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Putri Zudhah Ferryka; Yuliana Yuliana; Delta Ramawati

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to determine the characteristics of LKPD based on mathematical sentences, determine the feasibility of LKPD products, and determine students' interest in learning after implementing LKPD based on math sentence problems in chapter 11 class IV. This type of research is Development Research (Research and Development) using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model and the resulting product is a mathematical sentence-based LKPD. This research involved 22 class IV students at SD Negeri 1 Pasung. The feasibility of the LKPD is tested with validation from expert practitioners, media and materials. Data collection used in this research was interviews, observations, questionnaires, tests and documentation. The interview sheet is used to analyze the needs of educators and students before preparing the product. The results of this research concluded that the LKPD has attractive design characteristics, diverse character traits, problem presentation in the form of dialogue, problem presentation stages that are in accordance with the PBL model, presentation of material in the form of videos and games. The feasibility of this LKPD is declared appropriate and not revised, because it is in accordance with the quality indicators of the LKPD content, media, materials and illustrations. Students' interest in learning increased by 41% after using this mathematical sentence problem-based worksheet.

Sarah Safira; Ibnu Muthi

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

The recurring issue in the education sector is the low interest in learning and the difficulties children face in learning at school, particularly in Mathematics. These two aspects are crucial to address and minimize as they significantly impact students' learning outcomes. This study aims to identify the factors that influence children's interest in learning and the emergence of difficulties in learning Mathematics at the elementary school level. This research employs the Systematic Literature Review (SLR) method. Data were collected through the documentation of all articles related to interest and difficulties in learning Mathematics at the elementary school level from 2019-2023. Subsequently, the researchers reviewed these articles comprehensively. The articles used in this study include both national and international journal articles. The research findings indicate that there are two factors influencing interest and difficulties in learning Mathematics: internal factors (factors within the students) and external factors (environmental factors).

Anjela Safira; Choirunnisah Choirunnisah; Iga Ayu Octavyanti; Nilam Dwi Apriliyani; Nimas Ayu Wigati

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to determine the influence of learning styles on students' mathematical problem solving abilities. This research was carried out at MAS Al-Falah Klender. The method used is an ex post facto survey method with random sampling technique. The population in this study were class Data were collected using tests and analyzed by one way ANOVA. The results of this research show that 1) students' learning styles influence their mathematical problem solving abilities. 2) there is no significant difference between students' mathematical problem solving abilities with visual and auditory learning styles. 3) there is a significant difference between the mathematical problem solving abilities of students with kinesthetic and visual learning styles. 4) there is a significant difference between the mathematical problem solving abilities of students with kinesthetic and auditory learning styles.

Liya Indriyani; Ibnu Muthi

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This Research Is Motivated By Students' Low Understanding Of Mathematical Concepts Which Is Caused By The Learning Process Not Optimizing The Use Of Media When Learning Takes Place In Understanding The Concepts Of Learning Material And Not Giving Students Opportunities To Participate In Learning. This Research Aims To Improve Students' Understanding Of Mathematical Concepts Multiplication Pocket Media Is Able To Provide Details In The Form Of Existing Images, So That Students Are Able To Remember Them Better. Understanding The Concept Of Multiplication Calculation Operations. First, Restate The Concepts That Have Been Studied With The Following Example Questions. 5 X 4 = 4 + 4 + 4 + 4 + 4= 20. Most Students' Work Process Is Not Appropriate Because Students Do Not Re-Express Their Spelling Concepts Directly In The Results. Second, Classifying Objects Based On Mathematical Concepts.

Shela Rahmawati; Nanang Khuzaini; Monica Tita Candra Gerhana

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This research is based on the low numeracy literacy skills of students, which are due to their unfamiliarity with solving numeracy literacy problems and the limited availability of such problems, making it difficult for teachers to provide numeracy literacy problems to students. Therefore, it is necessary to develop math problems that can measure students' numeracy literacy skills. The method applied in this research is Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) without implementing the fourth and fifth stages. The development process starts from the analysis stage, which includes curriculum analysis, needs analysis, and material and problem analysis. After that, in the design stage, a product prototype is designed, and in the development stage, the product is consulted with three experts as validators. Next, the product is tested on students to determine its validity and reliability. The results show that all problems have a validity coefficient greater than , which means that all developed problems fall into the valid category. The developed problems are also highly reliable, with a reliability coefficient of . Therefore, it is concluded that this development research produces 36 AKM-based problems to measure students' numeracy literacy skills in statistics that are valid and reliable.

