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Sari Suswati; Atikah Rakhmawati; Dinda Nasya Atin

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

This research examines students' ability to understand mathematical concepts and the impact of implementing the Makerspace STEAM learning approach model on their learning activities. Makerspace STEAM integrates science, technology, engineering, art, and mathematics concepts in a practical, project-based learning context. This study uses a quantitative approach to evaluate students' increased understanding of mathematical concepts after engaging in Makerspace STEAM learning activities. It is hoped that the results of this research will provide better insight into the effectiveness of this learning model in improving student academic achievement in mathematics subjects.

Putri Khairani; Ika Nur Bella Fitriyani; Yogi Arif Fathan

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

Concept mastery is the level of learning outcomes where students can explain or define lesson concepts using their own sentences or parts of them. This research approach uses a qualitative descriptive method. Qualitative research is about describing the meaning of data or phenomena that can be captured by researchers, by showing evidence. The meaning of this phenomenon depends a lot on the researcher's ability and sharpness in analyzing (Abdussamad, 2021: 30-31). The results obtained from this research come from documentation data. From the documentation data, 24 students will analyze the understanding of mathematical concepts in class X AKL SMKS SEMESTA, Depok. The results per category can be concluded that there are 15 respondents or 64% of students who have a high level of ability to understand mathematical concepts in logarithm material with high criteria, then there are 7 respondents or 29% of students who have a level of ability to understand mathematical concepts of logarithm material with medium criteria, and there are 2 respondents or 8% of students who have a low level of ability to understand mathematical concepts regarding logarithm material..

Desy Henika Putri Butar-Butar; Ilmi Arifiyah; Mella Novallina

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

Board games are one of the learning media to increase student interest in a subject. And on this occasion I made "Domino Match". And to determine the material to be applied I did it to a high school (SMA). Based on interviews with two material experts at the school, I know that the material is quite difficult for the students there, namely the Matrix. So I apply the matrix material to a game in the form of domoni cards, with the hope that their interest will arise and their perspective on Mathematics.  The selection of game tools in the learning process can be adjusted to the characteristics and needs of these students. Then in designing or making a game tool in general based on criteria that are in accordance with the cognitive development of students. Based on the results of the research there are 4 (four) factors that affect the low student learning outcomes, namely, the lack of student interest in mathematics, lack of student concentration during the process learning, low understanding of student concepts, and lack of student discipline. 

Jan Setiawan; Noni Dwi Sari; Yuniar Istiyawati

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2024 Asosiasi Periset Bahasa Sastra Indonesia

Since the introduction of ChatGPT as artificial intelligence and its massive development over the years, it has had a huge impact on various aspects of life, and it is increasingly visible in the presence of increasingly advanced features, functions, and appearances. Its use in the field of education has not escaped the advancement of artificial intelligence. For some teachers and students, the term artificial intelligence is still very new, as is its use in the teaching and learning process. Currently, Indonesia's use of artificial intelligence faces numerous unavoidable obstacles and challenges. However, in global education, it is becoming increasingly common to use artificial intelligence in the teaching and learning process. The introduction of artificial intelligence to junior high school students is considered very appropriate because students' psychology at this level is more developed, and the learning load begins to increase compared to the elementary level. Math subjects for most students are still a scourge. In this community service, artificial intelligence is introduced to students of the exchange program class at SMP Insan Rabbany, which is related to mathematics learning, so that it can help in student learning. The results of the community service evaluation showed high student enthusiasm regarding the use of artificial intelligence, both to aid learning and for other purposes.

Syahruni Fariha Handayani; Siti Nur Elisa; Diana Ermawati

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to improve the learning outcomes and critical thinking abilities of class III students on subtraction operations material through the application of the Tems Gemes Tournament learning model. This type of research uses Class Action (PTK) which is carried out in 2 cycles. The data collection techniques used are planning, implementation, observation and reflection. The object of this research was class III students at SDN Pangendisan, totaling 16 students. The instruments in this research used observation, interviews and tests. This research shows that the application of the Teams Games Tournament model can improve students' learning outcomes and critical thinking abilities. The results of this research obtained that the average student learning outcomes in the pre-cycle were 23.9%, then increased in the first cycle to 70.24% with (KKM) of 67% and again increased in the second cycle, namely 83.57 with the category ( KKM) of 86%. With the learning results, it can be shown that students' thinking abilities in implementing the Teams Games Tournament model become more active, involved and able to solve mathematical problems. Thus, the Tems Games Tournament learning model improves learning outcomes and students' critical thinking skills in subtraction operations material. Based on the research results, it can be concluded that the Teams Games Tournament learning model can improve the Mathematics learning abilities of class III students at SDN Pangendisan.

