Keterampilan pemecahan masalah merupakan salah satu kemampuan kognitif dasar matematis yang perlu dikuasai oleh siswa. Tujuan dari penelitian ini adalah untuk mengetahui serta menganalisis kemampuan pemecahan masalah matematis siswa. Jenis penelitian ini adalah penelitian kualitatif. Subjek dari penelitian ini adalah 23 siswa kelas XII MIPA SMA Cendana Pekanbaru. Teknik pengumpulan data adalah tes kemampuan pemecahan masalah matematis. Analisis terhadap kemampuan pemecahan masalah matematis siswa dilihat berdasarkan indikator kemampuan pemecahan masalah matematis. Rata-rata hasil pengujian soal pada indikator memhami masalah adalah 90, rata-rata pada indikator membuat rencana pemecahan masalah adalah 62,4, rata-rata pada indikator pelaksanaan rencana pemecahan masalah adalah 35, dan rata-rata pada indikator menafsirkan solusi pemecahan masalah yang diperoleh ialah 14,46. Upaya dalam meningkatkan kemampuan pemecahan masalah matematis siswa, guru sebaiknya menggunakan media pembelajaran dalam proses pembelajaran yang dapat menyeimbangkan persepsi siswa dalam memvisualisasikan proyeksi jarak titik dengan garis pada bangun ruang.Problem-solving skills are one of the basic mathematical cognitive abilities that need to be mastered by students. The purpose of this study was to determine and analyze students' mathematical problem-solving abilities. This type of research is qualitative research. The subjects of this study were 23 students of class XII MIPA SMA Cendana Pekanbaru. The data collection technique is a mathematical problem-solving ability test. Analysis of students' mathematical problem-solving ability is seen based on indicators of mathematical problem-solving ability. The average test results on the problem-understanding indicator are 90, the average problem-solving plan indicator is 62.4, the average problem-solving plan implementation indicator is 35, and the average indicator for interpreting the problem-solving solution obtained is 14.46. To improve students' mathematical problem-solving skills, teachers should use learning media in the learning process that can balance students' perceptions in visualizing the projection of the distance of the point with the line on the shape of the space.
解决问题的技巧是学生需要掌握的数学基础认知能力之一。本研究的目的是了解和分析学生数学问题解决能力。这种研究是一种定性研究。本研究的题目是23名中学生MIPA SMA Cendana Pekanbaru。数据收集技术是对数学问题解决能力的测试。对学生数学问题解决能力的分析是根据数学问题解决能力指示器来判断的。指标中问题的平均测试结果是90,问题制定解决计划的平均结果是62.4,问题执行计划的平均结果是35,问题解决方案的平均测试结果是14.46。努力提高学生数学问题的解决能力,教师应该在学习过程中使用学习媒介来平衡学生的感知,将点距离的预测与构建空间的直线进行可视化。不必不必不必不必不必不必不必不必不必这项研究的目的是研究和分析学生的数学问题。这是一种研究的可行性研究。这次研究的题目是23名中级中学生。数据收集技术是数学性质的试验。学生分析的mathematical不必解。《平均答案》第90篇、《平均答案》第62章4节、《平均答案》第35章和《平均答案》第14章46节的分析。为了培养学生们的数学解决方案,教师们应该利用学习媒体的过程来想象学生们的想法
{"title":"Kemampuan Pemecahan Masalah Matematis Siswa SMA pada Materi Jarak pada Bangun Ruang","authors":"Yoshe Larissa Ulfa, Yenita Roza, Maimunah Maimunah","doi":"10.31980/mosharafa.v11i3.1426","DOIUrl":"https://doi.org/10.31980/mosharafa.v11i3.1426","url":null,"abstract":"Keterampilan pemecahan masalah merupakan salah satu kemampuan kognitif dasar matematis yang perlu dikuasai oleh siswa. Tujuan dari penelitian ini adalah untuk mengetahui serta menganalisis kemampuan pemecahan masalah matematis siswa. Jenis penelitian ini adalah penelitian kualitatif. Subjek dari penelitian ini adalah 23 siswa kelas XII MIPA SMA Cendana Pekanbaru. Teknik pengumpulan data adalah tes kemampuan pemecahan masalah matematis. Analisis terhadap kemampuan pemecahan masalah matematis siswa dilihat berdasarkan indikator kemampuan pemecahan masalah matematis. Rata-rata hasil pengujian soal pada indikator memhami masalah adalah 90, rata-rata pada indikator membuat rencana pemecahan masalah adalah 62,4, rata-rata pada indikator pelaksanaan rencana pemecahan masalah adalah 35, dan rata-rata pada indikator menafsirkan solusi pemecahan masalah yang diperoleh ialah 14,46. Upaya dalam meningkatkan kemampuan pemecahan masalah matematis siswa, guru sebaiknya menggunakan media pembelajaran dalam proses pembelajaran yang dapat menyeimbangkan persepsi siswa dalam memvisualisasikan proyeksi jarak titik dengan garis pada bangun ruang.Problem-solving skills are one of the basic mathematical cognitive abilities that need to be mastered by students. The purpose of this study was to determine and analyze students' mathematical problem-solving abilities. This type of research is qualitative research. The subjects of this study were 23 students of class XII MIPA SMA Cendana Pekanbaru. The data collection technique is a mathematical problem-solving ability test. Analysis of students' mathematical problem-solving ability is seen based on indicators of mathematical problem-solving ability. The average test results on the problem-understanding indicator are 90, the average problem-solving plan indicator is 62.4, the average problem-solving plan implementation indicator is 35, and the average indicator for interpreting the problem-solving solution obtained is 14.46. To improve students' mathematical problem-solving skills, teachers should use learning media in the learning process that can balance students' perceptions in visualizing the projection of the distance of the point with the line on the shape of the space.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129774631","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-09-30DOI: 10.31980/mosharafa.v11i3.1534
Sugeng Sungkono, Vepi Apiati, Satya Santika
