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Contact Name
Ardhi Prabowo
Contact Email
ardhiprabowo@mail.unnes.ac.id
Phone
+62818240132
Journal Mail Official
kreano@mail.unnes.ac.id
Editorial Address
Mathematics Department, D7 Building, 1st Floor. Mathematics and Science Faculty, Universitas Negeri Semarang. Taman Siswa Street, Kelurahan Sekaran, Kecamatan Gunungpati, Kota Semarang, Jawa Tengah, Indonesia, 50229.
Location
Kota semarang,
Jawa tengah
INDONESIA
Kreano, Jurnal Matematika Kreatif-Inovatif
ISSN : 20862334     EISSN : 24424218     DOI : https://doi.org/10.15294/kreano.v13i2
Core Subject : Education,
Kreano is a place to share and communicate research results from researchers or invited authors. Kreano publishes original, novel, and empirical works in the field of mathematics education. Researchers can come from Lecturers, Teachers, Researchers, and students who need broad access to the publication of your research results. The Journal invites original research articles and not simultaneously submitted to another journal or conference. Jurnal Kreano invites authors to conduct empirical research according to the classification in the Mathematics Education Database.
Articles 742 Documents
The Coherence of Group Scheme of the High Initial Ability Students Based on Cognitive Style Wijayanti, Kristina; Mulyono, Mulyono
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i1.29528

Abstract

Teaching and learning deductive proof is one of the most important goals in mathematics education. According to the APOS theory, learning a concept is facilitated when students have constructed an adequate APOS mental structure for the concep. There are characteristics differences between field-dependent and field-independent students in responding to tasks to construct proofs. The purpose of this study was to analyze the coherence of the group scheme constructed by students with the high initial ability based on cognitive style to construct  proofs. This study was a qualitative. The research subjects were determined by the purposive sampling. Data collection using test and in-depth interviews. The credibility of data was carried out using triangulation. Data analysis used Miles and Huberman's model. The results showed that the FI and FN Subjects had thematized the group scheme and were coherent, while the FD Subject had thematized the group scheme but was not coherent.Pengajaran dan pembelajaran bukti deduktif dalam matematika merupakan salah satu tujuan terpenting dalam pendidikan matematika. Menurut teori APOS (Aksi, Proses, Objek, Skema), belajar suatu konsep terfasilitasi apabila siswa telah mengkonstruksi struktur mental APOS yang memadai untuk konsep tersebut. Ditinjau dari gaya kognitifnya, ada perbedaan karakteristik antara mahasiswa field-dependent dan field-independent dalam merespon tugas yang memerlukan kemampuan mengkonstruksi bukti. Tujuan penelitian ini adalah menganalisis koherensi Skema grup yang dikonstruksi mahasiswa dengan kemampuan awal mengkonstruksi bukti adalah tinggi dan gaya kognitif FI, FN, FD.  Penelitian ini dirancang sebagai penelitian kualitatif. Subjek penelitian ditentukan dengan teknik purposive sampling. Teknik pengumpulan data menggunakan teknik tes dan wawancara mendalam.  Derajat kepercayaan data dilakukan dengan teknik pemeriksaan triangulasi.  Analisis data selama di lapangan mengggunakan model Miles dan Huberman. Hasil penelitian menunjukkan Subjek FI dan FN sudah mentematisasi Skema grup dan sudah koheren, sedangkan Subjek FD sudah mentematisasi Skema grup namun belum koheren.
Development of Measurement Tool for Understanding, Application, and Reasoning Mathematics of Madrasah Ibtidaiyah Students Ismail, Ilyas; Nursalam, Nursalam; Angriani, Andi Dian; Kusumayanti, Andi
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i1.27053

