Andes Safarandes Asmara, Ayu Fitri, Aang Solahudin Anwar, Fahrudin Muhtarulloh
Creative thinking can be said to construct an idea that emphasizes several aspects of ability, such as flexibility and originality. This can familiarize students not only with knowing the material but also understanding and applying it in everyday life so that understanding becomes long-term memory in memory. This creative thinking ability can be facilitated during the learning process in a mathematically realistic approach or better known as RME. So the purpose of this research is to improve students' creative abilities through a mathematical realistic approach with local culture as a context. This study uses a quasi-experimental method with a research design of The Nonequivalent Control Group Design through a creative thinking test. The study was conducted in two classes with different treatments, one class as the experimental class and the other as the control class. Conducted at the seventh grade junior high school level. The results of this study are the improvement of students' mathematical creative thinking skills who receive RME learning is better than students who receive expository learning methods.
{"title":"Peningkatan Kemampuan Berpikir Kreatif dengan Konteks Budaya Lokal Karawang Menggunakan Realistic Mathematics Education Pada Masa Pandemi","authors":"Andes Safarandes Asmara, Ayu Fitri, Aang Solahudin Anwar, Fahrudin Muhtarulloh","doi":"10.35706/sjme.v6i1.5761","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5761","url":null,"abstract":"Creative thinking can be said to construct an idea that emphasizes several aspects of ability, such as flexibility and originality. This can familiarize students not only with knowing the material but also understanding and applying it in everyday life so that understanding becomes long-term memory in memory. This creative thinking ability can be facilitated during the learning process in a mathematically realistic approach or better known as RME. So the purpose of this research is to improve students' creative abilities through a mathematical realistic approach with local culture as a context. This study uses a quasi-experimental method with a research design of The Nonequivalent Control Group Design through a creative thinking test. The study was conducted in two classes with different treatments, one class as the experimental class and the other as the control class. Conducted at the seventh grade junior high school level. The results of this study are the improvement of students' mathematical creative thinking skills who receive RME learning is better than students who receive expository learning methods.","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124649777","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}
The goal of this study is to see how students' relational understanding affects their ability to solve proof problems in basic logic classes. Because this study will illustrate how students' relational knowledge in solving arithmetic problems, it is a qualitative research with a descriptive kind. Tests and interviews were used to gather data, which was then evaluated using research data reduction methodologies, which included presenting data in the form of descriptions based on features of relational knowledge, and finally concluding the findings. The findings revealed that students' relational understanding appeared to be carried out in solving proof problems, specifically in the interpretation aspect, then in the aspect of preparing questions and hypotheses, and finally in the aspect of generalization, all of which were visible when observations were made and were found in the responses of students. However, there are still flaws and inconsistencies in the signs of applying and performing reasoning.
{"title":"Representation Of Students' Relational Understanding In Solving Evidence-Related Problems","authors":"Marhan Taufik, R. Susanti","doi":"10.35706/sjme.v6i1.5715","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5715","url":null,"abstract":"The goal of this study is to see how students' relational understanding affects their ability to solve proof problems in basic logic classes. Because this study will illustrate how students' relational knowledge in solving arithmetic problems, it is a qualitative research with a descriptive kind. Tests and interviews were used to gather data, which was then evaluated using research data reduction methodologies, which included presenting data in the form of descriptions based on features of relational knowledge, and finally concluding the findings. The findings revealed that students' relational understanding appeared to be carried out in solving proof problems, specifically in the interpretation aspect, then in the aspect of preparing questions and hypotheses, and finally in the aspect of generalization, all of which were visible when observations were made and were found in the responses of students. However, there are still flaws and inconsistencies in the signs of applying and performing reasoning.","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123966364","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}
