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PEMBELAJARAN MATEMATIKA MENYENANGKAN DENGAN MEDIA PEMBELAJARAN DIGITAL Ni Kadek Rini Purwati; Ni Luh Desi Antari
De Fermat : Jurnal Pendidikan Matematika Vol. 5 No. 2 (2022)
Publisher : Prodi Pendidikan Matematika, FKIP, Universitas Balikpapan

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Abstract

Learning in the 4.0 era requires students and teachers to be able to take advantage of Information Technology (IT)-based learning media. Learning is done by utilizing digital-based learning applications that can have a fun effect on students. Learning media that are often used in digital-based learning processes usually use the Kahoot! and Quizizz platforms. The purpose of writing this article is to explain the role of educational games Kahoot! and Quizizz in supporting mathematics learning which can later be used by teachers in the classroom learning so that learning is more varied, less boring, and more fun for students. The writing of this article uses a literature study method by reviewing journals related to Kahoot! and Quizizz. The results of the study show that there are several benefits of using Kahoot! and Quizizz, namely: increasing student learning outcomes, accelerating understanding of the material, increasing students' motivation and independence, increasing thinking and learning abilities, students having a positive attitude in learning, students being more active in learning, learning is more fun and less boring and increases interest in learning.
E-LKPD BERBASIS ETNOMATEMATIKA PADA MATERI TRIGONOMETRI Ni Kadek Rini Purwati; I Wayan Sumandya; Putu Risky Saprilianti Putri
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 6 No. 1 (2023): Volume 6 Nomor 1 tahun 2023
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v6i1.2122

Abstract

Etnomatematika merupakan sebuah pendekatan untuk menjelaskan realitas hubungan antara budaya dan matematika. Penelitian ini bertujuan untuk mengetahui karakteristik dan kualitas E-LKPD berbasis etnomatematika pada materi trigonometri. Prosedur penelitian dan pengembangan menggunakan model Plomp yang meliputi tiga fase, yaitu fase penelitian awal, fase pembuatan prototipe, serta fase penilaian. Sumber data dalam penelitian adalah validator, guru matematika, dan peserta didik di SMK Negeri 1 Denpasar. Teknik pengumpulan data menggunakan lembar validasi, angket respon, dan tes hasil belajar. Hasil uji validasi menyatakan bahwa E-LKPD “sangat valid” dengan nilai validasi media adalah 80%, nilai validasi materi adalah 98%, dan nilai validasi budaya adalah 80%. Hasil uji kepraktisan menyatakan bahwa E-LKPD berada pada kategori “sangat praktis”. Hasil uji keefektifan menyatakan bahwa E-LKPD berada pada kategori “sangat efektif”. Berdasarkan hasil penelitian, maka E-LKPD berbasis etnomatematika pada materi trigonometri merupakan media pembelajaran yang layak, praktis, dan efektif digunakan pada pembelajaran.
PELATIHAN PENGEMBANGAN MEDIA BERBASIS GAME UNTUK GURU MATEMATIKA DI SMP NEGERI 8 DENPASAR I Gusti Agung Ngurah Trisna Jayantika; I Wayan Sumandya; Ni Kadek Rini Purwati; Ni Luh Made Manik Widayani
Jurnal Pengabdian Kepada Masyarakat Widya Mahadi Vol. 3 No. 1 (2022): Desember 2022
Publisher : LPPM Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.106 KB) | DOI: 10.5281/zenodo.7447747

Abstract

The service, which was carried out at SMP Negeri 8 Denpasar, involved teachers at SMP Negeri 8 Denpasar. This activity aims to provide training to teachers to develop games-based media-assisted learning designs. This activity is divided into four activities, namely socialization, training, mentoring and evaluation. The implementation of this activity begins with socialization with school principals regarding the service program to be carried out, providing training on developing learning designs with games-based media, providing assistance in implementing learning with games-based media, donating game-based media packages, namely Domas media, and carry out an evaluation of the service program carried out. The results of this service conclude that there is an increase in the ability of teachers related to game-based media, 2) teachers can design learning by integrating game-based media, 3) teachers have innovation and variety in learning activities in class.
PENERAPAN STRATEGI PEMBELAJARAN MIND MAPPING UNTUK MENINGKATKAN HASIL BELAJAR BIOLOGI PESERTA DIDIK KELAS XI MIPA 6 SMA NEGERI 1 KUTA UTARA Ni Kadek Mesy Wulandari; Ni Kadek Rini Purwati
Emasains : Jurnal Edukasi Matematika dan Sains Vol. 12 No. 1 (2023): Maret 2023
Publisher : Program Studi Pendidikan Matematika dan Pendidikan Biologi Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7879720

