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Leni Suwanti; Fauzatul Ma’rufah Rohmanurmeta; Muhammad Nasrulloh

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

This research aims to describe the improvement in learning outcomes in spatial volume material using the TARL approach for class IV students at SDN 01 Kanigoro. This research was carried out using a type of Classroom Action Research (PTK) which was carried out in 2 cycles which aimed to determine the increase in the completeness of student learning outcomes through the TARL learning approach. The research subjects were 12 class IV students at SDN 01 Kanigoro. The research results show an increase in student learning outcomes in mathematics subjects using the TARL approach at SDN 01 Kanigoro. Based on the results of pre-cycle action activities, there were 3 students who completed and 9 students who did not complete. In the first cycle, there were 7 students who completed and 5 students who did not complete. while in the second cycle there were 11 students who completed it and 1 student who did not complete it. In conclusion, by using the TARL approach, student learning outcomes in class can improve.

Mahdia Arafah; Rustam Pakpahan; Yani Lubis

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

This research aims to describe the improvement in learning outcomes in spatial volume material using the TARL approach for class IV students at SDN 01 Kanigoro. This research was carried out using a type of Classroom Action Research (PTK) which was carried out in 2 cycles which aimed to determine the increase in the completeness of student learning outcomes through the TARL learning approach. The research subjects were 12 class IV students at SDN 01 Kanigoro. The research results show an increase in student learning outcomes in mathematics subjects using the TARL approach at SDN 01 Kanigoro. Based on the results of pre-cycle action activities, there were 3 students who completed and 9 students who did not complete. In the first cycle, there were 7 students who completed and 5 students who did not complete. while in the second cycle there were 11 students who completed it and 1 student who did not complete it. In conclusion, by using the TARL approach, student learning outcomes in class can improve.  

Jufri Jufri; Detri Amelia Chandra; Syed Asif Ali

International Journal of Mathematics and Science Education 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study investigates the relationship between mathematics self-efficacy and problem-solving ability, exploring the role of the Jigsaw cooperative learning model in enhancing both factors. Self-efficacy, defined as students' belief in their ability to successfully perform mathematical tasks, has been shown to significantly impact students' problem-solving capabilities. The research focuses on understanding how this belief influences academic performance and how the Jigsaw model, which fosters collaborative learning, affects students’ self-efficacy and problem-solving skills. A survey-based research design was employed, with participants consisting of university students enrolled in mathematics courses. Data collection involved administering a self-efficacy scale to assess students' confidence in solving mathematical problems and a problem-solving test to evaluate their abilities. Path analysis was used to determine the relationship between self-efficacy and problem-solving skills, and the effect of the Jigsaw model was evaluated by comparing pre- and post-test scores between the experimental and control groups. The results revealed a strong positive relationship between self-efficacy and problem-solving ability (β = 0.45). Additionally, the Jigsaw model significantly enhanced this relationship, improving both students' self-efficacy and problem-solving performance. These findings highlight the importance of fostering self-efficacy in mathematics education and the effectiveness of the Jigsaw cooperative learning model in achieving this goal. The study provides valuable insights into improving teaching strategies in mathematics, particularly for subjects requiring critical thinking and problem-solving skills, by promoting a more interactive and supportive learning environment.

Winda Anggriyani Uno

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to implement the cooperative learning model of Team Games Tournament (TGT) to improve students' understanding of mathematical concepts on fractions at SDN 07 Tilamuta. The research method used is classroom action research (CAR) with two cycles, each consisting of planning, implementation, observation, and reflection. The subjects of this study were 30 fifth-grade students. The results indicate that the application of the TGT learning model can enhance students' understanding of mathematical concepts. This is evidenced by the increase in the average test scores of concept understanding in each cycle. In the first cycle, the average student score was 65, which increased to 80 in the second cycle. Furthermore, students' learning activities also improved, marked by their active participation in group discussions and game tournaments. In conclusion, the implementation of the TGT cooperative learning model is effective in improving students' understanding of mathematical concepts on fractions at SDN 07 Tilamuta. It is recommended that teachers consider using this learning model in teaching mathematics for other topics as well.

Selvina Zulpa; Sakban Sakban; Wismanto Wismanto

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The Active Learning method is active learning. Most practitioners and observers refer to it as a learning by doing strategy. The approach views learning as a process of building understanding through experience and information. With this approach, learners' unique perceptions, knowledge and feelings influence the learning process. The problems in this study are (1) How is student interest in learning in the application of the Active Learning learning model using smart wheel games multiplication material of class III mathematics lessons SDIT Baitul Ilmi (2) Whether the application of the Active Learning learning model using smart wheel games can increase student interest in learning multiplication material of class III mathematics lessons SDIT Baitul Ilmi. This research includes Classroom Action Research (PTK) conducted in two cycles using quantitative analysis and qualitative analysis methods.  Each cycle consists of four stages, namely design, implementation, observation, and reflection. The subjects of this study were third grade students of SDIT Baitul Ilmi, totalling 33 students. The research data was obtained using teacher and student observation sheets and student learning interest test results, then the data was analysed using the percentage formula. The results obtained are (1) teacher activity in cycle I using the Active Learning model from 87.50% to 93.75% in cycle II, (2) student activity in cycle I using the Active Learning model 54.64% to 85.17% and, (3) the results of student learning interest in Mathematics subjects cycle I using Active Learning 32.25% to 83.87% in cycle II. This shows that the results of students' confidence in Mathematics subjects using the Active Learning model show very positive results. Based on the results of this study, it can increase students' interest in learning to be more active and the teacher's ability to improve for the better. 

