Education (RME), ICT in Mathematics Education, Design/Development Research in Mathematics Education, Ethnomathematics
Articles
336 Documents
THE STUDENTS’ MATHEMATICAL CREATIVE THINKING ABILITY OF JUNIOR HIGH SCHOOL THROUGH PROBLEM-SOLVING APPROACH
Heris Hendriana;
Fika Muji Fadhillah
Jurnal Infinity Vol 8 No 1 (2019): Volume 8 Number 1, Infinity
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v8i1.p11-20
This study aims to examine the achievement and improvement of mathematical creative thinking skills of students whose learning uses a problem-solving approach compared to those using ordinary learning and the implementation of learning steps using a problem-solving approach in the field. The method used in this study is a quasi-experimental method, because there is manipulation of treatment, where the experimental class uses learning with a problem-solving approach, and the control class uses ordinary learning. The population in this study were all seventh-grade students of SMP Negeri 1 Cilamaya Wetan. With the subject of the sample are two classes VII, while the sample was chosen 2 classes randomly where the experimental class obtained learning with a problem-solving approach, and the control class gained regular learning. Class VII L as the experimental class and class VII I as the control class. The instrument in this study is a set of test questions in the form of a description consisting of eight questions. Based on the results of research and analysis of pretest, posttest, and n-gain data, it was found that the achievement and improvement of students' creative mathematical thinking skills using problem-solving approaches compared to those using ordinary learning, and implementation of learning steps with problem-solving approaches in the field showed that the learning process is more effective and creative in mathematical problems solving.
PROBLEM-BASED LEARNING MODEL IN ELPSA FRAMEWORK ON MATHEMATICAL LEARNING PROCESS IN JUNIOR HIGH SCHOOL
Sukasno Sukasno;
Drajat Friansah;
Lucy Asri Purwasi
Jurnal Infinity Vol 7 No 2 (2018): Volume 7 Number 2, INFINITY
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v7i2.p183-190
The objective of this research was to find out the effectiveness of mathematical learning outcomes to the eighth-grade students after giving treatment by using the problem-based learning model. a pre-experimental method was used in this research. The population of this research was all eighth-grade students of Junior High School. The number of the population was 103 students, while the sample was chosen randomly. The sample of this research was 33 students. Data collection was carried out using a test in the form of an essay. The results of this research showed that it was significantly effective to use problem-based learning model in ELPSA framework to the eighth-grade students of Junior High School. It was proved by the average score of the final test after giving treatment was 79.33 and the total number of students who completed the score was 78.79%.
UNDERGRADUATE STUDENTS SELF-CONCEPT AND THEIR MATHEMATICS PROCEDURAL KNOWLEDGE: THE RELATIONSHIP
Muhammad Win Afgani;
Didi Suryadi;
Jarnawi Afgani Dahlan
Jurnal Infinity Vol 8 No 1 (2019): Volume 8 Number 1, Infinity
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v8i1.p99-108
This study aimed to explain the relationship between self-concept and mathematics procedural knowledge among undergraduate students of mathematics education. This study investigated the affective and cognitive aspect of students in the learning of mathematics. The method in this study surveyed with non-probability sampling technique. The subjects were 133 undergraduate students of mathematics education from public and private university in Palembang, Indonesia. 66 of them were undergraduate students in public university. The rest of them were undergraduate students in a private university. The instruments that were used are questionnaire of self- concept and essay test of mathematics procedural knowledge. The result from the Spearman Rank Correlation showed Sig. = 0.006 < 0.05. From that result, we conclude that there is a significant relationship between undergraduate students’ self-concept and their mathematics procedural knowledge.
STUDENTS' PERFORMANCE SKILLS IN CREATIVE MATHEMATICAL REASONING
Heris Hendriana;
Rully Charitas Indra Prahmana;
Wahyu Hidayat
Jurnal Infinity Vol 7 No 2 (2018): Volume 7 Number 2, INFINITY
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v7i2.p83-96
This study aims to examine mathematics teacher-candidate students’ mathematical creative reasoning ability based on the level of Adversity Quotient (AQ). This study uses a mixed method of sequential type by combining quantitative and qualitative methods in order. Population in this study is all students attending the course of Calculus in Mathematics Education of Master Program at STKIP Siliwangi that consist of 270 students divided into six classes. The results are AQ gives effect to the achievement of students’ mathematical creative reasoning abilities based on the whole and the type of AQ climber, champer, and quitter. The achievement of students’ mathematical creative reasoning abilities and based on AQ, the champer and climber fall into the medium category, while on the quitter type, it falls into the category of low. On the other hands, the achievement of students’ mathematical creative reasoning abilities is yet to be achieved well at the indicator of novelty.