Penelitian ini bertujuan menghasilkan media pembelajaran berbasis teknologi Augmented Reality pada materi limas dan mengetahui kelayakan pengunaannya. Penelitian ini berdasarkan hasil observasi di sekolah peserta didik masih kesulitan dalam menentukan bentuk, luas dan volume limas. Untuk mengatasi hal tersebut, perlu dikembangkan sebuah media pembelajaran yang mampu membuat peserta didik merasakan secara real dalam proses belajarnya. Metode yang digunakan yaitu metode Research & Development (R&D) dengan model Assessment/Analysis, Design, Development, Implementation & Evaluation (ADDIE). Teknik pengumpulan data menggunakan lembar angket. Instrumen yang digunakan angket penilaian kualitas media pembelajaran. Sumber data penelitian ini peserta didik kelas VIII SMP Negeri 1 Cikoneng yang berjumlah 15 orang. Hasil penelitian ini berupa media pembelajaran berbasis Tekonologi Augmented Reality pada materi limas bernama GEO3DAR. Kelayakan kualitas isi dan tujuan berada pada kategori layak. Kelayakan kualitas intruksional berada pada kategori sangat layak.This study aims to produce learning media based on Augmented Reality technology on pyramid material and determine the feasibility of its use. This research is based on observations in schools, students still have difficulty in determining the shape, area, and volume of the pyramid. To overcome this, it is necessary to develop a learning media that can make students feel real in the learning process. The method used is the Research & Development (R&D) method with the Assessment/Analysis, Design, Development, Implementation & Evaluation (ADDIE) model. The data collection technique used a questionnaire sheet. The instrument used is a questionnaire to assess the quality of learning media. The data sources for this research were 15 students of class VIII SMP Negeri 1 Cikoneng. The results of this study are learning media based on Augmented Reality Technology on pyramid material called GEO3DAR. The feasibility of the quality of the content and objectives are in the appropriate category. The feasibility of the instructional quality is in the very decent category.
{"title":"Media Pembelajaran Berbasis Teknologi Augmented Reality","authors":"Sugeng Sungkono, Vepi Apiati, Satya Santika","doi":"10.31980/mosharafa.v11i3.1534","DOIUrl":"https://doi.org/10.31980/mosharafa.v11i3.1534","url":null,"abstract":"Penelitian ini bertujuan menghasilkan media pembelajaran berbasis teknologi Augmented Reality pada materi limas dan mengetahui kelayakan pengunaannya. Penelitian ini berdasarkan hasil observasi di sekolah peserta didik masih kesulitan dalam menentukan bentuk, luas dan volume limas. Untuk mengatasi hal tersebut, perlu dikembangkan sebuah media pembelajaran yang mampu membuat peserta didik merasakan secara real dalam proses belajarnya. Metode yang digunakan yaitu metode Research & Development (R&D) dengan model Assessment/Analysis, Design, Development, Implementation & Evaluation (ADDIE). Teknik pengumpulan data menggunakan lembar angket. Instrumen yang digunakan angket penilaian kualitas media pembelajaran. Sumber data penelitian ini peserta didik kelas VIII SMP Negeri 1 Cikoneng yang berjumlah 15 orang. Hasil penelitian ini berupa media pembelajaran berbasis Tekonologi Augmented Reality pada materi limas bernama GEO3DAR. Kelayakan kualitas isi dan tujuan berada pada kategori layak. Kelayakan kualitas intruksional berada pada kategori sangat layak.This study aims to produce learning media based on Augmented Reality technology on pyramid material and determine the feasibility of its use. This research is based on observations in schools, students still have difficulty in determining the shape, area, and volume of the pyramid. To overcome this, it is necessary to develop a learning media that can make students feel real in the learning process. The method used is the Research & Development (R&D) method with the Assessment/Analysis, Design, Development, Implementation & Evaluation (ADDIE) model. The data collection technique used a questionnaire sheet. The instrument used is a questionnaire to assess the quality of learning media. The data sources for this research were 15 students of class VIII SMP Negeri 1 Cikoneng. The results of this study are learning media based on Augmented Reality Technology on pyramid material called GEO3DAR. The feasibility of the quality of the content and objectives are in the appropriate category. The feasibility of the instructional quality is in the very decent category. ","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115697316","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-09-30DOI: 10.31980/mosharafa.v11i3.1273
Inda Hudiria, Saleh Haji, Zamzaili Zamzaili
Kemampuan penalaran matematis di masa pandemi Covid-19 masih rendah. Penelitian ini bertujuan mengetahui pengaruh mathematical disposition dan self-concept terhadap kemampuan penalaran matematis mahasiswa. Penelitian ini menggunakan pendekatan kuantitatif ex-post facto. Sampel penelitian berjumlah 83 mahasiswa S1 Pendidikan Matematika di Kota Bengkulu. Instrumen penelitian ini terdiri dari angket mathematical disposition, angket self-concept dan tes kemampuan penalaran matematis. Data dianalisis dengan teknik analisis regresi. Hasil penelitian menunjukkan bahwa terdapat pengaruh langsung dari mathematical disposition terhadap kemampuan penalaran matematis. self-concept terhadap kemampuan penalaran matematis, dan mathematical disposition terhadap self-concept. Selain itu, terdapat juga pengaruh mathematical disposition dan self-concept secara bersama-sama terhadap kemampuan penalaran matematis. Disimpulkan bahwa terdapat pengaruh mathematical disposition dan self-concept terhadap kemampuan penalaran matematis mahasiswa S1 Pendidikan Matematika di Kota Bengkulu pada masa pandemi Covid-19.Mathematical reasoning ability during the Covid-19 pandemic is still low. This study aims to determine the effect of mathematical disposition and self-concept on students' mathematical reasoning abilities. This study uses an ex-post facto quantitative approach. The Sample of this research was 83 students of S1 Mathematics Education in Bengkulu City. The research instrument consisted of a mathematical disposition questionnaire, a self-concept questionnaire, and a mathematical reasoning ability test. Data were analyzed by regression analysis technique. The results showed there was a direct influence of mathematical disposition on mathematical reasoning abilities, self-concept to mathematical reasoning ability, and mathematical disposition to self-concept. In addition, there is also the effect of mathematical disposition and self-concept together on mathematical reasoning abilities. It was concluded that there was an influence of mathematical disposition and self-concept on the mathematical reasoning ability of S1 Mathematics Education students in Bengkulu City during the COVID-19 pandemic.
