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Mosharafa: Jurnal Pendidikan Matematika最新文献

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Mathematics Curriculum Management of Distance Learning Program in Junior High School 初中数学远程教育课程管理
Pub Date : 2023-01-31 DOI: 10.31980/mosharafa.v12i1.1955
AbstrakPenerapan pembelajaran jarak jauh atau pembelajaran tatap muka di era pendidikan normal baru memiliki implikasi psikologis bagi siswa termasuk pada pelajaran matematika. Penelitian ini bertujuan untuk menemukan model konseptual implementasi manajemen kurikulum dalam pembelajaran matematika jarak jauh di SMP. Penelitian ini merupakan kualitatif dengan pendekatan deskriptif dengan data berasal dari 10 SMP, data diperoleh secara kolektif berupa wawancara dari narasumber. Data diolah dengan aplikasi atlas.ti 8 kemudian divalidasi dan melakukan triangulasi sumber sehingga muncul hasil penelitian yakni (1) strategi pelaksanaan manajemen kurikulum dalam pembelajaran matematika jarak jauh yang diterapkan di pimpin langsung oleh kepala sekolah dengan bentuk brakedown peraturan, (2) pembelajaran yang dilakukan oleh guru berdasarkan perencanaan yang telah disusun oleh guru pada awal tahun ajaran, (3) sarana prasarana untuk pelaksanaan pembelajaran sudah terpenuhi, (4) pelatihan yang diberikan pada guru sudah di program oleh kepala sekolah dengan periodik, (5) pembentukan kelas yang dilakukan berfungsi untuk mengelompokan peserta didik sesuai dengan minat dan kemampuannya, (6) kendala yang dihadapi oleh guru adalah sulit mengetahui eksperesi peserta didik saat pembelajaran, (7) kendala yang dihadapi oleh peserta didik adalah jaringan dan kuota yang dimiliki oleh peserta didik sehingga sulit memahami materi yang disampaikan oleh guru. AbstractThe implementation of distance learning or face-to-face learning in the new normal education era has psychologically affected the students, including in mathematics learning. This study aimed to find a conceptual model to implement curriculum management of distance learning in mathematics in junior high schools. This qualitative descriptive study collected data from 10 junior high schools. The data were obtained collectively by using interviews. The data was processed using the atlas.ti 8 application and then validated and triangulated the sources so that the results of the research emerged, namely, the implementation strategy of curriculum management of the distance learning in was directed by the school principal in the form of regulatory breakdown, learning carried out by the teacher based on the plan prepared by the teacher at the beginning of the school year, the infrastructure of the learning process was provided, the training provided to teachers was programmed by the principal periodically, the class distribution was based on the student’s interests and abilities, the obstacle faced by the teacher was that it was difficult to know the expressions of the students during learning, the obstacles faced by students was the internet quota and unstable network to such an extent that students were having difficulties to understand the materials delivered by the teacher.
在一个正常教育的新时代,远程学习或面对面学习的豁免对学生产生了心理影响,包括数学课。本研究旨在在初中远程数学学习中找到课程管理的概念模型。本研究是一种定性性,其描述性方法和数据来自10个初中,数据是通过采访对象的集体获得的。数据与地图集应用程序处理。ti 8然后验证研究主要来源,以至于出现三角测量结果即(1)执行的远程学习数学课程管理策略应用在校长亲自带领brakedown形式的规则,(2)由教师根据所规划的学习由教师每学年之初,(3)学习的实施实现了基础设施的手段,(4)教师的培训与元素周期表,被校长项目(5)形成的班级做用来分类根据兴趣和能力的学习者,(6)老师所面临的障碍是很难知道eksperesi学习者学习的时候,(7)学习者所面临的障碍是学习者所拥有的网络和配额,所以很难理解的材料,由老师。在新正常教育时代,距离学习或面对面学习的实现对学生产生了心理影响,包括数学学习。这项研究旨在为初中数学专业的广泛学习提供一个指导方针。这一合格的解释研究来自10名初中的数据收集。通过面试,数据被收集起来了。数据正在用地图集处理。ti 8应用程序然后validated器so that the results》和triangulated research emerged, namely, the implementation个会的简历管理距离学习》是导演之境学校校长form of监管崩溃了,学习carried out by《教师》改编自《老师在《开始》计划准备对学校基础设施》一年,学习的过程是provided,培训provided to师范是编程:《课distribution periodically校长,是改编自《学生’s interests and能力,obstacle faced by老师是是很难买到知道期间学生学习,《表白》obstacles faced by学生是如此一个extent的配额和unstable互联网网络发展到这种学生在玩得difficulties理解《收集材料运送由老师。
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引用次数: 0
Singaporean and Japanese Maths Textbooks: Character, Structure, and Content 新加坡和日本数学教科书:特征、结构和内容
Pub Date : 2023-01-31 DOI: 10.31980/mosharafa.v12i1.2141
Khilyatul Auliya', D. B. Widjajanti
