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Journal : MATHEMATIC EDUCATION AND APLICATION JOURNAL (META)

PENGARUH PENERAPAN MODEL PEMBELAJARAN RECIPROCAL TEACHING TERHADAP KEMAMPUAN PEMAHAMAN KONSEP MATEMATIKA SISWA Hariyati Hariyati; Nurmala R
Mathematics Education And Application Journal (META) Vol 1, No 2 (2019)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/meta.v1i2.1238

Abstract

AbstractThis research is a quasi-experimental research (quasi experimental), which aims to see whether or not there is an influence of the application of the Reciprocal Teaching learning model to the ability to understand mathematical concepts of Grade VIII students of SMPN 4 Tarakan. Descriptive analysis results with an average achievement of the ability to understand mathematical concepts of students in the experimental class is 79.7414 and 60.2778 in the control class. The highest value obtained by students in the experimental class was 97.50 and the lowest value was 52.50 while in the control class the highest value was 82.50 and the lowest value was 45.00. For the average achievement of all indicators of students' understanding of mathematical concepts for the experimental class is higher than in the control class. So, the application of Reciprocal Teaching learning model can be said to affect the ability of understanding the mathematical concepts of eighth grade students of SMPN 4 Tarakan. Keywords: Experiments, Reciprocal Teaching Learning Model, Ability to Understand Student Mathematical ConceptsAbstrakPenelitian ini merupakan penelitian eksperimen semu (quasi esperimental), yang bertujuan untuk melihat ada atau tidaknya pengaruh penerapan model pembelajaran Reciprocal Teaching terhadap kemampuan pemahaman konsep matematika siswa kelas VIII SMPN 4 Tarakan. Hasil analisis deskriptif dengan rata-rata pencapaian kemampuan pemahaman konsep matematika siswa di kelas eksperimena dalah 79,7414 dan pada kelas kontrol 60,2778. Adapun nilai tertinggi yang diperoleh siswa di kelas eksperimen sebesar 97,50 dan nilai terendah sebesar 52,50 sedangkan pada kelas kontrol nilai tertinggi sebesar 82,50 dan nilai terendah sebesar 45,00. Untuk rata-rata pencapaian dari seluruh indikator kemampuan pemahaman konsep matematika siswa untuk kelas eksperimen lebih tinggi dibandingkan pada kelas kontrol. Jadi, penerapan model pembelajaran Reciprocal Teaching dapat dikatakan berpengaruh terhadap kemampuan pemahaman konsep matematika siswa kelas VIII SMPN 4 Tarakan.Kata Kunci: Ekperimen, Model Pembelajaran Reciprocal Teaching, Kemampuan Pemahaman Konsep Matematika Siswa
PERBANDINGAN MODEL PEMBELAJARAN DISCOVERY LEARNING DAN PROBING PROMPTING TERHADAP KEAKTIFAN BELAJAR SISWA Widya Destiyanti Adjie; Nurmala R
Mathematics Education And Application Journal (META) Vol 2, No 1 (2020)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (442.668 KB) | DOI: 10.35334/meta.v2i1.1633

Abstract

AbstractThis research is a quasi-experimental research (quasi experimental), which aims to look at the comparison of discovery learning models and probing prompting to the learning activities of class IX MTs DDI Tarakan students. The results of descriptive analysis before being treated with an average achievement of student learning activeness in experimental class 1 using discovery learning models is 30.34% and in experimental class 2 using probing prompting learning models is 27.17%. For the average percentage of the two experimental classes are both in the less active category. Descriptive analysis results after being treated with an average achievement of student learning activeness in experimental class 1 using discovery learning models higher that is equal to 53.5% included in the active category of the experimental class 2 using the probing prompting learning model is 43,14 % is in the inactive category. For the average achievement of all indicators of student learning activeness for experimental class 1 is higher than in ekaperimne 2. So the discovery learning model is better than the probing prompting learning model for the learning activeness of class IX MTs DDI Tarakanstudents. Keywords: Experiments, Discovery Learning Learning Model, Probing Prompting Learning Model, Student Learning Activity AbstrakPenelitian ini merupakan penelitian eksperimensemu (quasi esperimental),yang bertujuan untuk melihat perbandingan model pembelajaran discovery learning dan probing prompting terhadap keaktifan belajar siswa kelas IX MTs DDI Tarakan. Hasil analisis deskriptifsebelum diberi perlakuan dengan rata-rata pencapaian keaktifan belajar siswa dikelas eksperimen 1 yang menggunakan model pembelajaran discovery learningadalah 30,34% dan pada kelas eksperimen 2 yang menggunakan model pembelajaran probing prompting adalah27,17%. Untuk rata-rata persentase kedua kelas eksperimen tersebut sama-sama berada pada kategori kurang aktif. Hasil analisis deskriptif setelah diberi perlakuan dengan rata-rata pencapaian keaktifan belajar siswa dikelas eksperimen 1 yang menggunakan model pembelajaran discovery learninglebih tinggi yaitu sebesar53,5%termasuk dalam kategori aktif dari pada kelas eksperimen 2 yang menggunakan model pembelajaran probing prompting adalah43,14% termasuk dalam kategori kurang aktif.Untuk rata-rata pencapaian dari seluruh indikator keaktifan belajar siswa untuk kelas eksperimen 1 lebih tinggi dibandingkan pada kelas ekaperimne 2. Jadi, model pembelajaran discovery learning lebih baik dibandingkan model pembelajaran probing prompting terhadap keaktifan belajar siswa kelas IX MTs DDI Tarakan.
MINAT BELAJAR SISWA MENGGUNAKAN POCKET BOOK MATHEMATIC (POCKEMATH) BERBASIS ANDROID SEBAGAI MEDIA PEMBELAJARAN Nurmala R
Mathematics Education And Application Journal (META) Vol 3, No 2 (2021)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.359 KB) | DOI: 10.35334/meta.v3i2.2396

