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Journal : Exact Paper In Compilation (EPIC)

PENGARUH MEDIA PEMBELAJARAN MATEMATIKA BERBASIS AUGMENTED REALITY TERHADAP HASIL BELAJAR SISWA khusnul khotimah
Exact Papers in Compilation (EPiC) Vol 1 No 3 (2019): Vol. 01 No. 03, Agustus 2019
Publisher : Unit Publikasi dan Jurnal Universitas KH. A. Wahab Hasbullah

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Abstract

Tujuan dari penelitian ini adalah untuk mengetahui Apakah terdapat pengaruh media pembelajaran matematika berbasis augmented reality terhadap hasil belajar siswa. Metode penelitian yang digunakan merupakan quasi eksperimen. Subyek dalam penelitian ini adalah siswa kelas VIII A SMP Madinatul Ulum Tembelang Jombang sebagai kelas kontrol dan kelas VIII B SMP Madinatul Ulum Tembelang Jombang sebagai kelas eksperimen. Untuk menganalisis data dalam penelitian ini menggunakan uji t (Separeted Varians). Hasil dari penelitian ini adalah hasil belajar siswa menggunakan media Augmented Reality menunjukkan memiliki nilai lebih baik dari hasil belajar tanpa media Augmented Reality, hal tersebut dibuktikan dengan perhitungan uji t. Pada perhitungan uji t didapat nilai t hitung sebesar 0,13 dan t tabel sebesar 1,8843, maka disimpulkan Ho ditolak dan Ha diterima, yang artinya bahwa ada pengaruh media Augmented Reality (AR) terhadap hasil belajar matematika pada siswa kelas VIII SMP Madinatul Ulum Tembelang Jombang.
PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASISIS ADOBE FLASH UNTUK PESERTA DIDIK KELAS VIII Ida Magh firoh; Khusnul Khotimah; Eliza Verdianingsih
Exact Papers in Compilation (EPiC) Vol 1 No 4 (2019): November 2019
Publisher : Unit Publikasi dan Jurnal Universitas KH. A. Wahab Hasbullah

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Abstract

ABSTRACT The research was used R&D (Research and Development) research method that aims to produced and describe mathematic learning media based on Adobe Flash CS3. Researcher is adapted from R&D (Research and Development) research method by ADDIE. The first experts material give “4.5” score to the researcher it was “Valid” category. The second experts material give “4.7” score to the researcher it was “Valid” category, and researcher get “4.2” score from expert media it was “Valid” category. The result of questionnaires for students responses about mathematic learning media based on Adobe Flash CS3 get a percentage score “89.5%” it was “Very Good” category. Then, the result of pre test students was obtained average score “33.7” it means that all of students have low score below “KKM” which is ≤ 75. While, the result of post test students was obtained average score “82” it means that all of students get the high score on the top of “KKM” which is ≥ 75. Then, the final score of attitude assessment is “2.4” it was “Good” category. It means that students have a good attitude. The final score of performance assessment is “2.5” it was “Good” category. It means that students have a good performance. Based on the result above, the researcher conclude that mathematic learning media based on Adobe Flash CS3 relations and functions, feasible and valid to used in learning mathematic. Keyword : Mathematic Learning Media Based on Adobe Flash CS3
PENGARUH MODEL PEMBELAJARAN GENERATIF TERHADAP HASIL BELAJAR PESERTA DIDIK PADA MATERI LINGKARAN khusnul khotimah; Dian Kusuma Wardani
Exact Papers in Compilation (EPiC) Vol 2 No 2 (2020): Vol. 02 No. 02, Mei 2020
Publisher : Unit Publikasi dan Jurnal Universitas KH. A. Wahab Hasbullah