AbstrakMeningkatkan pengajaran matematika secara terus menerus merupakan upaya yang harus terus dilakukan. Hal ini dikarenakan matematika tidak  hanya dipelajari oleh siswa sepanjang tahun tetapi juga banyak digunakan sebagai indikator kunci keberhasilan individu siswa. Salah satu faktor penting yang mempengaruhi pengajaran matematika adalah buku teks. Artikel ini membahas buku teks matematika dari dua negara, yaitu Singapura dan Jepang.  Kajian terhadap kedua buku teks dilakukan terhadap karakter fisik, struktur, dan topik/isi buku teks. Kesimpulan hasil kajian ini sebagai berikut. Secara fisik, Buku teks matematika Singapura lebih sederhana dalam warna, dibandingkan buku teks matematika Jepang. Jumlah halaman Buku teks Singapura lebih banyak dari jumlah halaman Buku teks Jepang. Dari segi struktur buku, pada Buku teks matematika Singapura, terdapat beberapa bab yang dimulai dengan ringkasan materi prasyarat, kemudian diikuti dengan materi dasar, contoh dan penyelesaiannya, dan latihan. Sedangkan pada Buku teks matematika Jepang, sebagian besar diawali dengan ilustrasi mengenai topik yang dibahas, materi prasyarat, pertanyaan mendasar, ringkasan materi, contoh dan penyelesaiannya, pengayaan, dan latihan soal. Pada buku teks sekolah menengah Singapura, lebih ditekan kan pada domain Geometri dan Pengukuran, sedangkan Buku teks sekolah menengah Jepang lebih ditekankan pada domain Relasi dan Aljabar, kemudian urutan selanjutnya domain Geometri dan Pengukuran. AbstractContinuous improvement of mathematics teaching is a continual process. The ground of the improvement is that mathematics is not only studied by students throughout the year but it is also widely used as a key indicator of students’ success. One of the important factors that influence the teaching of mathematics is textbooks. This study discussed mathematics textbooks from two countries, namely Singapore and Japan. The aim was to examine the textbooks’  physical character, structure, and topic/content. The study pointed out several important points. The Singaporean Math Textbook is physically simpler in colour than the Japanese Math Textbook. It also had more pages than the Japanese Textbook. Regarding the book's structure, several chapters in the Singaporean Mathematics Textbook began with a summary of the prerequisite material, followed by key topics, examples and solutions, and exercises. In Japanese Mathematics Textbooks, most chapters started with illustrations on the topics discussed, prerequisite material, essential questions, summaries, examples and solutions, enrichment, and exercises. In the Singaporean secondary school textbooks, it emphasized the Geometry and Measurement domains, while the Japanese secondary school textbooks emphasized the Relation and Algebra domains followed by the Geometry and Measurement domains.
如果不不断地改善数学教学,那将是一项必须继续进行的努力。这是因为数学不仅是学生全年学习的数学,而且是学生个人成功的关键指标。影响数学教学的一个重要因素是课本。这篇文章讨论了两个国家的数学课本,新加坡和日本。对两本书的研究是对课本的物理、结构和主题/内容进行的。这项研究得出的结论如下。从物理上讲,新加坡的数学课本的颜色比日本的数学课本简单。新加坡教科书的页数比日本课本的页数还要多。从书的结构来看,在新加坡的数学教科书中,有几章以先决条件材料的概要开始,然后是基础材料、例子和完成和实践。而在日本的数学教科书中,主要从讨论主题、先决条件材料、基本问题、材料总结、例子和完成、浓缩和实践开始。在新加坡的高中教科书中,几何学和测量的领域受到了更大的压力,而日本高中教科书受到的重点是关系域和代数,然后是几何和测量领域的序列。mathematics教学的持续改进是一个连续的过程。植入的土壤是数学的产物,它不仅被学生们今年的成功所吸引,而且作为学生们成功的关键指标也十分猖獗。影响数学教学的一个重要因素是文本记录。这个研究来自两个国家,namely Singapore和Japan。目标是研究课本的生理特征、结构和主题。研究指向几个重要的问题。新加坡数学书是物理精制的,比日本数学课本更复杂。它的页面比日本课本还多。以《手册》的结构、《新加坡数学书》中几个章节为例,这些章节的开头都是关于优先级材料的总结,遵循关键主题、揭示和解决方案和锻炼。在Japanese Mathematics Textbooks上,大多数章节都是关于主题的描述,本质上的问题,本质问题,预测和解决方案,enment和exercise。在新加坡中学的课本中,它强调了几何和测量学的教义,而日本中学的课本强调了几何和测量学的关系和代数知识。
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引用次数: 2
Kemampuan Pemecahan Masalah Matematis Siswa SMP ditinjau dari Gaya Kognitif 初中数学问题解决能力是由认知风格决定的
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1506
Refni Adesia Pradiarti, Subanji Subanji
Siswa dituntut dapat menyelesaikan soal pemecahan masalah dalam setiap pembelajaran matematika. Namun ketika observasi awal, banyak ditemukan siswa kurang mampu memecahkan soal matematis dengan tepat dan sedikit siswa yang dapat menjawab persoalan matematis berdasarkan prosedur Polya terutama di Sumenep. Tujuan Penelitian untuk mendeskripsikan tingkat pemahaman peserta didik dalam mencari solusi dari permasalahan matematis yang terdapat pada materi Himpunan berdasarkan gaya kognitif Field Dependent (FD) dan Field Independent (FI). Metode penelitian ini yaitu deskriptif kualitatif. Hasil penelitian berupa data yang diambil dari peserta didik kelas 7A dan 7B di MTs Negeri 1 Sumenep menggunakan tes GEFT berdasarkan indikator pemecahan masalah Polya yang mengacu pada indikator NCTM. Dalam melakukan analisis lebih lanjut, dipilih 4 orang sebagai subjek untuk dilakukan wawancara secara mendalam dan dilakukan analisis pemecahan masalah. Dalam penelitian ini didapatkan