Mitia Fatma Ningsih
Universitas Pekalongan

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PENGARUH MODEL DISCOVERY LEARNING TERHADAP KEMAMPUAN KOMUNIKASI MATEMATIS DAN KEAKTIFAN BELAJAR SISWA SMP Alfa Hida Maulida; Mitia Fatma Ningsih; Titis Bastian
Delta: Jurnal Ilmiah Pendidikan Matematika Vol 6, No 1 (2018): Delta Jurnal Ilmiah Pendidikan Matematika
Publisher : Universitas Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (178.757 KB) | DOI: 10.31941/delta.v6i1.649

Abstract

Kemampuan komunikasi matematis merupakan salah satu kemampuan yang harus dikuasai oleh siswa dalam pembelajaran matematika. Faktor lain yang perlu diperhatikan dalam pembelajaran matematika adalah keaktifan belajar siswa dalam mengikuti pembelajaran tersebut. Adapun tujuan dari artikel ini adalah untuk melihat bahwa ada pengaruh penggunaan model discovery learning terhadap kemampuan komunikasi matematis dan keaktifan belajar siswa dalam pembelajaran pada tingkat SMP. Dalam model discovery learning sendiri terdapat lima sintak yaitu stimulation, problem statement, data collection, data processing dan verification. Hasil kajian dalam artikel ini menunjukkan bahwa terdapat pengaruh penggunaan model discovery learning dalam mengembangkan kemampuan komunikasi matematis siswa, serta mampu meningkatkan keaktifan belajar siswa dalam pembelajaran matematika pada jenjang SMP.
PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN MOBILE APLIKASI BERBASIS AUGMENTED REALITY MATERI DIMENSI TIGA KELAS XII SMA NEGERI 4 PEKALONGAN Syita Fatih 'Adna; Mitia Fatma Ningsih; Amalia Fitri
Jurnal Karya Pendidikan Matematika Vol 7, No 2 (2020): Jurnal Karya Pendidikan Matematika Volume 7 Nomor 2 Tahun 2020
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jkpm.7.2.2020.32-39

Abstract

The purposes of the research were to develop and produce an augmented reality based learning media product of used proper. This research was conducted to 30 third grade students of Social Science Major at Senior High School 4 of Pekalongan. This research used Research and Development (R&D) method with ADDIE model. The conducted steps were analysis, design, development, implementation and evaluation. The data collection instruments used within this research were observation, interview and questionnaire. There were 3 questionnaires: 1) Student’s need questionnaire; 2) Validity questionnaire; and 3) Practicality questionnaire. The data analyses used were learning media validity analysis and students’ response practicality analysis. Based on the result of the research, the average total aspect from all validators reached 4,10. It showed that the developed learning media could be categorized as valid. Meanwhile from the students’ response questionnaire showed that the practicality value reached 92%. It indicated that the learning media used was very practical. Therefore, it can be concluded that the learning media is feasible as it is valid and very practical. The learning media can be utilized as a learning source for students in three dimension materials.Keywords: Learning Media, Mobile Application, Augmented Reality