{"title":"Mathematical Disposition dan Self-concept terhadap Kemampuan Penalaran Matematis Mahasiswa pada Masa Pandemi COVID-19","authors":"Inda Hudiria, Saleh Haji, Zamzaili Zamzaili","doi":"10.31980/mosharafa.v11i3.1273","DOIUrl":"https://doi.org/10.31980/mosharafa.v11i3.1273","url":null,"abstract":"Kemampuan penalaran matematis di masa pandemi Covid-19 masih rendah. Penelitian ini bertujuan mengetahui pengaruh mathematical disposition dan self-concept terhadap kemampuan penalaran matematis mahasiswa. Penelitian ini menggunakan pendekatan kuantitatif ex-post facto. Sampel penelitian berjumlah 83 mahasiswa S1 Pendidikan Matematika di Kota Bengkulu. Instrumen penelitian ini terdiri dari angket mathematical disposition, angket self-concept dan tes kemampuan penalaran matematis. Data dianalisis dengan teknik analisis regresi. Hasil penelitian menunjukkan bahwa terdapat pengaruh langsung dari mathematical disposition terhadap kemampuan penalaran matematis. self-concept terhadap kemampuan penalaran matematis, dan mathematical disposition terhadap self-concept. Selain itu, terdapat juga pengaruh mathematical disposition dan self-concept secara bersama-sama terhadap kemampuan penalaran matematis. Disimpulkan bahwa terdapat pengaruh mathematical disposition dan self-concept terhadap kemampuan penalaran matematis mahasiswa S1 Pendidikan Matematika di Kota Bengkulu pada masa pandemi Covid-19.Mathematical reasoning ability during the Covid-19 pandemic is still low. This study aims to determine the effect of mathematical disposition and self-concept on students' mathematical reasoning abilities. This study uses an ex-post facto quantitative approach. The Sample of this research was 83 students of S1 Mathematics Education in Bengkulu City. The research instrument consisted of a mathematical disposition questionnaire, a self-concept questionnaire, and a mathematical reasoning ability test. Data were analyzed by regression analysis technique. The results showed there was a direct influence of mathematical disposition on mathematical reasoning abilities, self-concept to mathematical reasoning ability, and mathematical disposition to self-concept. In addition, there is also the effect of mathematical disposition and self-concept together on mathematical reasoning abilities. It was concluded that there was an influence of mathematical disposition and self-concept on the mathematical reasoning ability of S1 Mathematics Education students in Bengkulu City during the COVID-19 pandemic.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"128 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123277872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-05-31DOI: 10.31980/mosharafa.v11i2.1329
Aulia Husniah, Raekha Azka
Melihat tujuan dan standar proses pembelajaran matematika, penalaran matematis merupakan kemampuan yang diharapkan dapat dicapai siswa. Akan tetapi, penalaran matematis siswa Indonesia masih rendah dan sumber belajar yang digunakan masih terbatas. Kemudian salah satu upaya untuk mengatasi hal tersebut, peneliti berupaya membuat modul matematika dengan model pembelajaran problem-based learning (PBL). Tujuan penelitian ini adalah mengembangkan modul matematika dengan model pembelajaran PBL untuk memfasilitasi kemampuan penalaran matematis siswa dan mengetahui bagaimana kevalidan modul tersebut. Penelitian ini merupakan penelitian dan pengembangan dengan model pengembangan yaitu PPE yang terdiri dari Planning, Production, dan Evaluation. Teknik pengumpulan data adalah uji validitas produk yang dilakukan oleh ahli materi yaitu dua dosen dan ahli media yaitu dua guru matematika dan satu dosen. Penelitian ini berhasil mengembangkan sebuah modul matematika dengan model pembelajaran PBL. Modul yang dikembangkan ini dikatakan valid dengan rata-rata skor aktual yaitu 94 dengan kriteria Baik dan 50,33 dengan kriteria Sangat Baik.Seeing the goals and standards of the mathematics learning process, mathematical reasoning is an ability that is expected to be achieved by students. However, Indonesian students' mathematical reasoning is still low and the learning resources used are still limited. Then one of the efforts to overcome this, the researchers tried to make a mathematics module with a problem based learning (PBL) learning model. The purpose of this research is to develop a mathematics module with a PBL learning model to facilitate students' mathematical reasoning abilities and find out how valid the module is. This research is a research and development with a development model, namely PPE which consists of Planning, Production, and Evaluation. The data collection technique is a product validity test conducted by material experts, namely two lecturers and media experts, namely two mathematics teachers and one lecturer. This research succeeded in developing a mathematics module with PBL learning model. The developed module is said to be valid with an average actual score of 94 with Good criteria and 50.33 with Very Good criteria.
