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Ni Kadek Lespita Devi

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to analyze the implementation of the numeracy learning method using the Gasing Mathematics approach which is associated with traditional games for grade 4 students at SD N 1 Demulih. This research uses a qualitative descriptive method to describe the application of Gasing Mathematics in the numeracy learning process. Data was obtained through observation, interviews and documentation. The research results showed that the combination of Gasing Mathematics and traditional games such as poh-pohan, gowak-gowakan, and meyong-meyongan succeeded in creating an interactive, fun, and effective learning environment in improving mathematical understanding. The integration of traditional games with Gasing Mathematics makes it easier for students to overcome numeracy difficulties, increases participation, and motivates them in the learning process. This article plays a role in providing new insights into innovative and contextual mathematics learning strategies, especially in supporting the improvement of numeracy skills in elementary schools.

Zuhairina Firdaus; Erlita Umi Masytoh; Naila Amalia; Wido Rahayu Gondoarum; Fitriyah Amaliyah

The aim of this research is to identify whether there are differences in students' mathematical problem-solving abilities before and after the implementation of the Student Teams Achievement Divisions (STAD) Learning Model. The study was conducted on 14 fifth-grade students at SD 1 Karangmalang. Data were collected using a multiple-choice test to measure students' mathematical understanding. The research method used was a quasi-experimental design. Data analysis was performed using a paired sample t-test. The results of the study showed that the average score in the posttest was higher compared to the average score in the pretest, indicating an improvement in students' mathematical problem-solving abilities after the implementation of the STAD learning model. Furthermore, the research results also showed that the obtained significance value was 0.000, which is smaller than 0.05. Therefore, the null hypothesis (Ho) is rejected. This indicates that there is a significant difference between the mathematical problem-solving abilities before and after the use of the STAD learning model

Rosa Yuliana; Muhamad Firdaus; Dwi Oktaviana

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

The research method used in this research is Research and Development. The subjects in this study consisted of validation subjects consisting of material and media validators and test subjects consisting of 23 grade VII junior high school students. The research was conducted at SMP Negeri 10 Sungai Kakap. The instruments used in the study consisted of expert validation sheets, respondent questionnaires, and tests of mathematical understanding abilities. The purpose of this study was to determine the process of developing an Android-based math educational game using software construct 2 on mathematical abilities. The results of the study are as follows: The level of feasibility of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.66% with very feasible criteria. The level of attractiveness of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.19% with very interesting criteria. Improved mathematical understanding skills after the application of Android-based math education games. There is an increase From the calculation results obtained tcount> ttable = 8.85987> 1.71714, thus Ho is rejected Ha accepted.