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Etnomatematika: Sebuah Eksplorasi Matematika dalam Budaya Lampung Pepadun Karsoni Berta Dinata; Junaidi Junaidi
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 4, No 3 (2022): June Pages 3201-5000
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v4i3.2733

Abstract

Eksplorasi etnomatematika yang telah dilakukan oleh berbagai peneliti menunjukan bahwa konsep-konsep matematika telah diterapkan oleh berbagai etnis di seluruh dunia dalam memudahkan kehidupan sehari-hari. Ini menjawab pernyataan bahwa matematika  dan budaya adalah dua hal yang terpisah adalah salah. Penelitian ini bertujuan untuk mengetahui keberadaan unsur-unsur matematika dalam budaya lampung pepadun baik dalam rumah adat, pakaian adat, upacara adat, dan Permainan tradisional adat lampung. Metode yang digunakan dalam penelitian ini adalah penelitian kualitatif dengan pendekatan Etnografi. Data dikumpulkan dengan cara observasi dan wawancara. Observasi dilakukan dalam bentuk kajian literatur dan observasi ke lapangan. Wawancara dilakukan terhadap tokoh adat lampung Pepadun. Validasi data dilakukan dengan melakukan triangulasi data hasil observasi dan wawancara. Hasil penelitian menunjukan bahwa terdapat keberadaan unsur-unsur matematika seperti konsep Geometri, Bilangan, dan probabilitas ada dalam budaya masyarakat Lampung Pepadun yang tercermin dalam Rumah adat Tradisonal Lampung, Pakaian adat Tradisonal (Tapis lampung), penetapan uang Adat dalam upacara pernikahan adat lampung pepadun, dan dalam permainan adat lampung (Pidak). Terlepas dari muatan matematis, masyrakat Lampung pepadun memiliki nilai moral, sejarah, dan filosofis yang dapat dirasakan, direfleksikan, dan diterapkan dalam kehidupan sehari-hari, seperti nilai-nilai dalam kepemimpinan, perbuatan baik, dan sebagainya maju
Evaluation and Analysis of Baitul Arqam on the Morals and Performance of Lecturers and Employees of the University of Muhammadiyah Kotabumi Junaidi Junaidi; Karsoni Berta Dinata; Darwanto Darwanto
Halaqa: Islamic Education Journal Vol 4 No 2 (2020): Desember
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/halaqa.v4i2.1015

Abstract

The aims of this study is as basis for making policies and strategies that need to be taken to improve the quality of Baitul Arqam Program going forward. Baitul Arqam program that has been carried out so far has never been seen in measurable terms. There are three research designs in this study, namely 1) descriptive-qualitative research design, 2) survey research design and 3) CIPP evaluation research design. The result of this study are based on the result of the analysis of the questionnaire and interview, it can be concluded that the lecturers and employees who have participated in Baitul Arqam activities have good morals and high performance. Based on the result of the evaluation it can be concluded that, 1) Baitul arqam material should be made into one book and distributed to participants, 2) The material should also discuss matters related to prayer, organizing bodies, and other worship in accordance with the guidance of HPT, 3) The video interesting learning so that participants are more interested and focused, 4) Every lecturer and employee who has not yet followed the Baitul Arqam must participate in the activity, 5) There is a pre-test and post-test to measure the success of the participants, 6) the mandatory requirements of participants are declared to pass if they take Fathul Quthub and Tahajud Prayers, and follow the material for each session at a minimum 75%.
Pengintegrasian Budaya Lampung dalam Pembelajaran Mata Kuliah Himpunan Dengan Flatform Schoology Darwanto; Karsoni Berta Dinata; Junaidi
JUMLAHKU: Jurnal Matematika Ilmiah STKIP Muhammadiyah Kuningan Vol 6 No 2 (2020): Edisi Vol. 6 No. 2 Nopember 2020
Publisher : Program Studi Pendidikan Matematika STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jumlahku.v6i2.1140