Fanny Selfinta Perangin-angin; Yahfizham Yahfizham

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

This study aims to explore the application of GeoGebra software in improving students' mathematical communication skills. GeoGebra, as a visualization and interactive tool, is considered to be able to help students understand mathematical concepts more deeply and effectively. This literature study collects and analyzes various studies that have been conducted on the use of GeoGebra at various levels of education, from elementary school to college. The results of the study show that the use of GeoGebra can improve students' mathematical communication skills, both in written and oral form. Students who use GeoGebra tend to have an easier time describing and explaining mathematical concepts, as well as being more actively involved in discussions and problem-solving. In addition, GeoGebra also helps to increase students' motivation to learn and provide a more enjoyable and meaningful learning experience. The conclusion of this study shows that GeoGebra is an effective tool to be used in mathematics learning to improve students' mathematical communication skills.

Sukma Ayu Pratiwi; Herti Prastitasari

International Journal of Multilingual Education and Applied Linguistics 2024 Asosiasi Periset Bahasa Sastra Indonesia

Problem in study This is activities and results Study low students​ in learning Mathematics . The goal For describe teacher activity , analyzing enhancement activities , and results Study student . Types of research This using PTK. Subject study student class V SDN Alalak Selatan 1 Banjarmasin and implemented 4x meetings .​ Type of data used qualitative . Research result show that activities teachers experience enhancement from score 27 to 32 with "Very Good" criteria . Activity student increase from 44% to 94% with criteria “ Almost Entire Very Active Students ”. And result Study increased cognitive​ from 38% to 94%. Learning outcomes affective from 38% to 94%. Learning outcomes psychomotor from 44% to 94%.    

Adib Rozan; Sri Hastuti Rhomawati; Melati br Pasaribu

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

The shift from face-to-face learning to online and blended learning due to the Covid-19 pandemic presents challenges for educators and prospective teachers in designing effective instruction. One of the commonly used instructional media in online and blended learning is video. However, using video as a material delivery tool has its drawbacks, such as difficulties in monitoring student activities and assessing their understanding. This issue is also experienced by students of the Mathematics Study Program at Universitas PGRI Mahadewa Indonesia when using video as learning material. To address this problem, training was conducted for prospective teachers on designing instruction using videos integrated with the Edpuzzle platform. In this training, prospective teachers were taught to create notes and quizzes within videos, provide feedback and assessments, and monitor learning activities. Through this training, it is expected that prospective teachers can design interactive online and blended learning using video.

Yurmanila Yurmanila; Nyiayu Fahriza Fuadiah; Eka Fitri Puspa Sari

Jurnal Motivasi Pendidikan dan Bahasa 2024 International Forum of Researchers and Lecturers

The problem of this research is that low mathematics learning outcomes are caused by students' low creative thinking abilities. This research aims to determine the increase in students' creative thinking abilities regarding data presentation at SDN Sukajaya through a problem based learning model, with a class V sample. The method used in this research is a quantitative experimental method with the type of Pre-Experimental Designs. The data collection technique uses observation, tests and documentation. The data analysis technique uses N-Gain. Based on the data analysis, the conclusion is obtained: there is an increase in the creative thinking abilities of fifth grade students at Sukajaya State Elementary School after using the problem based learning model in data presentation material, because seen from the results of the N-Gain test the value shows a value of 0.8, which is included in the high criteria. Calculations in this study used SPSS 26.

Dwi Nadia Putri; Budi Sasomo; Pratiwi Novitasari

Mandub: Jurnal Politik, Sosial, Hukum dan Humaniora 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The learning model is very important and has many benefits in the teaching and learning process, with the help of the learning model educators can also motivate students to be actively involved in learning and totality so as to affect student learning outcomes. Through a cooperative learning model of the team games tournament type with a scientific approach, it is hoped that it will be able to improve student learning outcomes. This study aims to determine the effect of the application of the cooperative learning model of the team games tournament type with a scientific approach on the mathematics learning outcomes of grade VII MTs Fie Sabilil Muttaqien Tempurejo students for the 2023/2024 school year. The method in this study is a quantitative Quasi Experiment with a posttets only control group design research design. This study consists of independent variables and bound variables. The independent variable is the learning model used, namely a cooperative model of the team games tournament type with a scientific approach while the bound variable is the learning outcome. The subject of this study is grade VII students of MTs FSM Tempurejo with 23 students in the experimental class and 23 students in the control class. Data collection is carried out by means of a posttest given at the end of learning which is used to determine student learning outcomes. The results showed a significant difference with the value of t calculated = 2.134 and t table = 1.080 with a significance level of 0.05. The average score of students after being taught using a cooperative model of teamgames tournament type with a scientific approach was 80.04, while the average score of students with a direct learning model was 68.65. Thus, the application of a cooperative learning model of the team games tournament type with a scientific approach is more effective on the mathematics learning outcomes of grade VII MTs students Fie Sabilil Muttaqien Tempurejo for the 2023/2024 school year.