peserta didik jenis FD kurang baik dalam memecahkan masalah matematis, sedangkan pada peserta didik jenis FI sangat baik dalam memecahkan masalah matematis dikarenakan mampu memenuhi semua indikator pemecahan masalah.Students are required to be able to solve problem-solving problems in every mathematics lesson. However, during the initial observations, it was found that many students were less able to solve mathematical problems correctly and few students were able to answer mathematical problems based on the Polya procedure, especially in Sumenep. The purpose of the study was to describe the level of understanding of students in finding solutions to mathematical problems contained in the set material based on Field Dependent (FD) and Field Independent (FI) cognitive styles. This research method is descriptive and qualitative. The results of the study are data taken from students in grades 7A and 7B at MTs Negeri 1 Sumenep using the GEFT test based on Polya's problem-solving indicators which refer to the NCTM indicator. In conducting further analysis, 4 people were selected as subjects for in-depth interviews and problem-solving analysis. In this study, it was found that the FD-type students were not good at solving mathematical problems, while the FI-type students were very good at solving mathematical problems because they were able to problem-solving indicators.
学生需要能够完成任何数学学习中的问题解决问题。但是在最初的观察中,许多学生发现他们无法精确地解决数学问题,很少有学生能够根据Polya程序来回答数学问题,尤其是在Sumenep。研究的目的是描述学习者在基于Field Dependent (FD)和Field独立性(FI)的数学问题上的理解水平。本研究采用描述性质的方法。关于MTs国家MTs 1 Sumenep的7A和7B学习者的研究结果,基于Polya问题解决指标参考NCTM指标,使用GEFT测试。在进行进一步分析时,选择4人作为主题进行深入采访和问题解决分析。在这项研究中,FD类型的学习者在解决数学问题方面表现不佳,而FI类型的学习者在解决数学问题方面表现出色,因为他们能够达到所有的问题解决指标。学生们要求在每一个数学课上解决问题。在最初的观察中,人们发现许多学生无法解决问题的确切原因,少数学生能够根据Polya协议解决问题,特别是支持问题。这项研究的目的是描述在一组基于场推理和独立领域的材料中发现问题的程度。这个研究方法是descriptive and qualitative。研究的结果是在MTs 1国家MTs上从学生那里获得的数据在进一步分析中,4人选择接受内部审查和解决分析问题。在这项研究中,人们发现fd类型的学生在解决mathematical问题时表现不好,而fid类型的学生在解决问题时表现得很好,因为他们可以解决问题。
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引用次数: 5
Etnomatematika:Filosofi dan Konsep Matematis Kalender Sunda
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1471
Mega Nur Prabawati, Siska Ryane Muslim
Penelitian ini merupakan salah satu upaya untuk membuktikan adanya keterkaitan antara budaya dengan matematika, dan untuk merubah paradigma masyarakat yang menganggap bahwa matematika tidak ada kaitannya dengan budaya. Tujuan dari penelitian ini adalah untuk mengetahui filosofi dari kalender sunda dan konsep-konsep matematika yang terdapat pada kalender Sunda yang ditinjau dari perhitungan penyusunannya. Penelitian ini merupakan penelitian kualitatif dengan metode etnografi. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara, dokumentasi, dan catatan lapangan. Penelitian ini dilakukan di kediaman pakar kalender sunda. Hasil penelitian ini menunjukkan bahwa dalam Kalender Sunda terdapat nama dan istilah yang kaya akan filosofi dan makna, serta adanya keterkaitan antara matematika dengan budaya yang dapat ditunjukkan dengan adanya konsep matematis pada sistem kalender Sunda seperti kaidah pencacahan dalam pancawuku atau selapan, konsep pembagian pada penentuan tunggul taun, dan konsep modulo pada penentuan indung poe, dewa taun, naktu taun, naktu bulan, naktu tanggal, dan menentukan suatu tanggal.This research is an attempt to prove the relationship between culture and mathematics and tries to straighten out the paradigm of society which considers mathematics to be complex and has nothing to do with mathematics and culture. The purpose of this study was to determine the mathematical concepts contained in the Sundanese calendar in terms of computation calculations. This research is qualitative research with an ethnographic method. The data collection techniques used were observation, interviews, documentation, and field notes. This research was conducted at the residence of Mrs. Miranda Halimah Wihardja an expert on the Sundanese calendar. The results of this study indicate that in the Sundanese calendar some names and terms are rich in philosophy and meaning, and there is a link between mathematics and culture which can be shown by the existence of mathematical concepts in the Sundanese calendar system such as the rules of enumeration in pancawuku or selapan, the concept of division in determining the stump of the year, and the concept of modulo in determining the parent poe, the god of the year, the time of the year, the time of the month, the time of the date, and the determination of a date.
