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Kemampuan Pemecahan Masalah Matematis Siswa SMA pada Materi Jarak pada Bangun Ruang 高中学生在构建空间距离问题上的数学问题解决能力
Pub Date : 2022-09-30 DOI: 10.31980/mosharafa.v11i3.1426
Yoshe Larissa Ulfa, Yenita Roza, Maimunah Maimunah
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
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引用次数: 5
Media Pembelajaran Berbasis Teknologi Augmented Reality
Pub Date : 2022-09-30 DOI: 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. 
本研究的目的是为真实的mas材料建立一种基于技术的学习媒介,并了解其使用的可行性。本研究是根据学习者学校对如何形成、宽度和体积的观察进行的。为了克服这一点,需要开发一种能够让学习者在学习过程中体验真实的学习媒介。使用的方法是评估/分析、设计、开发、执行和评估模型(R&D)。使用福利表收集数据的技术。学习媒体质量评估量表使用的工具。本研究资料来源是八世美国公立中学一年级学生15人的研究资料。研究结果是基于超现实技术学习媒介关于昏迷物质GEO3DAR的研究。内容价值和目的属于有价值的类别。可选资格属于高价值的范畴。这个研究是基于金字塔材料的增强现实技术,并确定了它的使用的可行性。这项研究基于学者的观察,学生们仍然很难确定金字塔的形状、面积和体积。为了解决这个问题,有必要培养一种可以让学生在学习过程中感到真实的学习媒介。使用的方法是研究与发展(R&D)一种具有评估/分析、设计、发展、执行和评估模型的方法。数据收集技术使用问题表。过去的工具是评估学习媒介的品质的问题。本研究的数据提供了15个初中八年级的学生。这种研究的结果是基于金字塔材料的增强现实技术。竞争和目标的质量的体现在恰当的方面。仪器的功能很微妙。
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引用次数: 3
Mathematical Disposition dan Self-concept terhadap Kemampuan Penalaran Matematis Mahasiswa pada Masa Pandemi COVID-19 数学分解和自我概念,以适应科维-19大流行学生的数学推理能力
Pub Date : 2022-09-30 DOI: 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.
Covid-19大流行时期的数学推理能力仍然很低。本研究旨在确定数学分解和内省对学生数学推理能力的影响。本研究采用定量前的方法。本库鲁市共有83名数学教育本科生的研究样本。该研究的工具包括数学分解、利弊和数学推理能力测试。用回归分析技术分析数据。研究结果表明,数学推理的直接影响是数学推理能力的结果。数学推理能力的自概念,数学对自我概念的分析。此外,数学推理能力的综合分解和自我概念也会产生影响。总结说,在科维-19大流行期间,班古鲁市数学教育本科生的数学推理能力受到数学推理的影响。在Covid-19大大流行期间,数学的作用仍然很低。这项研究旨在确定数学分离和自我意识的影响。这个研究是一个曝光的量。这项研究的样本是班古鲁市数学教育学士学位的83名学生。研究工具被认为是一个数学问题的问题,一个自我假设的问题,和一个数学推理的能力测试。数据是一种基于回归分析技术的分析。结果表明,在数学上存在直接影响另外,在营养成分中,也有mathematical分解和自我意识的结果。结果是,在COVID-19 pandemic期间,在班加罗尔的Mathematics教育学生的能力上存在数学差异和自我意识。
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引用次数: 2
Modul Matematika dengan Model Pembelajaran Problem Based Learning untuk Memfasilitasi Kemampuan Penalaran Matematis Siswa 以学习为基础的问题学习模式的数学模块,以促进学生的数学推理能力
Pub Date : 2022-05-31 DOI: 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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引用次数: 3
Pengembangan Ethno–Virtual Card Berbasis Kemampuan Pemecahan Masalah Matematis Siswa dan Rasa Ingin Tahu Ethno开发——基于数学问题解决能力和学生好奇心的虚拟卡片
Pub Date : 2022-05-31 DOI: 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.