考虑到数学学习过程的目的和标准,数学推理是学生应该达到的能力。然而,印尼学生的数学推理仍然很低,使用的学习资源仍然有限。有一次,研究人员试图将一个数学模块与本拉登的学习模式相结合。本研究的目的是发展PBL学习模式的数学模块,以促进学生的数学推理能力,并了解该模块的有效性。本研究是由策划、生产和评估组成的PPE开发模型的研发和开发。数据收集技术是测试材料的有效性,由两位教授和两位数学老师和一位讲师组成。本研究成功地开发了一个具有PBL学习模式的数学模块。开发的这个模块被认为是有效的,它的实际分数是94个,有很好的标准,50.33个有很好的标准。看到目标和数学标准的学习过程,数学推理是一种被学生期望实现的能力。印尼学生的工资仍然很低,学习资源仍然有限。然后,有一种尝试可以克服这一点,研究人员试图建立一种数学模式,以一种基于学习模式的问题为基础。这项研究的目的是将数学的模式归结为一种PBL学习模型,以证明数学的存在,并找出模块是多么有效。这项研究是设计、生产和评估的基础。数据收集技术是由材料专家进行的有效测试,namely two lecturers和媒体专家,namely two mathematics teachers and one lecturer进行测试。这项研究在开发mathematics和PBL学习模型方面取得了成功。开发模块说要对94年的平均绩点和50。33和非常好的critdy童女有效。
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Pub Date : 2022-05-31DOI: 10.31980/mosharafa.v11i2.1289
Noor Azif Amalia, Savitri Wanabuliandari, Ratri Rahayu
Tujuan penelitian ini adalah ingin menghasilkan media pembelajaran ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu yang mencapai kriteria valid, dan praktis. Metode penelitian ini adalah pengembangan dengan menggunakan model pengembangan ADDIE yang memiliki 5 tahapan, yakni: Analyze, Design, Development, Implementation, Evaluation. Namun, pada penelitian ini hanya sampai pada tahap Implementation. Subjek pada penelitian ini adalah 9 siswa Kelas VII G SMP N 1 Jekulo. Teknik pengumpulan data meliputi wawancara dan angket. Instrumen penelitian meliputi lembar wawancara studi pendahuluan, lembar wawancara analisis kebutuhan, lembar wawancara uji skala terbatas, lembar angket studi pendahuluan, lembar angket analisis kebutuhan, lembar validitas, dan lembar kepraktisan. Berdasarkan hasil penelitian diperoleh hasil validasi ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu memiliki kriteria valid. Tingkat kepraktisan ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu memiliki kriteria praktis. Dengan demikian, dapat disimpulkan bahwa ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu yang dikembangkan dapat digunakan karena memenuhi kriteria kevalidan, yakni valid dan memenuhi kriteria kepraktisan, yakni praktis.The purpose of this research is to produce an ethno-virtual card learning media based on problem solving and curiosity that reaches valid and practical criteria. This research method is developed using the ADDIE development model which has 5 stages, namely: Analyze, Design, Development, Implementation, and Evaluation. However, this study only reached the implementation stage. The subjects in this study were 9 students of Class VII G SMP N 1 Jekulo. Data collection techniques include interviews and questionnaires. The research instruments include preliminary study interview sheets, needs analysis interview sheets, limited scale test interview sheets, preliminary study questionnaire sheets, needs analysis questionnaire sheets, validity sheets, and practicality sheets. Based on the results of the study, the results of the ethno-virtual card validation based on problem solving and curiosity have valid criteria. The level of practicality of ethno-virtual cards based on problem solving and curiosity has practical criteria. Thus, it can be concluded that the problem-solving and curiosity-based ethno-virtual card that was developed can be used because it meets the validity criteria, namely valid and meets the practicality criteria, namely practical.
{"title":"Pengembangan Ethno–Virtual Card Berbasis Kemampuan Pemecahan Masalah Matematis Siswa dan Rasa Ingin Tahu","authors":"Noor Azif Amalia, Savitri Wanabuliandari, Ratri Rahayu","doi":"10.31980/mosharafa.v11i2.1289","DOIUrl":"https://doi.org/10.31980/mosharafa.v11i2.1289","url":null,"abstract":"Tujuan penelitian ini adalah ingin menghasilkan media pembelajaran ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu yang mencapai kriteria valid, dan praktis. Metode penelitian ini adalah pengembangan dengan menggunakan model pengembangan ADDIE yang memiliki 5 tahapan, yakni: Analyze, Design, Development, Implementation, Evaluation. Namun, pada penelitian ini hanya sampai pada tahap Implementation. Subjek pada penelitian ini adalah 9 siswa Kelas VII G SMP N 1 Jekulo. Teknik pengumpulan data meliputi wawancara dan angket. Instrumen penelitian meliputi lembar wawancara studi pendahuluan, lembar wawancara analisis kebutuhan, lembar wawancara uji skala terbatas, lembar angket studi pendahuluan, lembar angket analisis kebutuhan, lembar validitas, dan lembar kepraktisan. Berdasarkan hasil penelitian diperoleh hasil validasi ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu memiliki kriteria valid. Tingkat kepraktisan ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu memiliki kriteria praktis. Dengan demikian, dapat disimpulkan bahwa ethno-virtual card berbasis pemecahan masalah dan rasa ingin tahu yang dikembangkan dapat digunakan karena memenuhi kriteria kevalidan, yakni valid dan memenuhi kriteria kepraktisan, yakni praktis.The purpose of this research is to produce an ethno-virtual card learning media based on problem solving and curiosity that reaches valid and practical criteria. This research method is developed using the ADDIE development model which has 5 stages, namely: Analyze, Design, Development, Implementation, and Evaluation. However, this study only reached the implementation stage. The subjects in this study were 9 students of Class VII G SMP N 1 Jekulo. Data collection techniques include interviews and questionnaires. The research instruments include preliminary study interview sheets, needs analysis interview sheets, limited scale test interview sheets, preliminary study questionnaire sheets, needs analysis questionnaire sheets, validity sheets, and practicality sheets. Based on the results of the study, the results of the ethno-virtual card validation based on problem solving and curiosity have valid criteria. The level of practicality of ethno-virtual cards based on problem solving and curiosity has practical criteria. Thus, it can be concluded that the problem-solving and curiosity-based ethno-virtual card that was developed can be used because it meets the validity criteria, namely valid and meets the practicality criteria, namely practical.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126271458","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-05-31DOI: 10.31980/mosharafa.v11i2.1327
Aan Nurhasanah, Rahayu Syafari, Ade Ratna Nurfaidah