Penelitian ini merupakan Penelitian Desain Didaktis (DDR) menggunakan metode kualitiatif. Tujuan dari penelitian ini yaitu untuk 1) mengetahui gambaran learning obstacle dan learning trajectory dalam pembelajaran matematika terkait materi statistika, 2) mengetahui desain didaktis untuk mengatasi learning obstacle dan learning trajectory yang ada terkait materi statistika, 3) mengetahui respon siswa dalam pengimplementasian desain didaktis terkait materi statistika, dan 4) mengetahui gambaran desain didaktis akhir sebagai dampak dari implementasi desain didaktis materi statistika. Adapun hasil dari penelitian ini menunjukan bahwa 1) learning obstacles yang muncul dari diri siswa terdiri dari 3 jenis yaitu; ontogenical obstacle (hambatan 0ntogeni), epistimological obstacle (hambatan epistimologis), dan didactical obstacle (hambatan didaktis). 2) desain didaktis yang dibuat peneliti terdiri dari; desain didaktis hipotetik 1 (berisi materi, contoh, dan latihan soal mengenai distribusi data), desain didaktis hipotetik 2 (berisi materi, contoh dan latihan soal mengenai ukuran pemusatan data) dan desain didaktis hipotetik 3 (berisi materi, contoh dan latihan soal mengenai ukuran penyebaran data). 3) siswa merespon baik pengimplementasian desain didaktis ditandai dengan persentase sebesar 80%. 4) desain didaktis empirik merupakan gabungan materi dan analisis dari desain didaktis hipotetik 1, 2, dan 3 yang berhasil diimplementasikan dengan baik.
{"title":"Bahan Ajar Desain Didaktis pada Pokok Bahasan Statistika untuk Siswa SMP/MTs - Sederajat","authors":"Lusy Ayu Lestari, Uba Umbara","doi":"10.35706/sjme.v6i1.5464","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5464","url":null,"abstract":"Penelitian ini merupakan Penelitian Desain Didaktis (DDR) menggunakan metode kualitiatif. Tujuan dari penelitian ini yaitu untuk 1) mengetahui gambaran learning obstacle dan learning trajectory dalam pembelajaran matematika terkait materi statistika, 2) mengetahui desain didaktis untuk mengatasi learning obstacle dan learning trajectory yang ada terkait materi statistika, 3) mengetahui respon siswa dalam pengimplementasian desain didaktis terkait materi statistika, dan 4) mengetahui gambaran desain didaktis akhir sebagai dampak dari implementasi desain didaktis materi statistika. Adapun hasil dari penelitian ini menunjukan bahwa 1) learning obstacles yang muncul dari diri siswa terdiri dari 3 jenis yaitu; ontogenical obstacle (hambatan 0ntogeni), epistimological obstacle (hambatan epistimologis), dan didactical obstacle (hambatan didaktis). 2) desain didaktis yang dibuat peneliti terdiri dari; desain didaktis hipotetik 1 (berisi materi, contoh, dan latihan soal mengenai distribusi data), desain didaktis hipotetik 2 (berisi materi, contoh dan latihan soal mengenai ukuran pemusatan data) dan desain didaktis hipotetik 3 (berisi materi, contoh dan latihan soal mengenai ukuran penyebaran data). 3) siswa merespon baik pengimplementasian desain didaktis ditandai dengan persentase sebesar 80%. 4) desain didaktis empirik merupakan gabungan materi dan analisis dari desain didaktis hipotetik 1, 2, dan 3 yang berhasil diimplementasikan dengan baik.","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131039543","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}
Fesi Meliana M, Sari Herlina, S. Suripah, A. Dahlia
Penelitian ini bertujuan untuk mengembangkan bahan ajar matematika berupa e-modul dengan bantuan flip pdf professional pada materi peluang kelas VIII SMP yang teruji kevalidan dan kepraktisannya. Jenis penelitian pengembangan menggunakan model ADDIE yang terdiri dari 5 tahap, yaitu tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Instrumen penelitian yang digunakan adalah lembar validasi dengan teknik pengumpulan data menggunakan skala Likert dan skala Guttman serta angket respon siswa menggunakan skala Likert. Subjek uji coba terbatas pada kelompok kecil terdiri dari 12 siswa kelas VIII SMP. E-Modul divalidasi oleh tiga validator. Data validasi dan data kepraktisan dianalisis dengan cara menentukan rata-rata dari setiap penilaian. Hasil penelitian menunjukkan bahwa (1) penilaian e-modul pada aspek kelayakan penyajian menggunakan skala Guttman diperoleh rata-rata sebesar 100% dengan kritera sangat valid serta pada aspek media, materi, dan bahasa menggunakan skala Likert diperoleh rata-rata 86,11% dengan kriteria sangat valid. (2) Hasil uji kepraktisan berdasarkan penilaian siswa pada angket respon siswa diperoleh rata-rata 95,39% dengan kriteria sangat praktis. Dengan demikian, dapat disimpulkan bahwa bahan ajar e-modul matematika berbantuan flip pdf professional pada materi peluang kelas VIII SMP teruji kepraktisan dan kevalidannya.