THE EFFECTIVENESS OF REALISTIC MATHEMATICS EDUCATION TO IMPROVE STUDENTS' MULTI-REPRESENTATION ABILITY
Muhtarom Muhtarom;
Nizaruddin Nizaruddin;
Farida Nursyahidah;
Nurina Happy
Jurnal Infinity Vol 8 No 1 (2019): Volume 8 Number 1, Infinity
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v8i1.p21-30
This research aimed to evaluate the effectiveness of Realistic Mathematics Education (RME) to improve students' multi-representation ability. A quasi-experimental design was used in this research. Sixty-four samples from the seventh-grade students of Junior School were randomly selected and divided into two classes: experimental class was treated using RME and control class was treated using conventional learning, with each class consisting of thirty-two students. The essay test was used to measure the multi-representation ability of students and the questionnaire was used to measure students' responses in RME learning. The data from the essay test were analyzed by N-Gain test and t-test in which normality and homogenity test were conducted previously, while the students' learning completeness and student responses were presented descriptive quantitative. The result of the research concluded that the multi-representation ability of students who get RME learning is better than the multi-representation ability in students who get conventional learning. 87.25% of students who get RME learning with the developed device have completed the KKM, and many students are very enthusiastic and interested in RME based learning, thus increasing their learning spirit in a learning process.
THE TEACHERS' EXPERIENCE BACKGROUND AND THEIR PROFESIONALISM
Yulyanti Harisman;
Yaya Sukjaya Kusumah;
Kusnandi Kusnandi;
Muchamad Subali Noto
Jurnal Infinity Vol 8 No 2 (2019): Volume 8 Number 2, Infinity
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v8i2.p129-142
Based on literature review Three categories of teachers are: good, very good, and excellent which are viewed from aspects of beliefs, attitude, depth of pedagogical and didactic aspects, and teacher reflection in the learning process has been obtained in previous studies. Various external aspects are considered to affect teacher professionalism in learning about mathematical problem solving. These aspects need to be studied to maximize the teacher professionalism. This study will examine these external aspects, ranging from teaching experience, educational background, and experience in participating in training to improve teacher competencies. This type of qualitative research with survey methods was chosen as a research method. Three teachers from three junior high schools with different clusters were selected as research subjects. Each teacher is given short questions related to this. The results obtained are the experiences of the trainings that teachers follow in increasing their competence and teacher's educational background have more significant influence on teacher professionalism compared to the experience or length of teacher teaching.
IMPLEMENTATION OF REALISTIC MATHEMATICS EDUCATION BASED ON ADOBE FLASH PROFESSIONAL CS6 TO IMPROVE MATHEMATICAL LITERACY
Uba Umbara;
Zuli Nuraeni
Jurnal Infinity Vol 8 No 2 (2019): Volume 8 Number 2, Infinity
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v8i2.p167-178
Students' mathematical literacy abilities are important to master, especially to formulate mathematical concepts that can be used in everyday life. Mathematical literacy has become an important issue lately to be developed in the study of mathematics learning. However, mathematical literacy has not become the main goal in the implementation of the learning carried out. The purpose of this study was to examine the comparison of students 'mathematical literacy skills with Adobe Flash Professional CS6-based RME learning with conventional learning and to examine the comparison of improvement in students' mathematical literacy skills with Adobe Flash Professional CS6-based RME learning with conventional learning. The research method used in this study was quasi-experimental with the design of a non-equivalent control group design. The results of the two research hypotheses were accepted. It is possible that the increase in students' mathematical literacy skills is triggered by the Adobe Flash Professional CS6-based RME learning which in the implementation of learning always focuses on self regulated learning.