Penggunaan dua buku sumber berbeda untuk kelas VI Sekolah Dasar, yaitu buku yang diterbitkan oleh Kementerian Pendidikan dan oleh Swasta yaitu Quadra melatarbelakangi dilakukannya penelitian. Tujuannya, untuk menganalilis kesesuaian buku yang digunakan berdasarkan kurikulum 2013. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Sumber data berupa materi ajar matematika pada buku teks matematika kelas VI yang diterbitkan Kementrian Pendidikan dan Swasta. Pengumpulan data dilakukan malalui studi dokumentasi. Instrumen penelitian berupa lembar analisis yang disusun berdasarkan indikator pembelajaran matematika SD Kurikulum 2013. Hasil penelitian menunjukan persentase kesesuaian isi buku dengan kurikulum 2013 pada buku teks matematika terbitan swasta adalah 100%, sedangkan pada buku teks matematika terbitan Kementrian Pendidikan adalah 82,3%. Buku teks matematika kelas VI terbitan swasta lebih sesuai dengan kurikulum 2013 dan lebih direkomendasikan untuk digunakan.The use of two different sourcebooks for grade VI Elementary School, namely the book published by the Ministry of Education and by the private sector, namely Quadra, was the background for the research. The aim is to analyze the suitability of the books used based on the 2013 curriculum. This study uses a qualitative descriptive approach. The data source is in the form of mathematics teaching materials in grade VI mathematics textbooks published by the Ministry of Education and Private. Data was collected through a documentation study. The research instrument was in the form of an analysis sheet based on the 2013 Curriculum Elementary Mathematics learning indicators. The results showed that the percentage of conformity of the book of the content with the 2013 curriculum in privately published mathematics textbooks was 100%, while in mathematics textbooks published by the Ministry of Education it was 82.3%. Privately published grade VI mathematics textbooks are more in line with the 2013 curriculum and more recommended for use.
{"title":"Kesesuaian Buku Teks Matematika Berdasarkan Kurikulum 2013","authors":"Aan Nurhasanah, Rahayu Syafari, Ade Ratna Nurfaidah","doi":"10.31980/mosharafa.v11i2.1327","DOIUrl":"https://doi.org/10.31980/mosharafa.v11i2.1327","url":null,"abstract":"Penggunaan dua buku sumber berbeda untuk kelas VI Sekolah Dasar, yaitu buku yang diterbitkan oleh Kementerian Pendidikan dan oleh Swasta yaitu Quadra melatarbelakangi dilakukannya penelitian. Tujuannya, untuk menganalilis kesesuaian buku yang digunakan berdasarkan kurikulum 2013. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Sumber data berupa materi ajar matematika pada buku teks matematika kelas VI yang diterbitkan Kementrian Pendidikan dan Swasta. Pengumpulan data dilakukan malalui studi dokumentasi. Instrumen penelitian berupa lembar analisis yang disusun berdasarkan indikator pembelajaran matematika SD Kurikulum 2013. Hasil penelitian menunjukan persentase kesesuaian isi buku dengan kurikulum 2013 pada buku teks matematika terbitan swasta adalah 100%, sedangkan pada buku teks matematika terbitan Kementrian Pendidikan adalah 82,3%. Buku teks matematika kelas VI terbitan swasta lebih sesuai dengan kurikulum 2013 dan lebih direkomendasikan untuk digunakan.The use of two different sourcebooks for grade VI Elementary School, namely the book published by the Ministry of Education and by the private sector, namely Quadra, was the background for the research. The aim is to analyze the suitability of the books used based on the 2013 curriculum. This study uses a qualitative descriptive approach. The data source is in the form of mathematics teaching materials in grade VI mathematics textbooks published by the Ministry of Education and Private. Data was collected through a documentation study. The research instrument was in the form of an analysis sheet based on the 2013 Curriculum Elementary Mathematics learning indicators. The results showed that the percentage of conformity of the book of the content with the 2013 curriculum in privately published mathematics textbooks was 100%, while in mathematics textbooks published by the Ministry of Education it was 82.3%. Privately published grade VI mathematics textbooks are more in line with the 2013 curriculum and more recommended for use.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"182 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126778992","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-05-31DOI: 10.31980/mosharafa.v11i2.1410
Gabriela Yan Marthani, Novisita Ratu
Pemanfaatan media pembelajaran berbasis teknologi sangat diperlukan dalam pembelajaran. Penelitian dilakukan untuk mengetahui kevalidan, kepraktisan dan keefektifan dari media pembelajaran digital “BABADA” sebagai media pembelajaran untuk siswa. Penelitian ini merupakan penelitian dan pengembangan (Research and Development) dengan mengembangkan sebuah media pembelajaran berbasis Software Adobe Animate CC. Metode pengembangan yang dipakai adalan model pengembangan ADDIE yang terdapat lima langkah pelaksanaan yaitu Analysis, Design, Development, Implementation dan Evaluation. Subjek dalam peneltian ini yaitu 20 siswa kelas IXE SMP Negeri 1 Bandungan. Intrumen yang digunakan adalah lembar validasi media, lembar kepraktisan media dan lembar keefektifan media. Hasil penelitian menunjukkan bahwa media pembelajaran digital “BABADA” valid, praktis dan efektif untuk digunakan sebagai media pembelajaran siswa pada materi kesebangunan bangun datar dengan kategori sangat baik. Hasil analisis lembar respon siswa juga menunjukkan respon yang baik dari siswa. “BABADA” dapat direkomendasikan sebagai media pembelajaran yang baik untuk digunakan pada materi kesebangunan bangun datar.The use of technology-based learning media is very necessary for learning. The purpose of this study is to determine the validity, practicality, and effectiveness of the digital learning media "BABADA" as a learning media for students. This research is a Research and Development that develops a learning media based on Adobe Animate CC Software. The development method used is the ADDIE development model which has five implementation steps, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were 20 students of class IXE SMP Negeri 1 Bandungan. The instruments used were media validation sheets, media practicality sheets and media effectiveness sheets. The results obtained that the digital learning media "BABADA" is valid, practical, and effective to be used as a student learning medium on the material of similarity in the very good category, and the results of the analysis of student response sheets get a good response. “BABADA” can be recommended as a good learning media to use on the material of similarity.