Abstract

This study aims to develop a measurement tool for students' understanding, application and mathematical reasoning ability at Madrasah Ibtidaiyah in South Sulawesi. This research is a formative research type of Research and Development (R&D) research through 4 (four) stages, namely: the preliminary stage; the stage of self evaluation (curriculum analysis, material, students) and design; prototyping stage (validation, evaluation and revision) which includes expert reviews, one-to-one and small groups; and the feld test stage. The product of this research was an assessment instrument in the form of questions that measured the ability of understanding, application, and mathematical reasoning of Madrasah Ibtidaiyah students. The test subjects in this study were fourth grade MI students in Makassar City, Gowa regency, and Sinjai regency. The results of the content validity based on the rater indicated that the test items needed were declared valid after being assessed by the rater and analyzed using the CVR (Content Validity Ratio) and CVI (Content Validity Index). In the reliability test, the results of the analysis conducted for multiple choice questions and the contents were in the category of "high" which means that the measurement tools for comprehension, application, and reasoning were indicated to be reliable.Penelitian ini bertujuan untuk mengembangkan alat ukur kemampuan pemahaman, ap­likasi, dan penalaran matematika siswa pada Madrasah Ibtidaiyah di Sulawesi Selatan. Penelitian ini merupakan jenis penelitian Research and Development (R & D) tipe formative re­search melalui 4 (empat) tahap yaitu: tahap preliminary; tahap self evaluation (analisis kuriku­lum, materi, siswa) dan design; tahap prototyping (validasi, evaluasi dan revisi) yang meli­puti expert reviews, one-to-one dan small group; dan tahap feld test (uji coba lapangan). Produk penelitian ini adalah instrument penilaian berupa soal-soal yang akan mengukur kemam­puan pemahaman, aplikasi, dan penalaran matematika siswa Madrasah Ibtidaiyah. Subjek uji coba pada penelitian ini adalah siswa kelas IV MI di Kota Makassar, Kab. Gowa, dan Kab. Sinjai. Hasil validitas isi (Content validity) berdasarkan rater menunjukkan bahwa butir-butir tes yang dibut dinyatakan valid setelah dinilai oleh rater dan dianalisis dengan menggunakan CVR (Content Validity Rasio) dan CVI (Content Validity Indeks). Pada uji reliabili­tas, alat ukur kemampuan pemahaman, aplikasi, dan penalaran dikatakan reliabel.
How does Audience Feedback affect improving problem solving skills? A study in PBL with a blended learning environment Hikmasari, Prihatina; Asih, Tri Sri Noor; Prabowo, Ardhi
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 11, No 2 (2020): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v11i2.26211

Abstract

This research aims to analyze the quality of audience feedback learning in the Problem Based Learning model with a blended learning environment against problem solving capabilities. The research design uses a one-shot case study of 2 classes namely experiment and control classes at SMA Negeri 8 Semarang. Data collection techniques in research using test methods, polls, observations, interviews, and documentation. The results showed that audience feedback in the Problem Based Learning model with a blended learning environment towards quality mathematical problem solving capabilities. This is demonstrated by the average validity of instruments and the performance of quality learning in good categories. The suitability of providing feedback on learning results makes students more independent in learning so as to solve problem solving of mathematics problems. Penelitian ini bertujuan untuk menganalisis kualitas pembelajaran audience feedback dalam model Problem Based Learning dengan lingkungan blended learning terhadap kemampuan pemecahan masalah matematika. Desain penelitian menggunakan one-shot case study terhadap 2 kelas yaitu kelas eksperimen dan kontrol di SMA Negeri 8 Semarang. Teknik pengumpulan data dalam penelitian menggunakan metode tes, angket, observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa audience feedback dalam model Problem Based Learning dengan lingkungan blended learning terhadap kemampuan pemecahan masalah matematika berkualitas. Hal ini ditunjukkan dengan rata-rata validitas instrumen dan keterlaksanaan pembelajaran berkualitas dalam kategori baik. Kesesuaian pemberian feedback hasil belajar menjadikan peserta didik lebih mandiri dalam belajar sehingga mampu menyelesaikan soal pemecahan masalah matematika.
Mathematical Problem Solving Ability of SMP 1 Kelekar Students Analized Based on Student Learning Motivation Fajri, Hardian Mei; Misdalina, Misdalina; Kesumawati, Nila
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i1.28337

