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Teachers’ Perception Towards The Use of Tarsia Puzzle to Create Joyful Learning of Mathematics Nur Qomaria
Vygotsky : Jurnal Pendidikan Matematika dan Matematika Vol 3, No 1 (2021): Vygotsky: Jurnal Pendidikan Matematika dan Matematika
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (418.715 KB) | DOI: 10.30736/voj.v3i1.347

Abstract

This research aims to determine whether Tarsia puzzle can be used to create joyful learning of mathematics according to elementary school teachers’ perception.Fortytwo elementary school teachers who teach at different schools in Bangkalan, Madura were surveyed. In this survey research, data about teachers’ perception were collected usinga questionnaire with 16 close-ended items (Likert Scale 1 – 4). Descriptive statistics consisting of percentages and means were used to analyze the data. The results showed that teachers agreed that Tarsia puzzle can help teachers to create joyfullearning of mathematics in elementary school.However, some of them stated that they had lack confidence and competence in using Formulator Tarsia.
Respons Siswa SMP terhadap Media Science Comic pada Materi Sistem Ekskresi Manusia Rizki Indriana Efendi; Laila Khamsatul Muharrami; Aida Fikriyah; Nur Qomaria
Indonesian Journal of Mathematics and Natural Science Education Vol 2 No 1 (2021): Indonesian Journal of Mathematics and Natural Science Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, IAIN Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/mass.v2i1.58

Abstract

Abstrak Penelitian ini bertujuan untuk mengetahui respons siswa SMP Kelas VIII terhadap media science comic pada materi sistem ekskresi manusia. Penelitian ini termasuk penelitian deskriptif. Media science comic yang digunakan untuk mengukur respons siswa telah dinyatakan valid oleh ahli. Penelitian ini dilakukan di UPTD SMPN 1 Banyuates dan UPTD SMPN 1 Ketapang. Data yang dihasilkan yaitu data respons siswa yang diperoleh dari angket. Hasil respons siswa terhadap media science comic pada materi sistem ekskresi manusia memperoleh persentase 80,7% dengan kategori baik. Sehingga pengembangan media science comic memperoleh respons baik bagi siswa. Abstract This study aims to determine the response of SMP class VIII students to science comic media on the material of the human excretory system. This research includes descriptive research. The science comic media used to measure student responses has been declared valid by experts. This research was conducted at UPTD SMPN 1 Banyuates and UPTD SMPN 1 Ketapang. The resulting data is student response data obtained from a questionnaire. The results of student responses to science comic media on the human excretory system material obtained a percentage of 80.7% with a good category. So that the development of science comic media gets a good response for students.
GALLERY WALK: STRATEGI UNTUK MENGOPTIMALKAN KETERLIBATAN MAHASISWA DALAM PEMBELAJARAN MATEMATIKA Nur Qomaria
Indiktika : Jurnal Inovasi Pendidikan Matematika Vol 2, No 1 (2019): Indiktika : Jurnal Inovasi Pendidikan Matematika
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (256.485 KB) | DOI: 10.31851/indiktika.v2i1.3392

