Pub Date : 2023-10-20DOI: 10.33503/prismatika.v6i1.2778
Aulia Risa Eksanti, Mohammad Faizal Amir
This study aims to identify the characteristics of elementary school students' analogies in proposing area problems. The method used in this research is descriptive qualitative using a case study approach. The characteristics of analogy in the submission of area problems can be categorized into three: (1) Identical-reformulation is rearranging the elements in the problem structure in ways that do not change the nature of the problem. (2) Identical-different-reconstruction is modifying and maintaining some elements of the form in the initial problem so that the resulting problem looks slightly different. (3) Different-imitation is changing and adding new shape elements that are not in the initial problem to produce a different problem. The results of the research showed that the characteristic most often found in students is imitation, where the problem produced is different from the initial problem given. So the different imitation characteristics that appear most often correspond to replacement characteristics, namely the problem posing product based on the initial problem or source problem by changing the context of the problem, namely changing the shape of the cake slice.
{"title":"KARAKTERISTIK ANALOGI SISWA SEKOLAH DASAR DALAM PENGAJUAN MASALAH LUAS DAERAH","authors":"Aulia Risa Eksanti, Mohammad Faizal Amir","doi":"10.33503/prismatika.v6i1.2778","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.2778","url":null,"abstract":"This study aims to identify the characteristics of elementary school students' analogies in proposing area problems. The method used in this research is descriptive qualitative using a case study approach. The characteristics of analogy in the submission of area problems can be categorized into three: (1) Identical-reformulation is rearranging the elements in the problem structure in ways that do not change the nature of the problem. (2) Identical-different-reconstruction is modifying and maintaining some elements of the form in the initial problem so that the resulting problem looks slightly different. (3) Different-imitation is changing and adding new shape elements that are not in the initial problem to produce a different problem. The results of the research showed that the characteristic most often found in students is imitation, where the problem produced is different from the initial problem given. So the different imitation characteristics that appear most often correspond to replacement characteristics, namely the problem posing product based on the initial problem or source problem by changing the context of the problem, namely changing the shape of the cake slice.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135618893","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 : 2023-10-19DOI: 10.33503/prismatika.v6i1.2745
Elita Mega Selvia Wijaya, Rudy Setiawan
This research aims to improve the creative thinking abilities of Tribhuwana Tunggadewi University students through the use of an Internet of Things (IoT) based e-learning project design. The research subjects consisted of 60 students divided into experimental class (30 students) and control class (30 students). The research method used was a control class and an experimental class with pretest and posttest administration in both classes. The data collected is quantitative and qualitative data which is analyzed using descriptive and inferential statistical techniques. The research results showed that there was a significant difference between the creative thinking abilities of students in the experimental and control classes after being given treatment. The experimental class that used an IoT-based project-based e-learning design showed a more significant increase in creative thinking abilities compared to the control class. This shows that the use of IoT-based project based e-learning designs is effective in improving students' creative thinking abilities. Discussion of research results shows that the use of IoT-based project based e-learning designs can improve students' creative thinking abilities through more interactive, collaborative, and contextual learning. In addition, the use of IoT technology can facilitate student-centered learning activities and provide a more personalized and enjoyable learning experience. In conclusion, the use of an IoT-based project based e-learning design can be an innovative and effective alternative learning method in improving students' creative thinking abilities. This research contributes to the development of learning model that is oriented towards creative thinking skills and the use of technology in education.