本研究的目的是创建以问题解决为基础的ethno-virtual card学习媒体,并实现有效的、实用的好奇心。本研究方法是使用ADDIE开发模型的开发,它有五个阶段:分析、设计、开发、实现、评估。然而,这项研究只达到了实现的阶段。本研究的题目是九年级七G初中1jekulo。数据收集技术包括面试和福利。研究工具包括引言研究表、需求分析表、有限规模测试测试表、前期研究表、需求分析表、有效性表和实用表。基于研究结果,基于问题排除和好奇心的基于ethno-virtual card的验证得出了有效的标准。基于问题解决的虚拟信用卡的实用率和好奇心有实用标准。因此,可以得出结论,基于问题解决和好奇心的eths -virtual card之所以能被使用,是因为它符合有效的、有效的、实用的标准,即实用的、实用的标准。这项研究的目的是建立一种基于问题解决和好奇心的媒体研究。这项研究的方法是利用已有5种不同阶段的分析、设计、开发、实现和评估的模型发展。悬停,这项研究只是逐步实现。这次研究的题目是九年级四年级四年级的学生。数据收集技术包括面试和提问。研究工具包括sheets的初步研究,需求对sheets的采访进行有限的规模测试,初步的研究问题研究,需要分析问题sheonnaire sheets,需要验证问题shereets,有效性sheets和实践sheets。基于研究结果的研究结果,基于问题solving and curiosity的信用卡再现已被有效地分类。基于问题solving和好奇心的虚拟卡片的实践水平受到了严重的批评。因此,可以得出结论,开发的最不相关和可疑的虚拟卡片可以使用,因为它与有效的critci meets, namely有效的和实践的critny namely practical见面。
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引用次数: 0
Kesesuaian Buku Teks Matematika Berdasarkan Kurikulum 2013
Pub Date : 2022-05-31 DOI: 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.
在六年级的课堂上使用两本不同的资源书籍,这些书是教育部和私立学校出版的,是研究的背景。目的是分析2013年课程中使用的书籍的一致性。本研究采用描述性质的方法。教育与私人教育部出版的六年级数学教材的数学教材的数据来源。数据收集进行了马拉鲁文献研究。研究工具是基于2013年课程SD数学学习指标组织的分析表。研究表明,2013年针对私人问题数学教科书的课程的内容与2013年数学教科书的课程的比例为100%,而教育部数学课本的比例为82.3%。私人出版的六年级数学课本更适合2013年的课程,也更推荐使用。用六年级英语小学的不同资源,用教育部和私人部门namely Quadra出版的书,是研究的背景。分析书中使用的习惯基于2013年的课程。这项研究是一种合格的描述。资料来源是在六年级mathematics教学材料的格式,mathematics textbooks由教育部和Private出版。数据是通过文档研究收集的。研究工具是基于2013年Mathematics学习指示器的分析形式。结果表明,2013年出版的mathematics textbooks的内容是100%,而在mathematics textbooks由教育部出版的是88.3%。VI mathematics textbooks更多的在线,2013年课程,更多的推荐使用。
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引用次数: 0
Media Pembelajaran Matematika Digital “BABADA” pada Materi Kesebangunan Bangun Datar 关于平坦建筑材料的“BABADA”数字数学学习媒体
Pub Date : 2022-05-31 DOI: 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.
以技术为基础的学习媒体在学习中是必不可少的。研究的目的是确定“BABADA”数字学习媒体作为学生学习媒介的实用性和有效性。这项研究是一项研究与发展,通过开发基于Adobe Animate CC的学习媒介。ADDIE开发模式采用的开发方法有五个步骤,即分析、设计、开发、执行和评估。调查对象是20名国家初中IXE班1班的学生。所使用的说明是媒体验证表、媒体实用性表和媒体有效性表。研究结果表明,“BABADA”数字学习媒体是有效的,实用的,有效的,用于学生的平面建设材料的学习。学生答题纸分析的结果也显示了学生的良好反应。可以被推荐为一种很好的学习媒介,用于平面建设材料。这种基于学习媒介的技术使用对于学习是非常必要的。这项研究的目的是确定巴达数字学习媒介的有效性、实践和有效性。这项研究是一项研究,它建立在抄送动物软件的Adobe上的一种学习媒介。开发方法的使用是ADDIE开发模型,它有五个步骤,namely分析,设计,开发,实现和评估。本研究的题目为20名初中生。使用的工具是有效媒体表、实践媒体表和有效媒体表。关于数字学习媒介“BABADA”的保留意见是有效的、实际的和有效的,作为一名学生在良好决策的类似材料上学习的媒介,学生分析的结果是良好反应。BABADA可能会重新作为一种良好的学习媒介,使用类似的材料。
{"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}
引用次数: 5
Kesulitan Peserta Didik dalam Menyelesaikan Soal Program Linear pada Pembelajaran Daring 学习者在网上学习的线性问题上的困难
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1395
Laily Wijayanti Utami, Erry Hidayanto, Sisworo Sisworo
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.