Selvina Zulpa; Sakban Sakban; Wismanto Wismanto

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The Active Learning method is active learning. Most practitioners and observers refer to it as a learning by doing strategy. The approach views learning as a process of building understanding through experience and information. With this approach, learners' unique perceptions, knowledge and feelings influence the learning process. The problems in this study are (1) How is student interest in learning in the application of the Active Learning learning model using smart wheel games multiplication material of class III mathematics lessons SDIT Baitul Ilmi (2) Whether the application of the Active Learning learning model using smart wheel games can increase student interest in learning multiplication material of class III mathematics lessons SDIT Baitul Ilmi. This research includes Classroom Action Research (PTK) conducted in two cycles using quantitative analysis and qualitative analysis methods.  Each cycle consists of four stages, namely design, implementation, observation, and reflection. The subjects of this study were third grade students of SDIT Baitul Ilmi, totalling 33 students. The research data was obtained using teacher and student observation sheets and student learning interest test results, then the data was analysed using the percentage formula. The results obtained are (1) teacher activity in cycle I using the Active Learning model from 87.50% to 93.75% in cycle II, (2) student activity in cycle I using the Active Learning model 54.64% to 85.17% and, (3) the results of student learning interest in Mathematics subjects cycle I using Active Learning 32.25% to 83.87% in cycle II. This shows that the results of students' confidence in Mathematics subjects using the Active Learning model show very positive results. Based on the results of this study, it can increase students' interest in learning to be more active and the teacher's ability to improve for the better. 

Nanda Putri Maileni; Wismanto Wismanto; Deprizon Deprizon; Salman Salman; Sakban Sakban +1 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Disciplinary character is an attitude and feeling of being obedient and obedient to values ​​that are believed to be one's responsibility. Therefore, teachers try to develop students' disciplined character, one of which is by applying the role-playing method. This research aims to develop students' disciplined character through role-playing methods on Pancasila values. This researcher uses a qualitative method with the Classroom Action Research (PTK) type, which consists of 2 cycles and each cycle has 2 meetings. The data collection techniques are through observation, interviews and documentation. The research results obtained from the application of the role playing method in PPKN subjects on Pancasila values ​​for teachers in cycle I increased from 75.5% to cycle II 88.75%. The application of the role playing method in PPKN subjects regarding Pancasila values ​​to students in cycle I was 67.5% and cycle II was 93.75%. Meanwhile, student learning outcomes in the mathematics subject material flat shapes after implementing the picture and picture model increased with the average score in cycle I being 65% and cycle II being 85%.

Nanda Putri Maileni; Wismanto Wismanto; Deprizon Deprizon; Salman Salman; Sakban Sakban +1 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Disciplinary character is an attitude and feeling of being obedient and obedient to values ​​that are believed to be one's responsibility. Therefore, teachers try to develop students' disciplined character, one of which is by applying the role-playing method. This research aims to develop students' disciplined character through role-playing methods on Pancasila values. This researcher uses a qualitative method with the Classroom Action Research (PTK) type, which consists of 2 cycles and each cycle has 2 meetings. The data collection techniques are through observation, interviews and documentation. The research results obtained from the application of the role playing method in PPKN subjects on Pancasila values ​​for teachers in cycle I increased from 75.5% to cycle II 88.75%. The application of the role playing method in PPKN subjects regarding Pancasila values ​​to students in cycle I was 67.5% and cycle II was 93.75%. Meanwhile, student learning outcomes in the mathematics subject material flat shapes after implementing the picture and picture model increased with the average score in cycle I being 65% and cycle II being 85%.

Adnan Maulana Ihsanudin; Tukiyo Tukiyo; Sri Suwartini

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

This research aims to improve the science and science learning outcomes of class IV students at SDN 1 Pokak academic year 2023/2024. This research uses the Classroom Action Research (PTK) method which uses the Kemmis and Taggart model. The subjects of this research were class IV students at SDN 1 Pokak, totaling 14 participants educate. Data collection techniques through evaluation tests, observation and documentation. The research results show that: (1) students become more active in learning activities. (2) there was an increase in mathematics learning outcomes for class IV students at SDN 1 Pokak. This increase was proven by the results of the pre-cycle test, the class average value was 72.5, then it increased in cycle I to 82.5 and increased again in cycle II to 85.7.    