这项研究是为了证明之一和数学文化之间的关系,来改变范式认为数学的社会与文化无关。这项研究的目的是了解巽日历的哲学和数学的概念在于自(united nations high commissioner for refugees)表示的巽日历计算。本研究是一种人种志方法的定性研究。采用的数据收集技术包括观察、采访、记录和现场记录。这项研究是在巽他历法的家中进行的。这项研究结果表明,在巽日历中富含哲学的名字和术语的意义,和数学之间的文化日历系统可以展示的数学概念的巽他像pencacahan准则pancawuku或selapan中,划分的概念定位在测定年前树桩,和模的概念坡,卵巢年naktu年前,naktu月神,naktu日期,并确定一个日期。这个研究是一个试图证明《文化和数学和tries to正确房之间关系的一种协会哪种considers数学to be情结了nothing to do with数学和文化。这项研究的目的是确定在计算条件中的数学结构。本研究具有图形学的资格研究。《收藏techniques数据以前是observation, documentation interviews和field notes。这项研究是由米兰达·哈利玛·维哈德哈德夫人(Miranda halima Wihardja)的驻地研究的。境results of this study indicate that土桥日历一些名字和条款是里奇在哲学意义,睡意朦胧,数学和文化之间有一个链接是哪种能被《mathematical存在展示concepts in The土桥日历系统规则》这样的美国理念》在pancawuku或selapan enumeration,组织年度in determining树桩,和模in determining理念》《天坡家长,年度,年度《时代》月的时间,日期的时间,日期的确定。
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引用次数: 0
Game Edukasi Android Deck Card untuk Memfasilitasi Pemahaman Konsep Siswa Materi Pecahan 游戏教育Android牌,以帮助理解学生的概念分数材料
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1464
Isna Firdausi, S. Suparni
Konsep pecahan merupakan salah satu konsep dasar yang perlu dipahami agar kemampuan mempelajari materi yang lain tidak terhambat. Namun kemungkinan terjadinya miskonsepsi pada siswa ketika belajar pecahan sangat mungkin terjadi. Diperlukan upaya untuk meminimalisir peluang miskonsepsi tersebut. Game edukasi adalah salah satu media belajar yang dapat memberikan pengaruh bagi siswa untuk memahami konsep yang dipelajari. Penelitian ini bertujuan mengembangkan aplikasi game edukasi android Deck Card yang valid untuk membantu siswa SMP/MTs memahami konsep pecahan dengan model pengembangan PPE (Planning, Production, and Evaluation). Instrumen penelitian meliputi lembar penilaian produk untuk ahli materi dan ahli media yang dipeer-review terlebih dahulu oleh expert judgment. Berdasarkan hasil uji kevalidan produk oleh ahli materi diperoleh kriteria sangat baik dengan persentase 83,82%, sedangkan dari ahli media diperoleh kriteria baik dengan persentase 74,56%. Hasil tersebut menunjukkan bahwa game edukasi yang dikembangkan valid dan layak diujicobakan pada siswa.The concept of fractions is one of the basic concepts that need to be understood so that the ability to study other materials is not hampered. However, the possibility of misconceptions in students when learning fractions is very possible. Efforts are needed to minimize the opportunities for these misconceptions. Educational games are one of the learning media that can influence students to understand the concepts studied. This study aims to develop a valid Android Deck Card educational game application to help SMP/MTs students understand the concept of fractions with the PPE (Planning, Production, and Evaluation) development model. The research instruments include product assessment sheets for the material expert and media experts who are peer-reviewed by expert judgment. Based on the results of product validity tests by material experts, the criteria were very good with a percentage of 83.82%, while media experts obtained good criteria with a percentage of 74.56%. These results indicate that the educational game developed is valid and worthy to be tested on students.
