AL FARABI: Journal of Mathematics and Mathematics Education
Journal of Mathematics and Mathematics Education ISSN Online : 2746-9182
Program Studi Pendidikan Matematika Universitas Wahidiyah
Pengembangan Media Kediri Historymath Route pada Materi Aljabar Kelas VII SMP Wahidiyah Kota Kediri
Pembelajaran matematika pada materi Aljabar masih didominasi metode ceramah dengan penggunaan media pembelajaran yang terbatas sehingga siswa mengalami kesulitan memahami konsep yang bersifat abstrak. Kondisi tersebut menunjukkan perlunya pengembangan media pembelajaran yang lebih menarik dan kontekstual untuk meningkatkan hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan media Kediri Historymath Route pada materi Aljabar kelas VII SMP Wahidiyah Kota Kediri. Penelitian menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Instrumen penelitian meliputi lembar validasi ahli media, ahli materi, ahli bahasa, angket respons guru dan siswa, serta tes hasil belajar. Data dianalisis menggunakan analisis deskriptif persentase dan analisis peningkatan hasil belajar. Hasil penelitian menunjukkan bahwa media memperoleh penilaian sangat valid dari ahli media, ahli materi, dan ahli bahasa dengan rata-rata persentase sebesar 88,43 persen. Respons guru dan siswa juga berada pada kategori sangat baik. Selain itu, hasil belajar siswa mengalami peningkatan yang termasuk dalam kategori tinggi. Dengan demikian, media Kediri Historymath Route dinyatakan layak dan efektif digunakan sebagai media pembelajaran Aljabar di kelas VII SMP. Kata kunci: media pembelajaran, Kediri Historymath Route, aljabar, ADDIE, hasil belajar
Copyright (c) 2026 AL FARABI: Journal of Mathematics and Mathematics Education https://creativecommons.org/licenses/by-nc-sa/4.0
Pengembangan Media Ular Tangga Tingkatan Soal (LATANGSO) pada Materi Garis dan Sudut Kelas VII SMP Wahidiyah Kota Kediri
Penelitian ini dilatarbelakangi oleh guru yang jarang menggunakan media dalam pembelajaran matematika. Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan media LATANGSO pada materi garis dan sudut. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan menerapkan model pengembangan ADDIE yang terdiri atas lima tahapan utama, yaitu: Analysis (Analisis), Design (Perancangan), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Pada penelitian ini dilakukan uji kelayakan dengan validasi (ahli media, ahli materi, dan ahli bahasa) dan efektivitas dengan uji N-Gain. Instrumen pengumpulan data yang digunakan berupa lembar validasi, angket respons guru, angket respons siswa, dan soal tes hasil belajar. Berdasarkan hasil analisis data, kevalidan media diperoleh ahli media sebesar 3,5 dengan kategori valid, ahli materi sebesar 4,00 dengan kategori valid, ahli bahasa sebesar 3,6 dengan kategori valid. Efektivitas media diperoleh N-Gain sebesar 0,668 atau 0,70 yang dikategorikan sedang, dapat disimpulkan bahwa media LATANGSO layak dan cukup efektif untuk mengajarkan materi garis dan sudut. Kata kunci: Media Pembelajaran, Ular Tangga Tingkatan Soal (LATANGSO), Materi Garis dan Sudut
Pengembangan Media Game Math Pirates untuk Meningkatkan Keaktifan Siswa dalam Pembelajaran Matematika pada Kelas VII SMP Wahidiyah Kediri
Pembelajaran matematika di kelas VII SMP Wahidiyah Kediri masih didominasi oleh penggunaan media konvensional, seperti LKS dan papan tulis, sehingga keaktifan peserta didik masih rendah. Kondisi tersebut menunjukkan perlunya media pembelajaran yang lebih interaktif. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis permainan Game Math Pirates serta mengetahui tingkat kelayakan dan efektivitasnya dalam meningkatkan keaktifan peserta didik. Penelitian ini merupakan penelitian dan pengembangan (Research and Development) menggunakan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Data dikumpulkan melalui lembar validasi ahli, angket respons guru dan peserta didik, serta lembar observasi keaktifan peserta didik, kemudian dianalisis secara deskriptif dan menggunakan uji N-Gain. Hasil penelitian menunjukkan bahwa hasil validasi ahli media dan ahli materi menunjukkan bahwa media Game Math Pirates memperoleh rata-rata skor 85% masuk kategori "sangat layak". Respon guru terhadap media mencapai 94% (Sangat Baik), sedangkan respon peserta didik menunjukkan 70% berada pada kategori “ Sangat Baik” dan 30% pada kategori “Baik”. Dari uji efektivitas nilai N-Gain skor sebesar 0,720 yang menyatakan efektif dan termasuk dalam kategori "Tinggi". Dengan demikian, Game Math Pirates layak dan efektif digunakan sebagai media pembelajaran matematika untuk meningkatkan keaktifan peserta didik kelas VII SMP. Kata kunci : Game Math Pirates, Media Pembelajaran, Keaktifan Siswa,
PENGEMBANGAN MEDIA CAMAPUMA UNTUK MENINGKATKAN KEMAMPUAN NUMERIK SISWA KELAS VIII
Penelitian ini bertujuan untuk mengetahui kelayakan media pembelajaran Game Card Magic Puzzle Mathematics (CAMAPUMA) yang dikembangkan berdasarkan penilaian ahli media, ahli materi, ahli bahasa, melalui respon peserta didik dan guru, juga untuk mengetahui efektivitas penggunaan media CAMAPUMA dalam meningkatkan kemampuan numerik peserta didik kelas VIII SMP Wahidiyah Kediri. Jenis penelitian ini adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Teknik pengumpulan data meliputi angket validasi, angket respon guru, angket respon peserta didik, dan tes kemampuan numerik melalui pretest dan posttest. Analisis data dilakukan menggunakan analisis deskriptif untuk menentukan tingkat kelayakan media serta uji N-Gain untuk mengetahui peningkatan kemampuan numerik peserta didik. Hasil penelitian menunjukkan bahwa media CAMAPUMA memperoleh skor validasi ahli media sebesar 3,48 dengan kategori valid, validasi ahli materi sebesar 3,50 dengan kategori valid, validasi ahli bahasa sebesar 3,46 dengan kategori valid, Respon guru memperoleh skor rata-rata 3,26 dan respon peserta didik sebesar 3,43 dengan kategori layak. Hasil uji N-Gain sebesar 0,37 berada pada kategori sedang. Dengan demikian, media pembelajaran CAMAPUMA dinyatakan layak digunakan dan efektif dalam meningkatkan kemampuan numerik peserta didik kelas VIII SMP Wahidiyah Kediri. Kata kunci: Pengembangan Media Pembelajaran, CAMAPUMA, Game Edukatif, Kemampuan Numerik, ADDIE.