Abstract

This study aims to describe how the students 'mathematical problem solving abilities in SMP Negeri 1 Kelekar were reviewed from the students' learning motivation on the material of the flat side of the cubes and blocks.  The method used in this research is descriptive quantitative.  The subjects of this study were 24 students of class IX1 SMP Negeri 1 Kelekar.  Data collection techniques in this study were a test of mathematical problem solving abilities and a questionnaire (questionnaire) student learning motivation.  The data analysis technique used descriptive statistics.  The results of the data analysis of this study indicate that: (1) students with a high learning motivation category obtained an average score of mathematical problem solving abilities, namely 70.00 in the moderate category;  (2) students with the moderate learning motivation category obtained an average score of mathematical problem solving abilities, namely 60.66 in the moderate category;  (3) Students with low learning motivation category obtained an average score of mathematical problem solving abilities, namely 41.00 in the low category.Penelitian ini bertujuan untuk mendeskripsikan bagaimana kemampuan pemecahan masalah matematis aiswa SMP Negeri 1 Kelekar ditinjau dari motivasi belajar siswa pada materi bangun ruang sisi datar kubus dan balok. Metode yang digunakan dalam penelitian ini yaitu deskriptif kuantitatif. Subjek dari penelitian ini yaitu siswa kelas IX1 SMP Negeri 1 Kelekar yang berjumlah 24 siswa. Teknik pengumpulan data dalam penelitian ini adalah tes kemampuan pemecahan masalah matematis dan kuesioner (angket) motivasi belajar siswa. Teknik analisis data menggunakan statistik deskriptif. Hasil analisis data penelitian ini menunjukan bahwa: (1) siswa dengan kategori motivasi belajar tinggi memperoleh nilai rata-rata kemampuan pemecahan masalah matematis yaitu 70,00 kategori sedang; (2) siswa dengan kategori motivasi belajar sedang memperoleh nilai rata-rata kemampuan pemecahan masalah matematis yaitu 60,66 kategori sedang; (3) siswa dengan kategori motivasi belajar rendah memperoleh nilai rata-rata kemampuan pemecahan masalah matematis yaitu 41,00 kategori rendah.
Prespektif Gender terhadap Kemampuan Berpikir Kreatif Mahasiswa pada Blended Learning berbantu Google Classrooms Mulyono, Mulyono; Ardiansyah, Adi Satrio; Fariz, Regilsa; Khoirunnisa, Karima
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 11, No 2 (2020): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v11i2.26540

Abstract

Tujuan penelitian ini adalah untuk mengkaji kemampuan berpikir kreatif dilihat dari perbedaan gender pada Blended Learning berbantu Google Classrooms (BL-GC). Penelitian mix methods dilakukan dengan strategi concurrent embedded dimana subjek penelitian dipilih dengan teknik purpose sampling sehingga diperoleh 5 mahasiswa laki-laki dan 5 mahasiswa perempuan. Untuk meninjau kemampuan berpikir kreatif digunakan tes dan wawancara. Hasil penelitian menunjukkan bahwa implementasi BL-GC efektif terhadap kemampuan berpikir kreatif tanpa melihat perbedaan gender. Hal tersebut diperoleh berdasarkan hasil temuan secara kualiatatif dan kuantitatif yang menyebutkan bahwa kemampuan berpikir kreatif, peningkatan kemampuan berpikir kreatif, dan ketercapaian indikator kemampuan berpikir kreatif tidak berbeda secara signifikan. Temuan lain menunjukkan bahwa kefasihan merupakan langkah awal dari kemampuan berpikir kreatif, sehingga jika ingin mengembangkan kemampuan berpikir kreatif, maka langkah awalnya adalah mengembangkan kefasihan siswa.The aim of this study was to examine creative thinking skills viewed by gender differences in Blended Learning with Google Classrooms assisted (BL-GC). The mix methods research was carried out with a concurrent embedded strategy. The research subjects consist of 5 male and 5 female students. To review differences in creative thinking skills, tests and interviews are used. The results showed that the implementation of BL-GC was effective on creative thinking skills regardless of gender. This was obtained based on the qualitative and quantitative findings which stated that creative thinking skills, gain creative thinking skills, and the achievement of creative thinking skills’s indicators did not differ significantly. Other findings show that fluency is the first step in the ability to think creatively, so that if you want to develop creative thinking skills, the first step is to develop student fluency.
Peningkatan Kemampuan Dasar Matematika Siswa SMA melalui Kegiatan Klinik Matematika Hamidy, Anwaril; Syam, Hayrul
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 11, No 2 (2020): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v11i2.25921

Abstract

Penelitian ini bertujuan untuk menguji efektivitas kegiatan Klinik Matematika dalam meningkatkan kemampuan dasar matematika siswa SMA. Penelitian ini merupakan penelitian eksperimen semu dengan desain desain pretest-post-test non-equivalent group. Subjek penelitian ini adalah siswa kelas XI SMAN 12 Berau, yaitu masing-masing 31 orang sebagai kelas eksperimen dan kontrol. Instrumen penelitian yang digunakan adalah soal pretest (α = 0,800) dan post-test (α = 0,800) masing-masing sebanyak 30 butir berbentuk isian singkat. Skor pretest dan post-test diolah dan disajikan dengan statistik deskriptif. Selanjutnya ditentukan n-gain dari kedua kelas, lalu dilakukan uji beda sampel independen. Hasil penelitian menunjukkan bahwa peningkatan skor siswa dari kelas eksperimen lebih tinggi daripada kelas kontrol. Setelah dilakukan uji hipotesis, gap peningkatan pada kedua kelas tersebut signifikan secara statistik (p(0,033) < α(0.05)). Dengan demikian, disimpulkan Klinik Matematika meningkatkan kemampuan dasar matematika siswa SMA secara signifikan.This study was aimed to examine the effectiveness of the Klinik Matematika in improving the basic mathematical abilities of high school students. This research is a quasi-experimental study with a non-equivalent group pretest-post-test design. The subjects of this research were students of 11th grade of SMAN 12 Berau, there are 31 students each as the experimental and control group. The research instrument was a short answer pretest (α = 0,800) and post-test (α = 0,800) which consist of 30 items. Pretest and post-test scores were analysed and presented with descriptive statistics. Then the n-gain of the groups is determined, so an independent sample test can be performed. The results showed that the improving in student scores from the experimental group was higher than the control group. After hypothesis tested, the gap of the two groups was statistically significant (p (0.033) <α (0.05)). Thus, it was concluded that the Klinik Matematika significantly improved the basic mathematical abilities of high school students.
Use of Metacognition Questions, Hands-On Activity, and Fantasy Ironwood Tree Metaphor for Trigonometry Learning Demitra, Demitra; Dewi, Ummi Fortuna
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i1.29222