分数的概念是学习其他材料不受阻碍的基本概念之一。但是当学生学习分数的时候,可能会有错误的想法。需要努力将误解的可能性降到最低。教育游戏是一种可以影响学生理解所学概念的学习媒体。本研究旨在开发一款有效的教育副牌游戏应用程序,帮助SMP/MTs的学生与PPE(计划、制作和评估)开发模型理解分数的概念。研究工具包括专家预先对材料专家和媒体专家进行评估的产品评估表。根据材料专家对产品有效性的测试结果,83.82%的人得到了很好的标准,而媒体专家得到了74.56%的人得到了很好的标准。结果表明,开发的教育游戏对学生有效,值得测试。框架的概念是需要理解的基本概念之一,这样研究其他材料的能力就不会受到阻碍。在学习过程中,学习过程中可能会出现错误。对于这些错误的选择,Efforts必须减少这些机会。教育游戏是一种可以影响学生理解概念的学习媒介。这个研究旨在培养一个有效的Android牌教育游戏应用程序来帮助SMP/MTs学生理解与PPE(计划、生产和评估)开发模型的框架框架。研究工具包括产品评估表,以供专家审查。基于材料考量测试的结果,《女主人公》以88.2%的价格非常出色,而《优秀的女主人公》则以74.56%的效率为特色。这些建议都是有效的,值得测试学生。
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引用次数: 3
Pengaruh Problem Based Learning terhadap Kemampuan Penalaran Matematik dan Korelasinya dengan Kemampuan Awal Siswa SMP 学习问题对他的数学推理能力和与初中生早期能力的相关性的影响
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1498
A. Ardiansyah, Endang Wahyuningrum, Maman Rumanta
Penelitian ini bertujuan untuk mengetahui pengaruh problem-based learning terhadap kemampuan penalaran matematik, dan korelasi kemampuan penalaran matematik dengan kemampuan awal siswa SMP. Populasi dalam penelitian ini adalah seluruh siswa SMP Negeri 1 Tanjung Palas Tengah, sampelnya diambil dua kelas secara random dari seluruh kelas VIII. Metode yang digunakan yaitu metode eksperimen, dimana instrumennya terdiri dari pretest dan postest. Hasil penelitian menunjukkan bahwa pada data pretest tidak menunjukkan adanya perbedaan kemampuan penalaran matematika antara kelompok kontrol dan kelompok eksperimen. Hasil uji t pada data postest menunjukkan perbedaan kemampuan penalaran matematika antara kelompok eksperimen dan kelompok kontrol pada taraf signifikansi 5%. Pada uji korelasi Widespread Biserial menunjukkan adanya korelasi. Disimpulkan bahwa terdapat pengaruh problem-based learning terhadap peningkatan kemampuan penalaran matematik siswa dan kemampuan awal siswa tidak membedakan peningkatan kemampuan penalaran matematika siswa dan korelasinya.This study aims to determine the effect of problem-based learning on mathematical reasoning abilities, and the correlation of mathematical reasoning abilities with the initial abilities of junior high school students. The population in this study were all students of SMP Negeri 1 Tanjung Palas Tengah, the samples were taken randomly from two classes of class VIII. The method used is the experimental method, where the instrument consists of a pretest and posttest. The results showed that the pretest data did not show any difference in mathematical reasoning ability between the control group and the experimental group. The results of the t-test on posttest data showed differences in mathematical reasoning abilities between the experimental group and the control group at a significance level of 5%. The Biserial Widespread correlation test shows a correlation. It was concluded that there was an effect of problem-based learning on increasing students' mathematical reasoning abilities and students' initial abilities did not distinguish between increasing students' mathematical reasoning abilities and their correlations.
本研究旨在探讨对数学推理能力的调整学习,以及对初中生早期能力的数学推理相关性。这项研究的学生包括所有国中好望角帕拉斯初一的学生,样本是八年级所有班随机挑选的两个班。实验方法,仪器由前试验和定型。研究结果表明,在预试验数据中,控件和实验组之间没有明显的数学推理能力。postest数据的t测试结果显示,实验组和控制组之间的数学推理能力在5%的水平上有所不同。在Widespread bi串行相关测试中,它表明有关联。得出的结论是,学生的数学推理能力和学生早期的能力对学生的数学推理能力和相互关联有一定的影响。这项研究旨在确定对数学理性理性的研究以及对初中生的理性理性的研究结果。这项研究的人口都是丹戎帕拉斯中部初中的学生,样本是从两班八班的学生中随机抽取的。使用的方法是实验方法,其中的工具是预先试验和事后试验的基础。结果表明,预先测试的数据并没有在控制和实验组之间的数学关系上显示出任何不同。在数据测试后的t测试结果中,mathematical的不同之处在5%的重要水平上展示了实验群和控制组之间的差异。bi串widespread相关测试显示一个相关。是有一个效应的结论problem-based学习在increasing学生“mathematical reasoning能力和学生‘increasing学生之间初始能力nid not distinguish mathematical reasoning能力和correlations的结果。
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引用次数: 1
Media Petualangan Aljabar Berbasis Permainan Edukasi untuk Siswa SMP 以中学教育为基础的代数冒险游戏
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1491
Nastiti Anugrahing Sarji, Helti Lygia Mampouw
Revolusi industri 4.0 di bidang pendidikan ditandai dengan dihasilkannya media pembelajaran digital. Penelitian ini bertujuan mengembangkan media pembelajaran Petualangan Aljabar untuk meningkatkan hasil belajar peserta didik pada materi Bentuk Aljabar. Penelitian menggunakan model analisis, desain, pengembangan, implementasi, dan evaluasi. Petualanagn Aljabar adalah media permainan edukasi interaktif berbasis android dan windows. Petualangan Aljabar terdiri dari materi dan soal berbentuk permainan yang dikemas dalam 3 level kesulitan yaitu mudah, sedang, dan sulit. Materi Bentuk Aljabar meliputi unsur-unsur dan penyederhanaannya, operasi hitung dan soal cerita bentuk aljabar. Validitas media mencapai 90% kemudian diimplementasikan kepada 61 peserta didik kelas VII SMP Negeri 1 Ampel, Boyolali. Hasil yang diperoleh adalah media Petualangan Aljabar memenuhi aspek praktis 97% dan aspek efektif 88%. Berdasarkan LKPD yang