TINJAUAN SISTEMATIS: KONSEP DAN IMPLEMENTASI ASESMEN AUTENTIK DALAM KURIKULUM MEREDEKA DI SEKOLAH MENENGAH INDONESIA (2020-2024)
Kurikulum Merdeka meniscayakan pergeseran paradigma evaluasi menuju asesmen autentik yang holistik dan berpusat pada peserta didik. Namun, temuan empiris mengenai implementasinya di jenjang sekolah menengah masih tersebar dan belum terintegrasi. Penelitian ini bertujuan untuk mensintesis bukti empiris tentang konsep dan implementasi asesmen autentik dalam Kurikulum Merdeka di Sekolah Menengah Indonesia periode 2020-2024. Tinjauan sistematis (systematic review) dilakukan terhadap 35 artikel jurnal terpilih dari database SINTA, Garuda, Scopus, dan ERIC dengan analisis tematik. Hasil sintesis menunjukkan bahwa konsep asesmen autentik dipahami dalam dua dimensi: sebagai instrumen teknis non-tes dan sebagai filosofi penilaian integral yang selaras dengan Profil Pelajar Pancasila. Implementasi didominasi oleh tiga pola: integrasi mata pelajaran, projek P5, dan model hibrid dengan asesmen konvensional. Faktor pendukung utamanya adalah kolaborasi guru dan kepemimpinan sekolah, sedangkan kendala utama meliputi kapasitas guru, beban kurikulum, dan kultur penilaian konvensional. Dampak yang dilaporkan bersifat multidimensi, mencakup peningkatan motivasi dan keterampilan siswa di satu sisi, serta beban kerja tambahan bagi guru di sisi lain. Tinjauan ini mengidentifikasi kesenjangan penelitian, seperti kurangnya studi longitudinal, perspektif terbatas, dan fokus geografis yang tidak merata. Disimpulkan bahwa implementasi asesmen autentik masih dalam tahap perkembangan dinamis yang memerlukan penguatan kapasitas guru, dukungan kebijakan sekolah, dan arahan penelitian lanjutan yang lebih komprehensif.
TRANSFORMASI PROFESI GURU DI ERA DIGITAL DAN PASCA-PANDEMI: TINJAUAN SISTEMATIS ATAS TREN, KOMPETENSI, DAN KEBIJAKAN
Transformasi digital yang dipercepat oleh pandemi COVID-19 telah menciptakan lanskap pendidikan baru yang menuntut rekonstruksi mendasar terhadap profesi guru. Tinjauan sistematis ini bertujuan untuk menganalisis transformasi tersebut dengan mengonsolidasikan temuan empiris terkini (2019-2024) yang berkaitan dengan tiga aspek kritis: tren perubahan, kompetensi esensial, dan respons kebijakan. Menggunakan metode PRISMA, 45 artikel terpilih dianalisis secara tematik. Hasil tinjauan mengungkapkan: (1) Pergeseran peran guru dari penyampai pengetahuan menjadi kurator digital, desainer pembelajaran, dan fasilitator yang berbasis data; (2) Kompetensi kritis di era pasca-pandemi meliputi TPACK, pedagogi digital inklusif, dan kesejahteraan digital (digital wellbeing), yang pengembangannya paling efektif melalui model berbasis komunitas dan pendampingan berkelanjutan; (3) Kebijakan nasional seperti Program Guru Penggerak menunjukkan komitmen, namun implementasinya terhambat oleh kesenjangan infrastruktur, beban kerja guru, dan kurangnya integrasi dengan penilaian kinerja. Berdasarkan sintesis ini, penelitian merekomendasikan strategi tiga pilar: kebijakan makro yang holistik dan berkelanjutan, penguatan kapasitas LPTK dan sekolah, serta pemberdayaan komunitas praktisi guru. Rekomendasi ini diharapkan dapat membimbing transformasi profesi guru menuju ekosistem pendidikan Indonesia yang lebih resilien, adaptif, dan berkeadilan.