Roslita Anggraeni; Daffa Aulia Rahmadanti; Ratna Dwi Aryanti; Azizah Syifa Az Zahra; Fina Fakhriyah +1 more

Intellektika : Jurnal Ilmiah Mahasiswa 2024 STIKes Ibnu Sina Ajibarang

This study aims to improve the numeracy literacy skills of elementary school students through a game-based learning media approach. The background is the low numeracy literacy skills of Indonesian students compared to other countries, as shown by the results of the PISA and TIMSS tests. Many elementary school students still have difficulties in reading, understanding, and applying numerical information and basic mathematics in everyday life. The research method used is systematic literature review by analyzing journals related to improving numeracy literacy skills through game-based learning media. The results of the review show that the use of game-based learning media can effectively improve the numeracy literacy skills of elementary school students. Game-based learning is able to make math learning more interesting, interactive, and increase student motivation. The implication of this research is the importance of developing and implementing game-based learning media to improve students' numeracy literacy skills in elementary schools.  

Salsa Bela Anggraini; Fatikhul Ummam; Melda Puspita Sari; Fitriyah Amaliyah

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

This research aims to determine the effect of mathematical anxiety on the results of mathematical reasoning tests. This is motivated by the emergence of anxiety experienced by students when learning mathematics which affects the results of students' mathematical reasoning tests. The research method used in this research is a quantitative research method with the aim of testing a predetermined hypothesis and the data analysis technique used is an inferential statistical analysis technique with a simple linear regression test. The population of this study were 18 fifth grade students at SD 5 Mejobo, consisting of 11 boys and 7 girls. The data used is secondary data in the form of student anxiety questionnaire data and data from mathematical reasoning results. Class V anxiety is in the average category, the calculation results are included in the anxiety category. Mathematics anxiety has a negative effect on the results of fifth grade students' mathematical reasoning tests and the effect is 70.9%.

Eka Wahyu Ningtiyas; Arum Dwi Rahmawati; Anwas Mashuri

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

Mathematics learning in MTsN 4 Bojonegoro is less effective, especially on the subject of circles. This is because in the learning process they still use conventional methods or lectures. So that this study is based on the researcher's interest in applying the recitation method to the learning process in MTsN 4 Bojonegoro. The problem in this study is: which is more effective between learning with the recitation method or conventional learning on the mathematics learning outcomes of grade VIII students on the subject of the MTsN 4 Bojonegoro circle for the 2023/2024 academic year. This research aims to find out: the effectiveness of the recitation method on learning outcomes mathematics for class VIII students on the subject of the MTsN 4 Bojonegoro circle for the 2023/2024 academic year. The population of this study were class VIII students in semester 2 of MTsN 4 Bojonegoro who were divided into seven classes. Sampling was carried out using a cluster random sampling technique, class VIII A students were obtained as the experimental class, while the control class was class VIII D. In the experimental group learning used the recitation method, while the control group used the conventional method (lecture).

Nissa Nur Fadillah; Astri Astuti; Alfiatussyifa Alfiatussyifa

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

This research aims to determine the feasibility, practicality and effectiveness of using the Canva Application as a Mathematics Learning Media for Class VII Flat Building Material at SMP Negeri 1 Citeureup.This research adopts the ADDIE model stages (analyze, design, develop, implement, and evaluate). The analyze stage includes initial analysis, student analysis, concept analysis and formulating learning objectives. The design stage includes preparing learning media in the form of selecting appropriate media and designing learning content. The development stage includes the development of data collection instruments. The data collection instrument in this research was interviews with the teachers concerned. The implementation stage includes implementing the use of the Canva application. The evaluation stage includes the form of evaluation carried out at each ADDIE stage. The data analysis technique used is the validity coefficient by Aiken's V. The research results show that the learning media that has been developed is in the very good category and can be used in the learning process.    

Sopie Halimah; Aziza Fajriah; Vaniatul Lativa; Ema Lestari; Friska Agustina Silaban

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

Ethnomathematics contributes greatly to the improvement of mathematics learning, because it relates to students' experiences in everyday life that touches the realm of local cultural arts so that students become more understanding of the mathematical concepts explained. This study aims to explore the concept of mathematics in the traditional game of congklak in Srengseng Sawah Village. This research is a qualitative research with an ethnographic approach. The data collection techniques used are observation, interview and documentation. The instruments in this study were researchers, observation guidelines, interview guidelines and documentation. Based on the research analysis and discussion of the history and philosophy of the traditional game of congklak, mathematical concepts in the game of congklak such as the concept of flat shapes, namely semicircles, circles, rectangles and spatial shapes, namely half a ball; the concept of transformation in this case reflection / mirroring; the concept of arithmetic calculation operations including addition, subtraction, multiplication and division. The game also has cultural and philosophical values.

