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Analisis Kemampuan Pemahaman Konsep Matematis Siswa MTs Plus As-Sa’idah pada Materi Aljabar 分析学生数学概念的能力
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2451
Riska Fitria, Aritsya Imswatama, P. Balkist
This article aims to analyze the ability to understand students' mathematical concepts with algebraic material. This research was conducted at MTs Plus As-Sa'idah class VII J involving 20 students. The research approach used is qualitative with descriptive method. The instrument consists of a matter of understanding the concept. The data collection technique used a test instrument test. The tests carried out by students were given an assessment of each indicator to find out that students belonged to the category of high, low and medium concept understanding abilities. There are 7 indicators that students will test, namely: (1) Restate a concept, (2) Classify objects according to certain properties according to the concept, (3) Provide examples and non-examples of a concept, (4) Present concepts in various ways. form of mathematical representation, (5) Developing necessary/sufficient requirements of a concept, (6) Using and utilizing and selecting certain procedures or operations, (7) Applying concepts/algorithms to problem solving. Each indicator represents one question. The results of this study indicate that the subject of S10 and S3 has a high concept understanding ability and S1 has a low concept understanding ability
本文旨在分析利用代数材料理解学生数学概念的能力。本研究在MTs Plus As-Sa'idah VII班进行,涉及20名学生。本研究采用定性和描述性研究方法。该工具包括理解概念的问题。数据采集技术采用测试仪器测试。学生进行的测试对每个指标进行了评估,以确定学生属于高、低和中等概念理解能力的类别。学生将测试7个指标,即:(1)重述一个概念;(2)根据概念的某些属性对物体进行分类;(3)提供一个概念的示例和非示例;(4)以各种方式呈现概念。(5)发展一个概念的必要/充分要求,(6)使用和利用和选择某些程序或操作,(7)应用概念/算法来解决问题。每个指标代表一个问题。本研究结果表明,S10和S3的概念理解能力较高,S1的概念理解能力较低
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引用次数: 1
Peningkatan Kemampuan Komunikasi Matematis Siswa pada Materi Matriks Menggunakan Model Reciprocal Teaching 使用接收器教学模型提高学生在矩阵材料上的数学沟通能力
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2470
F. Sagita, Rippi Maya, M. Afrilianto
The purpose of this research is to determine the improvement of mathematical communication skills of class XI SMK students on matrix material using the Reciprocal Teaching learning model. The method used in this research is classroom action research. This research was carried out in 2 cycles, each cycle having four stages, namely planning, implementation, observation and reflection. The subject in the study is class XI at SMK Nurul Fallah Cikalongkulon Cianjur for the academic year 2021/2022, the chosen one is class XI-Hospitality accommodation with 28 students. The research instrument uses a mathematical communication ability test. According to the results of the study, the application of the Reciprocal Teaching model can improve students' mathematical communication skills in matrix material, this can be seen from students' classical mastery and N-Gain analysis. In the final test of Cycle I, there are still many student learning outcomes that do not meet the Minimum Completeness Criteria (KKM) so that they do not
本研究采用的方法是课堂行动研究。本研究分2个周期进行,每个周期分为规划、实施、观察和反思四个阶段。研究仪器采用数学沟通能力测试。根据研究结果,应用互惠教学模式可以提高学生在矩阵材料中的数学沟通能力,这可以从学生的经典掌握和N-Gain分析中看出。在第一周期的期末测试中,仍然有很多学生的学习成果没有达到最小完整性标准(KKM)
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引用次数: 0
Peningkatan Hasil Belajar Peserta Didik melalui Penerapan Media Pembelajaran Geometry with Augmented Reality (GO-AR)
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2452
Shifa Maula Nurhaliza, Achmad Mudrikah, Luki Luqmanul Hakim
Student learning outcomes consist of three domains, namely the cognitive, affective and psychomotor domains. Mathematics learning outcomes for students in the cognitive domains are low due to various factors, one of which is the incorrect use of learning media. To improve student learning outcomes in the cognitive domains, geometry with augmented reality learning media (GO-AR) is used. This study aims to determine whether the improvement of learning outcomes in the cognitive realm in the solid shapes material of students with learning discovery learning models using GO-AR media is better than students with learning discovery learning models using the solid shapes props media. The quantitative approach used in this study is quasi-experimental. The population in this study was all students in one of the junior high schools in Bogor Regency, for the 2021/2022 school year. The samples in this study were students in experimental classes and control classes taken from class VIII, both classes use a discovery learning model, in the experimental class use GO-AR media, while in the control class use solid shapes props media. The results showed that the increase of student mathematical achievement who used GO-AR media was better than students who used the solid shapes props media.
