Siska Firmasari
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Desain Bahan Ajar Analisis Real dengan Taksonomi Solo Dilengkapi Soal-Soal Bentuk Superitem Siska Firmasari; Surya Amami Pramuditya
Jurnal Elemen Vol 4, No 1 (2018): January
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v4i1.502

Abstract

Real Analysis is a compulsory subject for the 3rd grade students of Mathematics Education that most of students  are considered it as a difficult course, due to the abstract of material especially on the matter of the Real Numbers. The purpose of this research is to design learning materials with SOLO taxonomy completed with such a multilevel exercise form super item to obtain a valid learning materials and practical to address the difficulties of students in learning the material of Number Real. This research uses research methods of modified Plomp. The referred design in this research is the design of learning materials. The results show that 1) The material design includes in valid criteria, based on the average value of validation materials of 4.52; 2) The practicality of material design is gained from the results of students ' positive response that is  91.96% and a good ability of the lecturer in teaching using materials that have been compiled.
PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS KEMAMPUAN PEMECAHAN MASALAH MATEMATIS PADA PEMBELAJARAN MATEMATIKA (Bahan Ajar Digital Interaktif pada Materi Pertidaksamaan Nilai Mutlak Linear Satu Variabel) Artisa Indariani; Surya Amami Pramuditya; Siska Firmasari
Eduma : Mathematics Education Learning and Teaching Vol 7, No 2 (2018)
Publisher : Jurusan Tadris Matematika IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (959.865 KB) | DOI: 10.24235/eduma.v7i2.3670

Abstract

This research motivated by the low of students’ mathematical problem-solving ability and the utilization of learning media based on technology that was not maximum. Preparation of learning materials in the form of the interactive digital module was one of the ways can overcome that problem. The method that used in this research was RnD with the design model ADDIE that was analysis, development of implementation design and evaluation with the restrictions of not doing the implementation stage. The instrument of collecting data in this research was the form of validation and the form of practicalities of the user senior high school students that has to get the material of linear inequality absolute value. The data that was taken though with statistics descriptive way. The validation result of the digital module gets ratings in the amount of 83,33% from media expert and 85,57% from a material expert. This interactive digital module was decent to use and very practical with the average percentage for students’ high cognitive ability 88,77%,  medium 89,49%, and low 82,97%.  Whereas the other user that was mathematics teacher give the percentage 84,78% so, according to them this digital module was very practical.
KEMAMPUAN ABSTRAKSI CALON GURU MATEMATIKA PADA MATERI DIMENSI TIGA Dina Pratiwi Dwi Santi; Siska Firmasari
Euclid Vol 5, No 2 (2018): EDISI JULI
Publisher : Universitas Swadaya Gunung Jati.

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (412.991 KB) | DOI: 10.33603/e.v5i2.1313

Abstract

Materi dimensi tiga harus dikuasai oleh calon guru matematika dikarenakan materi ini berkaitan erat dengan kurikulum sekolah menengah. Kesulitan belajar mahasiswa pada materi dimensi tiga dikarenakan materi bersifat abstrak. Sehingga penelitian ini secara khusus bertujuan untuk mengetahui kemampuan abstraksi calon guru matematika pada tingkat kognitif tinggi, sedang, dan rendah dalam menyelesaikan soal matematika tidak rutin materi dimensi tiga. Model yang digunakan dalam penelitian ini adalah deskriptif menggunakan pendekatan kualitatif. Dari populasi seluruh mahasiswa peserta perkuliahan Kapita Selekta Matematika Menengah tahun akademik 2017/2018, dipilih tiga mahasiswa secara purposive, yang didasarkan pada hasil tes matematika untuk kemampuan abstraksi, sebagai subjek penelitian. Penelitian ini menghasilkan kemampuan abstraksi mahasiswa dengan tingkat kognitif sedang lebih rendah dibandingkan dengan yang tingkat kognitif tinggi, dan lebih tinggi dibandingkan dengan yang tingkat kognitif rendah. Terdapat selisih berturut-turut sebesar 33% dan 45%.  Dengan demikian, untuk tahap berikutnya mahasiswa dapat diberikan perlakuan yang tepat saat proses pembelajaran dengan memperhatikan masing-masing tingkat kognitif dan kemampuan abstraksi.