ANALISIS DAMPAK PENGGUNAAN HANDPHONE TERHADAP HASIL BELAJAR MATEMATIKA SISWA TINGKAT SMA DI PONDOK KEDUNGLO KEDIRI
Penelitian ini bertujuan untuk menganalisis dampak penggunaan handphone terhadap hasil belajar matematika siswa tingkat SMA di Pondok Kedunglo. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif dengan model Miles and Huberman. Penelitian ini melibatkan 27 siswa SMA di Pondok Kedunglo sebagai subjek penelitian dengan menggunakan wawancara, observasi, dan dokumentasi sebagai instrumen pengumpulan data. Analisis data meliputi reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan penggunaan hanpdhone di SMA Wahidiyah memiliki lebih banyak dampak negatif daripada dampak positif terhadap hasil belajar siswa. Dari 27 siswa ada 15 siswa yang menunjukkan kecenderungan dampak negatif dan 12 Siswa yang menunjuukan kecenderungan dampak positif penggunaan handphone. Penelitian ini diharapkan dapat memberikan kontribusi bagi pengembangan kebijakan pendidikan dalam memanfaatkan teknologi secara efektif dan efisien di lingkungan sekolah maupun pondok.
Copyright (c) 2025 AL FARABI: Journal of Mathematics and Mathematics Education https://creativecommons.org/licenses/by-nc-sa/4.0
Pengaruh Model Discovery Learning Berbasis Canva Terhadap Kemampuan Komunikasi Matematis Peserta Didik SMP Wahidiyah Kediri
Penelitian ini bertujuan untuk mengevaluasi efektivitas penerapan model pembelajaran Discovery Learning berbasis Canva dalam meningkatkan kemampuan komunikasi matematis siswa kelas VIII SMP Wahidiyah Kediri. Menggunakan pendekatan kuasi-eksperimental, penelitian membandingkan dua kelompok: kelompok eksperimen (menerapkan Discovery Learning dengan Canva) dan kelompok kontrol (metode pembelajaran kooperatif). Setiap kelompok mengikuti pretest dan posttest untuk mengukur perubahan kompetensi komunikasi matematis. Tes uraian—yang terdiri dari lima soal—telah divalidasi oleh ahli bahasa dan ahli materi serta menunjukkan reliabilitas yang memadai (nilai Cronbach’s Alpha 0,813 untuk pretest dan 0,547 untuk posttest). Hasil penelitian menunjukkan bahwa nilai rata-rata kemampuan komunikasi matematis kelompok eksperimen meningkat dari 64,80 menjadi 65,80, sementara kelompok kontrol naik dari 52,90 menjadi 69,30. Karena data tidak memenuhi asumsi normalitas, analisis statistik dilakukan dengan uji Mann–Whitney, menghasilkan nilai signifikansi 0,132 (> 0,05), yang menunjukkan tidak adanya perbedaan yang bermakna antara kedua kelompok.Berdasarkan temuan tersebut, dapat disimpulkan bahwa penggunaan model Discovery Learning yang dibantu media Canva tidak memberikan peningkatan signifikan dalam kemampuan komunikasi matematis siswa. Peneliti merekomendasikan agar guru mempertimbangkan karakteristik siswa dan kesiapan media saat merancang pembelajaran. Selain itu, penelitian di masa mendatang sebaiknya dilakukan dalam waktu yang lebih panjang dengan desain Canva yang dioptimalkan agar mendukung interaksi dan komunikasi peserta didik secara maksimal.
Pengembangan Media Pembelajaran Video Interaktif Berbasis Canva untuk Meningkatkan Kemampuan Komunikasi Matematis Peserta Didik
Rendahnya kemampuan komunikasi matematis peserta didik dalam pembelajaran matematika mempengaruhi hasil belajar siswa. Maka dari itu peneliti mengembangkan media pembelajaran video interaktif berbasis Canva untuk meningkatkan kemampuan komunikasi peserta didik. Penelitian ini bertujuan untuk mengetahui apakah media pembelajaran video interaktif berbasis Canva layak digunakan di SMP Wahidiyah Kediri dan untuk mengetahui apakah penggunaan media pembelajaran video interaktif berbasis Canva dapat meningkatkan komunikasi matematis peserta didik. Jenis penelitian ini adalah penelitian pengembangan (Research & Development) dengan model pengembangan tipe ADDIEl (Analysis, Delsign, Delvellolpmelnt, Implelmelntatioln, dan Elvaluatioln). Pengambilan data dilakukan menggunakan angket dan tes kemampuan komunikasi matematis peserta didik. Berdasarkan hasil analisis data, maka dapat disimpulkan media pembelajaran video interaktif berbasis Canva layak digunakan di SMP Wahidiyah Kediri dan kemampuan komunikasi matematis peserta didik pada kategori sedang (0,4) yang berarti produk media pembelajaran efektif.
