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Mosharafa: Jurnal Pendidikan Matematika最新文献

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Kemampuan Pemecahan Masalah Mahasiswa dalam Penyampaian Materi Menggunakan Lembar Kerja Mahasiswa 学生在提交材料方面的解决问题的能力使用学生工作表
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1311
Sari Muthia Silalahi
Kemampuan mahasiswa dalam memecahkan masalah masih sangat kurang. Tujuan penelitian ini untuk meningkatkan kemampuan pemecahan masalah (KPM) mahasiswa melalui pembelajaran berbasis masalah dengan bantuan lembar kerja mahasiswa (LKM). Jenis penelitian yang digunakan melalui pendekatan yakni penelitian tindakan kelas dengan 2 siklus. Objek penelitian adalah mahasiswa Diploma tingkat 1 Institut Teknologi Del yang berjumlah 120 Mahasiswa TA. 2020/2021 pada mata kuliah Matematika Diskrit. Data penelitian dikumpulkan melalui tes dan dianalisis melalui peningkatan analisis gain serta dilakukan wawancara dan kuesioner. Hasil penelitian didapat bahwa ketuntasan belajar terjadi sebesar 66,80% dan peningkatan rata-rata KPM 19,47% dengan nilai gain 0,37 (sedang). Hal ini menunjukkan bahwa terjadi peningkatan KPM mahasiswa dengan menggunakan model pembelajaran berbasis masalah dan bantuan LKM dapat tercapai secara optimal. Hasil wawancara dan kuesioner mengatakan bahwa konten soal sangat baik dan memberikan pengaruh pemahaman materi yang cenderung lebih baik.The ability of students to solve problems is still very lacking. The purpose of this study was to improve student problem solving skills (KPM) through problem-based learning with the help of student worksheets (LKM). The type of research used through the approach of classroom action research with 2 cycles. The object of the research is Diploma level 1 Del Institute of Technology students, totaling 120 TA students. 2020/2021 in the Discrete Mathematics course. Research data were collected through tests and analyzed through increased gain analysis and interviews and questionnaires were conducted. The results showed that the mastery of learning occurred by 66.80% and the average increase in KPM was 19.47% with a gain value of 0.37 (medium). This shows that there is an increase in student learning outcomes by using problem-based learning models and LKM assistance can be achieved optimally. The results of interviews and questionnaires said that the content of the questions was very good and influenced the understanding of the material which tended to be better.
学生解决问题的能力还远远不够。这项研究的目的是提高学生解决问题(KPM)通过基于问题的学习帮助学生工作表(LKM)。研究类型所使用的方法,即课堂行为研究与2个周期。这项研究的目标是德尔理工学院(Del institute of technology)的120名大学生。离散数学专业2020/2021。通过测试和收集研究数据分析,通过增加增益分析进行采访和问卷调查。研究发现,学习成绩为66.80%,而KPM的平均增长率为19.47%,增长率为0.37。这表明发生KPM增加学生使用基于问题的学习模型和LKM援助可以最佳地实现。访谈和问卷调查的结果显示,内容内容很好,对物质理解往往更好。解决问题的学生的能力仍然非常有限。这项研究的目的是通过学生工作的帮助(LKM)来培养学生问题。研究之类型过去一起经历课堂行动研究之进近2 cycles。《研究对象是1级文凭Del Institute of Technology)的学生,totaling 120 TA学生。《Discrete 2020/2021数学课程。研究数据收集通过测试和分析通过增加的增益分析和面试和问题被控制。结果显示,自66.80%以来,学习的平均增长是19.47%,价值小于0.37。学生学习模式的增长和对应性帮助可以实现最佳的实现。调查和问题的结果说,这些问题的结果非常好,影响了对现有材料的更好理解。
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引用次数: 3
Media Google Classroom Berbantuan Animasi PowerPoint terhadap Hasil Belajar Siswa 谷歌课堂对学生的学习结果进行动画动画
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1340
Abdul Jamil, Cholis Sa'dijah, Hery Susanto
Perubahan serentak dari pembelajaran clasical menjadi pembelajaran jarak jauh akibat pandemi Covid-19 menyebabkan pembelajaran berbasis internet perlu dilakukan. Salah satu yang dinilai mudah dipahami yaitu kombinasi antara animasi Powerpoint dengan Google Classroom. Melalui bantuan animasi Power Point yang di sisipkan dalam aplikasi Google Classroom diharapkan membuat pembelajaran lebih atraktif. Penelitian ini berfokus pada pengaruh pembelajaran online  menggunakan  Google Classroom berbantuan animasi PowerPoint terhadap hasil belajar siswa. Jenis penelitian yaitu kuantitatif berdesain quasy-experiment dengan post-test only control group design. Sampel penelitian yaitu siswa kelas XII IPA di salah satu SMA Negeri di Pamekasan dengan jumlah 5 siswa kelas eksperimen dan 5 siswa kelas kontrol. Sampel diperoleh dengan simple random sampling. Materi penelitian yaitu geometri ruang. Instrumen menggunakan teknik tes tulis, dan dianalisis dengan uji t. Hasil Penelitian menunjukkan pembelajaran online dengan Google Classroom berbantuan animasi PowerPoint berpengaruh signifikan terhadap hasil belajar. Kombinasi Google Classroom dan animasi PowerPoint direkomendasikan pada pembelajaran online.The simultaneous change from classical learning to distance learning due to the Covid-19 pandemic has forced internet-based learning to be carried out. One that is considered easy to understand is the combination of PowerPoint animation with Google Classroom. The help of PowerPoint animations inserted in the Google Classroom application is expected to make learning more interesting. This study focuses on the effect of online learning using Google Classroom with the help of PowerPoint animations on student learning outcomes. This type of research is a quantitative quasi-experimental design with a post-test-only control group design. The sample of this research was students of class XII science in one of the public high schools in Pamekasan with 5 students in the experimental class and 5 students in the control class. Samples were obtained by means of simple random sampling. The research material is the geometry of space. The instrument uses a written test technique and is analyzed by a t-test. The results showed that online learning with Google Classroom assisted by PowerPoint animation had a significant effect on learning outcomes. The combination of Google Classroom and PowerPoint animations is recommended for online learning.