Abstract

Abstrak Lampung memiliki khasanah kekayaan budaya yang dapat dilihat pada rumah adat lampung, Pakaian adat lampung, Alat-alat musik tradisional, Upacara adat Lampung, dan nilai-nilai kearifan lokal lampung. Untuk menumbuhkan kesadaran dan kecintaan mahasiswa terhadap budaya lampung, salah satu cara yang dapat dilakukan adalah dengan mengintegrasikan budaya lampung terhadap pembelajaran. Metode penelitian yang dilakukan adalah metode penelitian deskriptif Kualitatif. Beberapa konten budaya lampung dintegrasikan dalam materi himpunan. Selain itu juga, konten budaya lampung khususnya nilai-nilai kearifan lokal lampung seperti piil pesenggiri, bejuluk adok, nemui nyimah, nengah nyappukh, dan Sakai Sambayan dapat juga diintegrasikan dalam pembelajaran himpunan dengan flatform Schoology. Kata Kunci: Kearifan Lokal, Schoology, Piil Pesenggiri Abstract Lampung has a wealth of cultural treasures that can be seen in the traditional Lampung house, Lampung traditional clothing, traditional musical instruments, Lampung traditional ceremonies, and the values ​​of local wisdom of Lampung. To foster awareness and love of students towards Lampung culture, one way that can be done is by integrating Lampung culture with learning. The research method used is descriptive qualitative research method. Some of the cultural content of Lampung is integrated in the material of the association. In addition, the content of Lampung culture, especially the values ​​of local wisdom of Lampung such as Piil Pesenggiri, Bejuluk adok, meet nyimah, nengah nyappukh, and Sakai Sambayan can also be integrated into association learning with the Schoology platform. Keywords: Lokal Wisdom, Schoology, Piil Pesenggiri
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN AURORA 3D PRESENTATION 2012 TERHADAP PEMAHAMAN KONSEP MATERI BANGUN RUANG SISWA KELAS VIII SMP NEGERI 10 KOTABUMI: PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN AURORA 3D PRESENTATION 2012 TERHADAP PEMAHAMAN KONSEP MATERI BANGUN RUANG SISWA KELAS VIII SMP NEGERI 10 KOTABUMI Saridawati Saridawati; Muinah Muinah; Karsoni Berta Dinata
Eksponen Vol. 12 No. 2 (2022): Eksponen: Volume 12 Nomor 2 September 2022
Publisher : Universitas Muhammadiyah Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The development of interactive learning media using Aurora 3D Presentation 2012 for understanding the concept of building material for class VIII SMP Negeri 10 Kotabumi is motivated by the lack of use of computers as learning media for Aurora 3D Presentation 2012 especially mathematics. The use of learning media that is not optimal is one of the causes of students not understanding a good concept understanding, especially in the material of building space. This development was carried out with the aim of knowing the development process and the feasibility of learning media on interactive learning media using Aurora 3D Presentation 2012 for understanding the concept of building space. This development was carried out with the aim of knowing how to develop learning media based on Aurora 3D Presentation 2012. The development adopted by Sugiyono, research was limited to 7 stages of development, namely 1) potential and problems, 2) data collection, 3) product design, 4) design validation. , 5) design revision, 6) trial 7) Product revision due to limited time and cost. The type of data in this study used quantitative data and qualitative data. The results of this study are: (1) The products produced in this study include the product manufacturing stage, then validation and product revision are carried out; (2) The results of the validation test assessment by material experts are 90% with the "very feasible" criteria; (3) The results of the validation test assessment by media experts were 97% with the "very feasible" criteria; (4) The results of the validation test assessment by linguists were 98% with the criteria of "very feasible"; (5) The results of the validation test assessment by education practitioners are 100% with the criteria of "very feasible" (6) The results of the test and assessment of student responses are 86% with the criteria of "very feasible". Based on the assessments obtained from experts, education practitioners and student responses, it can be concluded that the learning media product based on Aurora 3D Presentation 2012 to improve understanding of the concept of flat triangles and quadrilaterals for class VIII SMP Negeri 10 Kotabumi is very feasible to be used as learning media.
IMPLEMENTASI LESSON STUDY BERBANTUAN E-BOOK BERBASIS SIGIL: PENINGKATAN TERHADAP KEMAMPUAN PEMECAHAN MASALAH Karsoni Berta Dinata; Hodiyanto
JUMLAHKU: Jurnal Matematika Ilmiah STKIP Muhammadiyah Kuningan Vol 8 No 2 (2022): JUMLAHKU VOL.8 NO.2 2022
Publisher : Program Studi Pendidikan Matematika STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jumlahku.v8i2.1556