{"title":"Pengembangan Bahan Ajar E-Modul Matematika Berbantuan Flip Pdf Professional pada Materi Peluang Kelas VIII SMP","authors":"Fesi Meliana M, Sari Herlina, S. Suripah, A. Dahlia","doi":"10.35706/sjme.v6i1.5712","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5712","url":null,"abstract":"\u0000 \u0000 \u0000 \u0000Penelitian ini bertujuan untuk mengembangkan bahan ajar matematika berupa e-modul dengan bantuan flip pdf professional pada materi peluang kelas VIII SMP yang teruji kevalidan dan kepraktisannya. Jenis penelitian pengembangan menggunakan model ADDIE yang terdiri dari 5 tahap, yaitu tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Instrumen penelitian yang digunakan adalah lembar validasi dengan teknik pengumpulan data menggunakan skala Likert dan skala Guttman serta angket respon siswa menggunakan skala Likert. Subjek uji coba terbatas pada kelompok kecil terdiri dari 12 siswa kelas VIII SMP. E-Modul divalidasi oleh tiga validator. Data validasi dan data kepraktisan dianalisis dengan cara menentukan rata-rata dari setiap penilaian. Hasil penelitian menunjukkan bahwa (1) penilaian e-modul pada aspek kelayakan penyajian menggunakan skala Guttman diperoleh rata-rata sebesar 100% dengan kritera sangat valid serta pada aspek media, materi, dan bahasa menggunakan skala Likert diperoleh rata-rata 86,11% dengan kriteria sangat valid. (2) Hasil uji kepraktisan berdasarkan penilaian siswa pada angket respon siswa diperoleh rata-rata 95,39% dengan kriteria sangat praktis. Dengan demikian, dapat disimpulkan bahwa bahan ajar e-modul matematika berbantuan flip pdf professional pada materi peluang kelas VIII SMP teruji kepraktisan dan kevalidannya. \u0000 \u0000 \u0000 \u0000","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115076038","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}
Tujuan penelitian ini untuk mengetahui bagaimana tingkat kemampuan pemecahan masalah matematis siswa kelas VII A di Mts An-Nahl Cikeusik, Pandeglang, Banten dalam menyelesaikan soal cerita pada materi himpunan. Penelitian kualitatif dengan pendekatan deskriptif ialah jenis penelitiannya yang dipakai dalam penelitian ini. Subjek dalam penelitian ini berjumlah 6 orang siswa yang dipilih secara purposive sampling dengan tiga kategori yaitu 2 siswa dengan kemampuan tinggi, 2 siswa berkemampuan sedang, dan 2 siswa berkemampuan rendah. Instrumen yang digunakan berupa tes tertulis terdiri dari 3 soal uraian, dan wawancara mendalam . Hasil analisis data pada tingkatan kemampuan pemecahan masalahan matematis berdasarkan ketercapaian langkah Polya, siswa yang berkemampuan tinggi telah tercapai targetnya dengan sangat baik, pada siswa yang berkemampuan sedang belum memiliki kemampuan dengan baik, dan pada siswa yang berkemampuan rendah belum mampu melaksanakan keempat langkah Polya.