{"title":"RANCANGAN PROJECT BASED E-LEARNING BERBASIS INTERNET OF THINGS UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF MAHASISWA","authors":"Elita Mega Selvia Wijaya, Rudy Setiawan","doi":"10.33503/prismatika.v6i1.2745","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.2745","url":null,"abstract":"This research aims to improve the creative thinking abilities of Tribhuwana Tunggadewi University students through the use of an Internet of Things (IoT) based e-learning project design. The research subjects consisted of 60 students divided into experimental class (30 students) and control class (30 students). The research method used was a control class and an experimental class with pretest and posttest administration in both classes. The data collected is quantitative and qualitative data which is analyzed using descriptive and inferential statistical techniques. The research results showed that there was a significant difference between the creative thinking abilities of students in the experimental and control classes after being given treatment. The experimental class that used an IoT-based project-based e-learning design showed a more significant increase in creative thinking abilities compared to the control class. This shows that the use of IoT-based project based e-learning designs is effective in improving students' creative thinking abilities. Discussion of research results shows that the use of IoT-based project based e-learning designs can improve students' creative thinking abilities through more interactive, collaborative, and contextual learning. In addition, the use of IoT technology can facilitate student-centered learning activities and provide a more personalized and enjoyable learning experience. In conclusion, the use of an IoT-based project based e-learning design can be an innovative and effective alternative learning method in improving students' creative thinking abilities. This research contributes to the development of learning model that is oriented towards creative thinking skills and the use of technology in education.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135781157","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 : 2023-10-19DOI: 10.33503/prismatika.v6i1.3455
Sherli Yurinanda, Cut Multahadah, Gusmanely Z
The education dharma program states that lecturers have the main task of administering education. Permenristekdikti No. 44 of 2015 states the minimum criteria for the learning process, namely CPL (Graduate Learning Outcomes). CPL requires student-centered learning and the role of the lecturer as a facilitator so that Student Center Learning (SCL) is created. Real Analysis 2 which is a follow-up course from Real Analysis 1. Real Analysis 2 is a pure mathematics course that contains a collection of definitions and theorems and lemmas that involve proof. So far, learning real analysis is difficult for students to accept, namely making connections between one rule and another. One learning model that facilitates students to fulfill the CPL for Real Analysis 2 course is the PjBL (Project Based Learning) model. PjBL implementation must be supported by adequate learning facilities. Therefore, a module based on the PjBL model is needed. The use of this PjbL-based module is expected that students will be able to solve mathematical problems and support the fulfillment of CPL courses which results in the formation of creative and systematic mathematics students who are good at solving problems and have the capabilities and competencies needed by the world of work.
《教法纲要》指出,教师的主要任务是管理教育。2015年第44号Permenristekdikti规定了学习过程的最低标准,即CPL(研究生学习成果)。CPL要求以学生为中心的学习和讲师作为促进者的角色,以便创建学生中心学习(SCL)。实际分析2是实际分析1的后续课程。实数分析2是一门纯数学课程,包含一系列涉及证明的定义、定理和引理。到目前为止,学习真正的分析对学生来说是很难接受的,即在一个规则和另一个规则之间建立联系。一种帮助学生完成CPL for Real Analysis 2课程的学习模式是PjBL(基于项目的学习)模式。PjBL的实施必须得到足够的学习设施的支持。因此,需要一个基于PjBL模型的模块。使用这个基于数学数学的模块,学生将能够解决数学问题,并支持CPL课程的完成,从而形成创造性和系统的数学学生,他们善于解决问题,并具有工作世界所需的能力和竞争力。
{"title":"PENERAPAN MODUL BERBASIS PROJECT BASED LEARNING PADA MATA KULIAH ANALISIS REAL 2","authors":"Sherli Yurinanda, Cut Multahadah, Gusmanely Z","doi":"10.33503/prismatika.v6i1.3455","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.3455","url":null,"abstract":"The education dharma program states that lecturers have the main task of administering education. Permenristekdikti No. 44 of 2015 states the minimum criteria for the learning process, namely CPL (Graduate Learning Outcomes). CPL requires student-centered learning and the role of the lecturer as a facilitator so that Student Center Learning (SCL) is created. Real Analysis 2 which is a follow-up course from Real Analysis 1. Real Analysis 2 is a pure mathematics course that contains a collection of definitions and theorems and lemmas that involve proof. So far, learning real analysis is difficult for students to accept, namely making connections between one rule and another. One learning model that facilitates students to fulfill the CPL for Real Analysis 2 course is the PjBL (Project Based Learning) model. PjBL implementation must be supported by adequate learning facilities. Therefore, a module based on the PjBL model is needed. The use of this PjbL-based module is expected that students will be able to solve mathematical problems and support the fulfillment of CPL courses which results in the formation of creative and systematic mathematics students who are good at solving problems and have the capabilities and competencies needed by the world of work.