Abstract

Abstract This study aims to determine whether the application of the Mind Mapping learning strategy can improve the learning outcomes of students in class XI MIPA 6 SMA Negeri 1 Kuta Utara on excretion system material. This research was carried out against a background of students' low understanding of biology learning material. This can be seen from the results of daily assessments in the initial conditions (pre cycle) where as many as 77% of students scored below the KKM with the average student score at 61 and the percentage of learning completeness at 23%. Based on these problems, research on the application of Mind Mapping learning strategies was carried out to improve biology (excretory system) learning outcomes students in class XI MIPA 6 SMA Negeri 1 Kuta Utara. This research is a type of classroom action research using 2 cycles, where each cycle is carried out in four stages consisting of (1) action planning, (2) action implementation. (3) observation, and (4) reflection. The results showed that there was an increase in biology learning outcomes, especially in the excretory system material by applying the Mind Mapping learning strategy. Based on the results of the study, it was found that there was a change in the average score of students' learning outcomes, from initially 61 to 80, and finally reached 84. In addition, the percentage of students' learning completeness also increased, which was originally 23% in the initial conditions then increased to 64% in the second cycle. I and 73% in cycle II. Keywords: Mind Mapping, Learning Outcomes, Active Learning, Students Concept Understanding, Biology
Penerapan Pembelajaran Berdiferensiasi Berbantuan Liveworksheet Untuk Meningkatkan Hasil Belajar Matematika Siswa Kelas VIII1 SMPN 6 Denpasar Tahun Ajaran 2022/2023 Ni Ketut Yulianti; Ni Kadek Rini Purwati
Emasains : Jurnal Edukasi Matematika dan Sains Vol. 12 No. 1 (2023): Maret 2023
Publisher : Program Studi Pendidikan Matematika dan Pendidikan Biologi Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7823984

Abstract

Penelitian ini bertujuan untuk mengetahui sejauh mana peningkatan hasil belajar siswa kelas VIII1 dengan menggunakan pembelajaran berdiferensiasi berbantuan liveworksheet. Penelitian dilakukan pada Kelas VIII 1 di SMP Negeri 6 Denpasar semester 1 Tahun Pelajaran 2022-2023. Subjek penelitian sebanyak 41 siswa. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian tindakan kelas yang terdiri dari dua tindakan siklus yaitu siklus I dan siklus II. Penelitian ini menggunakan instrumen berupa tes tulis, lembar wawancara, dan lembar observasi. Hasil penelitian menunjukkan bahwa pembelajaran berdiferensiasi berbantuan liveworksheet dapat meningkatkan hasil belajar dengan pencapaian ketutasan belajar dari kondisi awal pra siklus diperoleh 36,59% menjadi 63,41% pada siklus I dan pada siklus II telah mencapai 90,24%.
PELATIHAN PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ETNOMATEMATIKA: Training of Development Learning Media Based on Ethnomathematics Ni Kadek Rini Purwati; Ni Ketut Erawati; Ni Wayan Sunita; Ni Kadek Putri Dwiani; Ni Putu Restu Trinadi Asih; Maria Fitriana Asni; Orsidian Bili
PUAN INDONESIA Vol. 5 No. 1 (2023): Jurnal Puan Indonesia Vol 5 No 1 Juli 2023
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v5i1.143

Abstract

Learning with an ethnomathematics approach can improve students' ability to describe meaningful relationships in mathematical concepts and deepen their understanding of mathematics. The development of ethnomathematics-based learning media is interesting to do, especially in areas with strong traditions and culture such as Apuan Bangli Village. However, teachers are not used to utilizing and associating what is in the surrounding environment or existing culture as learning materials and are not accustomed to using and developing innovative media. For this reason, a training program for the development of ethnomathematics-based learning media was implemented to be able to help SD Apuan Bangli teachers in creating meaningful learning for students. This training is divided into three stages, namely the preparation stage, the implementation stage, and the evaluation stage. This training had a positive impact on teachers where it was stated that the material being taught was creative and innovative in terms of making media that fit the student's environment, connecting material with our culture that we are not aware of, and incorporating mathematics into our culture.
PENGEMBANGAN OBJEK WISATA ALAM BERBASIS KEARIFAN LOKAL BERORIENTASI ETNOMATEMATIKA DI DESA APUAN KECAMATAN SUSUT KABUPATEN BANGLI I Komang Sukendra; Putu Diah Asrida; Ni Kadek Rini Purwati; I Dewa Putu Juwana; Putu Dessy Fridayanthi; I Made Subrata
Widyadari Vol. 24 No. 2 (2023): Oktober 2023
Publisher : LP3M Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/widyadari.v24i2.3192

