Lisnani Lisnani
Program Magister Pendidikan Matematika Universitas Sriwijaya Palembang

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Desain Pembelajaran Bangun Datar Menggunakan Fable “Dog Catches Cat” And Puzzle Tangram Di Kelas II SD Lisnani, Lisnani; Ilma, R.; Somakim, Somakim
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 4, No 1 (2013): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v4i1.2879

Abstract

Tujuan penelitian ini adalah mengembangkan kemampuan berpikir kreatif matematis siswa dalam pengenalan dan pengelompokkan bangun datar melalui fable “dog catches cat”, puzzle tangram, dan kreasi origami. Metode yang digunakan adalah design research terdiri dari tiga tahap, yaitu: preliminary, design experiment (pilot experiment dan teaching experiment), dan analysis retrospective.  Penelitian ini mengembangkan hasil pembelajaran tentang bangun datar melalui serangkaian aktivitas, prosedur, dan strategi bagi siswa dalam menemukan kemampuan berpikir kreatif melalui Pendekatan Pendidikan Matematika Realistik Indonesia (PMRI) melalui konteks tangram melalui fable “dog catches cat”. Puzzle tangram, dan kreasi origami menjadi starting point materi pengenalan dan pengelompokkan bangun datar. Hasil dari penelitian ini berupa learning trajectory pada masing-masing aktivitas yaitu: 1) Aktivitas 1, siswa mengenal berbagai bentuk bangun datar melalui penggunaan fable. 2) Aktivitas 2, siswa mampu menyebutkan dan mengelompokkan berbagai bangun datar melalui puzzle tangram. 3) Aktivitas 3, membentuk dan mengelompokkan bangun datar dan terbentuk suatu kreasi baru berupa kucing, anjing, dan lainnya.The purpose of this research is to develop mathematical creative thinking abilities and grouping students in the introduction of a flat wake through the fable “dog catches paint " , tangram puzzles, and origami creations. The method used is the research design consists of three stages: preliminary, design of experiments (pilot experiments and teaching experiments), and a retrospective analysis. This study develops learning outcomes on a flat wake through a series of activities, procedures, and strategies for students in finding creative thinking abilities through Realistic Mathematics Education Approach Indonesia (PMRI) through tangram context through fable “dog catches the paint “. Tangram puzzles, and origami creations become the starting point and the introduction of grouping material flat wake. The results of this research are learning trajectories for each activity are: 1) Activity 1, students recognize the various forms of flat wake through the use of fable. 2) Activity 2, students can name and classify a variety of flat wake through the tangram puzzle. 3) Activity 3, forming and categorizing flat wake and formed a new creation in the form of cats, dogs, and other.
ILLOCUTIONARY ACT OF GRUG UTTERANCES IN THE CROODS MOVIE Lisnani, Lisnani; Arifin, M Bahri; Ariani, Setya
Ilmu Budaya (Jurnal Bahasa, Sastra, Seni dan Budaya) Vol 1, No 2 (2017): Edisi April 2017
Publisher : Fakultas Ilmu Budaya Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (599.798 KB) | DOI: 10.30872/ilmubudaya.v1i2.677

Abstract

AbstractIllocutionary act is performing an act by saying something. There were five types of illocutionary act, namely: assertives, directives, commissives, expressives and declaratives. The Croods movie is a story about the journey of a family who wants to find a safer place for them to life. The aims of this research were to find out the types and to know the context of illocutionary act of Grug’s utterances in The Croods movie. This research was conducted by using descriptive qualitative method, because the data of this research were from the utterances containing the types and the context of illocutionary act of Grug’s utterances. The data of this research were taken from 38 sample utterances of Grug’s conversation. From the analysis can be concluded that they were 13 utterances in the form of assertive which can be categorized into stating, concluding and asserting. Thirteen directive utterances in the form of commanding, requesting, ordering, questioning and forbidding. Commissive appeared in six utterances in the form of promising and refusing. The last types of illocutionary act was expressive which appeared in six utterances in the form of thanking, apologizing, praising and stating anger. Key words: The Croods movie, illocutionary act, types, context AbstrakTindak ilokusi adalah melakukan suatu tindakan dengan mengatakan sesuatu. Ada lima jenis tindak ilokusi, yaitu: asertif, direktif, komisif, ekspresif dan deklaratif. Film The Croods adalah kisah tentang perjalanan sebuah keluarga yang ingin mencari tempat yang lebih aman bagi mereka untuk hidup. Tujuan dari penelitian ini adalah untuk mengetahui jenis dan untuk mengetahui konteks tindak ilokusi dari ucapan Grug di film The Croods. Penelitian ini dilakukan dengan menggunakan metode deskriptif kualitatif, karena data penelitian ini berasal dari ucapan-ucapan yang berisi jenis tindak ilokusi dan konteks tindak ilokusi dari ucapan Grug. Data penelitian ini diambil dari 38 sampel ujaran percakapan Grug. Dari hasil analisis dapat disimpulkan bahwa terdapat 13 ucapan dalam bentuk asertif yang dapat dikategorikan ke dalam menyatakan, menyimpulkan dan menegaskan. Tiga belas ucapan direktif dalam bentuk memerintah, meminta, pemesanan, mempertanyakan dan melarang. Komisif muncul dalam enam ucapan dalam bentuk menjanjikan dan menolak. Jenis terakhir dari tindakan ilokusi adalah ekspresif yang muncul dalam enam ucapan dalam bentuk berterima kasih, meminta maaf, memuji dan menyatakan kemarahan. Kata Kunci: film The Croods, tindak ilokusi, tipe, konteks
Desain Pembelajaran Bangun Datar Menggunakan Fable “Dog Catches Cat” And Puzzle Tangram Di Kelas II SD Lisnani, Lisnani; Ilma, R.; Somakim, Somakim
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 4, No 1 (2013): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v4i1.2879