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135781160","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 : 2023-10-16DOI: 10.33503/prismatika.v6i1.3478
Zahrotul Luthfina Ramadhani, Dyah Ayu Sulistyaning Cipta, Era Dewi Kartika
The aim of the research is to develop interactive learning media Excited Math Games on set material for class VII junior high school students. The research method used is development research referring to the ADDIE model. The research instruments were media development sheets and student learning outcomes tests. The results of the research are based on the design carried out (1) analysis: needs analysis which shows that the use of learning media is still limited, and students have not been actively involved in the learning process, technology analysis, a combination of Power Point and iSping Suite 10 used as the main software, and curriculum analysis according to with the 2013 curriculum; (2) design: collecting references, designing material content according to aspects of understanding concepts, preparing stoyboards and flowcharts to make it easier to create learning media; (3) development; creating learning media, expert validation to determine the validity of learning media, and revising phase I products based on validator input; (4) implementation: trial to obtain data on students' level of understanding of concepts after applying learning media; (5) evaluation: analyzing student learning test results to determine the level of understanding of concepts. The quality of the learning media developed meets the very valid criteria based on the assessment of media experts and material experts with scores of 3.8125 and 3.65 respectively. Meanwhile, the level of understanding of students' concepts after applying the Excited Math Games learning media obtained very high criteria based on student learning outcomes tests with a completeness percentage of 86.67% and an average score of 88 or above the students' completeness score, namely > 70.
本研究的目的是为初七班学生开发互动学习媒体“兴奋数学游戏”。采用的研究方法是参照ADDIE模型的发展研究。研究工具是媒体发展表和学生学习成果测试。研究结果是在设计的基础上进行的(1)分析:需求分析表明学习媒体的使用仍然有限,学生并没有积极地参与到学习过程中,技术分析,结合使用Power Point和iSping Suite 10作为主要软件,课程分析按照2013年课程;(2)设计:收集参考资料,根据理解概念的方面设计材料内容,准备故事板和流程图,使学习媒体的创建更加容易;(3)发展;创建学习媒体,专家验证以确定学习媒体的有效性,并根据验证者的输入修改第一阶段产品;(4)实施:尝试获取学生应用学习媒体后对概念理解程度的数据;(5)评价:分析学生的学习测试结果,以确定对概念的理解水平。根据媒体专家和材料专家的评估,所开发的学习媒体的质量达到了非常有效的标准,得分分别为3.8125和3.65。同时,在学生学习成果测试中,学生应用兴奋数学游戏学习媒体后对概念的理解水平达到了很高的标准,完成率为86.67%,平均得分在88分以上,即>70.
{"title":"PENGEMBANGAN EXCITED MATH GAMES UNTUK MENINGKATKAN PEMAHAMAN KONSEP HIMPUNAN SISWA SMP","authors":"Zahrotul Luthfina Ramadhani, Dyah Ayu Sulistyaning Cipta, Era Dewi Kartika","doi":"10.33503/prismatika.v6i1.3478","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.3478","url":null,"abstract":"The aim of the research is to develop interactive learning media Excited Math Games on set material for class VII junior high school students. The research method used is development research referring to the ADDIE model. The research instruments were media development sheets and student learning outcomes tests. The results of the research are based on the design carried out (1) analysis: needs analysis which shows that the use of learning media is still limited, and students have not been actively involved in the learning process, technology analysis, a combination of Power Point and iSping Suite 10 used as the main software, and curriculum analysis according to with the 2013 curriculum; (2) design: collecting references, designing material content according to aspects of understanding concepts, preparing stoyboards and flowcharts to make it easier to create learning media; (3) development; creating learning media, expert validation to determine the validity of learning media, and revising phase I products based on validator input; (4) implementation: trial to obtain data on students' level of understanding of concepts after applying learning media; (5) evaluation: analyzing student learning test results to determine the level of understanding of concepts. The quality of the learning media developed meets the very valid criteria based on the assessment of media experts and material experts with scores of 3.8125 and 3.65 respectively. Meanwhile, the level of understanding of students' concepts after applying the Excited Math Games learning media obtained very high criteria based on student learning outcomes tests with a completeness percentage of 86.67% and an average score of 88 or above the students' completeness score, namely > 70.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136182260","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 : 2023-10-15DOI: 10.33503/prismatika.v6i1.2792