dikerjakan diperoleh rata-rata pemahaman peserta didik adalah 84 dan mencapai KKM sebesar 84%. Hasil ini menunjukkan media Petualangan Aljabar dapat digunakan untuk meningkatkan hasil belajar peserta didik pada materi Bentuk Aljabar.The industrial revolution 4.0 in the field of education is marked by the production of digital learning media. This study aims to develop an Algebra Adventure learning media to improve student learning outcomes in the Algebraic Forms material. The research uses analysis, design, development, implementation, and evaluation models. Algebra Adventure is interactive educational game media based on android and windows. Algebra Adventure consists of material and questions in the form of games that are packaged in 3 levels of difficulty namely easy, medium, and difficult. Algebraic Form Material includes elements and their simplifications, arithmetic operations, and the algebraic form of the story. The media validity reached 90% and then it was implemented on 61 seventh-grade students of SMP Negeri 1 Ampel, Boyolali. The results obtained are that the Algebra Adventure media fulfills the practical aspect of 97% and the effective aspect of 88%. Based on the LKPD that was done, the average understanding of students was 84 and reached the KKM of 84%. These results indicate that Algebra Adventure media can be used to improve student learning outcomes on Algebraic Forms material.
教育领域的4.0工业革命的特点是发展数字学习媒介。本研究旨在发展代数冒险学习媒介,以提高学习者对代数形式材料的学习结果。使用分析模型、设计、开发、实现和评估进行研究。代数历险是一种以android和windows为基础的互动教育游戏。代数历险记是由包含简单、中度和困难的三个层次的游戏组成的。代数形式的物质包括它的元素和简化,运算和代数形式的故事。随后,媒体的有效性达到90%,由61名美国陆军初中七年级学生博约拉利(Boyolali)实施。结果是代数冒险占据了实际97%和有效的88%。根据所做的工作,学习者的平均理解是84公里,达到公里84%。这一结果表明,代数冒险媒体可以用来提高学习者对代数形式材料的学习成绩。教育领域的工业革命4.0被数字学习媒体的生产所铭记。这项研究旨在培养一种Algebra冒险学习媒介,让学生们在Algebra Forms材料中学习。研究uses分析、设计、发展、实现和评估模型。Algebra冒险是基于android和windows的相互作用教育游戏媒体。Algebra冒险是游戏中提出的关于物质和问题的三个层次的问题,这些问题分别是困难、困难、中等和困难。Algebraic材料形式包括元素和它们的排列,算术操作,以及故事的Algebraic形式。媒体的有效性达到了90%,当时是61级7级国家中学学生Boyolali的成绩。结果是Algebra探险媒体激发了97%的实践感和88%的影响。基于这一行为,学生的平均理解是84,达到了84%的公里。这些关于Algebra冒险媒介的建议可以用来鼓励学生学习Algebra Forms的材料。
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引用次数: 2
Efektivitas Model Edutainment terhadap Hasil Belajar Siswa Kelas X di SMA Negeri 1 Gamping 教育模型对十年级学生在SMA Negeri 1 Gamping的学习结果的有效性
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1470
Regitanurvikasari Regitanurvikasari, Padrul Jana, Sitti Mutia Umasugi
Penggabungan konsep Education dan Entertainment (Edutainment) dalam pembelajaran matematika dapat menjadi suatu solusi yang berdampak baik pada peningkatan hasil belajar matematika siswa. Tujuan penelitian ini adalah untuk menguji efektivitas model edutainment dalam pembelajaran matematika terhadap aspek hasil belajar siswa. Jenis penelitian yang digunakan adalah Quasi Experimental (The Nonequivalent Control Group Design). Populasi penelitian mencakup siswa kelas X SMA Negeri 1 Gamping. Teknik sampling dalam  penelitian ini menggunakan simple random sampling, sehingga diperoleh dua kelas sebagai kelas eksperimen dan kelas kontrol. Instrumen penelitian yang digunakan adalah soal pretest, posttest, dan lembar observasi keterlaksanaan pembelajaran. Hasil penelitian menunjukkan bahwa pembelajaran matematika menggunakan model Edutainment efektif terhadap hasil belajar siswa. Model pembelajaran langsung juga efektif terhadap hasil belajar siswa dalam pembelajaran matematika. Sedangkan hasil komparasi pembelajaran matematika dengan model Edutainment dan model pembelajaran langsung adalah bahwa model Edutainment lebih efektif dibandingkan dengan model pembelajaran langsung ditinjau dari aspek hasil belajar siswa.Merging the concept of Education and Entertainment (Edutainment) in learning mathematics can be a solution that has a good impact on improving students' mathematics learning outcomes. The purpose of this study was to test the effectiveness of the edutainment model in learning mathematics on aspects of student learning outcomes. The type of research used is Quasi-Experimental (The Nonequivalent Control Group Design). The research population includes students of class X SMA Negeri 1 Gamping. The sampling technique in this study used simple random sampling; so, two classes were obtained the experimental class and the control class. The research instruments used were pre-test, post-test, and learning implementation observation sheets. The results showed that learning mathematics using the Edutainment model was effective on student learning outcomes. The direct learning model is also effective in the student learning outcomes in learning mathematics. While the results of the comparison of learning mathematics with the Edutainment model and the direct learning model are that the Edutainment model is more effective than the direct learning model in terms of student learning outcomes.