由于Covid-19大流行,clasical学习与远程学习的同时发生变化,使基于互联网的学习成为必要。最容易理解的是Powerpoint动画和谷歌课堂的组合。通过附加在谷歌课堂应用中的动画ppt,可以使学习更有吸引力。这项研究的重点是使用谷歌课堂动画动画对学生学习结果的在线学习影响。这是一种由post- only control group设计的定量设计的研究。研究样本是帕美西州一所公立高中的12年级科学学生,共有5名实验班学生和5名控制班学生。样品是用简单的随机抽样获得的。研究材料是空间几何。该仪器使用写作测试技术,并通过研究测试进行分析,发现谷歌课堂辅助动画对学习结果有重大影响。谷歌课堂和动画PowerPoint推荐在线学习。从经典学习到远方学习的同时发生的变化,一直到Covid-19 pandemic已经建立了一种基于相互学习的基础。被认为很容易理解的是一个谷歌教室的PowerPoint动画的组合。谷歌教室应用程序中输入PowerPoint动画的帮助旨在使学习更有趣。这项研究是基于在线学习的效果,使用谷歌教室与学生学习的辅助动力动画一起进行的。这一研究类型是一种量化实验设计,只有post- only control group设计。这项研究的样本是在一所公立高中获得的12年级科学硕士学位,共有5名学生参加实验,5名学生参加控制硕士学位。样本从简单的随机抽样中获得。研究材料是空间的几何。一项写作技术的工具和一项t测试的分析。结果表明,由PowerPoint动画在线学习对学习产生了重大影响。谷歌教室和PowerPoint动画的组合要求在线学习。
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引用次数: 4
Desain LKM Elektronik Bermuatan Etnomatematika Pada Pakaian Adat Dayak Iban Dan Bahasa Inggris LKM电子设计包含民族数学风格的达雅克伊班定制服装和英语
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1301
H. Hartono, M. I. G. Putra
Penggunaan LKM cenderung sudah mulai dilakukan pada masa pandemic ini, hanya saja perlu adanya inovasi dari LKM yang akan digunakan dalam pembelajaran. LKM ELektronik dan memiliki muatan budaya lokal dengan penyajian menggunakan Bahasa internasional, yaitu Bahasa inggris menjadi inovasi baru pada pendidikan matematika. Penelitian ini memiliki tujuan agar menghasilkan LKM Elektronik bermuatan Etnomatematika pada pakaian adat Dayak iban dan Bahasa Inggris yang layak digunakan. Metode dalam penelitian ini yang digunakan merupakan model penelitian pengembangan dari  Borg and Gall. Teknik pengumpul data menggunakan teknik komunikasi tak langsung yaitu lembar validasi dan angket, dan teknik pengukuran, yaitu tes. Hasil penelitian LKM elektronik bermuatan etnomatematika dan bahasa inggris mencapai skor 83, 61% pada penilaian sebagai media dan 82,47% pada penilaian materi sehingga kriteria dinyatakan sangat valid; LKM elektronik bermuatan etnomatematika dan bahasa inggris mencapai persentase 83% kriteria sangat praktis; LKM elektronik bermuatan etnomatematika mencapai 75% mahasiswa yang memiliki nilai minimal baik, sehingga terkategori efektif.The use of LKM tends to have started during this pandemic, it's just that there needs to be innovation from LKM that will be used in learning. LKM electronic and has local cultural content with a presentation using international language, namely English, is an innovation in mathematics education. The purpose of this research is to produce an Electronic LKM containing ethnomathematics on Dayak Iban's traditional clothes and English that are suitable for use. The research method used is Borg and Gall's development research. Data collection techniques use indirect communication techniques, namely validation sheets and questionnaires, and measurement techniques, namely tests. The results of the electronic MFI research containing ethnomathematics and English reached a score of 83, 61% on the assessment as a medium and 82.47% on the assessment of the material so the criteria were declared very valid; Electronic LKM containing ethnomathematics and English reaches a percentage of 83% very practical criteria; Electronic LKM containing ethnomathematics reaches 75% of students who have a good minimum score, so they are categorized as effective.