Nita Ernita Simatupang; Asmin Panjaitan

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Based on the observations that have been made, it is shown that students' mathematical communication skills are still relatively low so that an innovative learning model is needed to improve students' mathematical communication skills. This study aims to see whether the improvement in students' mathematical communication skills taught with the Two Stay Two Stray cooperative learning model is higher than the mathematical communication skills of students taught with the Think Pair Share cooperative learning model and to see how the improvement in mathematical communication skills taught with the two models. This study is a study that is included in the quasi-experimental category with a pretest-posttest control group design. The subjects in this study were 62 students in grades VIII-A and VIII-E of SMP Negeri 4 Balige. Based on the research that has been done, the results of the N-Gain test were obtained with an average N-Gain value in experimental class 1, namely 0.813 in accordance with the Gain index criteria in the high category and the average N-Gain value in experimental class 2, namely 0.693 in accordance with the Gain index criteria in the medium category. Based on the research that has been done, because the data is normally distributed and homogeneous, the hypothesis test is carried out using the t-test. Through the t-test that has been done, it was obtained that , namely 2.465>2.000. Therefore  is rejected, which means that the increase in mathematical communication skills of students taught with the Two Stay Two Stray cooperative learning model is higher than those taught with the Think Pair Share cooperative learning model.

Nabilah Syadza Mahdiyyah

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Some students feel that mathematics is unnecessary, resulting in their interest in learning being low and learning outcomes also being low. To overcome this, one approach that can be taken is experiential learning. This approach is based on four phases, namely real experience, reflective observation, abstract conceptual, and active experimentation. The four phases involve students in the learning process through acting, reflecting, thinking and applying. The aim of this research is to describe the learning process carried out using an experiential learning approach to trigonometry material to improve student learning outcomes. The research was conducted on 35 class X students. The data collection methods used were tests and field notes. The research results show an increase in student learning outcomes in three aspects, namely student learning completeness which reaches a score of more than or equal to 75, students' activeness in asking questions, arguing and working together in groups, and students' enthusiasm in taking tests given by the teacher. In conclusion, the application of experiential learning in class X trigonometry material can improve student learning outcomes.  

Khairunnisya Khairunnisya; Radhiyatul Fithri; Salman Salman

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to determine the effect of peer teaching learning methods on students' cognitive learning outcomes in mathematics subjects in class V at SDN 167 Pekanbaru. The method used in this research is a quasi-experimental method with the dependent variable being student learning outcomes, the independent variable being the Peer Teaching method. Research was carried out through planning, action implementation, observation and evaluation stages. The subjects of this research were determined using purposive sampling, namely class Vb SDN 167 Pekanbaru, totaling 30 people. Data was collected using student activity observation sheets and knowledge tests. The collected data was analyzed using quantitative analysis. The results of the research show that the peer teaching learning method can influence the cognitive learning outcomes of class V students at SDN 167 Pekanbaru in Mathematics learning by 71.69%, namely in the high category G > 70%

Adib Rozan; Bayu Aji; Hizbulloh Khalil Al Jamil; Abdul Karim

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

This research aims to develop a stopmotion video of ethnomathematical exploration based on the folklore of the Roro Jonggrang legend in mathematics learning. The method used involves collecting data from relevant ethnomathematical sources and analyzing the content of folklore to find mathematical elements that can be used in learning. The results of the study show that the folklore of the Roro Jonggrang legend can be used as an effective medium in developing students' mathematical abilities through the use of mathematical elements contained in the story. The stopmotion videos made can help students understand mathematical concepts in a more fun and interactive way. This research is expected to contribute to the development of mathematics learning that is more innovative and relevant to local culture.

Ahmad Zainudin; ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.