Copyright (c) 2024 AL FARABI: Journal of Mathematics and Mathematics Education https://creativecommons.org/licenses/by-nc-sa/4.0
Pengembangan Media Ludo Smart dalam Pembelajaran Matematika Pada Siswa Kelas VII SMP Wahidiyah
Pembelajaran akan berjalan lebih efektif dan penyampaian materi akan lebih mudah dipahami jika menggunakan media pembelajaran. Salah satu hal yang menarik perhatian siswa adalah permainan. Salah satu media pembelajaran yang sangat banyak disukai siswa yaitu pembelajaran yang berbasis game atau permainan karena pada dasarnya game berfungsi sebagai hiburan yang membuat siswa menjadi lebih senang dalam belajar. Namun, media yang digunakan di SMP Wahidiyah masih metode based learning dan buku cetak. Tujuan dari penelitian ini adalah mengetahui tahapan pengembangan media pembelajaran dan mengetahui kelayakan media pembelajaran yang dikembangkan. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model 4D yang memiliki empat tahapan, yaitu define (pendefinisian), design (perancangan), development (pengembangan), dissemination (penyebaran). Hasil penelitian ini adalah media ludo smart dengan nilai 86% dengan kriteria valid dilihat dari validasi media. Selanjutnya validasi materi dengan nilai 89% dengan kategori valid. Sedangkan, dilihat dari validasi Bahasa dengan nilai 87% dengan kategori valid. Jadi, media ludo smart mencapai kriteria valid.
Pengembangan Media Pembelajaran PELO "Penelusuran Lokasi" Matematika Berbasis Model Pembelajaran Kooperatif Tipe STAD (Student Teams Achievment Divisions) untuk Materi Titik Koordinat Kelas VIII di SMP Wahidiyah
Pemahaman peserta didik dalam materi titik koordinat masih ada kekeliruan dimana beberapa peserta didik belum bisa menentukan koordinat sumbu-X dan sumbu-Y serta masih keliru dalam menentukan tanda positif dan negatif pada bilangan di titik koordinat. Penelitian ini bertujuan untuk mengembangkan media pembelajaran PELO pada materi titik koordinat dan untuk mengembangkan media pembelajaran PELO yang memenuhi kriteria yang layak. Jenis penelitian yang digunakan adalah penelitian pengembangan R&D (Research and Development) dengan 4D yang memiliki empat tahapan yaitu define (pendefinisian), design (perancangan), develop (pengembangan), dan dissemination (penyebaran). Media pembelajaran yang dikembangkan divalidasi oleh ahli dari validator media, materi, dan bahasa untuk mencapai kriteria layak. Hasil penelitian ini adalah media PELO (Penelusuran Lokasi) dengan nilai 85% dengan kriteria sangat layak dilihat dari hasil validasi media, materi, dan bahasa. Penelitian yang dilakukan menghasilkan produk berupa media pembelajaran PELO untuk siswa kelas VIII menggunakan materi titik koordinat untuk kualitas produk dan instrumen sudah masuk kriteria layak dari hasil validasi ahli media, ahli materi, dan ahli bahasa.
Analisis Kesulitan Mahasiswa dalam Menyelesaikan Soal Bilangan Real terhadap Kemampuan Pemahaman Konsep Bilangan Real
Penelitian ini bertujuan untuk mengetahui jenis-jenis kesulitan mahasiswa dalam mengerjakan soal bilangan real pada mata kuliah analisis real dan faktor-faktor penyebab kesulitan mahasiswa dalam memahami konsep bilangan real di mata kuliah analisis real. Penelitian ini merupakan penelitian kualitatif dengan menggunakan analisis deskriptif. Metode pengumpulan data yang digunakan dalam penelitian ini adalah dokumentasi hasil UAS dari mahasiswa semester VI dan wawancara. Hasil penelitian yang dilakukan menunjukkan bahwa kesulitan-kesulitan yang dialami oleh mahasiswa semester VI dalam menyelesaikan soal bilangan real meliputi: (1) kesulitan dalam menuliskan konsep pada soal bilangan real dan kurang memahami sifat aljabar bilangan real, (2) kesulitan dalam penggunaan pemisalan pada hasil pembuktian yang ada pada soal, (3) kesulitan dalam memahami eksistensi elemen 0 (nol) dan elemen satuan pada pembuktian. Faktor-faktor yang menyebabkan mahasiswa kurang memahami konsep bilangan real dan sifat-sifat bilangan real adalah mahasiswa kebingungan saat dihadapkan soal yang berkaitan dengan konsep bilang real karena kurangnya memahami penggunaan konsep bilangan real, mahasiswa cenderung terburu-buru dalam menyelesaikan soal bilangan real sehingga tidak menuliskan langkah-langkah yang tepat dalam menjawab soal dan kurangnya ketelitian serta kehati-hatian ketika menulis jawaban sehingga jawaban terkesan mengambang tanpa makna.