学生的学习成果包括三个领域,即认知领域、情感领域和精神运动领域。由于各种因素的影响,学生在认知领域的数学学习效果较低,其中一个原因是学习媒体的使用不当。为了提高学生在认知领域的学习成果,使用了增强现实学习媒体(GO-AR)的几何。本研究旨在确定使用GO-AR媒介的学习发现学习模式的学生在实体形状材料上的学习成果的改善是否优于使用实体形状道具媒介的学习发现学习模式的学生。本研究中使用的定量方法是准实验的。本研究的人口是2021/2022学年茂物摄政一所初中的所有学生。本研究的样本为八班的实验班和控制班的学生,两个班都采用发现学习模式,实验班使用GO-AR媒体,控制班使用实体形状道具媒体。结果表明,使用GO-AR媒体的学生数学成绩的提高优于使用实体形状道具媒体的学生。
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引用次数: 0
Respon Peserta Didik SMP terhadap Penggunaan Google Classroom dalam Pembelajaran Matematika Secara Online 初中生对谷歌课堂使用在线数学学习的反应
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2377
Saffira Nurul Azmi, Hanifah Nurus Sopiany
The COVID-19 pandemic has had an impact on the education sector in Indonesia, forcing the government to impose distance learning on educational institutions in Indonesia. This situation makes teachers have to re-adapt to changes in the delivery of learning by using a variety of online-based learning models that can reach distance learning. Google Classroom is one of the best platforms that teachers can choose in carrying out online learning. It is said to be the best platform because Google Classroom can provide online classes, making it easier for students to access them anywhere and anytime. The purpose of the study was to determine the response of junior high school students to learning mathematics using Google Classroom. The research method used is descriptive quantitative with survey techniques using student response questionnaires and interviews. The research was carried out in class VIII at SMP Negeri 1 Tirtamulya, with a random sample selection of 27 students from class VIII G. The results of the research were analyzed based on the data from the student response questionnaires so that the average student response showed that the responses of SMP Negeri 1 Tirtamulya students to the
新冠肺炎疫情对印尼的教育部门产生了影响,迫使政府对印尼的教育机构实施远程教育。这种情况使得教师不得不重新适应学习交付的变化,使用各种可以实现远程学习的在线学习模式。谷歌课堂是教师在进行在线学习时可以选择的最佳平台之一。据说这是最好的平台,因为谷歌课堂可以提供在线课程,使学生更容易随时随地访问它们。本研究的目的是确定初中生对使用谷歌课堂学习数学的反应。使用的研究方法是描述性定量与调查技术使用学生回答问卷和访谈。本研究在SMP Negeri 1 Tirtamulya八班进行,随机抽取八年级学生27名,根据学生反馈问卷的数据对研究结果进行分析,学生平均回复显示SMP Negeri 1 Tirtamulya学生对
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引用次数: 0
Pendidikan Multikultural Untuk Mengatasi Rasisme Dalam Matematika 多元文化教育,以克服数学上的种族主义
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2646
Rani Rahim, I. Dewi
This study aims to determine the role of multicultural education to overcome racism in mathematics. This research was conducted using the method of literature study on concepts related to research. The analysis used is a qualitative approach by tracing various sources such as books and journals, then summed up in an understandable description of the meaning. The results of the research show that in overcoming the racism that exists in mathematics, we need an educational concept that can accept and embrace all kinds of differences so that everyone can get equal opportunities in education. One of them is through the concept of multicultural education which is a concept, an educational reform movement, and a way to change the structure of educational institutions so that male and female students, students with special needs, and students who come from various races, ethnicities, and cultures get equality in obtaining academic achievement in schools. In learning mathematics, teachers are required to provide equal treatment and not be racist towards every student from various different backgrounds. With the differences and diversity that Indonesia has, teachers can take advantage of this in learning mathematics so that in the future students will have a sense of love and respect for all forms of differences and diversity that exist in Indonesia.