PROBLEM SOLVING IN THE CONTEXT OF COMPUTATIONAL THINKING
Swasti Maharani;
Muhammad Noor Kholid;
Lingga Nico Pradana;
Toto Nusantara
Jurnal Infinity Vol 8 No 2 (2019): Volume 8 Number 2, Infinity
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v8i2.p109-116
Computational thinking is needed in the 21st century, where we live in an era of digitalization. Also, there is a global movement to incorporate computational thinking into the education curriculum, especially Mathematics education. The different of this research with others is this research compares the Polya problem solving and computational thinking. This research was conducted to find out how the relationship/relationship of the Polya problem-solving with the steps of computational thinking. The method used in this research is descriptive qualitative. The subject of this study was mathematics education students. The results showed that the relationship between problem-solving and computational thinking of respondent when solving the problem is when defining the problem in the context of problem-solving, the respondent performs the stage of decomposition and abstraction in the context of computational thinking. During the planning process of the solution process, respondents carried out the generalization stage. When the scene is carrying out the plan and the problem solver to look back to evaluate the solution, the respondent performs the debugging and algorithmic steps.
DESIGNING CAMTASIA SOFTWARE ASSISTED LEARNING MEDIA TOWARD STUDENTS' MATHEMATICAL COMPREHENSION IN NUMERAL MATERIAL
Setiyani Setiyani;
Dian Permana Putri;
Derin Prakarsa
Jurnal Infinity Vol 8 No 2 (2019): Volume 8 Number 2, Infinity
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v8i2.p143-156
This study aims to determine the feasibility of learning media in the form of videos with the help of camtasia software on number material using the R & D (Research and Development) methodology with ADDIE models (Analysis, Design, Development, Implementation, Evaluation). This research was conducted at Cirebon State MTs 2 Cirebon in class VII. The research instrument used was an interview questionnaire for teachers and students, a practicality questionnaire for students and a validation sheet for three lecturers as well as a mathematics teacher. From the results of the instruments in the form of interview questionnaires students are clear that students prefer learning with the presence of learning media and the results of teacher interviews that result in a lack of facilities for the learning process using learning media. The instrument results in the form of a validation questionnaire produce an average score of 85% (very valid), so that it can be said that the learning media in the form of videos are valid and can be used. The instrument of practicality questionnaire filled by nine students with three high-ability students, three moderate-capable students, three low-ability students produced an average score of 86.77%, it can be said that the practice was very high. Based on the results of each instrument, it can be stated that the learning media in the form of CD-shaped videos is practical and can be used.
DEVELOPMENT AND COMPARISON OF MATHEMATIC MOBILE LEARNING BY USING EXELEARNING 2.0 PROGRAM AND MIT INVENTOR 2
Tri Nova Hasti Yunianta;
Anissa Putri;
Dani Kusuma
Jurnal Infinity Vol 8 No 1 (2019): Volume 8 Number 1, Infinity
Publisher : IKIP Siliwangi and I-MES
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DOI: 10.22460/infinity.v8i1.p43-56
Mathematics mobile learning influences student learning outcomes. Making this application need skills and also the appropriate programs. The first goal in this study is to develop valid and effective mathematics mobile learning. The second goal in this study if using two different programs it would get the same or different results, is it different between the two applications made with different programs? This type of research is research and development (R & D). The first application research subjects were mathematics teachers and 8th grade students of Junior High School in Salatiga consisted of 28 students and the subjects in this study were divided into two, namely students in the 8G class who used the mobile learning application and who did not use it and this study was conducted in the second semester academic year 2014/2015. The second application research subject was 10th-grade students of Senior High School in Salatiga, consisted of 24 students. This research was conducted in the second semester of the academic year 2015/2016. The first application development model was using ASSURE Model and developed with ExeLearning program, while the second application used the ADDIE Model and developed with MIT Inventor 2 program. Data on learning outcomes were obtained by giving initial tests and final tests. Data were analyzed using N-gain enhancement test. The mathematics mobile learning application used the ExeLearning 2.0 program to obtain validation results with very good criteria for the display and material sections while for the improvement of student learning outcomes in the high category amounting to 0.7. The second mathematics mobile learning application obtained very good display validation results and for the material section in the good category, while the increase in learning outcomes obtained an increase in the high category which was 0.71. Both of these applications possessed differences and the characteristics of mobile learning applications also depend on which software is used. It has a unique impression of using the ExeLearning 2.0 application and MIT Inventor 2.