Pengaruh Media Pembelajaran Flash Card Terhadap Minat dan Hasil Belajar Peserta Didik Pada Materi Garis dan Sudut
Penelitian ini dilatarbelakangi oleh temuan pada proses pembelajaran yang masih berpusat pada guru. Apalagi materi matematika yang seebagian beesar peeseerta didik meenganggap materi yang sulit dan kurang meenarik untuk dipeelajari, penelitian ini bertujuan untuk mengetahui apakah ada pengaruh media Flashe Card pada minat dan hasil belajar peserta didik. Penelitian ini menggunakan metode kuantitatif. Populasi penelitian ini adalah seluruh peserta didik kelas VII SMP Wahidiyah. Sampel penelitian ini adalas kelas VII C SMP Wahidiyah dengan Teknik pengambilan sampel menggunakan cluster random sampling. Penelitian ini menggunakan Teknik Pree Eksperimen dengan desain penelitian yang digunakan yaitu jenis one grup pretest-postest. Hasil penelitian menunjukkan pengujian uji t dengan menggunakan Paired sample test-t didapat thitung (29.236) > ttabel (2,010) dan nilai signifikansi sebesar 0,000 < 0,05, sehingga H0 ditolak dan H1 diterima. Dengan demikian dapat disimpulkan bahwa ada peengaruh meedia Flash Card teerhadap minat beelajar peeseerta didik SMP Wahidiyah Keediri. Begitu juga dengan hasil pengujian uji t dengan menggunakan Paired sample test-t didapat thitung (24.548) > ttabel (2,010) dan nilai signifikansi sebesar 0,000 < 0,05, sehingga H0 ditolak dan H2 diterima. Dengan demikian dapat disimpulkan bahwa ada peengaruh meedia Flash Card teerhadap hasil beelajar peeseerta didik SMP Wahidiyah Kediri.
Pengembangan Media Pembelajan Matematika Berbasis Web dengan Media Game untuk Meningkatkan Kemampuan Numerik Siswa Kelas VIII SMP Wahidiyah
Penelitian ini bertujuan untuk mengetahui kelayakan media pembelajaran yang dikembangkan, dengan penilaian oleh validator ahli media dan ahli materi, juga untuk mengetahui penggunaan media pembelajaran berbasis web dengan media game untuk meningkatkan kemampuan numerik peserta didik SMP Wahidiyah. Jenis penelitian ini adalah Research and Development (R&D) dengan model pengembangan yang digunakan adalah model pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Pada penelitian ini dilakukan validasi (ahli media dan ahli materi) dan uji N-Gain. Teknik yang digunakan untuk pengambilan data penelitian meliputi angket lembar validasi, angket uji coba produk oleh peserta didik, dan tes kemampuan numerik. Berdasarkan hasil analisis data bahwa skor validasi ahli media sebesar 3,48 dengan kategori valid, dan skor validasi ahli materi sebesar 3,67 dengan kategori valid, dan hasil perolehan N-Gain sebesar 0,64 dengan kategori sedang. Sehingga dapat disimpulakan bahwa media pembelajaran matematia berbasis web dengan media game dapat meningkatkan kemampuan numerik peserta didik SMP Wahidiyah
Pengaruh Pembiasaan Baris-Berbaris Dalam Meningkatkan Kedisiplinan Siswa Dalam Melaksanakan Pembelajaran Di Luar Kelas Pada Siswa Sekolah Menengan Pertama
This research aims to implement the habit of lining up which has an impact on students' discipline in participating in learning in class and outside of class. Student discipline is important in the successful implementation of learning inside or outside the classroom. The author encountered disciplinary problems in Wahidiyah Middle School students in Kediri city class VII C which were more complicated than in other class VII. Apart from that, class VII C at Wahidiyah Middle School is often held in a hall where there are no seats, no class dividers or blackboards, because repairs are being carried out in the original class. This research was carried out at Wahidiyah Middle School, Kediri City in class VII C with a total of 48 students. This research was carried out for 7 weeks with 14 face-to-face meetings, with the duration of each face-to-face meeting being 2 x 40 minutes. The research instrument is a discipline questionnaire regarding classroom learning activities which includes aspects of self-discipline, namely student body posture, student uniform discipline, student social attitudes and student achievement of learning goals. This research is divided into 3 stages, pre-treatment, treatment and post-treatment. The marching instruments in question are preparing the line, straightening the line, controlling behavior during the learning process. From the results of this research, it was found that there were 32 students out of 48 students who did not comply with the disciplinary aspects above. At the treatment stage there were 8 students with a level of discipline that was less than the aspect studied. And at post-treatment there were 7 students who were still unable to change their habits before the row-in-line treatment was implemented. So getting used to lining up becomes a discipline supporting activity that can have a positive impact on students, teachers and learning activities.
Penerapan Media Pembelajaran Interaktif Menggunakan Articulate Storyline 3 Pada Materi Perbandingan Kelas VII SMP Wahidiyah Ambulu Jember Tahun Pelajaran 2022/2023
The aim of this research is to find out the application of interactive learning media using Articulate Storyline 3 in learning mathematics in comparative material for class VII Wahidiyah Middle School, Ambulu Jember. The approach used is descriptive qualitative. The subjects of this study were 6 class VII students for the 2022/2023 academic year. Instruments in this study using observation, interviews and documentation. There are four stages of data analysis in this study, namely collection, reduction, display and conclusion drawing and verification. The validity of the data in this study uses the triangulation method. Based on the results of research and analysis, it can be concluded that the application of interactive learning media using Articulate Storyline 3 in learning mathematics in comparative material for class VII students at Wahidiyah Ambulu Jember Middle School went well and the teacher's activities during learning were good. Apart from that, the application of interactive learning media using Articulate Storyline 3 in learning mathematics can increase student interaction starting from actively asking questions, actively answering and actively carrying out teacher orders during learning.