Abstract

Gallery walk adalah strategi pembelajaran aktif yang mendorong mahasiswa untuk berdiskusi, bertanya, menyampaikan gagasan secara lisan dan tulisan melalui aktivitas ekshibisi/pameran poster. Penelitian ini bertujuan untuk mengetahui keterlibatan (engagement) mahasiswa dalam pembelajaran matematika dengan strategi Gallery Walk. Keterlibatan yang diukur meliputi keterlibatan kognitif, afektif, dan perilaku. Data dikumpulkan melalui angket dan observasi. Subjek penelitian ini adalah 35 mahasiswa program studi pendidikan IPA Universitas Trunojoyo Madura yang menempuh mata kuliah matematika dasar. Analisis data dilakukan dengan menentukan persentase banyaknya mahasiswa yang merespon pada kriteria tertentu perindikator keterlibatan, baik untuk angket maupun lembar observasi. Hasil penelitian menunjukkan bahwa keterlibatan kognitif mahasiswa yang meliputi regulasi diri, motivasi, dan strategi mendalam tergolong baik. Keterlibatan afektif yang mencakup ketertarikan, orientasi terhadap prestasi, dan orientasi terhadap teman sejawat tergolong baik. Keterlibatan perilaku yang terdiri dari frekuensi bertanya, terlibat dalam diskusi, menjelaskan kepada teman sejawat juga tergolong baik. Dengan demikian, strategi gallery walk dapat diterapkan dalam pembelajaran matematika untuk mengoptimalkan keterlibatan mahasiswa.                                                                                                                  Kata kunci : gallery walk, strategi pembelajaran, keterlibatan ABSTRACTGallery walk is an active learning strategy that encourages students to discuss, ask questions, convey ideas verbally and in writing through exhibit activities / poster exhibitions. This study aims to determine the involvement of students in learning mathematics with the Gallery Walk strategy. Measured involvement includes cognitive, affective, and behavioral involvement. Data collected through questionnaire and observation. The subjects of this study were 35 students of the Natural Sciences study program at Trunojoyo University, Madura, who took basic mathematics courses. Data analysis was performed by determining the percentage of the number of students who responded to certain criteria of involvement indicators, both for the questionnaire and the observation sheet. The results showed that the cognitive involvement of students which included self-regulation, motivation, and in-depth strategies was classified as good. Affective involvement which includes interest, orientation towards achievement, and orientation towards peers is classified as good. Behavioral involvement consisting of frequency of asking, engaging in discussion, explaining to peers is also quite good. Thus, the gallery walk strategy can be applied in mathematics learning to optimize student involvement. Keywords : gallery walk, learning strategies, involvement
PENGEMBANGAN KETERAMPILAN KOLABORATIF SISWA MELALUI PEMBELAJARAN DENGAN PENDEKATAN ETHNO-STEAM PROJECT KONTEKS PESAPEAN Nur Qomaria; Ana Yuniasti Retno Wulandari
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 11, No 2 (2022)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1668.225 KB) | DOI: 10.24127/ajpm.v11i2.4586

Abstract

Penggunaan permainan tradisional Madura pesapean sebagai proyek berbasis STEAM (Science, Technology, Engineering, Art, and Mathematics) dalam pembelajaran matematika belum pernah diterapkan. Penelitian ini bertujuan untuk mendeskripsikan keterampilan kolaboratif siswa yang dikembangkan melalui pendekatan pembelajaran ethno-STEAM project. Penelitian pre-eksperimental dengan desain one shot case study ini melibatkan subjek penelitian yang  terdiri dari 26 siswa Kelas VII. Data keterampilan kolaboratif siswa diperoleh melalui angket self-report siswa dan diperkuat dengan lembar observasi aktivitas kolaboratif. Analisis data menggunakan statistik deskriptif berupa total skor dan persentase rata-rata setiap aspek. Hasil pelaksanaan pembelajaran  dengan pendekatan ethno-STEAM Project dengan konteks pesapean terdapat 53,8% siswa memiliki keterampilan kolaboratif pada kategori tinggi, 38,5% termasuk pada kategori sedang, dan 7,7% termasuk pada kategori rendah. Aspek keterampilan kolaboratif dengan kategori tinggi meliputi kontribusi, motivasi, manajemen waktu, pemecahan masalah, dinamika kelompok, interaksi dengan anggota kelompok, sedangkan aspek  yang perlu dikembangkan lagi meliputi kualitas kerja, dukungan pada kelompok, kesiapan, peran, dan refleksi. Penerapan pendekatan ethno-STEAM melalui proyek pesapean dapat menjadi salah satu alternatif untuk mengembangkan keterampilan kolaboratif siswa. The use of the traditional game Madura pesapean as a STEAM (Science, Technology, Engineering, Art, and Mathematics) project  in mathematics learning has never been implemented. This study aims to describe students' collaborative skills developed through the ethno-STEAM project based learning. This pre-experimental research with one shot case study design involves 26 subjects of Class VII students. Data on students' collaborative skills were obtained through student self-reports questionnaires  and collaborative activity observation sheets. Data were analyzed by descriptive statistics in the form of total score and average percentage of each aspect. The results of the implementation of learning with the ethno-STEAM Project approach with the context of pesapean  were 53.8% of students have collaborative skills in the high category, 38.5% were in the medium category, and 7.7% were in the low category. Aspects of collaborative skills with high categories include contribution, motivation, time management, problem solving, team dynamics, interaction with group members, while aspects that need to be further developed include work quality, team support, preparedness, roles, and reflection. The implementation of the ethno-STEAM approach through the pesapean project can be an alternative to develop students' collaborative skills.   
Profil Pemahaman Konsep Siswa dalam Menyelesaikan Soal IPA Konteks Pesapean Ditinjau dari Efikasi Diri Miftahul Jannah; Nur Qomaria; Ana Yuniasti Retno Wulandari
JURNAL PENDIDIKAN MIPA Vol 12 No 2 (2022): JURNAL PENDIDIKAN MIPA
Publisher : LPPM STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v12i2.598