Anisa Fitri, Astrid Chandra Sari, Jamiati Rosita
This research is a descriptive quantitative research that aims to find out how the influence of the Problem Based Learning learning model on the critical thinking mathematics ability of students on social arithmetic material. The research was carried out at SMP Negeri 2 Balen, with the selection of class VII D as an experimental class with a total of 32 students and VII F as a control class with a total of 33 students. The method used is experimental research. Data collection techniques in this study were through observation, documentation and test techniques. Data analysis in this study used descriptive analysis and inference which included normality test, homogeneity test and hypothesis test (independent sample t-test) using the SPSS statistical application program version 26 with a significant level of 5%. The calculation of the independent sample t-test obtained a signification value (2-tailed) of 0.000 < 0.05 and the calculation of the gain score obtained a value of 0.7081. The results of this study show that the Problem Based Learning learning model has a significant influence on the critical thinking ability of students with the category of improvement being high.
{"title":"PENGARUH PROBLEM BASED LEARNING BERBASIS HIGHER ORDER THINKING SKILL (HOTS) TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIS","authors":"Anisa Fitri, Astrid Chandra Sari, Jamiati Rosita","doi":"10.33503/prismatika.v6i1.2792","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.2792","url":null,"abstract":"This research is a descriptive quantitative research that aims to find out how the influence of the Problem Based Learning learning model on the critical thinking mathematics ability of students on social arithmetic material. The research was carried out at SMP Negeri 2 Balen, with the selection of class VII D as an experimental class with a total of 32 students and VII F as a control class with a total of 33 students. The method used is experimental research. Data collection techniques in this study were through observation, documentation and test techniques. Data analysis in this study used descriptive analysis and inference which included normality test, homogeneity test and hypothesis test (independent sample t-test) using the SPSS statistical application program version 26 with a significant level of 5%. The calculation of the independent sample t-test obtained a signification value (2-tailed) of 0.000 < 0.05 and the calculation of the gain score obtained a value of 0.7081. The results of this study show that the Problem Based Learning learning model has a significant influence on the critical thinking ability of students with the category of improvement being high.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135761451","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 : 2023-10-15DOI: 10.33503/prismatika.v6i1.3700
Adelia Caesavitri, Retno Marsitin, Timbul Yuwono
Discovery learning is a learning model that is useful for developing students' mathematical reasoning skills. This research aims to develop E-LKPD based on discovery learning that are valid, practical, and effective. This research uses the ADDIE approach (Analysis, Design, Development, Implementation, and Evaluation). Product testing carried out included limited field trials to 10 students and extensive field trials to 24 students of SMP Negeri 1 Gondanglegi, Malang Regency. Data collection techniques utilize expert validation sheets, E-LKPD practicality questionnaires, and mathematical reasoning test sheets. The product validity tests conducted by experts (material, learning, and media experts) are declared valid with a score of 3.44. The product practicality test's results based on student responses obtained a score of 3.42 so it’s declared practical. The product effectiveness test's results obtained a completeness percentage of 70.8% and declared effective in learning activities. Students' reasoning ability is said to improve based on their test results. This study concludes that the E-LKPD based on Discovery Learning is valid, practical, and effective and can improve the students’ mathematical reasoning ability. It’s hoped that the E-LKPD developed used as mathematics teaching materials.