{"title":"Media Pembelajaran Matematika Digital “BABADA” pada Materi Kesebangunan Bangun Datar","authors":"Gabriela Yan Marthani, Novisita Ratu","doi":"10.31980/mosharafa.v11i2.1410","DOIUrl":"https://doi.org/10.31980/mosharafa.v11i2.1410","url":null,"abstract":"Pemanfaatan media pembelajaran berbasis teknologi sangat diperlukan dalam pembelajaran. Penelitian dilakukan untuk mengetahui kevalidan, kepraktisan dan keefektifan dari media pembelajaran digital “BABADA” sebagai media pembelajaran untuk siswa. Penelitian ini merupakan penelitian dan pengembangan (Research and Development) dengan mengembangkan sebuah media pembelajaran berbasis Software Adobe Animate CC. Metode pengembangan yang dipakai adalan model pengembangan ADDIE yang terdapat lima langkah pelaksanaan yaitu Analysis, Design, Development, Implementation dan Evaluation. Subjek dalam peneltian ini yaitu 20 siswa kelas IXE SMP Negeri 1 Bandungan. Intrumen yang digunakan adalah lembar validasi media, lembar kepraktisan media dan lembar keefektifan media. Hasil penelitian menunjukkan bahwa media pembelajaran digital “BABADA” valid, praktis dan efektif untuk digunakan sebagai media pembelajaran siswa pada materi kesebangunan bangun datar dengan kategori sangat baik. Hasil analisis lembar respon siswa juga menunjukkan respon yang baik dari siswa. “BABADA” dapat direkomendasikan sebagai media pembelajaran yang baik untuk digunakan pada materi kesebangunan bangun datar.The use of technology-based learning media is very necessary for learning. The purpose of this study is to determine the validity, practicality, and effectiveness of the digital learning media \"BABADA\" as a learning media for students. This research is a Research and Development that develops a learning media based on Adobe Animate CC Software. The development method used is the ADDIE development model which has five implementation steps, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were 20 students of class IXE SMP Negeri 1 Bandungan. The instruments used were media validation sheets, media practicality sheets and media effectiveness sheets. The results obtained that the digital learning media \"BABADA\" is valid, practical, and effective to be used as a student learning medium on the material of similarity in the very good category, and the results of the analysis of student response sheets get a good response. “BABADA” can be recommended as a good learning media to use on the material of similarity.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114897647","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Peserta didik mengalami kesulitan dalam pembelajaran daring matematika. Penelitian ini bertujuan untuk mendeskripsikan kesulitan peserta didik dalam menyelesaikan permasalahan program linear pada pembelajaran daring. Subjek penelitian merupakan peserta didik kelas XII MIPA 1 SMAN 5 Pamekasan tahun pelajaran 2020/2021 sejumlah 29 peserta didik. Instrumen yang digunakan dalam penelitian berupa soal tes program linear sebanyak 2 soal bentuk uraian, soal tersebut sudah divalidasi sebelumnya oleh dua validator. Pengumpulan data dilakukan dengan cara observasi, pemberian soal tes dan wawancara. Jenis penelitian ini adalah penelitian kualitatif di mana data dikumpulkan melalui hasil pengerjaan soal program linear, observasi, wawancara, dan dokumentasi. Teknik analisis data dilakukan dengan beberapa tahap, yaitu reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa peserta didik mengalami beberapa kesulitan dalam menyelesaikan program linear pada beberapa langkah, yaitu mengubah soal cerita program linear menjadi bentuk matematika, mengarsir dan menentukan daerah hasil penyelesaian, menentukan koordinat titik pojok pada daerah penyelesaian dan menarik kesimpulan.Students have difficulty learning mathematics online. This study aims to describe the difficulties of students in solving linear programming problems in online learning. The research subjects were students of class XII MIPA 1 SMAN 5 Pamekasan for the academic year 2020/2021 a total of 29 students. The instrument used in the study was in the form of linear program test questions as many as 2 questions in the form of descriptions, these questions had been previously validated by two validators. Data was collected employing observation, giving test questions, and interviews. This type of research is qualitative research where data is collected through the results of working on linear programming questions, observations, interviews, and documentation. The data analysis technique was carried out in several stages, namely data reduction, data presentation, and conclusion drawing. The results showed that students experienced some difficulties in completing linear programming in several steps, namely changing linear programming story problems into mathematical form, shading and determining the area of the solution, determining the coordinates of the corner points in the settlement area, and drawing conclusions.