{"title":"Analisis Kemampuan Pemecahan Masalah Matematis Siswa Kelas VII Dalam Menyelesaikan Soal Cerita Pada Materi Himpunan","authors":"Ika Meika, Deni Pratidiana, Elda Safitri","doi":"10.35706/sjme.v6i1.5764","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5764","url":null,"abstract":"\u0000\u0000\u0000\u0000Tujuan penelitian ini untuk mengetahui bagaimana tingkat kemampuan pemecahan masalah matematis siswa kelas VII A di Mts An-Nahl Cikeusik, Pandeglang, Banten dalam menyelesaikan soal cerita pada materi himpunan. Penelitian kualitatif dengan pendekatan deskriptif ialah jenis penelitiannya yang dipakai dalam penelitian ini. Subjek dalam penelitian ini berjumlah 6 orang siswa yang dipilih secara purposive sampling dengan tiga kategori yaitu 2 siswa dengan kemampuan tinggi, 2 siswa berkemampuan sedang, dan 2 siswa berkemampuan rendah. Instrumen yang digunakan berupa tes tertulis terdiri dari 3 soal uraian, dan wawancara mendalam . Hasil analisis data pada tingkatan kemampuan pemecahan masalahan matematis berdasarkan ketercapaian langkah Polya, siswa yang berkemampuan tinggi telah tercapai targetnya dengan sangat baik, pada siswa yang berkemampuan sedang belum memiliki kemampuan dengan baik, dan pada siswa yang berkemampuan rendah belum mampu melaksanakan keempat langkah Polya.\u0000 \u0000\u0000\u0000\u0000","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126616699","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}
Penelitian ini bertujuan untuk mengembangkan buku ajar Program Linier pada mahasiswa Pendidikan Matematika. Penelitian ini merupakan penelitian pengembangan (Research and Development) yang dimulai dengan langkah-langkah potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, ujicoba produk, revisi produk, ujicoba pemakaian, revisi produk dan produksi masal. Penelitian yang dilakukan hanya sampai pada langkah mengetahui kevalidan buku ajar Program Linier yang telah dikembangkan. Instrumen yang digunakan adalah lembar validasi ahli pembelajaran. Teknik analisis data yang digunakan yaitu dengan analisis statistik deskriptif. Penelitian ini dilaksanakan pada mahasiswa semester dua Pendidikan Matematika FKIP Universitas Islam Riau pada mata kuliah Program Linier. Penelitian ini dilaksanakan pada tahun Ajaran 2020/2021. Dari hasil penelitian diperoleh rata-rata persentase keseluruhan pada setiap aspek penilaian lembar validasi sebesar 85,4% dengan kriteria Sangat Valid. Buku ajar Program Linier yang telah dikembangkan ini dapat disebut valid karena sudah memenuhi tiga aspek kriteria validasi buku ajar yaitu aspek yaitu Aspek Content (isi), Aspek Construck (Penyajian) dan Aspek Bahasa. Oleh karena itu, dapat disimpulkan bahwa telah dihasilkan buku ajar Program Linear yang teruji kevalidannya, sehingga dapat digunakan dalam proses pembelajaran.