发现学习是一种有利于培养学生数学推理能力的学习模式。本研究旨在开发有效、实用、有效的基于发现学习的E-LKPD。本研究使用ADDIE方法(分析、设计、开发、实现和评估)。所进行的产品测试包括对10名学生进行有限的田间试验和对24名学生进行广泛的田间试验,这些学生来自马郎县的SMP Negeri 1 Gondanglegi。数据收集技术利用专家验证表、E-LKPD实用性问卷和数学推理测试表。由专家(材料专家、学习专家、媒体专家)进行的产品效度测试以3.44分宣告有效。根据学生的回答,产品实用性测试的结果得到了3.42分,因此它被宣布为实用性。产品有效性测试结果的完成率为70.8%,在学习活动中有效。据说,学生的推理能力会随着考试成绩的提高而提高。本研究认为基于发现学习的E-LKPD是有效的、实用的、有效的,能够提高学生的数学推理能力。希望开发的E-LKPD作为数学教材使用。
{"title":"ELEKTRONIK LEMBAR KERJA PESERTA DIDIK (E-LKPD) BERBASIS DISCOVERY LEARNING UNTUK MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIS","authors":"Adelia Caesavitri, Retno Marsitin, Timbul Yuwono","doi":"10.33503/prismatika.v6i1.3700","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.3700","url":null,"abstract":"Discovery learning is a learning model that is useful for developing students' mathematical reasoning skills. This research aims to develop E-LKPD based on discovery learning that are valid, practical, and effective. This research uses the ADDIE approach (Analysis, Design, Development, Implementation, and Evaluation). Product testing carried out included limited field trials to 10 students and extensive field trials to 24 students of SMP Negeri 1 Gondanglegi, Malang Regency. Data collection techniques utilize expert validation sheets, E-LKPD practicality questionnaires, and mathematical reasoning test sheets. The product validity tests conducted by experts (material, learning, and media experts) are declared valid with a score of 3.44. The product practicality test's results based on student responses obtained a score of 3.42 so it’s declared practical. The product effectiveness test's results obtained a completeness percentage of 70.8% and declared effective in learning activities. Students' reasoning ability is said to improve based on their test results. This study concludes that the E-LKPD based on Discovery Learning is valid, practical, and effective and can improve the students’ mathematical reasoning ability. It’s hoped that the E-LKPD developed used as mathematics teaching materials.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135761464","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 : 2023-10-13DOI: 10.33503/prismatika.v6i1.3427
Era Dewi Kartika, Adinda Yudhistira Putri Arini
This study aims to develop Crocle Math learning media to improve the understanding of mathematical concepts in junior high school mathematics learning that is valid, practical and effective. The research method used in this study is research and development (R&D). The research design used is Borg & Gall. The subjects in this study were media experts, material experts and VII grade students of SMP Negeri 2 Dau One Roof. The instruments used in this study were validation sheets to determine the validity of the media, student response questionnaires to determine the practicality of the media, and mathematical concept understanding test tests to determine the effectiveness of the media. The results of this study indicate that the results of the Crocle Math media development receive a valid category based on the validation by material experts with a percentage of 88% and media experts with a percentage of 96% with both in the very good category. In addition, based on the practicality of the media from the results of student response questionnaires get a percentage of 77% with a practical category and the effectiveness of the media from the results of the mathematical concept understanding test test results that students' concept understanding in learning mathematics has increased based on the scores they get. The results of both tests get an n-gain score of 0.63 with a moderate category. Therefore, Crocle Math media is declared as valid, practical and effective media for learning mathematics.