{"title":"Kesulitan Peserta Didik dalam Menyelesaikan Soal Program Linear pada Pembelajaran Daring","authors":"Laily Wijayanti Utami, Erry Hidayanto, Sisworo Sisworo","doi":"10.31980/mosharafa.v11i2.1395","DOIUrl":"https://doi.org/10.31980/mosharafa.v11i2.1395","url":null,"abstract":"Peserta didik mengalami kesulitan dalam pembelajaran daring matematika. Penelitian ini bertujuan untuk mendeskripsikan kesulitan peserta didik dalam menyelesaikan permasalahan program linear pada pembelajaran daring. Subjek penelitian merupakan peserta didik kelas XII MIPA 1 SMAN 5 Pamekasan tahun pelajaran 2020/2021 sejumlah 29 peserta didik. Instrumen yang digunakan dalam penelitian berupa soal tes program linear sebanyak 2 soal bentuk uraian, soal tersebut sudah divalidasi sebelumnya oleh dua validator. Pengumpulan data dilakukan dengan cara observasi, pemberian soal tes dan wawancara. Jenis penelitian ini adalah penelitian kualitatif di mana data dikumpulkan melalui hasil pengerjaan soal program linear, observasi, wawancara, dan dokumentasi. Teknik analisis data dilakukan dengan beberapa tahap, yaitu reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa peserta didik mengalami beberapa kesulitan dalam menyelesaikan program linear pada beberapa langkah, yaitu mengubah soal cerita program linear menjadi bentuk matematika, mengarsir dan menentukan daerah hasil penyelesaian, menentukan koordinat titik pojok pada daerah penyelesaian dan menarik kesimpulan.Students have difficulty learning mathematics online. This study aims to describe the difficulties of students in solving linear programming problems in online learning. The research subjects were students of class XII MIPA 1 SMAN 5 Pamekasan for the academic year 2020/2021 a total of 29 students. The instrument used in the study was in the form of linear program test questions as many as 2 questions in the form of descriptions, these questions had been previously validated by two validators. Data was collected employing observation, giving test questions, and interviews. This type of research is qualitative research where data is collected through the results of working on linear programming questions, observations, interviews, and documentation. The data analysis technique was carried out in several stages, namely data reduction, data presentation, and conclusion drawing. The results showed that students experienced some difficulties in completing linear programming in several steps, namely changing linear programming story problems into mathematical form, shading and determining the area of the solution, determining the coordinates of the corner points in the settlement area, and drawing conclusions.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131684871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-05-31DOI: 10.31980/mosharafa.v11i2.1303
T. Toheri, Aliyah Kismeina, Alif Ringga Persada
Permasalahan yang dihadapi pada masa pandemic COVID-19 mengharuskan pendidik melakukan kegiatan mengajar di rumah. Pendidik dituntut dapat menggunakan dan memanfaatkan teknologi untuk pembelajaran daring. Penilitian dilakukan untuk mengetahui keterampilan guru matematika dalam pemanfaatan platform pembelajaran online dan mengetahui bagaimana kualitas pembelajaran yang dihasilkan. Penelitian ini menggunakan jenis penelitian mixed method yaitu menggabungkan metode kuantitatif dan kualitatif. Populasi dalam penelitian ini terdiri dari 122 guru matematika se-Kabupaten Kuningan dengan jumlah 44 sekolah (9 negeri dan 35 swasta). Peneliti menggunakan teknik Cluster Random Sampling dengan sampel sebanyak 25 guru dari 10 sekolah (5 negeri dan 5 swasta). Hasil penelitian menunjukkan bahwa keterampilan guru dalam konteks TIK masuk dalam kategori “Kurang Baik”. Kualitas pembelajaran cenderung menurun, dan nilai-nilai karakter menurun. Pencapaian siswa pada masa pandemic umumnya belum mencapai nilai KKM yang sudah ditentukan oleh sekolah. Hasil nilai rapor siswa juga cenderung fluktuatif.The problem faced during the pandemic COVID-19 requires that educators perform teaching activities at home. Educators must be able to use and utilize technology for online learning. This study aims to determine the skills of mathematics teachers in the use of learning platforms online; to find out how the quality of the resulting learning. This research uses research, mixed-method which combine quantitative and qualitative methods. The population in this study consisted of 122 mathematics teachers throughout Kuningan Regency with a total of 44 schools (9 public and 35 private). Researchers used the technique Cluster Random Sampling with a sample of 25 teachers from 10 schools (5 public and 5 private). The results of the study indicate that the skills of teachers in the context of ICT are included in the "Not Good". The quality of learning tends to decrease, and character values decline, besides that, many student achievements during the pandemic have not reached the KKM value that has been determined by the school, and fluctuating student report card scores are also shown.
