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Fara Fatika Maharani; Putri Jenar Mahesa Ayu; Nur Kusuma Astuti; Diana Ermawati

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

Lower elementary school students usually have difficulty solving arithmetic puzzles. This is caused by variables inhibiting students, including lack of focus and low motivation to learn. This research was conducted to determine the proficiency of class II students at SD 1 Selojari in answering addition and subtraction questions through the use of narrative questions. The aim of the qualitative method of this research which uses a qualitative descriptive approach is to characterize mathematical problem solving abilities. The technique for selecting subjects in this research is using a purposive sampling technique, which is a technique for determining samples with various specific considerations using 11 class II students at SD 1 Selojari. The data collection techniques used were interview, observation and documentation methods. The data analysis technique uses data collection, data reduction, and drawing conclusions.  The mathematical problem solving ability of second grade elementary school students in addition and subtraction material is quite high, namely 90%, as seen in the students' ability to work on the questions given and get high scores. The results of this research show that one in three students are still unable to solve problem questions and still need help.

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.      

Laras Ayu Lestari; Utin Desy Susiaty; Hartono Hartono

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

This research aims to produce an Android-based character calculator media for mathematical problem solving abilities in vocational school students' statistics material that reaches the level of validity, practicality and effectiveness. This research uses the Borg and Gall development design model with steps consisting of potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. The subjects in this research were class X students at SMK Negeri 7 Pontianak, consisting of 31 students. The data collection techniques used are indirect communication techniques and measurement techniques with the data collection tools being validation sheets, questionnaires and test questions. The first research result was validation of the calculator media, namely with an average score from the three experts of 87.27% with very valid criteria. Practicality value, seen from the questionnaire scores filled in by teachers and students which were accumulated to obtain a percentage of 96.76% with very practical criteria. Furthermore, effectiveness, seen from the results of students' posttest results, obtained a percentage of 80.64%, with reference to the school's KKM score, namely ≥75, so the average student test results have complete criteria and are classified as very effective. From the validation results, practicality and effectiveness, it can be concluded that the Android-based character calculator media for mathematical problem solving abilities in vocational school students' statistics material is classified as effective to use.