LKM的使用往往在大萧条时期就已经开始,只有LKM的创新才会被用于学习。LKM的电子产品和地方文化内容与使用国际语言的展示成为数学教育的新创新。这项研究的目的是在达雅克伊班的传统服装和可使用的英语中产生一种带有乙酸的电子产品。使用的本研究方法是博格和加尔的发展研究模型。数据采集技术采用了一种间接通信技术,一种验证和标签,一种测量技术,即测试。以民族数学和英语为基础的电子技术研究得出83%、61%的分数,评分为媒体、价值82.47%LKM电子载着民族数学和英语的标准达到了83%的实用标准;由人种数学和电子产品组成的学生中,75%的人的电子产品得分较低,因此有效。在大流行期间,有必要从LKM开始学习LKM electronic和当地文化满足,使用国际语言,namely英语,是mathematics education的创新。这项研究的目的是生产一种电子技术,它接触到达雅克Iban传统服装和英语的知识,这有助于使用。废弃的研究方法是博格和加尔的发展研究。技术收集数据使用indirect通信技术,namely保证sheets和问题,测量技术,namely tests。关于电子MFI研究的结果,在媒体和材料评估上取得了83,61%的分数,因此crit巷子非常有效;LKM与ethmathemcs和英语接触,达到83%非常实际的crit阿论;LKM接触到以种族为特征的学生获得75%的分数,所以他们被认为是有效的。
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引用次数: 4
Hypothetical Learning Trajectory pada Materi Peluang: Konteks Mainan Tradisional Ular Naga
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1290
Dina Lita Sari, Devi Fitriani, Denti Zaedatul Khaeriyah, Hartono Hartono, F. Nursyahidah
Siswa masih mengalami kesulitan belajar materi peluang, diantaranya sulit memahami konsep peluang, salah dalam menggunakan rumus peluang, dan kurangnya motivasi dalam belajar materi peluang. Desain pembelajaran dengan konteks pembelajaran yang tepat dapat menjadi solusi. Penelitian ini bertujuan mendesain pembelajaran materi peluang menggunakan konteks permainan ular naga. Metode penelitian yaitu design research dengan 3 tahapan yaitu: tahap persiapan, eksperimen desain dan analisis retrospektif. Tahap persiapan memberikan penjelasan mengenai persiapan sebelum uji coba HLT pada tahap ekperimen desain. Penelitian ini melibatkan 6 siswa kelas VIII MTs NU Mftahul Ulum Margasari dan 1 guru pengampu matematika. Penelitian ini merumuskan HLT yang terdiri dari 4 aktivitas pembelajaran siswa, yaitu: (1) Menonton video permainan ular naga, untuk mengidentifikasi banyaknya kejadian dan banyaknya eksperimen dan menentukan rumus peluang empirik, (2) menentukan rumus peluang teoritik, (3) menentukan ruang sampel, titik sampel, dan rumus frekuensi harapan, (4) menyelesaikan masalah kontekstual berkaitan materi peluang. Students still have difficulty learning opportunity material, including difficulty understanding the concept of opportunity, incorrectly using the probability formula, and lack of motivation in learning opportunity material. Learning design with the right learning context can be a solution. This study aims to design learning opportunities material using the context of the dragon game. The research method is design research with 3 stages, namely: preparation stage, experimental design, and retrospective analysis. The preparation stage explains the preparation before the HLT trial at the design experiment stage. This study involved 6 students of class VIII MTs NU Miftahul Ulum Margasari and 1 teacher of mathematics. This study formulates the HLT which consists of 4 student learning activities, namely: Watching a video game of dragon snakes, identifying the number of events and the number of experiments and determining the empirical probability formula, determining the theoretical probability formula, determining the sample space, sample point, and expected frequency formula, solve contextual problems related to probability material.