Abstract

Tujuan penelitian ini untuk mengetahui tingkat efikasi diri dan pemahaman konsep siswa dalam menyelesaikan soal IPA dengan konteks pesapean ditinjau dari efikasi diri. Jenis penelitian yang digunakan adalah mixed method dengan desain dominant less dominant strategi sequential explanatory. Populasi penelitian yaitu semua siswa kelas VIII UPTD SMPN 1 Tragah. Pengambilan sampel menggunakan teknik purposive sampling. Sampel penelitian sebanyak 31 siswa. Hasil penelitian menunjukkan bahwa: 1) Tingkat efikasi diri siswa pada kategori tinggi sebesar 16,13%, kategori sedang sebesar 77,42%, dan kategori rendah sebesar 6,45%. Rata-rata tingkat efikasi diri siswa sebesar 67,48% dengan kategori sedang. 2) Pada tingkat efikasi diri tinggi terdapat 16% siswa dengan kategori pemahaman konsep tinggi. Pada tingkat efikasi diri sedang terdapat 13% siswa dengan kategori pemahaman konsep tinggi dan 52% siswa dengan kategori pemahaman konsep sedang serta 13% dengan kategori pemahaman konsep rendah. Pada tingkat efikasi diri rendah terdapat 6% siswa dengan kategori pemahaman konsep rendah. Semakin tinggi tingkat efikasi diri siswa maka semakin tinggi pula pemahaman konsep siswa.
THE IMPLEMENTATION OF THE TWO STAY TWO STRAY LEARNING MODEL ASSISTED BY MIND MAPPING TO IMPROVE STUDENTS' UNDERSTANDING CONCEPT Putri Dhia Amira Hasna; Mochammad Ahied; Nur Qomaria; Dw iBagus Rendy Astid Putera; Maria Chandra Sutarj
Jurnal Pembelajaran Sains Vol 6, No 1 (2022)
Publisher : Prodi Pendidikan IPA FMIPA Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um033v6i1p8-14

Abstract

This study aims to determine the implementation of the Two Stay Two Stray assisted by Mind Mapping to improve students' understanding of concept. The method used in this research is quasi-experimental in the form of a one-group pretest-posttest design. The research was conducted at SMP Islam Nurus Syamsi with a sample selection technique using the saturated sample method, namely class VIII students. Collecting data using observation, questionnaire, test, and documentation techniques. The data analysis technique used paired t-test. The results showed that: (1) the implementation of the two stay two stray  learning model with the aid of mind mapping got an average result of 97.15% with very good criteria, (2) there were differences in students' understanding of concepts before and after the application of the two stay two stray learning model assisted by mind mapping with a significance value of 0.000 < 0.05 H0 was rejected, (3) increase in students' understanding concept after the implementation of the two stay two stray learning model assisted by mind mapping in the medium category was 69,23% and the high category was 30,77% with an average gain value of 0.6531 included the medium category, (4) student responses to the implementation of the two stay two stray learning model assisted by mind mapping obtained an average percentage of 87.02% including the very good category.
Analisis Kemampuan Multirepresentasi Siswa dalam Menyelesaikan Soal Pesawat Sederhana Ditinjau dari Aspek Adversity Quotient Khusnul Hotimah; Wiwin Puspita Hadi; Mochammad Ahied; Nur Qomaria; Maria Chandra Sutarja
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 16, No 2 (2022)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v16i2.12716