将教育和娱乐的概念结合起来,可以对学生的数学学习成绩的提高产生积极的影响。本研究的目的是测试学生学习结果方面的数学教学模型的有效性。所使用的研究类型是Quasi实验(非equivalent Control Group Design)。研究人口包括一级美国高中X班学生。本研究的抽样技术采用了简单的随机抽样技术,因此获得了两个类作为实验类和控制类。所使用的研究工具包括前期、后期和学习经验观察表。研究结果表明,数学学习利用教育模型对学生的学习是有效的。直接学习模式对学生的数学学习成绩也很有效。而数学学习与教育模型和直接学习模型比较的结果是,教育模型比学生学习的直接学习模型更有效。灌输教育与娱乐的概念可能是一种解决方案,它对孕育学生的教育学习产生了有益的影响。这项研究的目的是测试学生学习成绩的教育效果。用于研究的类型是准实验的。美国高中X班的学生包括人口研究。这个研究中使用的技术样本是简单的随机抽样;所以,有两门课阻碍了实验课和控制课。过去的研究仪器是前测试、后测试和学习表执行。结果表明,学习数学通过教育娱乐模式对学生的学习是有效的。指导学习模式也同样影响学生学习数学。虽然学习数学的不断重复,教育娱乐模式和指导学习模式是教育娱乐模式,比学生学习模式更有效。
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引用次数: 0
Pembelajaran Matematika Berbantuan Video Pembelajaran untuk Meningkatkan Motivasi dan Hasil Belajar Peserta Didik 通过视频帮助数学学习来提高学习者的动力和学习成果
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1396
Agus Yulianto, Sisworo Sisworo, Erry Hidayanto
Kemampuan guru memilih media dan mengemas proses belajar mengajar sangat menentukan keberhasilan belajar. Sebab, minat siswa dalam menggunakan buku teks masih kurang. Penelitian bertujuan menerpakan video pembelajaran guna meningkatkan motivasi dan hasil belajar. Video pembelajaran dibuat untuk mendampingi LKPD. Subyek penelitian adalah 36 siswa kelas X Akuntansi salah satu SMKN di Trenggalek. Data hasil penelitian di olah dan dianalisis secara deskriptif. Siswa pada awalnya diberikan Vidio pembelajaran dan LKPD melalui WAG, selanjutnya sesuai jadwal masuk ke googlemeet yang sudah disediakan untuk pembahasan apa saja yang kurang jelas dari video pembelajaran. Hasil penelitian menunjukkan peningkatan motivasi belajar dan hasil belajar siswa, meliputi: Siswa aktif dalam mengikuti kegiatan pembelajaran daring, menyelesaikan LKPD yang diberikan tepat waktu sesuai dengan petunjuk yang diberikan, dan prestasi siswa meningkat dengan bantuan Vidio Pembelajaran. Pada siklus 1 tingkat ketuntasan peserta didik mencapai 77,8 % dan pada siklus II mencapai 92%. Video pembelajaran terbukti bermanfaat dalam meningkatkan motivasi belajar.The teacher's ability to choose the media and package the teaching and learning process will determine success in learning. That was because students' interest to use textbooks is still lacking. This study aims to apply a learning video to increase motivation and learning outcomes. Learning videos made to accompany LKPD. The research subjects were 36 X student's Accounting at one of the Vocational High Schools in Trenggalek. Data from the research were processed and analyzed descriptively. Students are initially given learning videos and LKPD through WAG, then, according to the schedule enter the google meet that has been provided to discuss anything that is not clear from the learning video. The results showed an increase in motivation and student learning outcomes, including students being active in participating in online learning activities, students completing the LKPD given on time according to the instructions given, and student achievement increased with the help of learning videos. In cycle 1, the level of completeness of students reached 77.8%, and in cycle II, it reached 92%. Learning videos are proven to be useful in increasing learning motivation.