学生仍然有学习机会材料的困难,其中一些人很难理解机会的概念,使用机会公式的错误,以及学习机会材料的缺乏动力。在正确的学习环境下设计学习可以成为解决方案。本研究旨在设计学习机会材料的环境,使用蛇的游戏环境。设计研究的研究方法有三个阶段:准备阶段、设计实验和回顾分析。准备阶段为HLT测试设计阶段的准备提供了说明。该研究包括6名八年级学生MTs NU mf知识尔野生纱丽和1名数学老师。这项研究制定HLT组成的4个学生的学习活动,即:(1)看蛇游戏视频,决定找出许多事件和大量的实验和经验的机会,公式(2)决定teoritik机会,公式(3)确定样本,样本点的空间,希望,频率公式(4)完成相关语境问题材料的机会。学生们仍然困难地学习可选择的材料,包括困难地理解用概率公式的概念、不正确的方法和缺乏学习机会材料的动力。与正确的学习背景一起学习设计可能是一个解决方案。这个研究工具利用龙的背景来设计材料的机会。研究方法有三个阶段,namely:准备阶段,实验设计和回顾分析。设计实验阶段前的准备阶段。这项研究包括6个班的MTs NU mifknow Ulum野生苹果酒和1个数学老师。这个研究formulates HLT哪种公司》4学生的学习活动,namely:看着a当家》龙之蛇的电子游戏,identifying事件experiments当家》和《empirical determining probability公式,determining the theoretical probability公式,determining一点《太空样本,样本点和频率公式,解决contextual problems对probability相关材料。
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引用次数: 2
Analisis Cara Berpikir Kritis Mahasiswa pada Materi Bangun Ruang Sisi Datar 分析学生对构建平边空间材料的批判性思维方式
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1536
Irena Puji Luritawaty, Tatang Herman, S. Prabawanto
Kemampuan berpikir kritis penting dimiliki mahasiswa calon guru matematika. Fakta menunjukkan bahwa perhatian pada cara berpikir kritis mahasiswa masih kurang. Hal ini berdampak pada rendahnya kemampuan berpikir kritis. Penelitian bertujuan menganalisis bagaimana cara berpikir kritis mahasiswa calon guru matematika dalam menyelesaikan permasalahan yang diberikan. Desain yang digunakan yaitu deskriptif kualitatif, dengan partisipan 16 mahasiswa semester III program studi pendidikan matematika di salah satu perguruan tinggi swasta di Indonesia. Pengumpulan data dilakukan melalui uji instrumen berbentuk tes uraian kemampuan berpikir kritis matematis. Analisis data dilakukan dalam tiga langkah yaitu reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukan bahwa terdapat beberapa cara berpikir kritis yang dilakukan oleh partisipan dalam menyelesaikan suatu permasalahan. Pada bagian membuktikan, variasi cara berpikir yang dilakukan partisipan terdiri dari tiga cara; pada bagian menggeneralisasi terdiri dari dua cara; pada bagian mempertimbangkan alternatif jawaban terdiri dari tiga cara; dan pada bagian memecahkan masalah terdiri dari tiga cara. Cara berpikir kritis tersebut diharapkan menjadi titik awal yang perlu diperhatikan untuk meningkatkan kemampuan berpikir kritis.Critical thinking skills are important for pre-service mathematics teachers. The facts show that attention to pre-service mathematics teachers ' critical thinking is still lacking. It has an impact on the low ability to think critically. This study aims to analyze how pre-service mathematics teachers think critically about mathematics in solving the problems given. The design used is descriptive qualitative, with 16 third semester students participating in the mathematics education study program at a private university in Indonesia. Data collected through an instrument test in the form of a description test of mathematical critical thinking skills. Data analysis was in three steps, reduction, data presentation, and concluding. The results show that there are several ways of thinking critically by the participants in solving a problem. In the proving section, the variation in the way participants think consists of three ways; in the generalization, section consists of two ways; in the section considering alternative answers consists of three ways, and in the problem-solving section consists of three ways. This critical thinking is expected to be a starting point that needs to be considered to improve critical thinking skills.
数学未来教师的学生具有重要的批判性思维能力。事实表明,对学生批判性思维方式的关注仍然不足。这导致批判性思维能力低下。研究的目的是分析未来数学教师的批判性思维是如何解决问题的。该设计采用了描述性质的定性,在印尼一所私立大学参加了16个学期第三学期的数学教育研究项目。数据收集是通过仪器形式的测试来完成的,这些测试可以定义数学批判性思维能力。数据分析以三个步骤进行,即数据还原、数据演示和结论提现。研究表明,参与者在解决问题方面有一些批判性思维。在研究部分中,参与者思维的变化由三种方式组成:归纳总结部分由两种方式组成;在章节中考虑替代答案包括三种方法;解决问题的部分由三种方法组成。这种批判性思维方式被期望为一个需要注意的起点,以提高批判性思维能力。批判性思维技能对前教育教师很重要。事实表明,教师教师的批判性思维仍然缺乏。这对严重思考的能力影响较小。这些研究是分析前教育教师如何被认为是如何解决问题的。开放设计是描述了16个学期学生参加在印尼一所私人大学的数学教育学习项目的资格。数据收集在一个工具测试形式的数学科学技能测试。分析数据处于三个步骤、减减、数据呈现和结论。结果表明,有几种方法可以通过解决问题的参与者来思考。在展开部分中,参与者认为有三种方式的不同;总的来说,两种方式的部分部分;在部分中,人们提出了三种方法的替代答案,在不必时提出了三种方法的不同意见。这一批判思维的目标是成为一个有必要的地方,使它被认为具有深思熟虑的思考技巧。
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引用次数: 3
Etnomatematika: Konsep Matematika pada Kue Lebaran 人种数学:开斋节蛋糕的数学概念
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1255
Indah Amanah Diniyati, Aisyah Nurwulan Ekadiarsi, S. Bila, Ika Akmalia Herva Herdianti, Tasya Amelia, Wahidin Wahidin