本研究旨在开发循环数学学习媒体,以提高初中生数学学习中对数学概念的理解是有效、实用和有效的。本研究使用的研究方法是研究与开发(r&d)。本研究采用Borg &胆。本研究的研究对象为媒体专家、材料专家和SMP Negeri 2 Dau One Roof的七年级学生。本研究使用的工具是确定媒体效度的验证表,确定媒体实用性的学生回答问卷,以及确定媒体有效性的数学概念理解测试测试。本研究的结果表明,循环数学媒体开发的结果得到了一个有效的类别,基于材料专家的88%的百分比和媒体专家的96%的百分比,两者都处于非常好的类别。此外,基于实用性的媒体从学生回答问卷的结果中获得了77%的实用类别的百分比,而基于有效性的媒体从数学概念理解测试的结果中获得的测试结果表明,学生在数学学习中的概念理解是基于他们获得的分数而增加的。两项测试的结果均为0.63,属于中等类别。因此,循环数学媒体是一种有效、实用、有效的数学学习媒体。
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN CROCLE MATH UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIS","authors":"Era Dewi Kartika, Adinda Yudhistira Putri Arini","doi":"10.33503/prismatika.v6i1.3427","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.3427","url":null,"abstract":"This study aims to develop Crocle Math learning media to improve the understanding of mathematical concepts in junior high school mathematics learning that is valid, practical and effective. The research method used in this study is research and development (R&D). The research design used is Borg & Gall. The subjects in this study were media experts, material experts and VII grade students of SMP Negeri 2 Dau One Roof. The instruments used in this study were validation sheets to determine the validity of the media, student response questionnaires to determine the practicality of the media, and mathematical concept understanding test tests to determine the effectiveness of the media. The results of this study indicate that the results of the Crocle Math media development receive a valid category based on the validation by material experts with a percentage of 88% and media experts with a percentage of 96% with both in the very good category. In addition, based on the practicality of the media from the results of student response questionnaires get a percentage of 77% with a practical category and the effectiveness of the media from the results of the mathematical concept understanding test test results that students' concept understanding in learning mathematics has increased based on the scores they get. The results of both tests get an n-gain score of 0.63 with a moderate category. Therefore, Crocle Math media is declared as valid, practical and effective media for learning mathematics.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135923067","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 : 2023-10-10DOI: 10.33503/prismatika.v6i1.3657
Evi Widayanti, Jetti Oktavia Siahaan
The aim of this research is to describe students' creative thinking abilities in solving Higher Order Thinking Skills type questions at the high school level. The type of research used by researchers is qualitative-descriptive research. The subjects in this research were Class XI students at SMA Wijaya Putra Surabaya. Meanwhile, to determine the object, the researcher used a sampling technique, namely purposive sampling, where the object was taken based on certain considerations. The data analysis technique that researchers will use is the Miles and Huberman model analysis technique. This model analysis technique is carried out interactively and continuously until the data is saturated. The steps that must be taken in this model analysis technique are data reduction, data presentation, and conclusions. The results of this research were that there were 25 subjects (90%) who were included in TKBK 0 (Not Creative). There are 3 subjects (10%) included in TKBK 1 (Less Creative). Students included in TKBK 1 are students who only meet one of the three indicators of creative thinking, namely fluency.
{"title":"TINGKAT KEMAMPUAN BERPIKIR KREATIF SISWA DALAM MENYELESAIKAN SOAL TIPE HIGHER ORDER THINKING SKILL DI TINGKAT SMA","authors":"Evi Widayanti, Jetti Oktavia Siahaan","doi":"10.33503/prismatika.v6i1.3657","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.3657","url":null,"abstract":"The aim of this research is to describe students' creative thinking abilities in solving Higher Order Thinking Skills type questions at the high school level. The type of research used by researchers is qualitative-descriptive research. The subjects in this research were Class XI students at SMA Wijaya Putra Surabaya. Meanwhile, to determine the object, the researcher used a sampling technique, namely purposive sampling, where the object was taken based on certain considerations. The data analysis technique that researchers will use is the Miles and Huberman model analysis technique. This model analysis technique is carried out interactively and continuously until the data is saturated. The steps that must be taken in this model analysis technique are data reduction, data presentation, and conclusions. The results of this research were that there were 25 subjects (90%) who were included in TKBK 0 (Not Creative). There are 3 subjects (10%) included in TKBK 1 (Less Creative). Students included in TKBK 1 are students who only meet one of the three indicators of creative thinking, namely fluency.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136293916","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}
A discrete event system is a system whose behavior is determined by events and their events change at discrete times. The eyelash production system at PT Bio Takara Purwokerto is a discrete event system problem and can be expresses in a max-plus linear problem. By using the power algorithm, it is determined eigen values and eigen vectors over max-plus algebra which will be used as production time periodization. The results obtained that the periodic time for the eyelash production system at PT Bio Takara Purwokerto is 78.488 minutes. Based on this periodic time, we can then obtain the time each processing unit starts working to produce eyelashes.