Abstract

Kemampuan Pemecahan Masalah merupakan satu dari empat kemampuan yang dibutuhkan abad-21. Berbagai upaya telah dilakukan dalam rangka mengembangkan kemampuan pemecahan masalah baik pada pembelajaran daring maupun luring. Upaya yang dapat dilakukan dalam mengembangkan kemampuan pemecahan masalah adalah mengimplementasikan pembelajaran matematika dengan pendekatan Lesson Studi for Learning Comunity (LSLC) media e-book berbantuan aplikasi sigil. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK). Tahapan yang digunakan adalah Perencanaan (Plan), Pelaksanaan (Do), Refleksi (See), dan Redesain. Subjek penelitian adalah mahasiswa Semester VII Pendidikan Matematika yang berjumlah 14 orang. Instrumen pengambil data yaitu Lembar Observasi, Tes, Catatan lapangan, dan Alat Rekam Gambar/Video. Teknik analisis data yang digunakan adalah analisis data Deskriptif Kuantitaif. Hasil Penelitian menunjukan bahwa Implementasi pembelajaran matematika dengan pendekatan Lesson Studi for Learning Comunity (LSLC) dengan media e-book berbantuan aplikasi sigil mampu meningkatkan keaktifan mahasiswa selama proses pembelajaran dan mampu meningkatkan kemampuan pemecahan masalah. Dengan demikian pendekatan Lesson Studi for Learning Comunity (LSLC) efektif digunakan baik pada pembelajaran luring maupun daring. Penggunaan media yang membantu mahasiswa belajar secara daring dipercaya mampu mengotimalkan proses dan hasil pembelajaran.
PENGEMBANGAN VIDEO PEMBELAJARAN BERBASIS PEMECAHAN MASALAH BERBANTUAN ADOBE CAPTIVATE MATERI MATRIKS DI SEKOLAH MENENGAH KEJURUAN (SMK) 3 KOTABUMI Nisa Umi Rahmawati; Purna Bayu Nugroho; Karsoni Berta Dinata
International Journal of Progressive Mathematics Education Vol. 3 No. 1 (2023)
Publisher : Universitas Muhammadiyah Prof. DR. HAMKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/ijopme.v3i1.7689

Abstract

Background. Technological advances and developments in the modern era like today are creating new mindsets and patterns of behavior in society. This also affects development in the field of education. Many studies have been carried out but only focus on utilization. Research Methods This research is a Research and Development (R&D) study which aims to develop problem-solving based learning videos. Data analysis in this study used descriptive analysis where the validation results were the quality of the development results. Research Results The results of the final assessment by material experts were 77.5% and with the criteria of "decent, no need for revision". The results of the media expert's assessment are 90% and have received the title "very decent, no need for revision". Assessment by linguists received the title "proper, no need for revision" by obtaining a score of 73.3%. The last assessment was carried out by educational practitioners, the results of the assessment given were 84% and received the title "very decent, no need for revision". The contribution of this research adds to the research contribution in the field of learning video development.   Latar belakang. Kemajuan dan perkembangan teknologi pada era modern seperti saat ini menciptakan pola pikir dan pola perilaku yang baru di masyarakat. Hal tersebut juga mempengaruhi pengembangan dalam bidang pendidikan. Banyak penelitian sudah dilakukan namun hanya berfokus pada pemanfaatan. Metode Penelitian Penelitian ini merupakan Penelitian Research and Development (R&D) yang bertujuan untuk mengembangkan video pembelajaran berbasis pemecahan masalah. Analisis data penelitian ini menggunakan analisis deskriptif dimana hasil validasi merupakan kualitas dari hasil pengembangan. Hasil Peneltian Hasil penilaian akhir oleh ali materi 77,5% dan dengan kriteria “layak, tidak perlu revisi”. Hasil penilaian ahli media 90% dan sudah mendapat predikat “sangat layak, tidak perlu revisi”.  Penilaian oleh ahli bahasa mendapatkan predikat “layak, tidak perlu revisi’’ dengan memperoleh nilai 73.3%. Penilaian terakhir dilakukan oleh praktisi pendidikan, hasil penilaian yang diberikan yaitu84%dan mendapat predikat “sangat layak, tidak perlu revisi”. Kontribusi Penelitian ini menambah kontribusi penetian dibidang pengembangan video pembelajaran.Â