Pada saat belajar matematika sering mengalami kendala yang disebabkan ketika pembelajaran tidak memberikan contoh konkret dari objek matematika yang abstrak. Tujuan penelitian ini adalah untuk menganalisis etnomatematika yang terdapat di kue lebaran. Metode yang digunakan penelitian kualitatif dengan pendekatan etnografi. Total objek yang diteliti ada 4 buah kue lebaran, yaitu kue lidah kucing, kue kastangel, kue putri salju, kue nastar, dan 1 subjek untuk diwawancara, yaitu pedagang kue. Teknik penelitian ini menggunakan observasi, wawancara, dan dokumentasi. Hasil penelitian ini diperoleh Diantaranya pada kue nastar yang terbentuk dari bangun ruang setengah bola, kue putri salju yang terbentuk dari juring dan tembereng lingkaran kue kastangel yang terbentuk dari bangun ruang balok, dan kue Lidah kucing yang terbentuk dari bangun datar persegi panjang dan setengah lingkaran. Diharapkan dari pembelajaran konstektual yang menggunakan kue lebaran sebagai media pembelajaran dapat membantu serta menambah wawasan dalam memahami konsep bangun geometri pada matematika.At the time of learning mathematics often experience obstacles caused when learning does not provide concrete examples of abstract mathematical objects. The purpose of this study was to analyze the ethnomathematics contained in the Eid cake. The method used is qualitative research with an ethnographic approach. The total objects studied were 4 Eid cakes, namely cat tongue cake, kastangel cake, snow-white cake, nastar cake, and 1 subject to be interviewed, namely a cake seller. This research technique uses observation, interviews, and documentation. The results of this study were obtained. Among them are nastar cakes which are formed from a half-spherical shape, snow princess cakes which are formed from circles and circles of kastangel cakes which are formed from blocks of space, and cat's tongue cakes which are formed from rectangular and semi-circular flat shapes. It is hoped that contextual learning using Eid cakes as a learning medium can help and add insight into understanding the concept of geometric shapes in mathematics.
在学习数学的过程中,往往会遇到障碍,因为学习并没有为抽象的数学对象提供具体的例子。这项研究的目的是分析勒巴兰蛋糕上的人种数学。一种基于人种志方法的定性研究方法。研究对象总共有4个勒巴兰蛋糕,即猫舌蛋糕、磨砂蛋糕、白雪公主蛋糕、纳斯塔蛋糕和一个采访对象,也就是糕点商。这项研究的技术利用观察、采访和记录。这项研究的结果包括纳斯塔蛋糕,它是由半球体的建造而成的,从一个圆形的房间到另一个圆形的圆形蛋糕,从一个长方形的建筑到另一个圆形的蛋糕。从星座研究,他们把蛋糕当作学习媒介,可以帮助和增加理解数学中建立几何的概念的洞察力。在学习十种不同的禁忌的时候,学习并没有提供抽象的数学对象的解释。这项研究的目的是分析被包含在开斋节蛋糕中的化合物。使用的方法有资格进行简易性研究。从整体上看,物体的数量是4个开斋节蛋糕,namely cat tongue蛋糕,kastangel蛋糕,白雪蛋糕,nastar蛋糕,和一个主题进行采访,namely蛋糕销售。这是研究技术的观察功能,面试和文档。这项研究的结果已被证实。在半球体形状的蛋糕中,它们是纳斯塔尔式的蛋糕,来自来自太空块的胶状蛋糕的白雪公主蛋糕,以及来自rectang响尾蛇和半圆形结构的猫的舌头蛋糕。它希望像学习媒介一样使用蛋糕来帮助理解数学中几何图形的概念。
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引用次数: 8
Berpikir Kreatif Matematis: Sebuah Pemetaan Literatur dengan Analisis Bibliometri Menggunakan Vos Viewer 数学思考:使用Vos Viewer进行参考文献分析的文献测绘
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1232
Penelitian ini bertujuan untuk menganalisis publikasi tentang kemampuan berpikir kreatif matematika untuk memberikan kontribusi pada pengembangan literatur yang relevan. Penelitian yang terkait analisis bibliometrik belum banyak dilakukan pada kajian berpikir kreatif matematika. Sebanyak 200 artikel tentang kemampuan berpikir kreatif matematika yang diterbitkan di dalam sumber data google scholar antara tahun 1957 sampai 2020 diambil dan dianalisis melalui pendekatan analisis bibliometrik. Analisis bibliografi berisi dari sumber, penulis, dan akurasi yang berasal dari kata kunci untuk dianalisis penulis dan divisualisasikan melalui perangkat lunak VOS Viewer. Berdasarkan hasil penelitian kemampuan berpikir kreatif matematika telah sering dipelajari dengan kreativitas, berpikir, berpikir matematika, masalah matematika, proses, anak, kemampuan, ide, pengembangan, penalaran, kelas, orang. Dalam penelitian kemampuan berpikir kreatif matematika lebih banyak kemungkinan di luar database Google Scholar seperti database Scopus, Crossref, dan lainnya. The state-of-art in mathematical creativity telah menjadi jurnal teratas.This study aims to analyze publications on mathematical creative thinking skills to contribute to the development of relevant literature. Research related to bibliometric analysis has not been done much in the study of mathematical creative thinking. A total of 200 articles on mathematical creative thinking skills published in Google Scholar data sources between 1957 and 2020 were taken and analyzed through a bibliometric analysis approach. The bibliographic analysis contains the source, author, and accuracy derived from keywords to be analyzed by the author and visualized through the VOS Viewer software. Based on research results, mathematical creative thinking skills have often been studied with creativity, thinking, mathematical thinking, mathematical problems, processes, children, abilities, ideas, development, reasoning, classes, people. In research, there are more possibilities for mathematical creative thinking skills outside the Google Scholar database such as the Scopus database, Crossref, and others. The state-of-art in mathematical creativity has become a top journal.