{"title":"Pengembangan Buku Ajar Program Linier pada Mahasiswa Pendidikan Matematika","authors":"Fitriana Yolanda, Putri Wahyuni","doi":"10.35706/sjme.v6i1.5744","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5744","url":null,"abstract":"Penelitian ini bertujuan untuk mengembangkan buku ajar Program Linier pada mahasiswa Pendidikan Matematika. Penelitian ini merupakan penelitian pengembangan (Research and Development) yang dimulai dengan langkah-langkah potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, ujicoba produk, revisi produk, ujicoba pemakaian, revisi produk dan produksi masal. Penelitian yang dilakukan hanya sampai pada langkah mengetahui kevalidan buku ajar Program Linier yang telah dikembangkan. Instrumen yang digunakan adalah lembar validasi ahli pembelajaran. Teknik analisis data yang digunakan yaitu dengan analisis statistik deskriptif. Penelitian ini dilaksanakan pada mahasiswa semester dua Pendidikan Matematika FKIP Universitas Islam Riau pada mata kuliah Program Linier. Penelitian ini dilaksanakan pada tahun Ajaran 2020/2021. Dari hasil penelitian diperoleh rata-rata persentase keseluruhan pada setiap aspek penilaian lembar validasi sebesar 85,4% dengan kriteria Sangat Valid. Buku ajar Program Linier yang telah dikembangkan ini dapat disebut valid karena sudah memenuhi tiga aspek kriteria validasi buku ajar yaitu aspek yaitu Aspek Content (isi), Aspek Construck (Penyajian) dan Aspek Bahasa. Oleh karena itu, dapat disimpulkan bahwa telah dihasilkan buku ajar Program Linear yang teruji kevalidannya, sehingga dapat digunakan dalam proses pembelajaran.","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128453380","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}
This study aims to re-analyze Realistic Mathematics Education (RME) learning on students' mathematical creative thinking skills and then the results of the analysis from these studies are combined and obtained an overall conclusion. The method used in this study is the Systematic Literature Review (SLR) method. The SLR method is used to identify, review, evaluate, and interpret all available research with topic areas of interest to phenomena, with specific relevant research questions. With the use of the SLR method, a systematic review and identification of journals can be carried out, which in each process follows the steps or protocols that have been set. Data collection is done by searching journals and proceedings indexed by Scopus in the last 10 years with the keywords used in this search are "Realistic Mathematical Education (RME)", and "Creative Thinking Ability". From a search using these keywords, 8 articles were obtained that met the criteria for Realistic Mathematical Education (RME) on students' creative thinking abilities. Then the data obtained were analyzed. The data analysis used is quantitative data analysis with percentages and qualitative data analysis for the data from the narrative study of the studies encountered. Based on the results of research and discussion of research, it can be concluded that RME learning plays a role in improving students' mathematical creative thinking skills.
{"title":"Study Literature Review: Realistic Mathematics Education Learning on Students’ Mathematical Creative Thinking Ability","authors":"R. S. F. Iskandar, D. Juandi","doi":"10.35706/sjme.v6i1.5739","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5739","url":null,"abstract":"This study aims to re-analyze Realistic Mathematics Education (RME) learning on students' mathematical creative thinking skills and then the results of the analysis from these studies are combined and obtained an overall conclusion. The method used in this study is the Systematic Literature Review (SLR) method. The SLR method is used to identify, review, evaluate, and interpret all available research with topic areas of interest to phenomena, with specific relevant research questions. With the use of the SLR method, a systematic review and identification of journals can be carried out, which in each process follows the steps or protocols that have been set. Data collection is done by searching journals and proceedings indexed by Scopus in the last 10 years with the keywords used in this search are \"Realistic Mathematical Education (RME)\", and \"Creative Thinking Ability\". From a search using these keywords, 8 articles were obtained that met the criteria for Realistic Mathematical Education (RME) on students' creative thinking abilities. Then the data obtained were analyzed. The data analysis used is quantitative data analysis with percentages and qualitative data analysis for the data from the narrative study of the studies encountered. Based on the results of research and discussion of research, it can be concluded that RME learning plays a role in improving students' mathematical creative thinking skills.","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128667280","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}