教师选择媒体和包装教学过程的能力是学习成功的决定性因素。因为学生对课本的兴趣仍然很低。研究的目的是拍摄学习视频,以提高动力和学习成果。学习视频是为配合学习而制作的。研究对象是36名会计X班学生,是Trenggalek的smknts之一。经过审查和描述性分析的研究结果。学生最初通过视频学习和观看,然后按计划进入谷歌,以便对任何不清楚的学习视频进行讨论。研究结果显示,学生的学习动机和学习结果有所增加,包括:积极参与在线学习活动,根据所提供的指导及时完成教授课程,学生的成绩在视频学习的帮助下增加。在第一个周期中,学习者的感染率达到77.%,第二周期达到92%。学习视频证明有助于提高学习动力。教师有能力选择媒体并包装教学和学习过程,将决定在学习中取得成功。那是因为学生们感兴趣的是还在用课本。这个研究提供了一个学习视频来增加动力和学习来了。学习录像是让人来制作的。这项研究的题目是36名学生在Trenggalek的一所文法学院入学。来自研究的数据是经过处理和分析的。学生最初会提供学习视频,然后通过WAG进行测试,然后根据schedule输入谷歌meet,提供任何与学习视频不清楚的东西。结果显示,激励和学生学习的增加,包括学生参与在线学习活动,学生在学习活动中完成我在接受指导时提供的,学生完成学习视频的帮助。在周期1中,学生的完整程度达到了77.8%,在周期II中,达到了92%。学习视频并证明在不断增长的学习激励下有用。
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引用次数: 4
Pengembangan LKPD Daring Pendekatan Guided Discovery Berbasis HOTS Materi Persamaan dan Fungsi Kuadrat 在线探索方法指南的平方方程和函数
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1350
Arik Murwanto, A. Qohar, Cholis Sa'dijah
HOTS menjadi salah satu reformasi dan prioritas penerapan pembelajaran di Indonesia. Hasil wawancara bersama teman sejawat didapatkan informasi bahwa peserta didik sulit memahami materi Persamaan dan Fungsi Kuadrat. Kesulitan ini terjadi karena peserta didik sering menghafal rumus dalam menemukan akar-akar atau menyelesaikan persamaan kuadrat. LKPD yang digunakan saat ini rata-rata berisi materi, contoh soal, latihan, dan jarang mengajak peserta didik menemukan konsep. Peneliti memandang perlu dikembangkan LKPD berciri penemuan terbimbing secara daring materi Persamaan dan Fungsi Kuadrat yang memenuhi kriteria valid, praktis dan efektif. Berpedoman pada model pengembangan Plomp, dengan menguji validitas, praktis dan efektivitas LKPD dalam pembelajaran. Hasil penelitian menunjukkan bahwa rerata kepraktisan dari observer adalah 3.0, artinya LKPD yang digunakan praktis dengan tingkat kepraktisan tinggi. Rerata respon peserta didik melalui angket sebesar 3.67 menunjukkan sikap yang positif, dan rerata penguasaan bahan ajar 79.56 dengan tingkat ketuntasan 78% menunjukkan bahwa LKPD Guide Discovery berbasis HOTS efektif.HOTS is one of the reforms and priorities for implementing learning in Indonesia. The results of interviews with colleagues obtained information that students had difficulty understanding the material on Quadratic Equations and Functions. This difficulty occurs because students often memorize formulas in finding roots or solving quadratic equations. LKPD is currently used on average contains material, sample questions, and exercises, and rarely invites students to find concepts. Researchers consider it necessary to develop LKPD characterized by the online guided discovery of Quadratic Equations and Functions that meet the valid, practical, and effective criteria. Guided by the Plomp development model, by testing the validity, practicality, and effectiveness of LKPD in learning. The results showed that the average practicality of the observers was 3.0, meaning that the worksheets used were practical with a high level of practicality. The average student response through a questionnaire of 3.67 shows a positive attitude, and the average mastery of teaching materials is 79.56 with a completeness level of 78% indicating that the HOTS-based LKPD Guide Discovery is effective. 
HOTS成为印尼的改革和优先事项之一。采访同事的结果显示,学习者很难理解方程和二次功能的材料。这些困难的发生是因为学习者经常记忆公式来找到根或解决二次方方程。今天使用的普通材料通常包含材料、例子、练习,很少邀请学习者去发现概念。研究人员认为有必要开发一种具有在线发现方程和二次功能的特征,这些材料符合有效的、实用的、有效的标准。通过测试学习中实用、实用和有效的Plomp开发模式的指导方针。研究结果表明,观察者的实用性平均为3.0,这意味着使用的是高实用性的。学习者对3.67个数字的反应显示出积极的态度,而精通教材79.56的再扫描率为78%,则表明lto指南基于恒定温度是有效的。这支步枪是在印度尼西亚进行学习的最重要的活动之一。调查结果显示,学生们对四轴Equations和Functions的材料缺乏了解。这是困难的,因为学生发现了寻找根或解四轴方程的公式。目前使用的是普通的材料,小问题,exercises,很少有学生被邀请去寻找concepts。审查人员认为有必要根据与有效、实际和有效的critic见面的在线指南中对角色扮演的角色进行制度化。指导由Plomp开发模式,通过测试有效、实践和有效的学习。结果表明,观察者的工作效率是3.0,其工作使用的方式具有高水平的实践能力。平均学生对3.67的问题有反应,教学材料的平均质量为79.56,带有78%的紧张程度,基于《发现指南》有效。
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引用次数: 3
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Mosharafa: Jurnal Pendidikan Matematika
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