Elizabeth Agnesia Manik; Yeri Lestari Gulo; Adrias Adrias; Nur Azmi Alwi

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

Students who have difficulty learning mathematics will often make mistakes in learning to count and mistakes in solving word problems in mathematics. The difficulties experienced by students are difficulty in working on story problems due to the inability to understand the meaning of the questions and confusion when determining what arithmetic operations will be used to solve the story problems. The purpose of this research was to analyze the learning difficulties experienced by students as well as the factors that caused students’ learning difficulties in working on multiplication questions in the form of stories in class II elementary school. The method used in this research is descriptive case study. The subjects of this research are students and teachers of class II A at SDN 15 ULU GADUT. The data collection procedures used in the research are test’s, interviews, observation and documentation. The results of the research show that difficulties in learning mathematics include: 1) Difficulty in distinguishing multiplication problems from other material, 2) Student’s writing cannot be read, 3) Difficulty doing calculations in solving multiplication problems. Internal factors include: 1) Lack of enthusiasm for studying, 2) Low numeracy skills and difficulty understanding questions, 3) Not focusing on studying. External factors include: 1) Lack of attention from parents, 2) Often asking students to memorize multiplication, 3) Not using interesting learning media in teaching.

Anggi Rismawati; Diandra Yuliana Dewi

This study analyzes the factors affecting the low learning motivation of students in mathematics learning at SMA Negeri 5 Magelang using a qualitative descriptive method. Data were collected through observation, interviews, and documentation. The findings indicate that effective classroom management, including a well-organized environment, varied teaching methods, and clear rules, can enhance learning motivation. Positive teacher-student interactions, constructive feedback, and emotional support also help boost students' confidence. Active participation in group discussions and collaborative activities further contributes to increased student motivation. In conclusion, effective classroom management and supportive interactions can address the low learning motivation of students in mathematics learning and improve their academic performance.

Jvana Wahyu Pratami; Arif Rahman Hakim

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

This research aims to determine the effect of Montessori learning media on mathematical problemsolving abilities. This research method is experimental with regression analysis techniques. The research sample consisted of 70 Bina Bangsa Vocational School students in South Tangerang City who were taken using a simple random sampling technique. The instrument for measuring mathematical problem solving uses a descriptive test of 5 questions. The results of the research show that there is a significant positive influence of Montessori learning media on mathematical problemsolving abilities with a value of tcount (3.61889) > ttable (3.13167).  

Zahra Putri; Angelyca; Ika Febriana; Roberto Karlos Sinaga

Jurnal Bahasa, Sastra, Budaya, dan Pengajarannya 2024 Pusat Riset dan Inovasi Nasional

Mathematics teaching and learning faces significant challenges, including the use of language as a communication tool. So the research was carried out to determine the use and correlation of language, especially Indonesian with and in learning mathematics. The scope of this research is the use of language in mathematics and the correlation between the two. This research uses a qualitative descriptive method with literature study. From the research, it was found that language and mathematics are positively correlated and language is used to describe mathematical concepts and to explain patterns, properties and relationships between mathematical objects.

Shofia Hidayah; Arini Hidayati; Alfi Alufiana Sari; Firdatul Azizah

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2024 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

One of the significant challenges in the world of education is the learning difficulties experienced by students, including in the boarding school environment. The purpose of this service activity is to provide tutoring to grade VII students, especially class VII-C MTs Mambaul Ulum to help students overcome difficulties in learning mathematics. The method of implementing service activities consists of five main stages: 1) planning and preparation including taking care of permits to carry out service activities, conducting initial surveys to identify mathematical materials that are considered necessary for guidance, compiling teaching materials needed in tutoring activities, and determining the schedule for the implementation of tutoring activities; 2) providing pretest questions to determine students' learning abilities before tutoring activities are held; 3) the implementation of tutoring activities; 4) the provision of posttest questions to determine students' mathematics learning ability after tutoring activities, and; 5) evaluation. The results of this activity show that mathematics tutoring activities for grade VII students, especially grade VII-C MTs Mambaul Ulum, have proven to be effective in helping to overcome difficulties in learning mathematics. The increase in the average score from pretest to posttest, from 45 to 80, shows that students are able to understand and master the material taught.