Abstract

Multi-representation ability is one of the important skills to be developed. One of them is because it can play a role in helping students master the material being taught. In science subjects, one of the materials that uses quite diverse forms of representation is simple planes. This shows that there is a possibility that students' multi-representation abilities will affect students' understanding of the material. In addition, another factor that can influence is the adversity quotient of students. Therefore, this research was conducted to determine the students' multi-representation ability on simple plane material in terms of Adversity Quotient Aspects. The research method used is a mixed method with a sequential explanatory design. The subjects of this study were students of class VIII G UPTD SMP Negeri 2 Bangkalan with a total of 30 students. The research instrument used was a multi-representation ability test and interview guidelines. The results of this study are the high category of multi-representation abilities consisting of 4 students, the medium category consisting of 22 students, and the low category consisting of 4 students with an average test score of 58.33. The results of the interview show that students' multi-representation abilities and understanding of simple plane materials support and influence each other. Students with multi-representation abilities and good understanding of the material can easily understand the questions given and can also give correct answers, thus obtaining high test scores. owever, the adversity quotient is not always directly proportional to student test results.
Kajian Etnosains pada Ramuan Tradisional Keraton Sumenep dan Kaitannya dengan Pembelajaran IPA SMP Amalia Putri; Nur Qomaria; Ana Yuniasti Retno Wulandari
JURNAL PENDIDIKAN MIPA Vol 12 No 4 (2022): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v12i4.762

Abstract

Penelitian ini bertujuan untuk mengkaji pengetahuan asli masyarakat terhadap Ramuan Tradisional Keraton Sumenep dengan pendekatan etnosains. Etnosains merupakan pendekatan yang di dalamnya memuat rekonstruksi pengetahuan asli masyarakat ke dalam sains ilmiah. Penelitian ini merupakan penelitian kualitatif deskriptif. Pengumpulan data dilakukan melalui observasi, wawancara, dokumentasi, dan studi literatur. Hasil penelitian menunjukkan bahwa masyarakat Kota Sumenep menggunakan ramuan tradisional sebagai perawatan tubuh baik itu jamu, lulur, maupun ratus. Adapun pengetahuan asli masyarakat terkait ramuan tradisional diperoleh berdasarkan pengalaman yang diwariskan secara turun-temurun dari satu generasi ke generasi berikutnya. Berdasarkan hasil kajian ilmiah, pengintegrasian ramuan tradisional sebagai salah satu kearifan lokal Sumenep memiliki keterkaitan dengan materi pembelajaran IPA SMP sehinggga dapat dijadikan sebagai sumber belajar yang bermakna bagi siswa.
Development of Construct 2-based Educative Game in The Topic of Environmental Pollution Nur Hasanah; Nur Qomaria; Badrud Tamam; Dwi Bagus Rendy Astid Putra; Aditya Rakhmawan
Indonesian Journal of Mathematics and Natural Science Education Vol 3 No 2 (2022): Indonesian Journal of Mathematics and Natural Science Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, IAIN Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/mass.v3i2.93

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This study aims to determine student responses and feasibility of construct 2-based educative game in the topic of environmental pollution. This study is included in the research and development using Waterfall development model. This model consists of five stages, namely analysis, design, implementation (coding), testing and maintenance. The test subjects in this study were 30 students of class VII B, MTs Sumenep. The results of the feasibility test of the construct 2-based educative game obtained an average validity value of 82.5% with a very valid category and an expert reliability value of 95.5% with a very reliable category. The results obtained from the student response questionnaire were 87.16% with very good criteria. Therefore, it can be concluded that construct 2-based educative game in environmental pollution topic can be used in the learning process.
Enhancement of Students’ Argumentation Skills based on The Implementation of Argument Driven Inquiry Learning Model Ummi Lailatul Azizah; Badrut Tamam; Mochammad Ahied; Nur Qomaria; Wiwin Puspita Hadi
Indonesian Journal of Mathematics and Natural Science Education Vol 3 No 2 (2022): Indonesian Journal of Mathematics and Natural Science Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, IAIN Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/mass.v3i2.105

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Abstract This research was conducted because there are still many junior high school students who have lowargumentation skills so the purpose of this study is to improve students' argumentation skills with theArgument Driven Inquiry (ADI) learning model. The research method was included in the Pre-experimentwith One Group Pretest-posttest Design which was carried out at Al-Hamidiyah Blega Junior High Schoolfor the 2021/2022 Academic Year. Data collection techniques are carried out through tests, questionnaires,observation, and documentation. Furthermore, the hypothesis test was carried out using paired samplet-test. The results showed that there were differences in the results of the implementation of the ADIlearning model toward the students' argumentation skills with a significant value of 0.000 <0.05, then H0was rejected and H1 was accepted. The results of calculating the n-gain score using SPSS have an averagescore of 0.66 with moderate criteria. Student responses positively toward the implementation of the ADIlearning model with an average score of 84.15; The implementation of the ADI learning model obtained ascore of 88% with a good category. It can be concluded that the implementation of the Argument DrivenInquiry learning model can improve students' argumentation skills.