Abstract

AbstractThe purpose of the study was to describe students' interest in learning in the use of Android-based Pocket Book Mathematical (Pockemath) media using smartphones as learning media in building materials. This research is a descriptive quantitative study with a sample of 30 students. Instrument used in the form of student learning interest questionnaires distributed to students before and after using Pocket Book Mathematics (Pockemath) media. The results of this study indicate that students experienced an increase in student interest in learning after using Android-based Pocket Book Mathematics (Pockemath) as a medium for learning mathematics for students. This can be seen from the comparison of students' interest in learning before using the media was 47.53 and after using the media it was 54.16. The increase in students' interest in learning is indicated by the gain value. The increase in student interest in learning obtained from data analysis is 0.56 and is in the medium categoryKeywords: Interest in Learning, Pocket Book, Android, Learning MediaAbstrakTujuan penelitian adalah mendeskripsikan minat belajar siswa dalam penggunaan media Pocket Book Mathematic (Pockemath) berbasis android dengan menggunakan smartphone  sebagai media pembelajaran pada materi bangun ruang. Penelitian dilaksanakan dengan kuantitatif deskriptif melibatkan 30 siswa sebagai sampel Instrument penelitin adalah angket minat belajar siswa yang dibagikan ke siswa sebelum dan setelah menggunakan media Pocket Book Mathematic (Pockemath). Hasil penelitian ini mengalami peningkatan minat belajar siswa setelah menggunakan Pocket Book Mathematic (Pockemath) berbasis android sebagai media pembelajaran matematika untuk siswa. Hal ini dilihat dari perbandingan minat belajar siswa saat sebelum menggunakan media adalah sebesar 47,53 dan setelah menggunakan media media adalah 54,16. Peningkatan pada minat belajar siswa ditunjukkan dengan nilai gain. Peningkatan minat belajar siswa yang didapatkan dari analisis data adalah sebesar 0,56 dan berada pada kategori sedang Kata Kunci: minat belajar, pocket book, android, media pembelajaran
PENGEMBANGAN KOSAMI (KOMIK SAKU MATEMATIKA) BAGI SISWA KELAS VII SMP NEGERI 7 TARAKAN Syafitri Eva Susanti; Hariaty Hamid; Nurmala R
Mathematics Education And Application Journal (META) Vol 1, No 1 (2019)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (432.269 KB) | DOI: 10.35334/meta.v1i1.838

Abstract

The development model used is the Borg and Gall model of Sugiyono modification. In the Borg and Gall model, the Sugiyono modification consists of 10 stages, namely Potential and Problems, Data Collection, Product Design, Design Validation, Design Revision, Product Testing, Product Revision, Usage Testing, Product Revision and Mass Production. The media testing phase is done through 2 stages, namely the assessment of experts and user response. In the assessment of experts validated by material experts, media experts and linguists. While the user response was tested by 30 students and 2 mathematics teachers. The results of analysis shows that the kosami product developed based on validation by material experts obtained a feasible category with a percentage of 79.68%, media experts obtained the category of Very Eligible with a percentage of 92.72% and linguists obtained the Very Eligible category with a percentage of 83.33%.While the result of research in the field by the response of teacher user obtained a percentage of 75% with a Very Practical category, responses of student users obtained by 87,33% with a Very Eligible category, and responses of student users obtained by 90,67% with a Very Practical category . Because it has fulfilled the feasible and practical requirements of a Kosami learning media consisting of aspects of material feasibility, media feasibility, feasibility of language use, and practicality of user response, the kosami can be used as a feasible and practical learning media for students of clas VII SMP Negeri 7 Tarakan on  Number Material.
PENGEMBANGAN BUKU AJAR TRIGONOMETRI BERBASIS CONTEXTUAL TEACHING AND LEARNING UNTUK MAHASISWA PENDIDIKAN MATEMATIKA R Nurmala
Mathematics Education And Application Journal (META) Vol 3, No 1 (2021)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (316.828 KB) | DOI: 10.35334/meta.v3i1.2075

