Sumardin Raupu
IAIN Palopo

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Journal : Lentera Pendidikan

MATHEMATICAL REPRESENTATION BASED ON PERSONALITY TYPES Sitti Zuhaerah Thalhah; Thamrin Tayeb; Sumardin Raupu; Dwi Risky Arifanti
Lentera Pendidikan : Jurnal Ilmu Tarbiyah dan Keguruan Vol 23 No 1 (2020): JUNE
Publisher : Faculty of Tarbiyah and Teacher Training Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/lp.2020v23n1i12

Abstract

Abstract:This study aims at describing the mathematical representation of students with Sanguine, Choleric, Melancholic and Phlegmatic personality types in solving linear program problems. The instrument used was a personality test adapted from the Personality Plus book by Florence Litteur. The data were collected by applying linear programming problems to the main subjects that represent each personality type. The results of Sanguine and Melancholy students only represented three indicators, the problem were not represented in the form of diagrams, graphs, tables or drawings, while, the Choleric and phlegmatic students represented problems in four indicators. Another finding, the sanguine students answered all the questions correctly but did not make the conclusions. The Choleric and melancholy students were less focus on the calculation process so there were some answers incorrectly, while all phlegmatic students answered incorrectly.Abstrak:Penelitian ini bertujuan untuk mendeskripsikan representasi matematis mahasiswa bertipe kepribadian sanguinis, korelis, melankolis dan phlegmatis dalam menyelesaian masalah program linier. Jenis penelitian ini adalah penelitian kualitatif. Adapun instrumen yang digunakan adalah tes kepribadian yang diduplikasi dari buku Personality Plus karya Florence Litteur, lembar tes kemampuan representasi matematis dan wawancara. Data dikumpulkan dengan memberikan masalah program linier kepada subjek utama yang mewakili masing-masing tipe kepribadian, kemudian dianalisis berdasarkan indikator representasi matematis. Hasil analisis yang diperoleh, yaitu mahasiswa sanguinis dan melankolis hanya merepresentasikan tiga indikator, masalah tidak direpresentasikan dalam bentuk diagram, grafik, table atau gambar, sedangkan mahasiswa korelis dan phlegmatis merepresentasikan masalah dalam empat indikator. Temuan lain, mahasiswa sanguinis menjawab semua soal dengan benar namun tidak melakukan penarikan kesimpulan. Mahasiswa korelis dan melankolis kurang teliti dalam melakukan proses perhitungan sehingga ada soal yang dijawab salah, sedangkan mahasiswa phlegmatis semua soal dijawab salah.
DEVELOPMENT OF GAME-BASED MATHEMATICS STUDENTS’ WORKSHEETS INTEGRATED WITH LOCAL WISDOM Sumardin Raupu; Dian Utari; Nursyamsi Nursyamsi; St. Marwiyah
Lentera Pendidikan : Jurnal Ilmu Tarbiyah dan Keguruan Vol 25 No 1 (2022): Juni
Publisher : Faculty of Tarbiyah and Teacher Training, Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/lp.2022v25n1i15

Abstract

This study aims to determine the validity of procedures for developing game-based math students’ worksheets that are integrated with local wisdom. The type of research is called Research and Development (R&D) with reference to the ADDIE model with five development steps, namely Analysis, Design, Development, Implementation, and Evaluation. The research was conducted at SMP Negeri 2 Burau with the research subjects of the seventh grade students. To find out the product validity, the researchers distributed a questionnaire to the material experts, media experts, and teachers. The results showed that the worksheet category was valid for use in learning, including the assessment of material experts (80.4%) in the valid category, media experts (91.3%) in the very valid category, and subject teachers (82.6%) in the valid category. The game-based worksheets can be implemented by utilizing them as supporting media for integer material and supporting the creation of a conducive atmosphere. Abstrak: Penelitian ini bertujuan untuk mengetahui prosedur validitas pengembangan LKS matematika berbasis games method diintegrasikan dengan kearifan lokal. Jenis penelitian ini adalah Research and Development (R&D) dengan mengacu pada model ADDIE dengan lima langkah pengembangan yaitu Analyze, Design, Development, Implementation, and Evaluation. Penelitian dilakukan di SMP Negeri 2 Burau dengan subjek penelitian yaitu siswa kelas VIII. Untuk mengetahui kelayakan produk, peneliti menyebar angket kepada ahli materi, ahli media, dan guru mata pelajaran. Hasil penelitian menunjukkan bahwa LKS termasuk kategori valid untuk digunakan dalam pembelajaran dilihat dari penilaian ahli materi (80.4%) dengan kategori valid, ahli media (91.3%) kategori sangat valid, guru mata pelajaran (82.6%) kategori valid. LKS berbasis games method dapat diimplementasikan dengan dimanfaatkan sebagai media pendukung pada materi bilangan bulat dan mendukung terciptanya suasana kondusif.