Aulia Ar Rakhman Awaludin; Nani Mulyani; Hardian Mursito; Halimatus Sa’diah; Julizal Julizal

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The abacus is a traditional calculating tool from Southeast Asia such as China, Korea, Taiwan and Japan. According to Chen (2009), it is said that the abacus existed in Babylonia and China around 2400 BC and 300 BC. In education in Indonesia in the 1990s the abacus began to enter the form of arithmetic courses, after 700 years of disappearance. The impact of the abacus is amazing, a kindergarten child who masters mathematics can calculate faster than a calculator. The abacus succeeded in attracting the attention of mothers with small children, who then enrolled their children in abacus arithmetic courses. This program is very appropriate for children aged kindergarten to elementary school. The conditions that occurred in RW 01, Gedong Village, the proposing team found that there were still many children who had difficulty using addition, subtraction operations, or using the abacus. Parents don't even understand how to use the abacus in calculating. Maybe this is because there are no parents to teach their children, because the majority of children in RW 01 are from the lower middle class. To overcome the problems mentioned above, the solution offered in this community service is to provide socialization on abacus arithmetic media to parents of children in the RW 01 Gedong Village environment, in order to optimize children's potential, including: increasing the ability to calculate faster, balancing the use of left and right brain and optimizing it to achieve a level of analytical thinking and correct analytical thinking, training concentration thinking power, helping children to master other subjects, developing imagination so that children's creativity develops, and getting used to numbers makes children not I'm afraid of exact lessons

Arini Hidayati; Alfi Alufiana Sari

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

One of the causes of low student learning outcomes is the use of learning models that are monotonous and tend to be boring, so innovation in learning is needed. The integration of technology into the education and learning process reflects an innovative effort. One model that can make it easier for students to understand and can support technological developments is the blended learning model. Quipper School is an online learning platform that can be used in the blended learning model. This research aims to determine whether or not there is an influence of the blended learning model using Quipper School on the mathematics learning outcomes of class XI MA Nurul Jadid students. This research is quantitative research with a quasi experimental type. The subjects in this research were class XI MIPA 2, totaling 23 people as the experimental class and class XI MIPA 4, totaling 23 people as the control class. Based on the results of the Mann-Whitney U Test, it was found that Asymp. Sig. (2-tailed) of 0.000 is smaller than 0.05, meaning that  is rejected and  is accepted. Thus, it can be concluded that there is a significant influence from the blended learning model using Quipper School on the mathematics learning outcomes of class XI MA Nurul Jadid students.

Dian Armanto; Vian Anotona Giawa

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

Mathematics is a universal science that underlies the development of modern technology, plays an important role in various scientific disciplines, and human thinking abilities. The view that mathematics is a science that trains thinking. The Creative Problem Solving learning model is a learning model that focuses on teaching and Problem Solving skills. Digital teaching materials are use digital devices, such as computers, smartphones. The aim of this research is to see the validity, practicality and effectiveness of the e-module being developed. This teaching material development model uses the ADDIE model. This research was carried out at SMP Negeri 21 Medan which is located on Jl. Rampe Raya flower. The time for the panel research is the even semester of the 2023/2024 academic year. The subjects of this research were class VII students at SMP Negeri 21 Medan. Meanwhile, the object of this research is learning media in the form of e-modules using flipbooks based on Creative Problem Solving. The e-module was declared very valid with a score of 3.56 and was categorized as very feasible. The e-module was declared practical with a percentage of 92.67% and was categorized as very practical. The e-module was declared effective by achieving Problem Solving indicators in indicators 1, 2, 3 and 4 with 65% of students completing the learning. The achievement of classical student indicators has met 65% of students who took part in learning with a score of 75. And there was a significant increase in indicators 1, 2, 3, and 4.

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%

Shofia Hidayah; Moh. Farizal; Ma’rifatus Sholiha; Ahmad Khotibul Umam Khairi

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

Students need to have mathematical problem-solving skills to solve mathematical problems both in school and in real life. But in reality, students' mathematical problem-solving skills are still low. This study aims to analyze students' mathematical solving abilities from the perspective of gender differences, so that teachers can find the right solutions to improve students' abilities. This research is a qualitative research. The instruments used in this study are test questions and interview guidelines. The subjects of this study were three students taken from 20 students in grade VIII MTs Azzainiyah II. The subject consists of one student representing each of the high, medium, and low abilities. The results of the study showed that the mathematical solving ability of female students was better than that of male students. In the group of high-ability students, female students can meet all four indicators of the mathematical problem-solving stage, while male students can only meet the three indicators of the mathematical problem-solving stage. In the group of moderate-ability students, female students can meet three indicators of the mathematical problem-solving stage, while male students can only meet two indicators of the mathematical problem-solving stage. In the group of low-ability students, female students can meet two indicators of the mathematical problem-solving stage, while male students can only meet one indicator of the mathematical problem-solving stage.

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.

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.

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.  

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.

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.

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%.