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AbstractThis research is a research and development which aims to produce a product in the form of a trigonometric textbook based on Contextual Teaching and Learning for Mathematics Education students. The development of teaching materials in this research refers to the Thiagarajan Model. This model consists of 4 stages of development,namely Define, Design, Develop, and Disseminates. The data analysis technique used is product feasibility test analysis and product practicality test analysis. The result of the research is that the product produced in the form of trigonometric textbooks based on Contextual Teaching and Learning is feasible and practical for use for mathematics education students. This is based on the data analysis of the experts, namely the material experts, respectively, obtained a percentage of 81% with proper criteria and 84% with very feasible criteria, each presentation expert obtained 92% with very feasible criteria and 89% with very feasible criteria. Based on the results of data analysis on student responses to large-scale trials, it was found that 79% stated that trigonometric textbook based on Contextual Teaching and Learning were very good and the remaining 21% stated that Contextual Teaching and Learning-based trigonometric textbooks were good.Keywords: Development, textbook, Contextual Teaching and LearningAbstrakPenelitian pengembangan ini bertujuan untuk menghasilkan produk yaitu buku teks trigonometri berbasis Contextual Teaching and Learning yang layak dan praktis untuk mahasiswa di jurusan Pendidikan Matematika. Pengembangan produk mengacu pada model Model Thiagarajan yaitu Define, Design, Develop, dan Disseminates. Analisis yang digunakan yaitu uji kelayakan dan analisis uji kepraktisan penggunaan produk. Berdasar pada analisis data para ahli materi diperoleh skor 81% berada pada kategori layak dan 84% berada pada kategori sangat layak. Pada ahli presentasi memperoleh 92% dengan kategori sangat layak dan 89% dengan kategori layak. Adapun data respon siswa terhadap uji coba skala besar diketahui bahwa 79% menyatakan bahwa buku teks trigonometri berbasis Contextual Teaching and Learning berada pada kategori sangat baik dan 21% menyatakan buku teks trigonometri berbasis Contextual Teaching and Learning bagus.Kata Kunci: Pengembangan, buku ajar, pembelajaran kontekstual
PENGEMBANGAN MEDIA PEMBELAJARAN BERUPA GAME EDUTAINMENT UNTUK MENINGKATKAN MOTIVASI BELAJAR MATEMATIKA SISWA Herlina Herlina; Nurmala R
Mathematics Education And Application Journal (META) Vol 1, No 2 (2019)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/meta.v1i2.1237

Abstract

AbstractThis research is a development research that aims to produce instructional media to know the qualityof game edutainment to improve the mathematics learning motivation ofstudent’s class IX SMPN 5 Tarakan based on expert validation and field testing. The development of this instructional media used the development model adopted from Thiagarajaran’s 4D  which consists of 4 stages include the define, design, development and disseminate. The result of the analysis showed that the game edutainment developed was based validation from three validators after averaging was obtained valid criteria with 76,83% which it is valid to be used. The result of the analysis from student in field testing was obtained very practical criteria with 83,31%. Then, the result of the analysis of student motivation in the field testing was obtained  effective criteria with 78,57%  so that the developed media can be said of quality to improve the mathematics learning motivation of student’s class IX SMPN 5 Tarakan. Keywords: Development, Media, Game EdutainmentAbstrakPenelitian ini merupakan penelitian pengembangan yang bertujuan untuk menghasilkan media pembelajaran berupa game edutainment yang berkualitas untuk meningkatkan motivasi belajar matematika siswa kelas IX SMPN 5 Tarakan berdasarkan hasil validasi ahli dan uji lapangan. Pengembangan ini menggunakan model pengembangan yang diadaptasi dari model Thiagarajan yaitu 4D yang terdiri atas 4 tahap yang meliputi tahap define, design, development dan disseminate. Hasil analisis menunjukkan bahwa game edutainment yang dikembangkan berdasarkan hasil validasi dari ketiga validator setelah dirata-ratakan diperoleh persentase kevalidan media sebesar 76,83% dengan kriteria valid. Berdasarkan hasil analisis respon siswa pada uji lapangan diperoleh persentase 85,31% dengan kriteria sangat praktis. Kemudian hasil analisis motivasi siswa pada uji lapangan diperoleh persentase 78,57% dengan kriteria efektif sehingga media yang dikembangkan dapat dikatakan berkualitas untuk meningkatkan motivasi belajar siswa kelas IX SMPN 5 Tarakan.Kata Kunci: Pengembangan,Media, GameEdutainment