本研究旨在确定多元文化教育在克服数学种族主义中的作用。本研究采用文献研究法对研究相关概念进行研究。所使用的分析是一种定性的方法,通过追踪各种来源,如书籍和期刊,然后总结为可理解的含义描述。研究结果表明,要克服数学中存在的种族主义,我们需要一种能够接受和包容各种差异的教育理念,让每个人都能获得平等的教育机会。其中之一是通过多元文化教育的概念,这是一种概念,一种教育改革运动,一种改变教育机构结构的方式,使男女学生,有特殊需要的学生,以及来自不同种族,民族和文化的学生在学校获得平等的学业成绩。在学习数学的过程中,教师应该给予学生平等的对待,而不是种族主义对待每一个来自不同背景的学生。鉴于印尼的差异和多样性,教师可以在数学学习中利用这一点,让学生在未来对印尼存在的各种形式的差异和多样性有一种爱和尊重的感觉。
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引用次数: 0
Kemampuan Pemecahan Masalah Matematis Siswa SMP Kecamatan Bantan 解决班坦初中数学问题的能力
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2301
Gumanti Gumanti, Maimunah Maimunah, Yenita Roza
Problem solving ability is one of the mathematical skills that must be possessed by students because it is the goal of learning mathematics. It is important for a teacher to know to what extent the problem-solving stage that students can do. The purpose of this study was to examine the mathematical problem solving abilities of junior high school students in Bantan District and the students' difficulties in solving problems. The test given is based on problem solving. The test results were analyzed using the stages and indicators of mathematical problem solving ability according to Polya. The stages of problem solving according to Polya are: understanding the problem, planning solutions/strategies, solving problems according to plan, and re-examining including making conclusions. The method used is descriptive qualitative method. The population of this research is the seventh grade junior high school students in Bantan sub-district totaling 300 students, with a sample of 55 students from 3 schools. The sample selection used a purpose sampling technique. Data collection was carried out using test and interview techniques. The results showed that the average value of mathematical problem solving abilities of high-skilled students was 74.10 in the good category, moderately capable students were 50.63 in the moderate
解题能力是学生必须具备的数学技能之一,因为它是学习数学的目标。对于老师来说,了解学生在解决问题的阶段能做到什么程度是很重要的。摘要本研究旨在探讨半潭区初中生的数学解题能力及解题难易程度。所给的测试是以解决问题为基础的。根据Polya数学解题能力的阶段和指标对测试结果进行分析。根据Polya,问题解决的阶段是:理解问题,计划解决方案/策略,根据计划解决问题,重新检查包括得出结论。所采用的方法是描述性定性方法。本研究的人口为半潭街道初七年级学生,共300名学生,样本为3所学校的55名学生。样本选择采用目的抽样技术。使用测试和访谈技术进行数据收集。结果表明:高技能学生的数学解题能力均值为74.10分,为良好;中等能力学生的数学解题能力均值为50.63分,为中等
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引用次数: 0
Validitas Media Pembelajaran Matematika Berbentuk Video pada Materi Persamaan Linear Satu Variabel 以线性1变量方程为基础的视频学习媒介的有效性
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2523
Ana Setiani, H. Lukman, N. Agustiani
Penelitian ini bertujuan untuk mendeksripsikan validasi media pembelajaran matematika yang berupa video pada materi Persamaan Linear Satu Variabel (PLSV) pada siswa SMP. Media video pembelajaran matematika ini mengadopsi dari model procedural menurut (Alessi & Trollip. Stephen M, 2001) yaitu Planning, Design, Development. Produk pada penelitian ini adalah media pembelajaran matematika berupa video pada materi Persamaan Linear Satu Variable (PLSV) Pada siswa SMP kelas VIII Kota Sukabumi. Validasi  ini melibatkan empat orang validator diantaranya 1 orang dosen ahli materi, 1 orang dosen ahli media, 1 orang dosen ahli dalam Bahasa dan 1 orang dosen ahli dalam pembelajaran. Adapun lembar validasi menggunakan lembar validasi berbentuk skala likert terhadap video pembelajaran matematika. Adapun penelitian ini menghasilkan video pembelajaran matematika pada materi Persamaan Linear Satu Variabel (PLSV) dengan hasil penilaian oleh ahli materi dengan rata-rata skor (3,64) 91,07%, hasil penilaian oleh ahli media dengan skor rata-rata (3,93) 98,21%, hasil penilaian oleh ahli bahasa dengan rata-rata (3,90) 97,50%, dan hasil penilaian oleh ahli pembelajaran dengan skor rata-rata (4,00) 100%. Berdasarkan rata-rata dari keempat validasi tersebut mencapai (3,87) 96,35%. Dengan demikian kriteria media pembelajaran matematika berupa video secara keseluruhuan sudah terpenuhi dan tergolong kriteria sangat valid.