本研究旨在分析有关数学思维能力的出版物,为相关文献发展做出贡献。参考书目分析的研究在数学创造性思维领域还没有取得多大进展。从1957年到2020年,在谷歌学者数据库里发表了多达200篇关于数学创造性思维能力的文章,这些文章被采用并通过书目分析方法进行分析。书目分析包括作者通过VOS Viewer软件分析的关键词、作者和准确度。根据研究的结果,数学的创造性思维能力经常通过创造力、思考、思考数学、数学问题、过程、孩子、能力、想法、发展、推理、阶级、人来学习。在研究数学创意思维能力的研究中,超越谷歌学者数据库(Scopus, Crossref)等数据库的可能性更大。数学创造力的最先进的结构已经成为最重要的期刊。这一研究是对mathematical creative skills的分析结果,以配合关联文学的发展。对书目分析的研究在数学创造性思维的研究中没有做太多。1957年至2020年期间,谷歌学术家数据资源共发表了200篇论文,通过书目分析等手段进行分析。图书馆分析将字幕的来源、author和精度进行分析,以分析自那句话,并通过VOS Viewer软件进行视觉分析。基于研究再生,数学创意思维技术,数学思考,数学思考,数学问题,儿童,推理,推理,推理,推理,推理,推理,推理,等等。在研究中,除了像Scopus数据库这样的Scopus数据库、Crossref和其他其他数据库之外,mathematical思维技术还有更多的可能性。数学创造力的最先进的结构已经成为一本顶级杂志。
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引用次数: 12
Pedagogical Content Knowledge Guru dalam Pembelajaran Matematika Daring 教师在在线数学学习中的教学内容知识
Pub Date : 2022-05-31 DOI: 10.31980/mosharafa.v11i2.1386
Diar Veni Rahayu, Dedi Muhtadi, Irwan Muhammad Ridwan
Perkembangan teknologi yang pesat mendorong terjadinya pergeseran paradigma dalam proses pembelajaran matematika, di mana pembelajaran daring menjadi salah satu pilihan yang sering dilakukan. Hal tersebut berimplikasi pada adanya perubahan kerangka Pedagogical Content Knowledge (PCK) guru dalam pembelajaran matematika. Penelitian ini bertujuan untuk mendeskripsikan kerangka PCK guru dalam pembelajaran matematika daring. Penelitian ini menggunakan metode analisis konten yang digunakan untuk merancang kerangka konseptual PCK guru dalam pembelajaran matematika daring. Analisis konten yang dilakukan berupa literatur review dan penggalian data. Untuk penggalian data, digunakan instrumen berupa angket dan pedoman wawancara dengan subjek sebanyak lima orang guru matematika. Teknik analisis data yang digunakan, yaitu triangulasi. Hasil penelitian menunjukkan bahwa kerangka PCK guru dalam pembelajaran matematika daring dapat diadaptasi dan dioperasionalkan dari model PCK Lannin yang meliputi: knowledge of instructional strategies for mathematics, knowledge of student understanding within mathematics, knowledge of curriculum for mathematics dan knowledge of assessment for mathematics. Guru sudah memiliki paradigma, kesiapan dan faktor pendukung yang cukup baik dalam melaksanakan pembelajaran matematika daring, namun masih belum optimal dalam kemampuan dan struktur tugas siswa.Rapid technological developments encourage a paradigm shift in the mathematics learning process, where online learning is one of the choices that is often done. This implies a change in the teacher's Pedagogical Content Knowledge (PCK) framework in learning mathematics. This study aims to describe the PCK framework of teachers in online mathematics learning. This study uses the content analysis method used to design the conceptual framework of teachers' PCK in online mathematics learning. Content analysis is carried out in the form of a literature review and data mining. For data mining, instruments in the form of questionnaires and interview guidelines were used with the subject of five mathematics teachers. The data analysis technique used is triangulation. The results showed that the teacher's PCK framework in online mathematics learning can be adapted and operationalized from Lannin's PCK model which includes: knowledge of instructional strategies for mathematics, knowledge of student understanding within mathematics, knowledge of the curriculum for mathematics and knowledge of assessment for mathematics. Teachers already have a fairly good paradigm, readiness, and supporting factors in implementing online mathematics learning, but they are still not optimal in the abilities and structure of students' assignments.
