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Amanda Nurul Putri Rambe; Cindy Aulia Br Ginting; Indah Novita; Winata Syahputra Saragih; Elvi Mailani +1 more

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Learning the concepts of Greatest Common Factor (GCF) and Least Common Multiple (LCM) at the elementary school level faces significant challenges due to their abstract and complex nature. This study aims to develop and evaluate the effectiveness of innovative learning strategies using the congklak game in enhancing students' understanding of GCF and LCM concepts. The research employed a Research and Development (R&D) methodology with the ADDIE model, involving 14 fifth-grade students from SDS Nahdlatul Ulama Medan as research subjects. The congklak game was developed as an interactive learning tool that integrates traditional game elements with mathematical concepts. Implementation was conducted through structured phases including needs analysis, media design, prototype development, learning implementation, and outcome evaluation. Research findings demonstrate significant improvements in students' conceptual understanding and learning outcomes. The use of congklak media successfully created contextual learning experiences that enabled students to visualize abstract GCF and LCM concepts through manipulation of congklak seeds. This strategy also increased active student engagement, promoted collaborative learning, and created an enjoyable learning atmosphere. Data analysis showed improved average student scores and higher learning mastery rates compared to conventional teaching methods. This study provides practical contributions to the development of mathematics teaching strategies at the elementary school level, particularly in teaching GCF and LCM concepts. The research findings recommend the use of congklak media as an effective alternative for enhancing the quality of meaningful mathematics learning oriented toward conceptual understanding.

Namira Alfia Hikma; Zahra Marta Hafidzah; Kowiyah Kowiyah

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to measure the effectiveness of using the interactive media Wordwall in enhancing third-grade students' understanding of the concept of division of whole numbers. The subjects of this study consist of 24 students. The method used in this research is quantitative with an experimental design, which includes measuring the effectiveness of the interactive media Wordwall in teaching whole number division to third-grade students. Data were collected through pretests and posttests administered to one class to assess changes in students' learning outcomes before and after the implementation of the interactive media. The use of interactive learning tools like Wordwall can stimulate students' interest and motivation in learning. Activities in the form of games and quizzes demonstrate success in learning, as evidenced by the improvement in students' scores after participating in the learning process. The posttest scores of the students were higher compared to their pretest results, and the average score of the third grade also increased, from 49.1 to 80. This learning media is capable of capturing students' attention and facilitating their understanding, thereby accelerating and enhancing their learning outcomes. Overall, the application of the interactive media Wordwall has a positive impact on students' learning results and their active participation in the classroom.

Imroatum Mardhiyyah; Via Yustitia; Dian Kusmaharti

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is based on the development of 21st century learning, where PowerPoint is one of the applications that support learning with attractive designs. This research is a type of R&D development research with the ADDIE model as the development model. The research population was class II students, with a sample of 10 students from SDN Gempolkerep. The data analysis technique used is the Likert Scale. Flat shape material is introduced at the low grade level, and in this product, the material is associated with local culture, especially the culture in Mojokerto, East Java, which is adjacent to this research area. The results showed that the interactive Flat Math media had been tested for its feasibility and declared fit for use. The validation results of media experts get a percentage of 75% which indicates eligibility, while the results of the validation of material experts get a percentage of 86% which indicates very feasible qualifications. Linguist validation also shows decent results with a percentage of 76%. The average questionnaire results from student respondents show a percentage of 80.4% which indicates that this media is very feasible to use. In addition, the teacher's assessment also gave a percentage of 82%. Based on the data analysis, it can be concluded that Flat Math interactive media is appropriate for use in supporting learning in flat shape material.

Mustika Nurbayeni; Yahfizham Yahfizham

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

In the era of increasing digitalization, the integration of technology in education is becoming increasingly important. One area that has received a major contribution from technology is mathematics education at the secondary school (SMA) level. The use of mathematics software has become a highly effective tool for teachers and students in understanding complex mathematical concepts, developing computational skills, and solving problems more efficiently and interactively. This article analyzes various literature studies related to the use of mathematics software in high school, with a focus on developing students' computational thinking abilities. Computational thinking (CT) abilities, which were first introduced by Seymour Papert, are important skills that help students in decision making and problem solving. Various studies show that the integration of CT in educational curricula, particularly through teaching programming and the use of mathematical software, can improve students' computing skills. Although there are challenges in implementation, such as lack of infrastructure and teacher training, this study highlights the importance of using technology in mathematics education to create a dynamic, interactive, and relevant learning environment. This research aims to provide a comprehensive analysis of literature studies related to the use of mathematics software in high school and its influence on the development of students' computational thinking skills. By understanding the findings from previous studies, it is hoped that this research can make a significant contribution to designing a more effective mathematics curriculum and provide practical guidance for educators in integrating mathematics software in everyday learning. The results of the analysis show that technology-based interactive learning methods, the use of special software such as Matlab and Geogebra, as well as programming training with languages ​​such as Java and Python, all show positive results in improving students' computing skills. However, there is still a need to improve abstract thinking skills and address variations in computational abilities among students.

Siti Yasiroh; Tutik Susilowati

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to determine: (1) the communication process of teachers and students; (2) the communication pattern of teachers and students; and (3) the teacher's strategy to communicate with class XII MPLB students in learning human resource management at SMK N 1 Surakarta. This research is mixed with the type of sequential explanatory designs using descriptive quantitative and qualitative phenomenological research approaches. Respondents are all students of class XII MPLB and informants of teachers and students of class XII MPLB SMK N 1 Surakarta. The sampling technique used was quota sampling for quantitative data and purposive sampling for qualitative data. Data collection was done by questionnaire, interview, observation, and document study. The data validity test technique was carried out with content validation for quantitative data and reliability testing with source triangulation and technical triangulation, transferability testing, dependability testing, and confirmability testing. Quantitative data analysis used descriptive and qualitative data that was analyzed with an interactive model. The results showed that: (1) The communication process of teachers and students of class XII MPLB in learning human resource management at SMK N 1 Surakarta is still not optimal, with the majority using mixed language, fierce expressions, and voice intonations that are tense and frightening. (2) Communication patterns that occur in learning are one-way, two-way, and multi-directional. However, as much as 44.8% of the communication that occurs is one-way, which means that the tendency of communication that occurs is one-way because teachers tend to only lecture and tell their personal experiences, and students' perceptions if they ask questions or have opinions are not on their own initiative. As many as 51.4% of students' courage to ask questions is not optimal because students are afraid of teachers who look fierce and feel embarrassed with their friends. As many as 52.4% of students' courage in conveying ideas is not optimal because they are afraid of their fierce teachers and are not confident. As many as 54.3% of students feel that teachers value students' opinions, but there are also those who feel otherwise. (3) The communication strategy carried out by the teacher is to use a friendly approach to create a good relationship between teachers and students. In addition, teachers also show cheerfulness in learning by using humor to create a pleasant learning atmosphere and help students feel motivated to learn. Thus, these strategies help create a positive learning environment and support students' active participation.