Abstract

The challenge of mathematics teacher of SMAN-2 Palangka Raya was student boredom.  The aim of research (1) increases the students’ enthusiasm in learn trigonometry and (2) increase the learning outcome of multiplication to addition and subtraction identity of sine and cosine, used metacognition questions and fantasy ironwood tree metaphor integrated to hands-on activity. The research used the classroom action research method in three cycles of action. The subjects were 40 students of grade XI MIPA4 Specialization SMAN-2 Palangka Raya. Data comprised of learning journal, photos and video recording, and students’ answer, collected through observation and interview, and analyzed through reduction and tabulation. The research result showed the classroom atmosphere change as the impact of action implementation, in which (1) the increase of right answers numbers; (2) the emerge of learning enthusiasm; (3) the variation product of the fantasy ironwood tree creation.Tantangan guru matematika SMAN-2 Palangka Raya munculnya kebosanan. Tujuan penelitian untuk  (1) meningkatkan semangat siswa belajar  trigonometri, (2) meningkatkan hasil belajar identitas perkalian ke penjumlahan dan pengurangan sine dan cosine, melalui penggunaan pertanyaan metakognisi dan metafora pohon ulin fantasi yang diintegrasikan dalam hands-on activity. Penelitian dilakisanakan dengan metode penelitian tindakan kelas dengan tiga siklus tindakan. Subjek penelitian 40 siswa kelas XI MIPA 4 Peminatan SMAN-2 Palangka Raya. Data berupa jurnal mengajar, rekaman foto-foto dan video, serta jawaban siswa, dikumpulkan dengan pengamatan dan wawancara yang dianalisis melalui reduksi dan tabulasi.  Hasil penelitian menunjukkan perubahan suasana kelas sebagai dampak pelaksanaan tindakan, dimana  (1) terjadi peningkatan jumlah jawaban benar; (2) teramati munculnya semangat belajar ; (3)  produk kreativitas  pohon ulin fantasi yang beragam dengan tempelan jawaban soal-soal identitas perkalian sinus dan cosinus. 
Developing and Playing Geometric Puzzle Game to Enhance the Ability of Mathematical Creative Thinking Susiaty, Utin Desy; Prihatin, Iwit; Hartono, Hartono
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i1.26613

Abstract

This study explores the development of the game media of the geometric puzzle to support junior high school students' mathematical creative thinking skills. The research design used in this R&D research uses a 4-D development model. The researchers present the prototype of an exciting game for stimulating students’ creative thinking ability. Expert validation obtained an average value of 80.89%, the category is feasible (not revised). Students' limited trial score was 88.69% very interesting category and from the teacher 80% interesting category. The value of field trials to assess effectiveness through completeness obtained by students of 75.86% was categorized as complete classically. Therefore, the development of geometry puzzle game media with students' needs is feasible, interesting, and useful.Penelitian ini mengeksplorasi pengembangan media permainan puzzle geometris untuk mendukung kemampuan berpikir kreatif matematis siswa SMP. Desain penelitian yang digunakan dalam penelitian R&D ini menggunakan model pengembangan 4-D. Para peneliti mempresentasikan prototipe permainan yang menarik untuk merangsang kemampuan berpikir kreatif siswa. Validasi ahli memperoleh nilai rata-rata 80,89% kategori layak (tidak direvisi). Nilai uji coba terbatas siswa 88,69% kategori sangat menarik dan dari guru 80% ka-tegori menarik. Nilai uji coba lapangan untuk menilai keefektifan melalui ketuntasan yang diperoleh siswa sebesar 75,86% dikategorikan tuntas secara klasikal. Oleh karena itu, pengembangan media permainan puzzle geometri yang sesuai dengan kebutuhan siswa layak, menarik, dan bermanfaat.
Bagaimana Oral Feedback Meningkatan Kemampuan Penalaran Matematis? (Studi pada Pembelajaran Problem Based Learning) Khairunnisa, Isna; Kartono, Kartono; Suyitno, Amin
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 11, No 2 (2020): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v11i2.26228