Copyright (c) 2023 AL FARABI: Journal of Mathematics and Mathematics Education https://creativecommons.org/licenses/by-nc-sa/4.0
Analisis Kesalahan Mahasiswa dalam Menyelesaikan Soal Geometri Analitik Ruang melalui Pendekatan Polya
This research aims to identify student errors in solving spatial analytic geometry questions on the position of points, lines and planes. The subjects of this research were third semester mathematics education students at Wahidiyah University Kediri for the 2022/2023 academic year. The type and approach in this research is a descriptive research type with a qualitative approach. The data collection techniques in this research are documentation, tests and interviews. Data analysis was carried out by comparing data from analytical geometry tests and student interviews. From the results of the study, it was concluded that student errors in solving analytic geometry problems in material space positions of points, lines and planes were conceptual errors and calculation errors (operation errors).
Perbandingan Hasil Belajar Matematika Antara Peserta Didik Yang Diberi Tugas Kelompok dan Peserta Didik Yang Diberi Tugas Individu Di Kelas VII SMP Wahidiyah Jember Pada Materi Perbandingan
The low mathematics learning outcomes of students are influenced by the ability to understand students mathematical concepts and the assigment of assignments given by the teacher. This study aims to determine the mathematics learning outcomes who are given assignments in groups and given assignments indivually and to find out significant differences in mathematics learning outcomes between students who are given assignments in groups and students who are assigned individually. This research is a Quasi Experimental Design with Nonequivalent Control Group Design. Samples were for this study was taken from the entire population of class VII Wahidiyah Jember middle shcool totaling 12 students. Data collection of observation , documentation and tests. Data analysis used is descriptive statistics and inferential statistics. The results of the analysis of the descriptive data showed that students in class VII SMP Gumukmas had an average initial score of 41,83 and an average post-test score of 83,33. Meanwhile, class VII of SMP Ambulu had an average initial score of 41,67 and an average post-test score of 74,17. Meanwhile, the results of the t test analysis was obtained tcount (1,254) and the sig. 0,239 > 0,05, so H0 is accepted and H1 is rejected. Thus it can be concluded that there are differences in student mathematics learning outcomes betweens students who are given group assignment and students who are given individual assignment in class VII SMP Wahidiyah Jember on comparative material.
Pengaruh Kecemasan Matematika Terhadap Kemampuan Pemahaman Konsep Matematika Pada Peserta Didik di SMP Wahidiyah Jember
The low quality of students’ ability to understand mathematical concepts makes student learning outcomes at school still unsatisfactory. One of the influencing factors is the presence of anxiety towards learning mathematics. This happens because mathematics lessons are considered difficult to understand and learn. This study aims to find out how mathematics anxiety and the ability to understand mathematical concepts are possessed by students, and to determine whether there is an effect of mathematics anxiety on students’ ability to understand mathematical concepts at Wahidiyah Middle School Jember. This research is an associative research with a quantitative approach using a population sample of 32 respondents. Data collection was carried out using questionnaires and tests as well as data analysis. Based on the result of data analysis, it can be concluded that students’ math anxiety is in the high category (43,8%) and the and the ability to understand mathematical concepts is in the medium category (47%) and math anxiety has a significant influence on the ability to understand mathematical concepts in participants studied at Wahidiyah Middle School Jember.
Penerapan Alat Peraga Lidi Untuk Meningkatkan Kemampuan Berhitung Materi Operasi Penjumlahan
This study aims to apply sticks to improve the ability to count on addition operations material in grade 1 students. The research method used class action research with 19 research subjects consisting of 10 female students and 9 male students. This research was conducted on Grade I students at St. Paulus Yppk Elementary School, Klamalu Village. Data collection techniques using tests, observation and documentation. The results showed that there was an increase in student learning outcomes where in the first cycle the average student score was 52.35 with a mastery percentage of 63%. While in Cycle II the average student score was 89.47 with a mastery percentage of 90%. So that the application of stick teaching aids can improve students' numeracy skills in addition operations material.
Eksperimentasi Model Pemebelajaran Problem Based Learning Berbasis Kurikulum Merdeka Pada Materi Eksponen Kelas X SMK Al Huda Kota Kediri
Learning mathematics is an abstract learning, so it requires an appropriate learning model to teach mathematics so that students can more easily understand concepts. The Independent Curriculum-based Problem Based Learning (PBL) learning model is an innovative learning centered on students and teachers as motivators and facilitators, and students are given the opportunity to process learning in class by involving project work. The purpose of this study was to determine the effect of the independent curriculum-based PBL learning model on learning outcomes in exponential material. The population in this study were students of Class X SMK Al Huda Kediri, using the cluster random sampling technique to obtain a sample of class X TKR 1 and class X TKR 3 as many as 58 students. The data analysis used in this research is an independent t-test. The results of this study indicate a sig value of 0.035 <0.05, this means that there is an influence of the independent curriculum-based Problem Based Learning (PBL) model on learning outcomes in exponential material for Class X students of SMK Al Huda Kediri.
