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PENERAPAN MODEL PEMBELAJARAN BERBASIS MASALAH UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF MATEMATIS SISWA Prihatin Ningsih Sagala
REKOGNISI : Jurnal Pendidikan dan Kependidikan Vol 3 No 1 (2018)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Nahdlatul Ulama Sumatera Utara

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Abstract

The aim of this study were to improve the students’ mathematics creative thinking ability by appliying mathematic problem-based learning model on three variables linear equation system subject in X IPA 2 SMA Negeri 3 Pematangsiantar. The type of this research was a classroom action research. The subject of this study was the students of X IPA 2 SMA Negeri 3 Pematangsiantar that amounts of 30 students. The object of this study was the students’ mathematics creative thinking ability by appliying problem based learning model. This research was done in two cycles. Based on data analysis, the first cycle provided that 13 students (43,33%) from 30 students already achieved the success criteria (≥70). After the second action, it obtained that 23 students (76.67%) from 30 students already achieved the success criteria. Occur a rising classical completeness percentage in amount of 33,34%. Based on the classical criteria, this percentage already fulfilled. Based on the result of this research, it can be concluded that has occurred a rising of mathematics creative thinking ability in X IPA 2 SMA Negeri 3 Pematangsiantar so the applying of the problem-based learning could be used as one of the learning alternative to increase the mathematics creaitve thinking ability.
Pengembangan Media Pembelajaran Berbasis Aplikasi Lectora Inspire untuk Meningkatkan Pemahaman Matematis dalam Penerapan Problem Based Learning Ribka Sonya Rajagukguk; Prihatin Ningsih Sagala
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.5139

Abstract

Researchers created a learning medium based on the Lectora Inspire Application based on the findings of a requirements analysis throughout the learning process. The goal of this study is to make this product more legitimate, practical, and useful in boosting students' mathematical comprehension. The ADDIE (Analyze, create, Development, Implementation, and Evaluation) development paradigm was used by researchers to create this study and development. This study included 30 students from class XI Science 1 SMA Negeri 1 Simanindo. According to the research findings, the produced Lectora Inspire Application-based learning media has a high degree of validity, with an average percentage of 87.08% according to material experts and 89.61 according to media experts. Positive reactions from instructors and students were also discovered during small group and large group trials, with an average score of 92% from teachers, 94.6% from small groups, and 90.2% from big groups. This demonstrates that this medium is quite useful in the learning process. Aside from that, the outcomes of applying this interactive learning media demonstrate its efficacy. The completion rate of classical learning was 86.67%, and the efficacy questionnaire received an average percentage of 93.44%. The development in pupils' mathematical comprehension might be classified as modest. Based on the findings of this study, it is possible to conclude that the Lectora Inspire application-based learning media produced satisfied the requirements of being valid, practical, and successful in boosting students' mathematical comprehension.