技术的迅速发展导致了数学学习过程中的范式转变,在线学习成为最常见的选择之一。这暗示Pedagogical框架内容变化的知识(PCK)学习数学老师。本研究旨在描述教师在线数学学习的PCK框架。这项研究使用的内容分析方法用于概念设计框架PCK在线学习数学老师。做的文学评论内容分析和数据挖掘。在数据挖掘中,使用了五名数学教师的预算工具和采访指南。使用的数据分析技术,即三角定位。研究结果表明,在线数学学习的教师PCK框架可以从PCK Lannin模型中改编和运作,其中包括老师已经有了很好的范例,防范和因素最佳执行网络学习数学,但还没有和学生的任务结构的能力。快速技术developments encourage a《数学学习的过程,一种shift choices)在线学习在哪里一号》就是经常做。这个implies a change in老师的Pedagogical框架内容知识(PCK)在学习数学。这个研究aims to PCK框架》描述师范在线在数学学习。这个研究利用《conceptual内容分析方法的习惯设计师范”在线PCK在数学学习的框架。内容分析是carried out in the form of a文学奖评论和数据挖掘。为数据挖掘,in the form of questionnaires and乐器及采访是过去与之科目五数学教师。《数据分析技巧以前是triangulation。results那里那个老师的PCK框架》在线数学的学习可以成为adapted和operationalized Lannin PCK哪种includes:知识模型的instructional策略为数学的知识,学生在数学内谅解,为数学知识》简历》和评估的数学知识。师范已经有a fairly祝一种、readiness supporting factors in implementing在线数学是学习,但他们还不是最佳》和《学生的能力和vesalius》车作业。
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引用次数: 0
Pengembangan Komik Petualangan Zahlen Sebagai Media Pembelajaran Matematika Pada Materi Bangun Ruang Sisi Datar 扎伦的漫画冒险发展为数学学习媒介的平面空间构建材料
Pub Date : 2022-01-31 DOI: 10.31980/mosharafa.v11i1.1041
Pernando Cahyo Putro, Danang Setyadi
AbstrakMateri bangun ruang sisi datar berkaitan erat dengan kehidupan sehari-hari, tetapi masih terdapat siswa yang kesulitan karena kurang memahami konsepnya. Dibutuhkan media yang dapat memvisualisasikan konsep bangun ruang sisi datar. Penelitian bertujuan mengembangakan media pembelajaran berupa komik Petualangan Zahlen yang valid, praktis dan efektif untuk peningkatan hasil belajar. Jenis penelitian adalah penelitian pengembangan dengan menggunakan model pengembangan ADDIE. Subjek penelitian adalah peserta didik kelas VIII SMP sebanyak 10 peserta didik. Teknik pengumpulan data dengan menggunakan angket daftar isian dan tes untuk menguji kevalidan, kepraktisan dan keefektifan. Hasil uji kevalidan menunjukkan persentase sebesar 90,14% (lebih dari 90%) yang artinya sangat Valid dan persentase kepraktisan sebesar 96,2% (lebih dari 90%) yang artinya sangat praktis, sedangkan pengujian paired t-test memperoleh perbedaan yang signifikan antara nilai pretest dan posttest. Sehingga disimpulkan bahwa komik Petualangan Zahlen sudah valid, praktis, dan efektif untuk digunakan.   The Development of Zahlen's Adventure Comics as A Mathematics Learning Media on The Polyhedron AbstractThe subject of Polyhedron is often used in everyday life, but there are still students that had some difficulties understanding it due to the lack of understanding of the concept. We need a media that can visualize the concept of Polyhedron. This research aims to develop a learning media in the form of the “Petualangan Zahlen” Comic that is valid, practical, and effective in improving students' learning results. The type of study is research development using the development model of ADDIE. The subject is 10 students of 8th-grade junior high school. Data collection techniques used are questionnaires and tests to examine the validity, practicality, and effectiveness. The validity test results obtained the percentage of 90,14% (more than 90%) which was Valid and the percentage of practicality amounted to 96.2% (more than 90%), which indicates its practicality, whereas t-test paired testing obtained a significant difference between the pre-test and post-test. It is concluded that Zahlen's Adventure Comic is valid, practical, and effective to be used. 