Peran Kecerdasan Emosional dalam Mempengaruhi Hasil Belajar Matematika Dasar Pada Mahasiswa Teknik Elektro
Emotional intelligence is the ability to motivate oneself, overcome frustration, control impulses and the ability to work together. With high emotional intelligence students are able to bounce back quickly from a downturn or failure to achieve achievements, students have the skills to interact with others, students are able to regulate emotions to achieve goals and students are proficient in leading discussions. These abilities are able to optimize student learning outcomes, especially in basic mathematics courses. The purpose of this study was to determine the role of emotional intelligence in influencing the basic mathematics learning outcomes of electrical engineering students at Hasyim Asy'ari Tebuireng University, Jombang. This research is a quantitative research. The population in this study were all electrical engineering students and by using the purposive sampling technique, a sample of 52 students was obtained. Data analysis in this study used one-way analysis of variation with different cells. The results of this study indicate that emotional intelligence has a significant effect on the learning outcomes of basic mathematics electrical engineering students. Where the basic mathematics learning outcomes of electrical engineering students who have a high level of emotional intelligence are better than the basic mathematics learning outcomes of electrical engineering students who have moderate and low levels of emotional intelligence, as well as the basic mathematics learning outcomes of electrical engineering students who have a moderate level of emotional intelligence are better compared to the mathematics learning outcomes of students who have a low level of emotional intelligence.
Analisis Kesulitan Dalam Belajar Matematika Ditinjau Dari Gaya Belajar Peserta Didik Kelas XI SMA Wahidiyah Kota Kediri
Difficulties in learning are certainly experienced by every student in learning new things, one of which is in mathematics. Difficulties in learning there are many factors that influence it, including students' learning style factors, where each student certainly has a variety of types of learning styles, there are visual learning style, auditory learning style, and kinesthetic learning style. Based on the results of the odd semester exams for class XI SMA Wahidiyah, there were 41 students who took the exam and only 9 students whose scores met the minimum standards set by the school. The purpose of this study was to determine the difficulties in learning mathematics experienced by students in terms of students' learning styles. The research method used is descriptive qualitative method with data collection through observation, questionnaires, interviews. The subjects of this study consisted of 6 students with details of 2 students for each learning style. Based on data analysis, students will find it difficult when there is no learning model that is suitable for their learning style.
Pengaruh Metode Mengajar Guru dan Kecerdasan Majemuk Siswa terhadap Hasil Belajar Matematika Siswa SMP Wahidiyah Kediri
This study aims to test the influence of teacher teaching methods and students' compound intelligence on the mathematics learning outcomes of Wahidiyah Kediri Junior High School students. The type of research used is an ex-post facto quantitative approach. The population in this study was all students of Wahidiyah Kediri Junior High School as many as 447 students with a sample of 112 students. The sampling technique uses proportional samples. z The z data z analysis z technique of z this z study z uses multiple z linear z regression z analysis z assisted by z the z application z of z SPSS z v.25 z for z windows. Based on z the z results z of z the study, it shows that (1) there is an influence of teacher teaching methods on mathematics learning outcomes with sig values. 0.029 < 0.05. (2) there is an influence of students' compound intelligence on mathematics learning outcomes with sig grades. 0.046 < 0.05. (3) z there z is z an z influence z of teacher teaching methods and students' compound intelligence on mathematics learning outcomes with sig values. 0.002 < 0.05. It is recommended for teachers to be able to apply appropriate teaching methods and better understand the compound intelligence of students in order to improve their learning outcomes.
Implementasi Media Kartu Remi Matematika (KARIMA) pada Materi Bangun Datar Kelas 4 MI Al-Hidayah Tegalan
Mathematics is one of the important subjects in the field of education, so it is taught from elementary to college level. The purpose of this learning is to equip children to be able to think critically, systematically, and analytically in the problems of everyday life. In this case, one way to train students' skills in deepening Mathematics, one of which is in the flat shape material is through the application of Mathematical Playing Cards (KARIMA). The purpose of this study was to determine the application, learning outcomes, and responses of 4th grade students of MI Al-Hidayah Tegalan in using Mathematical Playing Cards. This study uses a qualitative approach with descriptive and analytical research types. The application of this research adheres to one of the behavioristic learning theories, in which the application of playing Mathematical Cards is carried out repeatedly. The results of the percentage of student activity at the first meeting, second meeting and third meeting were 70.5%, 88.5% and 94.25%. Student learning outcomes are determined by giving 10 multiple-choice test questions and 2 essay questions. The learning outcomes of 20 students got scores above the KKM and 2 students below the KKM. The average learning outcomes of 4th grade MI Al-Hidayah students after using Math Playing Cards is 91%. This large percentage can be said to be complete because it has exceeded the classical completeness limit, which is 85%. And to find out the results of student responses after using Mathematical Playing Cards is to distribute a questionnaire instrument of students' interest in the Mathematical Playing Card game. The student's response to the application of the Mathematical Playing Card was very good and enthusiastic, the average point was 28.9 or in percentage, which was 96.5%. The percentage results obtained are in the very good category.
Pengembangan Media Pembelajaran Monopoli Aritmatika (Monika) Berbasis Pondok Pesantren Pada Materi Aritmatika Sosial
This research is motivated by many teachers who have not used the media in the classroom. Media is used using the basis of islamic boarding schools because the subject in the study is within the scope of pesantren. The purpose of this study is to develop, find out the appropriateness and the effectiveness of arithmetic monopoly learning media based on Islamic boarding schools. In this study, researchers used a type of research and development (R&D) with the ADDIE development model consisting of 5 stages namely (1) Analysis; (2) Design; (3) Development; (4) Implementation; (5) Evaluation. The data collection technique uses test and questionnaires. Before being applied, media products and instruments in this study have been validated by media, material, and language experts. The results of the validation by media experts showed an average score of 4.6 with a very valid category. Furthermore, media validation by material experts showed an average assessment result of 3.6 with a valid category. And the results of media validation by linguists showed an average score of 4.4 with a very valid category. From the results of the questionnaire calculation, an average presentase result of 92% was obtained into the very worthy category. Thus it can be concluded that the arithmetic monopoly learning media is based on islamic boarding schools is appropriateness to be applied to learning.