学习者在在线数学学习中遇到困难。本研究旨在描述学习者在网上学习线性问题上的困难。该研究对象是十二班的MIPA 1斯曼5帕美西雅年2020/2021课,共有29名学习者。线性测试中使用的工具有两种描述形式,其中两种验证都是经过验证的。数据收集是通过观察、测试和采访进行的。这类研究是一种定性研究,通过线性计划、观察、采访和文档的研究收集数据。数据分析技术是经过几个阶段进行的,包括数据还原、数据展示和提取结论。研究结果表明,学习者在完成线性计划的几个步骤时遇到了一些困难,即将线性计划的故事形式转换成数学形式,对完成结果的区域进行处理,确定完成区域的角点坐标并得出结论。学生们在网上学习数学有困难。这项研究旨在描述在网上解决线性程序问题的学生的困难。这项研究的研究对象是十二年级MIPA 1斯曼5大学奖学金获得者,2020/2021年,共29名学生。研究中使用的工具包括线性测试问题的形式,如有许多问题的形式,这些问题被两个validator预先验证。数据收集观察,提问,采访。这一研究类型是有资格的研究,其中数据是通过线性设计问题、观察、面试和文档的重复收集的。技术分析数据分析在several stages中被carrying, namely数据减减、数据提交和结论起草。最近的结果表明,学生们经历了一些困难,在几个步骤中完成线性设计,namely改变线性设计故事,问题在数学形式、阴影和确定解决方案的区域、确定关键区域的协调,并起草结论。
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引用次数: 1
Keterampilan Guru Matematika Se-Kabupaten Kuningan dalam Pemanfaatan Platform Pembelajaran Online Masa Pandemic 库宁甘县数学教师利用大流行病在线学习平台的技能
Pub Date : 2022-05-31 DOI: 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.
大萧条时期的问题,COVID-19要求教育工作者进行家庭教学活动。教育工作者被要求利用和利用技术进行在线学习。研究是为了了解教师在网上学习平台上的利用数学技能,并了解学习质量是如何产生的。该研究采用混合方法的研究方法将定量方法和定性方法结合起来。该研究的人口由来自该地区的122名数学教师组成,共有44所学校(9个国家和35个私立学校)。研究人员使用集群技术的随机抽样样本多达25老师10名私立学校(国家和5)。研究结果表明,教师在语境中的技能属于“不利”类别。学习质量往往下降,性格价值下降。学生在大流行时期的成就一般还没有达到学校规定的公里价值。学生成绩单的结果也会波动。在恐慌的COVID-19要求家庭采取行动时,问题就会出现。教育人员必须能够利用在线学习技术。这项研究旨在确定在网上学习平台的使用过程中的数学教学技巧;来发现不断学习的品质。这个研究uses研究,将几种结合量和对应性方法的混合方法。这项研究的人口被认为是122个mathematics教师,其核心是44所学校(9个公共和35个私人)。研究人员使用的是一个随机样本小组,来自10所学校(5个公共和5个私人)的25名教师的样本。研究的结果包括信息通信背景中的教师技能。除了风暴中许多学生的成绩没有达到被学校预定的英里数,学生成绩单也没有公布。
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引用次数: 3
Tingkat Pemahaman Konsep Siswa pada Materi Pola Bilangan Berdasarkan Teori APOS 学生对基于理论的数字模式材料的概念理解水平
Pub Date : 2022-05-31 DOI: 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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引用次数: 1
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Mosharafa: Jurnal Pendidikan Matematika
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