Silvana Samaray

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

The use of artificial intelligence technology in education continues to evolve, one of which is through the application of ChatGPT. This study aims to analyze the results of solving numerical integration problems with the help of ChatGPT compared to manual methods. Numerical integration is an important method in mathematics and various disciplines for calculating the integral values of complex functions. However, manual methods require a deep understanding and high mathematical skills, with a considerable amount of time and repetitive processes that often result in inaccurate solutions. This research attempts to explore the potential of ChatGPT as an educational tool, which has not been extensively discussed in previous literature, especially in solving complex mathematical problems. In this study, a number of numerical integration problems were solved using manual methods, such as the Trapezoidl and Simpson's methods, as well as with the help of ChatGPT. The results were then compared in terms of solution accuracy. The research findings indicate that ChatGPT is capable of providing accurate solutions, with results comparable to manual methods in many cases. The analysis shows that ChatGPT can be used as an aid in solving numerical integration problems because it can provide accurate results comparable to manual methods. However, manual methods are still necessary to maintain a balance between understanding basic concepts and utilizing technology in learning.

Sukmawati Dewi; Adiatama Adiatama; Pegi Idha Amarela

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to develop a flipbook-based electronic module as a learning aid to improve students' abilities in solving mathematical problems on the topic of root forms. This module development method follows a learning design approach that focuses on interactiveness and visualization of complex mathematical concepts. The research was conducted involving class XI students in a high school as test subjects. Data collection was carried out through tests of mathematical problem solving abilities before and after using the module, as well as structured interviews with mathematics teachers and students. The results showed that the use of a flipbook-based electronic module significantly improved students' understanding of the concept of root forms and their ability to solve related mathematical problems. The implication of this research is the importance of integrating technology in mathematics learning to improve effectiveness and student learning outcomes.  

Saragih, Agnes Liska Rosadani; Hasratuddin Hasratuddin

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

The purpose of this research was to produce a worksheet based on problem-based learning that would enhance students' ability to communicate mathematically when working with number pattern content. The quality of this LKPD refers to the effective aspect. This research uses a type of research and development (R&D) with a model developed by Borg & Gall. The subjects in this research were students in class VIII-5 of SMP Negeri 1 Tanjung Morawa with a total of 27 students. The object of this research is teaching materials in the form of PBL-based LKPD. Teacher response questionnaires, student response questionnaires, expert validation sheets, teacher interview question sheets, and tests of mathematical communication competence were the tools employed. Based on the research results, the effectiveness of LKPD can be seen from the achievement of learning completeness with an average individual learning completeness of 88 and for classical completeness of 96.3%. So the LKPD developed is declared "effective". Students' mathematical communication abilities are at a percentage of 90.1%, at high criteria, and it can be noted that for the N-Gain assessment, results were obtained with a student average of 0.74, meaning that there was an increase in students' mathematical communication abilities with high criteria. So, based on the results, it can be concluded that the LKPD developed in this research is valid, effective, and can improve students' mathematical communication skills.

Arga Adriansah; Fitania Safitri; Adhitya Ardhana Saputra

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to examine students' abilities in describing mathematical concepts through Realistic Mathematics learning methods that adopt Ethnomathematics principles. This method encourages students to understand mathematical concepts through real-world situations that are relevant to their culture and context. The research was conducted using qualitative and quantitative approaches in a secondary school in Indonesia. Data was collected through classroom observations, interviews with teachers and students, as well as analysis of test results and student assignments. The research results show that the use of Realistic Mathematics Learning Methods that integrate Ethnomathematics principles can significantly improve students' abilities in describing and applying mathematical concepts in the context of everyday life related to their culture. The implication of this research is the importance of integrating cultural aspects in mathematics learning to increase student engagement and understanding of the subject.

Nurdiana Nurdiana; Patri Janson Silaban; Lasma Silaban

Engineering and Maritime Technology Journal (Engment) 2024 Deptek Prodi Teknik Mesin Kapal Perang Akademi Angkatan Laut

Problems in learning mathematics, especially FPB and KPK material, are caused by many factors, one of which is the characteristics of mathematics. This research aims to determine student learning outcomes on KPK and FPB material in class IV of SDN Krueng Baung using the Problem Based Learning model. This research is Classroom Action Research (PTK) with a quantitative approach. The results of the research showed that there was an increase in student learning outcomes in KPK and FPB material in class IV of SDN Krueng Baung. This is proven by the results of research conducted on the pretest, 4 students (28.57%) received a passing score, while 10 students (71.42%) did not complete it, with an average score of 74.07. In the posttest, students' learning outcomes increased to 12 students (85.71%) and 2 students (14.28%) did not complete them, with an average learning outcome score of 79.21.