Amid the covid-19 pandemic, teachers and students should undergo an educational transformation which suddenly force them to embrace digital learning to support an online mode of teaching. In mathematic context, teachers can make use of interactive puzzle media as one of the digital tools that may stimulate activeness, mathematical understanding, and fun math learning for students. The purpose of this study is therefore to unearth the students’ reception during mathematics instruction using the media. This descriptive qualitative research involved 30 first graders of elementary school in West Java, Indonesia and employed questionnaire, interview, and video-based observation to collect the data. The research findings showcase that learning mathematics using interactive puzzle media is enjoyable for students, and there is a strongly positive response from 80% of them which can be seen from the activeness and enthusiasm demonstrated during the learning process. It further indicates that the application of interactive puzzle media increases students' confidence, fosters learning motivation, develops self-reliant learning, and provides clearer understanding of recognizing the concept of numbers and recognize the concept of numbers and geometric shapes. With these specialties, interactive puzzle would be appropriate instructional media and technology for learning. Interactive puzzle media can be accessed online through http://bit.ly/MediaPuzzleInteraktif
{"title":"Fun Math Learning For Elementary School Students Through Interactive Puzzle Media","authors":"Ramlah Ramlah, Nancy Riana, Agung Prasetyo Abadi","doi":"10.35706/sjme.v6i1.5775","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5775","url":null,"abstract":"\u0000\u0000\u0000\u0000Amid the covid-19 pandemic, teachers and students should undergo an educational transformation which suddenly force them to embrace digital learning to support an online mode of teaching. In mathematic context, teachers can make use of interactive puzzle media as one of the digital tools that may stimulate activeness, mathematical understanding, and fun math learning for students. The purpose of this study is therefore to unearth the students’ reception during mathematics instruction using the media. This descriptive qualitative research involved 30 first graders of elementary school in West Java, Indonesia and employed questionnaire, interview, and video-based observation to collect the data. The research findings showcase that learning mathematics using interactive puzzle media is enjoyable for students, and there is a strongly positive response from 80% of them which can be seen from the activeness and enthusiasm demonstrated during the learning process. It further indicates that the application of interactive puzzle media increases students' confidence, fosters learning motivation, develops self-reliant learning, and provides clearer understanding of recognizing the concept of numbers and recognize the concept of numbers and geometric shapes. With these specialties, interactive puzzle would be appropriate instructional media and technology for learning. Interactive puzzle media can be accessed online through http://bit.ly/MediaPuzzleInteraktif\u0000\u0000\u0000\u0000","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128334423","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}
Tujuan dari penelitian ini untuk mengimplementasikan pendekatan computational thinking terhadap kemampuan problem solving melalui game jungle adventure. Subjek dalam penelitian ini adalah siswa kelas XII SMA Negeri 1 Turen Tahun Pelajaran 2019/2020. Penelitian ini menggunakan metode penelitian kuantitatif eksperimental dengan model ADDIE. Hasil validasi pedoman wawancara adalah 75%, hasil validasi dari kuisioner siswa adalah 68,75%, dan hasil validasi dari media pembelajaran adalah 73,2%. Hal ini menyatakan bahwa pedoman wawancara, kuisioner dan media pembelajaran dapat dikatakan valid. Hasil kuisioner siswa menyatakan bahwa 90% siswa menyatakan bahwa game ini sesuai dengan indikator dan layak digunakan. Hasil lembar jawaban game menyatakan bahwa 75 % dari siswa sudah dapat dikatakan baik dan mampu menguasai seluruh indikator computational thinking. Game Jungle Adventure dapat membantu proses problem solving dengan pendekatan computational thinking pada siswa SMA.