Abstract

This study aims to determine and analyze the quality of learning by applying oral feedback in Problem Based Learning model to students' mathematical reasoning abilities. This research used a mixed method research. The population is X grade of SMA Negeri 8 Semarang. The sample selection used probability sampling technique with X MIPA 4 as the experimental class and X MIPA 5 as the control class. Based on the data analysis, the average value of the final test of mathematical reasoning ability in the experimental class was 76.05 with the completeness of the proportion 88.5%. The results of the analysis found that students' mathematical reasoning abilities could be categorized into 3, namely high, medium, and low according to the abilities of each student. Giving oral feedback to students also gives a positive response, so that giving oral feedback can improve students' mathematical reasoning abilities.Penelitian ini bertujuan untuk mengetahui dan menganalisis kualitas pembelajaran dengan menerapkan oral feedback dalam model Problem Based Learning terhadap kemampuan penalaran matematis siswa. Penelitian ini menggunakan jenis penelitian mix methode. Populasinya kelas X SMA Negeri 8 Semarang. Pemilihan sampel dengan teknik probability sampling dengan X MIPA 4 sebagai kelas eksperimen dan X MIPA 5 sebagai kelas kontrol. Berdasarkan analisis data diperoleh nilai rata-rata tes akhir kemampuan penalaran matematis pada kelas eksperimen adalah 76,05 dengan ketuntasan proporsi 88,5%. Hasil analisis menemukan bahwa kemampuan penalaran matematis siswa dapat dikategorikan dalam 3 kategori yaitu tinggi, sedang, dan rendah sesuai dengan kemampuan masing-masing siswa. Pemberian oral feedback kepada siswa juga memberikan respon yang positif, sehingga pemberian oral feedback dapat meningkatkan kemampuan penalaran matematis siswa.
The Effect of Computer Laboratory Facilities and Learning Interest on Students’ Learning Outcomes Sulasteri, Sri; Nur, Fitriani; Suharti, Suharti
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 12, No 1 (2021): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v12i1.27735

Abstract

This research aims to know the effect of computer laboratory facilities and learning interest on student’s learning outcomes. Used ex-post facto quantitative research with exogenous, endogenous, and intervening variables. Population and sample of this research were mathematics education department students for the 2020/2021 academic year, totaling around 80 people. The instruments used were questionnaires and written test. Data analysis technique used is path analysis. Based on the research that has been done, it’s concluded that: (1) description of computer laboratory facilities, students’ learning interest and students’ mathematics learning outcomes in order are in the medium, high, and high categories, (2) there is a direct effect of computer laboratory facilities on mathematics education department student’s  mathematics learning outcomes, (3) there is a direct effect of learning interest on students’ mathematics learning outcomes, (4) there is a direct effect of computer laboratory facilities on mathematics education department student’s  mathematics learning interest, and (5) there is an indirect effect of computer laboratory facilities on students’ mathematics learning outcomes through learning interest.  Penelitian ini tujuannya untuk mengetahui pengaruh fasilitas laboratorium komputer dan minat belajar terhadap hasil belajar mahasiswa. Merupakan penelitian kuantitatif jenis ex-post facto dengan variabel eksogen, endogen, dan variabel intervening. Populasi dan sampel penelitian ini ialah mahasiswa jurusan pendidikan matematika tahun ajar 2020/2021 berjumlah 80 orang. Instrumen yang digunakan yaitu angket dan tes tulis. Teknik analisis datanya yaitu analisis jalur. Berdasarkan penelitian yang telah dilakukan, diperoleh kesimpulan bahwa: (1) deskripsi fasilitas laboratorium komputer, minat belajar dan hasil belajar matematika mahasiswa secara berurut berada pada kategori sedang, tinggi, dan tinggi, (2) terdapat pengaruh langsung fasilitas laboratorium komputer terhadap hasil belajar matematika mahasiswa jurusan pendidikan matematika, (3) terdapat pengaruh langsung minat belajar terhadap hasil belajar matematika mahasiswa, (4) terdapat pengaruh langsung fasilitas laboratorium komputer minat belajar matematika mahasiswa jurusan pendidikan matematika, dan (5) terdapat pengaruh tidak langsung fasilitas laboratorium komputer terhadap hasil belajar matematika mahasiswa melalui minat belajar.

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