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Abstract

Tujuan dari penelitian ini adalah untuk mengetahui apakah terdapat pengaruh model pembelajaran generatif terhadap hasil belajar peserta didik pada materi lingkaran. Metode yang digunakan pada penelitian ini menggunakan quasi eksperimen. Subyek dalam penelitian ini adalah peserta didik kelas XI A MA Bahrul Ulum tambak beras Jombang sebagai kelas kontrol dan kelas XI B MA Bahrul Ulum Tambak Beras Jombang sebagai kelas eksperimen. Analisis data yang digunakan dalam penelitian ini dengan menggunakan uji t (Separeted Varians). Hasil penelitian yang diperoleh adalah hasil belajar peserta didik dengan menggunakan model pembelajaran generatif pada materi lingkaran mendapatkan hasil yang lebih baik daripada tanpa menggunakan model pembelajaran generatif, hal tersebut dibuktikan dengan perhitungan uji t. Pada perhitungan uji t disimpulkan Ho ditolak dan Ha diterima, yang artinya ada pengaruh pembelajaran generatif terhadap hasil belajar matematika pada materi lingkaran peserta didik di MA Bahrul Ulum Tambak Beras Jombang. Tujuan dari penelitian ini adalah untuk mengetahui apakah terdapat pengaruh model pembelajaran generatif terhadap hasil belajar peserta didik pada materi lingkaran. Metode yang digunakan pada penelitian ini menggunakan quasi eksperimen. Subyek dalam penelitian ini adalah peserta didik kelas XI A MA Bahrul Ulum tambak beras Jombang sebagai kelas kontrol dan kelas XI B MA Bahrul Ulum Tambak Beras Jombang sebagai kelas eksperimen. Analisis data yang digunakan dalam penelitian ini dengan menggunakan uji t (Separeted Varians). Hasil penelitian yang diperoleh adalah hasil belajar peserta didik dengan menggunakan model pembelajaran generatif pada materi lingkaran mendapatkan hasil yang lebih baik daripada tanpa menggunakan model pembelajaran generatif, hal tersebut dibuktikan dengan perhitungan uji t. Pada perhitungan uji t disimpulkan Ho ditolak dan Ha diterima, yang artinya ada pengaruh pembelajaran generatif terhadap hasil belajar matematika pada materi lingkaran peserta didik di MA Bahrul Ulum Tambak Beras Jombang.
Soal Matematika Model PISA Konten Change and Relationships untuk Menunjang Literasi Matematis Peserta Didik Wisnu Siwi Satiti; Iftidaiyah -; Khusnul Khotimah
Exact Papers in Compilation (EPiC) Vol 3 No 4 (2021): November 2021
Publisher : Unit Publikasi dan Jurnal Universitas KH. A. Wahab Hasbullah

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Abstract

Learning mathematics today should be more than just equipping students with understanding concepts, but it should also be used to facilitate students with the ability to apply mathematical-concepts to solve problems from everyday life. The individual's ability to apply mathematical concepts (employ to solve problems from the real world is a part of mathematics-literacy. However, based on the PISA study, a program that evaluates students’ mathematics-literacy around the world, it is known that Indonesian students’ mathematics-literacy is still low compared to students from other countries. Therefore, it is necessary to increase the use of PISA-like mathematics problems at school. PISA-like mathematics problems are built in context and content. One of them is content Change and Relationships. Several previous studies have shown that many Indonesian students have difficulties in solving PISA- like mathematics problems of change and relationships content. Therefore, in this study, we developed PISA- like mathematics problems of content change and relationships for students at SMP/MTs. The product developed is used as a mathematical activity in learning at school as an effort to support students’ mathematics literacy. This study uses the Research and Development (R&D) method with the ADDIE model. Results of this study show that the product is valid and appropriate to support students' mathematics literacy.
Pengembangan LKPD Materi Kubus dan Balok Menggunakan Konteks Pribadi untuk Peserta Didik Kelas VIII Wisnu Siwi Satiti; Khusnul Khotimah; Moh. Ali Rosyid
Exact Papers in Compilation (EPiC) Vol 3 No 3 (2021): Agustus 2021
Publisher : Unit Publikasi dan Jurnal Universitas KH. A. Wahab Hasbullah

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Abstract

With the increasing number of real-life situations that require some level of mathematical understanding, this shows that mathematical concepts have an important role in everyday life. One of the mathematical studies that is widely used in everyday life is geometry. Many objects in everyday life are geometric shapes, including cubes and blocks. However, the practice of learning on cube and block material has not accommodated these needs, that is a learning that accommodates everyday situations experienced by students. Considering this, in this study, learning media was developed in the form of Student Worksheets (LKPD) which were arranged using the personal context of students on cube and block material. The target of this research is students of class VIII junior high school (SMP/MTs). This study uses the Research and Development (R&D) method with the ADDIE model. This study aims to develop LKPD for Cube and Block Materials Using Personal Context for Students grade VIII. The results show that the LKPD is valid and practical. The results of the product implementation show that the use of this LKPD supports students' understanding on concept of cube and block. The use of LKPD also received a "good" response by students.