{"title":"Implementasi Pendekatan Computational Thinking Melalui Game Jungle Adventure Terhadap Kemampuan Problem Solving","authors":"Shafanda Setya Wardani, R. Susanti, Marhan Taufik","doi":"10.35706/sjme.v6i1.5430","DOIUrl":"https://doi.org/10.35706/sjme.v6i1.5430","url":null,"abstract":"\u0000\u0000\u0000\u0000Tujuan dari penelitian ini untuk mengimplementasikan pendekatan computational thinking terhadap kemampuan problem solving melalui game jungle adventure. Subjek dalam penelitian ini adalah siswa kelas XII SMA Negeri 1 Turen Tahun Pelajaran 2019/2020. Penelitian ini menggunakan metode penelitian kuantitatif eksperimental dengan model ADDIE. Hasil validasi pedoman wawancara adalah 75%, hasil validasi dari kuisioner siswa adalah 68,75%, dan hasil validasi dari media pembelajaran adalah 73,2%. Hal ini menyatakan bahwa pedoman wawancara, kuisioner dan media pembelajaran dapat dikatakan valid. Hasil kuisioner siswa menyatakan bahwa 90% siswa menyatakan bahwa game ini sesuai dengan indikator dan layak digunakan. Hasil lembar jawaban game menyatakan bahwa 75 % dari siswa sudah dapat dikatakan baik dan mampu menguasai seluruh indikator computational thinking. Game Jungle Adventure dapat membantu proses problem solving dengan pendekatan computational thinking pada siswa SMA.\u0000 \u0000\u0000\u0000\u0000","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129838031","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}
Meryansumayeka Meryansumayeka, Zulkardi Zulkardi, Ratu Ilma Indra Putri, Cecil Hiltrimartin
Geometri berperan penting dalam menunjang pemahaman siswa pada topik matematika lainnya. Dalam proses pembelajaran di kelas, kurikulum Indonesia saat ini menekankan pentingnya kemampuan berpikir tingkat tinggi siswa. Bagi siswa yang tidak terbiasa mengerjakan soal tipe Higher Order Thinking Skills (HOTS), mereka akan mengalami beberapa kesulitan. Penelitian ini adalah jenis penelitian deskriptif kualitatif yang bertujuan untuk menggambarkan kesulitan siswa dalam menyelesaikan permasalahan geometri yang dikategorikan ke dalam level HOTS. Subjek penelitian adalah 20 siswa di sekolah menengah di Sumatra Selatan. Pengumpulan data dilakukan melalui observasi, wawancara, dan lembar kerja siswa. Data yang dikumpulkan dianalisis secara kualitatif. Hasil penelitian menunjukkan bahwa siswa kesulitan dalam melihat tampilan susunan benda yang dilihat dari sudut pandang sisi tertentu; siswa kesulitan dalam memprediksi benda yang tidak terlihat secara langsung sehingga mempengaruhi perhitungannya; siswa kesulitan dalam merancang balok dengan ukuran panjang, lebar, dan tinggi yang memenuhi ukuran volume tertentu; dan siswa kesulitan dalam mengevaluasi jawaban yang telah diperoleh berdasarkan kesesuaian dengan ukuran volume balok yang diberikan. Dibutuhkan upaya agar mampu membantu siswa mengatasi kesuliatan - kesulitan dalam menyelesaikan soal geometri tipe HOTS.
{"title":"Kesulitan Siswa dalam Menyelesaikan Permasalahan Geometri Level Higher Order Thinking Skills","authors":"Meryansumayeka Meryansumayeka, Zulkardi Zulkardi, Ratu Ilma Indra Putri, Cecil Hiltrimartin","doi":"10.35706/sjme.v5i2.5162","DOIUrl":"https://doi.org/10.35706/sjme.v5i2.5162","url":null,"abstract":"Geometri berperan penting dalam menunjang pemahaman siswa pada topik matematika lainnya. Dalam proses pembelajaran di kelas, kurikulum Indonesia saat ini menekankan pentingnya kemampuan berpikir tingkat tinggi siswa. Bagi siswa yang tidak terbiasa mengerjakan soal tipe Higher Order Thinking Skills (HOTS), mereka akan mengalami beberapa kesulitan. Penelitian ini adalah jenis penelitian deskriptif kualitatif yang bertujuan untuk menggambarkan kesulitan siswa dalam menyelesaikan permasalahan geometri yang dikategorikan ke dalam level HOTS. Subjek penelitian adalah 20 siswa di sekolah menengah di Sumatra Selatan. Pengumpulan data dilakukan melalui observasi, wawancara, dan lembar kerja siswa. Data yang dikumpulkan dianalisis secara kualitatif. Hasil penelitian menunjukkan bahwa siswa kesulitan dalam melihat tampilan susunan benda yang dilihat dari sudut pandang sisi tertentu; siswa kesulitan dalam memprediksi benda yang tidak terlihat secara langsung sehingga mempengaruhi perhitungannya; siswa kesulitan dalam merancang balok dengan ukuran panjang, lebar, dan tinggi yang memenuhi ukuran volume tertentu; dan siswa kesulitan dalam mengevaluasi jawaban yang telah diperoleh berdasarkan kesesuaian dengan ukuran volume balok yang diberikan. Dibutuhkan upaya agar mampu membantu siswa mengatasi kesuliatan - kesulitan dalam menyelesaikan soal geometri tipe HOTS.","PeriodicalId":428830,"journal":{"name":"SJME (Supremum Journal of Mathematics Education)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116732534","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}