Abstract

Tujuan penelitian ini adalah mengembangkan kemampuan berpikir kreatif matematis siswa dalam pengenalan dan pengelompokkan bangun datar melalui fable “dog catches cat”, puzzle tangram, dan kreasi origami. Metode yang digunakan adalah design research terdiri dari tiga tahap, yaitu: preliminary, design experiment (pilot experiment dan teaching experiment), dan analysis retrospective.  Penelitian ini mengembangkan hasil pembelajaran tentang bangun datar melalui serangkaian aktivitas, prosedur, dan strategi bagi siswa dalam menemukan kemampuan berpikir kreatif melalui Pendekatan Pendidikan Matematika Realistik Indonesia (PMRI) melalui konteks tangram melalui fable “dog catches cat”. Puzzle tangram, dan kreasi origami menjadi starting point materi pengenalan dan pengelompokkan bangun datar. Hasil dari penelitian ini berupa learning trajectory pada masing-masing aktivitas yaitu: 1) Aktivitas 1, siswa mengenal berbagai bentuk bangun datar melalui penggunaan fable. 2) Aktivitas 2, siswa mampu menyebutkan dan mengelompokkan berbagai bangun datar melalui puzzle tangram. 3) Aktivitas 3, membentuk dan mengelompokkan bangun datar dan terbentuk suatu kreasi baru berupa kucing, anjing, dan lainnya.The purpose of this research is to develop mathematical creative thinking abilities and grouping students in the introduction of a flat wake through the fable “dog catches paint " , tangram puzzles, and origami creations. The method used is the research design consists of three stages: preliminary, design of experiments (pilot experiments and teaching experiments), and a retrospective analysis. This study develops learning outcomes on a flat wake through a series of activities, procedures, and strategies for students in finding creative thinking abilities through Realistic Mathematics Education Approach Indonesia (PMRI) through tangram context through fable “dog catches the paint “. Tangram puzzles, and origami creations become the starting point and the introduction of grouping material flat wake. The results of this research are learning trajectories for each activity are: 1) Activity 1, students recognize the various forms of flat wake through the use of fable. 2) Activity 2, students can name and classify a variety of flat wake through the tangram puzzle. 3) Activity 3, forming and categorizing flat wake and formed a new creation in the form of cats, dogs, and other.
PENGARUH MEDIA DAUN TERHADAP HASIL BELAJAR TEMATIK BAGI PESERTA DIDIK KELAS IV SEKOLAH DASAR lisnani, lisnani
Jurnal PGSD Musi Vol 2 No 1 (2019): Jurnal PGSD Musi
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Katolik Musi Charitas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (341.143 KB) | DOI: 10.32524/jpgsdm.v2i1.591

Abstract

The use of thematic learning models uses a scientific approach in line with the enactment of the 2013 curriculum. Where several subjects are combined into one theme known as thematic learning. In the 2013 curriculum there is a thematic learning precisely on theme 3 on Caring for Living Things in Mathematics, Natural Sciences, and Cultural Arts and Crafts (SBdP). The purpose of this study was to determine how the influence of the use of leaf media on the thematic learning outcomes of fourth grade students. This type of research is quantitative research. Categorized as quantitative research because it is classified as experimental research that measures student learning outcomes. Subjects in this study were grade 4 students at SD Negeri 42 with 2 classes, namely IV A and IV B, each of which had 25 students. Data collection techniques in the form of tests, interviews, and documentation. Homogeneity test data analysis techniques, normality test, and independent sample t-test using SPSS 17. The results of this study in the form of the influence of leaf media on the thematic learning outcomes of fourth grade elementary school students can be seen from the value of sig (2-tailed) = 0,000 <0.05 which means that H0 is rejected and Ha is accepted and the average value of thematic learning outcomes of students who use leaf media is higher than the average value of students who do not use leaf media.