抽象概念与日常生活密切相关,但仍有一些学生因为缺乏理解概念而遇到困难。它需要一种媒体,可以将构建平边空间的概念形象化。研究的目的是为学习媒介开发一种有效的、实用的、有效的漫画冒险形式。研究类型是采用ADDIE开发模式的开发开发研究。研究对象是八年级学生和十名学生。数据收集技术使用清单上的标签和测试来测试有效性、有效性。有效性测试的结果显示,90.14%(超过90%)的百分比是有效的,实际百分比是96.2%(超过90%),而paired t-test测试在pretest值和posttest值之间取得了显著的差异。由此推断,扎伦的冒险漫画是有效的、实用的和有效的。扎伦的冒险经历就像一种学习多面体的媒介,这种聚合物的学科在日常生活中使用了几十年,但仍存在一些困难,这取决于缺乏理解的概念。我们需要一种能想象多元体概念的媒介。这项研究发展成一种学习媒介,以“扎伦的冒险”为形式,这是有效的、实践的和有效的鼓励学生学习的结果。研究的类型是利用开发的艾迪模式进行研究。受试者是八年级十年级的学生。数据收集技术过去是提问和测试,以检验有效性、实践和效果。有效的结果是,预产期和后产期之间的有效程度是96.2%(超过90%)。结果发现扎伦的冒险漫画是有效的、实际的、有效的。
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引用次数: 6
Pengembangan Mobile Learning PINTHIR Berbasis Android sebagai Sumber Belajar dan Sarana Mengerjakan Soal Trigonometri SMA 基于Android的移动学习开发作为学习和解决高中三角问题的工具
Pub Date : 2022-01-31 DOI: 10.31980/mosharafa.v11i1.1043
Andrean Widyatama, F. Pratama
AbstrakSeiring perkembangan zaman dan teknologi, media pembelajaran mengalami perkembangan yang pesat terutama media pembelajaran berbasis teknologi, yaitu smartphone. Namun sangat disayangkan bahwa penggunaan smartphone di Indonesia, didominasi oleh kegiatan komunikasi dan hiburan daripada kegiatan belajar. Masalah yang ditemukan ini, memotivasi sebuah penelitian pengembangan tentang aplikasi Mobile Learning yang dibuat dengan Android Studio sebagai sumber belajar dan sarana mengerjakan soal trigonometri SMA. Tujuan penelitian yaitu mengembangkan Mobile Learning yang valid, praktis dan efektif. Penelitian ini merupakan penelitian pengembangan menggunakan model ADDIE. Subjek penelitian yakni peserta didik kelas XI MIPA 2 dan 3 Semester 2 Tahun Ajar 2020/2021 SMA Kristen Satya Wacana sejumlah 10 peserta didik. Hasil validasi membuktikan bahwa Mobile Learning yang dikembangkan valid serta praktis. Hasil uji coba membuktikan bahwa aplikasi Mobile Learning dikategorikan layak dipakai dalam pembelajaran. Hasil pretest serta posttest juga menunjukkan bahwa Mobile Learning efektif meningkatkan hasil belajar, kemudian efektif menjadi sarana belajar serta mengerjakan soal matematika.  The Development of Android-based PINTHIR Mobile Learning as a Learning Source and Media for Solving Trigonometry Problem in High School  AbstractAlong with the times and technology, learning media has experienced rapid development, especially technology-based learning media, namely smartphones. However, it is unfortunate that the use of smartphones in Indonesia is dominated by communication and entertainment activities rather than learning activities. This problem found motivates development research on the Mobile Learning application made with Android Studio as a learning resource and a means of working on high school trigonometry problems. The research objective is to develop valid, practical, and effective Mobile Learning. This research is development research using the ADDIE model. The research subjects were 10 students of class XI MIPA 2 and 3 Semester 2 of the 2020/2021 Satya Wacana Christian High School. The validation results prove that the developed Mobile Learning is valid and practical. The trial results prove that the Mobile Learning application is categorized as suitable for use in learning. The results of the pretest and posttest also show that Mobile Learning is effective in improving learning outcomes, as well as being an effective means of learning and working on trigonometry questions. 
随着时代和技术的发展,学习媒体经历了迅速的发展,尤其是以技术为基础的学习媒体智能手机。然而,遗憾的是,智能手机在印尼的使用是由交流和娱乐活动主导的,而不是学习活动。这个发现的问题,激发了一项关于移动学习应用的开发研究,该应用是Android Studio作为学习和解决高中三角问题的工具。这项研究的目的是开发一种有效、实用和有效的移动学习。这项研究是使用ADDIE模型进行的开发开发。验证结果证明,开发的移动学习是有效的和实用的。测试结果证明,移动学习应用被认为是适合学习的。预先测试和转发测试的结果还表明,移动学习有效地增加了学习成果,然后有效地成为学习和解决数学问题的工具。《仙女座移动学习》的发展,就像高中解技术和技术的三角学习工具一样,学习媒体已经经历了快速发展,特别是基于智能手机的技术。不幸的是,印尼的智能手机的使用远远超过了学习活动。这是Android Studio在手机学习应用上提出的动机发展研究,这是一个学习资源,意味着高中三角问题的工作。目标研究是有效的、实际的和有效的移动学习。这项研究就是发展研究采用了艾迪的模型。研究对象是20/20 - 2021年萨提亚基督教高中第二学期的10门课和3门课。开发移动学习的验证是有效和实际的。试验结果证明,手机学习应用的应用被认为对学习有用。前和后测试的结果还表明,移动学习是对发展的影响,就像从三角问题中学习和工作一样。
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引用次数: 5
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Mosharafa: Jurnal Pendidikan Matematika
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