Adam Dista Prasetya; Yusuf Adi Wijaya; Januar Santoso

Jurnal Pendidikan Dirgantara 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The use of information and communication technology (ICT) in mathematics learning in senior secondary schools (SMA) offers great potential, but also presents a number of challenges. This article examines strategies and solutions to overcome common ICT challenges faced in the context of mathematics learning in high school. Various approaches will be discussed to help schools and teachers optimize the use of ICT so that it is effective and has a positive impact on the mathematics learning process.    

Febrian Hercahyo; Aulya Vina Permatasari; Tri Murtiningsih

Jurnal Pendidikan Dirgantara 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study reviews various literature related to the implementation of game-based learning models in improving students' mathematical problem solving abilities. Game-based learning has proven effective in motivating students, increasing interaction, and developing mathematical problem solving skills. This article presents a summary of key findings from relevant studies, highlighting the application of the strategy and the positive impact that this approach can have in the context of mathematics learning.      

Hikmah Ayu Retno; Alifa Rizka Utami; Aufadini Bunga Firmansyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This study aims to improve students' understanding skills in learning Mathematics, especially in Trigonometry material by using tic tac toe game-based learning media, which is called the Tic Tac Toe game. The Tic Tac Toe game is a type of tic tac toe game in which players mark the spaces in an 8×8 grid with their chips. The player who manages to place 5 tokens using the chips in a row in a horizontal, vertical or diagonal row will win the game. The Tic Tac Toe game is a fun and challenging game for students who play it. Students as players are required to answer the math questions listed on the question cards to be able to place chips into the chip spaces or boxes on the game board. The research conducted was in the form of R&D (Research and Development) development research. This research aims to develop a new product or perfect an existing product (Sugiyono, 2015). This research is an educational research and development study which aims to develop learning resources for educational games by utilizing the Tic Tac Toe game with trigonometry for class XI. The development model used by researchers is the ADDIE (Analysis-Design-DevelopmentImplementation-Evaluation) model which will be carried out in the ADDIE stages. ”. This game media consists of game boards, player chips, game cards and guidebooks. The game Tic Tac Toe is a development of the game Tic Tac Toe in general. Tic Tac Toe games usually only have a 3x3 grid, in contrast to Tic Tac Toe which presents a view with an 8x8 grid so that the scope of players can be even wider. In addition, this game media is also made with a size of 60x68 cm, accompanied by a magnetic plate on the board so that players can attach chips equipped with magnets to the game board. Another difference can be seen from the number of players who can play the game, where in the usual Tic Tac Toe game it can only be played by 2 people, while the Tic Tac Toe game can be played by more than 2 people or in groups.

Andika M. Faris; Damar Wisnu Saputro; Dina Rubiati

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Math Card is a card-based board game that contains questions for mathematics learning media. The purpose of the Math Card is to make it easier and more interesting for students in math lessons to make it more fun. This research uses the ADDIE method, namely analysis, design, development, implementation, and evaluation.  At the analysis stage, analysis is carried out related to material needs by following per under the syllabus/curriculum and design needs to get design results that attract the attention of students. At the design stage, the design is carried out according to the needs of the Math Card, namely by designing cards, packaging, guidebooks, and game boards. The development stage is to develop the results of the material and design, namely compiling questions according to the syllabus and printing products. The implementation stage is to conduct trials for grade 10 SMK students in the classroom. The last is the evaluation stage, namely by improving and perfecting the Math Card learning method to be more effective and efficient.    

Devi Sartika Nurfiyanti; Bagaskara Dwi Lukito; Erna Sita Cahyana

Jurnal Pendidikan Dirgantara 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research explores the application of the Restitution Triangle method as a strategy to help students overcome difficulties in solving mathematical problems. This method focuses on a collaborative approach between teachers and students to identify the roots of mathematical problems experienced by students, and develop solutions through a structured thinking process. This research involves active participation from students in analyzing, planning, and including steps to solve mathematical problems with guidance from the teacher. The results of this research show that the application of the Restitution Triangle method can increase students' understanding of mathematical concepts and self-confidence in dealing with complex mathematical problems.