离散事件系统是这样一种系统,它的行为是由事件决定的,它们的事件在离散时间发生变化。PT Bio Takara Purwokerto的睫毛生产系统是一个离散事件系统问题,可以表示为一个max-plus线性问题。利用幂算法确定了max-plus代数上的特征值和特征向量,这些特征值和特征向量将被用作生产时间周期化。结果表明,该睫毛生产系统的周期时间为78.488 min。基于这个周期时间,我们就可以得到每个加工单元开始生产睫毛的时间。
{"title":"MASALAH NILAI EIGEN ATAS ALJABAR MAX-PLUS PADA SISTEM PRODUKSI BULU MATA","authors":"Nadya Novika, Suroto Suroto, Bambang Hendriya Guswanto","doi":"10.33503/prismatika.v6i1.3348","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.3348","url":null,"abstract":"A discrete event system is a system whose behavior is determined by events and their events change at discrete times. The eyelash production system at PT Bio Takara Purwokerto is a discrete event system problem and can be expresses in a max-plus linear problem. By using the power algorithm, it is determined eigen values and eigen vectors over max-plus algebra which will be used as production time periodization. The results obtained that the periodic time for the eyelash production system at PT Bio Takara Purwokerto is 78.488 minutes. Based on this periodic time, we can then obtain the time each processing unit starts working to produce eyelashes.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"145 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136293914","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 : 2023-10-10DOI: 10.33503/prismatika.v6i1.3501
Raras Kartika Sari, Donna Avianty
This research is a development research (R&D). This study aims to develop learning media based on Artificial Intelligence (AI) in mathematics learning evaluation courses. The research was developed using the ADDIE model (analysis, design, development, implementation and evaluation). The media was developed by utilizing several AI tools, namely ChatGPT, Fliki, Toonme and D-ID. Experts provide an assessment of AI-based media with an average rating of Good. Media gets 78% Good in terms of appearance, 85% in a very good category in terms of use, and 80% in a good category in terms of presentation of material. Based on the assessment of material experts, the products that have been developed get 79% in the good category in terms of the suitability of the teaching materials and the assessment of the coherence of the material is 80% in the good category. Based on the assessment of linguists, the developed product received an 82% rating in the very good category in terms of the language used. A score of 78% is in a good category in terms of the pronunciation of the language in audio and a score of 79% is in a good category in language selection. Based on the results of the validation and assessment of experts, small group trials, large group trials and then revisions to the initial media products developed, the Artificial Intelligence-based learning media for mathematics learning evaluation courses is declared feasible to be used and exploited in the field.
{"title":"PENGEMBANGAN MEDIA AJAR BERBASIS ARTIFICIAL INTELEGENCE PADA MATA KULIAH EVALUASI PEMBELAJARAN MATEMATIKA","authors":"Raras Kartika Sari, Donna Avianty","doi":"10.33503/prismatika.v6i1.3501","DOIUrl":"https://doi.org/10.33503/prismatika.v6i1.3501","url":null,"abstract":"This research is a development research (R&D). This study aims to develop learning media based on Artificial Intelligence (AI) in mathematics learning evaluation courses. The research was developed using the ADDIE model (analysis, design, development, implementation and evaluation). The media was developed by utilizing several AI tools, namely ChatGPT, Fliki, Toonme and D-ID. Experts provide an assessment of AI-based media with an average rating of Good. Media gets 78% Good in terms of appearance, 85% in a very good category in terms of use, and 80% in a good category in terms of presentation of material. Based on the assessment of material experts, the products that have been developed get 79% in the good category in terms of the suitability of the teaching materials and the assessment of the coherence of the material is 80% in the good category. Based on the assessment of linguists, the developed product received an 82% rating in the very good category in terms of the language used. A score of 78% is in a good category in terms of the pronunciation of the language in audio and a score of 79% is in a good category in language selection. Based on the results of the validation and assessment of experts, small group trials, large group trials and then revisions to the initial media products developed, the Artificial Intelligence-based learning media for mathematics learning evaluation courses is declared feasible to be used and exploited in the field.","PeriodicalId":20523,"journal":{"name":"PRISMATIKA: Jurnal Pendidikan dan Riset Matematika","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136293915","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}