本研究旨在澄清中学生线性单变量方程(PLSV)中视频学习媒体的数学验证。这些数学学习视频媒体采用了自Alessi & Trollip模型。这就是计划,设计,发展。本研究的产品是八年级中学生中线性1级方程(PLSV)的视频学习媒体。这个验证包括四个不同的验证者,一个是材料专家教授,一个是媒体专家,一个是语言专家,一个是学习专家。至于验证表,使用likert表对数学学习视频。至于这产生数学学习视频材料的研究变量的线性方程一个物质专家评估的结果(PLSV)的平均分(3,64)91,07%媒体专家的评估结果,平均的分数(3.93)98,21%,语言学家和评估的结果(3.90平均)97,50%学习、评估结果由专家提供100%的平均分数(4点)。基于这四种验证的平均值(3.87)96.35%。因此,视频的数学学习媒体标准得到了满足,并被认为是一个完全有效的标准。
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引用次数: 0
Analisis Kemampuan Pemecahan Masalah Matematis Siswa Ditinjau dari Self Confidence 对学生数学问题解决能力的分析是由自信的学生提出的
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2440
Tri Rahayu Asari, P. Balkist, Aritsya Imswatama
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引用次数: 1
Pengembangan Buku Matematika Berbasis Multiple Intelligences pada Sekolah Berdampak Merdeka Belajar Kampus Merdeka 基于多智能的数学书籍的发展对学校的影响是独立的,对独立的大学的学习
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2636
Ely Syafitri, Elfi Rahmadani
The purpose of this research is to produce a math book based on multiple intelligences that meets the criteria of being valid, practical, and effective. The development model applied is the Plomp model, consisting of the initial research, development, and assessment phases. Data analysis of validity and practicality was carried out by converting quantitative data in the form of assessment scores into qualitative data on a scale of five. Effectiveness data analysis based on test results was carried out by determining the percentage of student learning completeness and for the results of questionnaires and attitude observations carried out by determining the percentage of students in each category. Based on the validation results, the developed math book has a valid category. The test results show that the developed math book has a practical and effective category. Mathematics books reached the very practical category for teacher assessment and the practical category for the results of observing the implementation of the learning process and student assessment. Mathematics books also achieved the effective category based on the results of the competency test and multiple intelligences questionnaire.
本研究的目的是制作一本基于多元智能的数学书籍,满足有效、实用和有效的标准。所应用的开发模型是Plomp模型,由最初的研究、开发和评估阶段组成。通过将评估分数形式的定量数据转换为五级的定性数据,进行有效性和实用性的数据分析。有效性数据分析基于测试结果,通过确定学生学习完成度的百分比,以及通过确定学生在每个类别中的百分比进行问卷调查和态度观察的结果。根据验证结果,开发的数学图书具有有效的分类。测试结果表明,开发的数学教材具有实用、有效的分类。数学书籍达到了非常实用的类别,用于教师评估和实用的类别,用于观察学习过程的实施结果和学生评估。基于能力测试和多元智能问卷的结果,数学书籍也实现了有效分类。
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引用次数: 0
Perancangan Game Linear Equation sebagai Media Pembelajaran Matematika Berbasis Android
Q4 Pharmacology, Toxicology and Pharmaceutics Pub Date : 2022-12-20 DOI: 10.35194/jp.v11i2.2378
Rizaky Aby Zamzami, A. Abadi
Technology is developing increasingly and should make us use it, especially in education. One form of using technology in education is creating media that can be used when learning at school. The use of media in the classroom will be expected to help the teaching and learning process become more lively and interesting, especially in mathematics lessons and become a scourge in learning. Therefore, the design of Linear Equation Game as an Android-Based Mathematics Learning Media is expected to be one of the fun learning media and able to increase students' motivation in learning mathematics. The method used in this design is the Multimedia Development Life Cycle (MDLC) sourced from Luther and modified by Sutopo. This design produced a game called "Linear Equation", which has been tested using the black-box testing method, whereas all menu functions in the game run according to their functions and also test readability and practicality to students with an overall percentage of 87% with criteria "Very good". Linear Equation Game can also be installed and implemented properly on Android devices.
科技在不断发展,我们应该利用它,尤其是在教育方面。在教育中使用技术的一种形式是创建可以在学校学习时使用的媒体。媒体在课堂上的使用将有望帮助教学过程变得更加生动有趣,特别是在数学课程中,成为学习的祸害。因此,基于android的数学学习媒体线性方程游戏的设计有望成为有趣的学习媒体之一,能够提高学生学习数学的动机。本设计使用的方法是多媒体开发生命周期(Multimedia Development Life Cycle, MDLC),该方法来源于Luther,经Sutopo修改。本次设计制作了一款名为《Linear Equation》的游戏,游戏采用了黑盒测试的方法进行测试,而游戏中的所有菜单功能都是按照功能运行的,同时也测试了学生的可读性和实用性,总体百分比为87%,评分标准为“非常好”。线性方程游戏也可以在Android设备上安装和执行。
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引用次数: 0
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PZ Prisma
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