{"title":"Keterampilan Guru Matematika Se-Kabupaten Kuningan dalam Pemanfaatan Platform Pembelajaran Online Masa Pandemic","authors":"T. Toheri, Aliyah Kismeina, Alif Ringga Persada","doi":"10.31980/mosharafa.v11i2.1303","DOIUrl":"https://doi.org/10.31980/mosharafa.v11i2.1303","url":null,"abstract":"Permasalahan yang dihadapi pada masa pandemic COVID-19 mengharuskan pendidik melakukan kegiatan mengajar di rumah. Pendidik dituntut dapat menggunakan dan memanfaatkan teknologi untuk pembelajaran daring. Penilitian dilakukan untuk mengetahui keterampilan guru matematika dalam pemanfaatan platform pembelajaran online dan mengetahui bagaimana kualitas pembelajaran yang dihasilkan. Penelitian ini menggunakan jenis penelitian mixed method yaitu menggabungkan metode kuantitatif dan kualitatif. Populasi dalam penelitian ini terdiri dari 122 guru matematika se-Kabupaten Kuningan dengan jumlah 44 sekolah (9 negeri dan 35 swasta). Peneliti menggunakan teknik Cluster Random Sampling dengan sampel sebanyak 25 guru dari 10 sekolah (5 negeri dan 5 swasta). Hasil penelitian menunjukkan bahwa keterampilan guru dalam konteks TIK masuk dalam kategori “Kurang Baik”. Kualitas pembelajaran cenderung menurun, dan nilai-nilai karakter menurun. Pencapaian siswa pada masa pandemic umumnya belum mencapai nilai KKM yang sudah ditentukan oleh sekolah. Hasil nilai rapor siswa juga cenderung fluktuatif.The problem faced during the pandemic COVID-19 requires that educators perform teaching activities at home. Educators must be able to use and utilize technology for online learning. This study aims to determine the skills of mathematics teachers in the use of learning platforms online; to find out how the quality of the resulting learning. This research uses research, mixed-method which combine quantitative and qualitative methods. The population in this study consisted of 122 mathematics teachers throughout Kuningan Regency with a total of 44 schools (9 public and 35 private). Researchers used the technique Cluster Random Sampling with a sample of 25 teachers from 10 schools (5 public and 5 private). The results of the study indicate that the skills of teachers in the context of ICT are included in the \"Not Good\". The quality of learning tends to decrease, and character values decline, besides that, many student achievements during the pandemic have not reached the KKM value that has been determined by the school, and fluctuating student report card scores are also shown.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"7 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134426138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-05-31DOI: 10.31980/mosharafa.v11i2.1113
Novianti Novianti, F. Pratama
Apabila guru dalam mengajarkan materi dapat berjalan dengan baik kemudian siswa dapat memahami isi materi tersebut maka fungsi pendidikan itu dapat dikatakan tercapai. Penelitian ini bertujuan untuk menganalisis tingkat pemahaman konsep siswa pada materi Pola Bilangan dengan hasil belajar tinggi, sedang, dan rendah berdasarkan teori APOS. Jenis penelitian adalah deskriptif kualitatif dengan purposive sampling sebagai teknik dalam pengambilan sampel. Instrumen yang digunakan adalah peneliti itu sendiri sebagai instrumen utama, 2 soal materi Pola Bilangan, dan pedoman wawancara dengan jenis semiterstruktur. Sampel diambil dari siswa kelas VIII SMP Negeri 3 Salatiga tahun ajaran 2019/2020 semester 2. Terdapat 3 subjek dengan masing-masing dipilih dari 3 kategori hasil belajar yaitu tinggi, sedang, dan rendah. Hasil penelitian pada subjek RU (subjek dengan hasil belajar tinggi) dan subjek RA (subjek dengan hasil belajar sedang) pemahaman konsepnya dapat memenuhi tahap aksi, proses, objek, dan skema. Sedangkan hasil penelitian pada subjek DE (subjek dengan hasil belajar rendah) pemahaman konsepnya hanya sampai tahap aksi dan proses.If the teacher in teaching the material can run well then students can understand the content of the material, then the educational function can be said to be achieved. This study aims to analyze the level of understanding of students' concepts on the Number Pattern material with high, medium, and low learning outcomes based on the APOS theory. This type of research is descriptive qualitative with purposive sampling as a sampling technique. The instrument used was the researcher himself the main instrument, 2 questions about the number pattern material, and a semi-structured interview guide. The sample was taken from class VIII SMP Negeri 3 Salatiga academic year 2019/2020 semester 2. There were 3 subjects with each selected from 3 categories of learning outcomes, namely high, medium, and low. The results of research on RU subjects (subjects with high learning outcomes) and RA subjects (subjects with moderate learning outcomes) understanding the concept can meet the stages of action, process, object, and schema. While the results of research on the subject of DE (subjects with low learning outcomes) the understanding of the concept is only up to the stage of action and process.
如果教授材料的老师能正常工作,那么学生就能理解材料的内容,那么教育功能就可以实现。本研究的目的是分析学生对数字模式材料的概念理解水平,其学习成绩为高、中、低。这种研究是一种定性的描述性研究,有采样的目的,作为提取样本的技术。该仪器的使用包括研究人员本身作为主要仪器,2关于数字模式的材料,以及对结构类型类型的访谈指南。样本取自国家八年级三年级三年级三年级三年级二学期。有3个科目,每个题目从3个学习成绩类别中选择高、中、低。针对RU主题的研究(高求性研究对象)和RA(中度学习对象)研究对象的研究结果可以满足其操作阶段、过程、对象和方案。而研究对象DE(学习对象低)的概念理解只到行动和过程的阶段。如果在教学中教书的人能很好地管理材料,那么学生们就能理解材料的本质,那么教育功能就能被证明是成功的。这一研究旨在分析学生在模式材料上的可见性水平以及高、中、低学习能力都是基于理论的。这一研究类型就像采样技术一样具有采样的资格。所使用的工具是自动教授,2个关于背景材料的问题,以及一个半主题的采访指南。样本来自SMP Negeri 3 salathree学年2019/2020第二学期。有三个主题分别来自三个学习类别:namely high,中位数和low。关于学习的结果,关于学习的结果,关于学习的结果虽然关于低学习结果的研究的结果只存在于行动和处理的阶段。
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