Pengaruh pembelajaran flipped classroom terhadap hasil belajar dalam materi baris dan deret geometri siswa SMA Wahidiyah Kediri
Mathematics is considered difficult by most students, so learning is needed that can make students active in learning. Flipped Classroom can develop its ability to use technology while learning because the material is presented in the form of videos, so it can be used repeatedly. Based on the UN PAMER, Wahidiyah SMA has the weakest percentage on the 17th indicator, namely in line material and geometric series. The purpose of this study was to determine the effect of Flipped Classroom learning on learning outcomes in line material and geometric degrees. This type of research is a pre-experimental quantitative research, with a one group pretest-posttest design. The population of this research is all students of class XI Wahidiyah Kediri for the academic year 2021/2022, totaling 200 students with cluster random sampling technique, obtained by class XI IIS 2 as many as 39 students as samples. The data analysis technique used paired samples test. The results of this study indicate that there is an effect of Flipped Classroom learning on learning outcomes in line and geometric series material for class XI SMA Wahidiyah Kediri City.
Copyright (c) 2022 AL FARABI: Journal of Mathematics and Mathematics Education https://creativecommons.org/licenses/by-nc-sa/4.0
Implementasi media pembelajaran matematika interaktif berbasis augmented reality
Augmented Reality become popular right now. By using Augmented Reality as an alternative learning media, it is hoped that a learning activity can be more interesting for students This research is motivated by the rapidly technological development that can be used in purpose of making a learning media more interesting and concise. One of the learning media development is Augmented Reality. The problem of this research is whether Augmented Reality-based mathematics learning media on flat-sided geometry with sub-materials of surface area and volume of flat-sided geometry attracts students?. This research is using Research and Development (R&D) type. The result of this research is that the augmented reality-based mathematics learning media, is very decent to be used in the learning process in school, in accordance with the results of validation by five validators with successive percentages of 91.5 percent, 92.5 percent, 87.5 percent, 97.5 percent, 84.5 percent. As well as the average results of the questionnaire conducted by class XI SMK PGRI 3 Kediri students obtained a percentage of 92.12 percent. The conclusion is that the learning media by using augmented reality is categorized as fascinating learning media to use at school.
Efektivitas pembelajaran jarak jauh (PJJ) terhadap kemampuan berpikir kritis siswa Kelas VII SMP Wahidiyah Kota Kediri tahun pelajaran 2020/2021
Education from year to year always has developments and changes, this aims to update the quality of education so that it continues to grow. At the beginning of 2020, with the Covid-19 virus, all processes in the world of education underwent changes, ranging from teaching methods to learning devices. So in this study the researchers wanted to find out how effective the learning carried out by the teacher was on students' critical thinking skills in distance learning. This study uses qualitative methods with descriptive techniques. The data sources use dare primary data in the form of interviews and questionnaires and secondary data in the form of WhatsApp screenshot documents. The data analysis technique uses the Miles and Huberman model, namely data reduction, data display, and conclusion drawing/verification. This research was carried out at the Wahidiyah Middle School in Kediri. Based on the discussion of the Miles and Huberman Model technique, it was found that the average effectiveness of distance learning carried out by mathematics teachers at Wahidiyah Middle School was 68% in the strong category. On average, the critical thinking skills of seventh grade students of SMP Wahidiyah, Kediri, are in the strong category with a percentage of 66%. There is a relationship between the effectiveness of learning carried out by teachers on students' critical thinking skills. So that teachers who carry out learning effectively will have an impact on increasing students' critical thinking skills.
Analisis kemampuan disposisi matematis terhadap berpikir kreatif pada pembelajaran matematika
The purpose of this study was to analyze the ability of mathematical disposition in creative thinking in mathematics learning for class VII SMP. This type of research uses qualitative research methods with a qualitative grounded theory approach. The data collection technique used in this study is a non-test technique consisting of a questionnaire/questionnaire, observation and interviews. This type of research belongs to the Postpositivist research paradigm. Based on data analysis, the findings produced in this study are: (1) based on the results of the questionnaire data, there are 26 students (81.25%), have a positive creative thinking disposition. This means that the teaching-learning process is generally good. However, there were 6 students (18.75%) who had a negative creative thinking disposition. We can conclude that in general students have a positive attitude towards creative thinking dispositions, (2) the existence of complete facilities and a clean, neat and beautiful environment can have a positive impact on students' interest in learning, especially mathematical dispositions in students' creative thinking. The suggestion in this study is that it is hoped that teachers will pay more attention to the ability of mathematical dispositions and establish good cooperation with the guardians of students to control the condition of children's education, both in terms of affective, cognitive and psychomotor, especially those related to the ability of mathematical dispositions to think creatively.
Mathematical Disposition of Creative Thinking