Abstract

Nature tourism is a form of recreation and tourism activity that utilizes the potential of natural resources, both in their natural state and after cultivation efforts. The aim of this research is to find out how to develop natural tourism objects based on ethnomathematics-oriented local wisdom and to find out the supporters and obstacles in developing natural tourism objects based on ethnomathematics-oriented local wisdom in Apuan village, Susut District, Bangli Regency. This type of research is qualitative descriptive research. This type of research is phenomological while the data collection techniques used by researchers are interviews, documentation and observation. The informants in this research were village and community officials. The data sources used are primary and secondary data. The research results showed that the cultural dimensions of local wisdom in the attraction of ethnomathematics-oriented local wisdom-based nature tourism in Apuan village came from local sources, local culture and local knowledge. The supporting facilities available for nature tourism based on local wisdom in Apuan village are complete, such as toilets and parking lots which are still in fairly good condition. However, improvements still need to be made in terms of numbers, such as toilet facilities. Inhibiting Factors (1) Accessibility, there is no public transportation for large cars that go directly to tourist attractions in Apuan Village. 2) Amenities, accommodation, health facilities, banks, automated teller machines (ATMs) are not yet available.
PENERAPAN MODEL PEMBELAJARAN DISCOVERY LEARNING BERBASIS THINK PAIR SHARE MENINGKATKAN KEAKTIFAN PESERTA DIDIK DI SMAN 1 KUTA UTARA Lalita Manohari; Ni Kadek Rini Purwati
Widyadari Vol. 24 No. 2 (2023): Oktober 2023
Publisher : LP3M Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/widyadari.v24i2.3194

Abstract

The discovery learning model based on think pair share is a learning model that provides space for students to be active in the learning process. This study aims to determine the application of think pair share-based discovery learning models in increasing student activity. This type of research is classroom action research with the Kemmis & McTaggart research design. The location of this research was SMAN 1 Kuta Utara for class XII Mipa 4 students with a total of 38 students as research subjects. The data analysis technique was carried out in a quantitative descriptive manner. The results of the data analysis show that the application of the think pair share-based discovery learning model can increase the activity of students with completeness in cycle I of 68.4% and increase in cycle II with completeness of 84.2%. Based on the results of data analysis, it can be concluded that the application of the think pair share-based discovery learning model can increase the activity of students.
IMPLEMENTATION OF MIND MAPPING LEARNING STRATEGIES TO IMPROVE THE CREATIVITY OF STUDENTS SMA NEGERI 1 KUTA UTARA Ni Kadek Rini Purwati; Ni Kadek Mesy Wulandari
Indonesian Journal of Educational Development (IJED) Vol. 4 No. 2 (2023): August 2023
Publisher : Lembaga Pengembangan Pembelajaran Penelitian dan Pengabdian Masyarakat Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v4i2.2836

Abstract

Creativity is one of the 4C skills that is required to be increased in learning cycle in this 21st century. However, the improvement of students’ creativity in learning cycle has been not completely implemented which is causing lowered creativity of the students. This fact is supported by the average value of creativity obtained by students in class XI MIPA 6 in the pre-cycle, which is 40% (less creative). Based on these problems, the implementation of strategy that is suitable to overcome this problem is mind mapping learning strategies. The type of research used is PTK, which has four stages, namely planning, action, observation, and reflection. Based on the results of the study, it was found that there was an increase in students’ learning creativity after the mind mapping has been implemented as seen from the results of the analysis of the observation sheet which initially was only 40% to 64%, and finally reached 84% in cycle II. The improvement in students' learning creativity was also seen from the increasing to the average value of mind mapping results made by students, which is 78 in cycle I, increasing to 98 in cycle II. Thus, the implementation of mind mapping method was fulfilled and the research hypothesis was proven since the application of mind mapping learning strategies was able to increase the learning creativity of students in class XI MIPA 6 SMA Negeri 1 Kuta.
PENGEMBANGAN E-MODUL BERMUATAN HIGHER ORDER THINKING SKILLS BERBASIS PROBLEM BASED LEARNING Febriani Arum Kezia; Ni Ketut Erawati; Ni Kadek Rini Purwati
Prosiding SENAMA PGRI Vol. 2 (2023): Volume 2 Tahun 2023
Publisher : Program Studi Pendidikan Matematika Universitas PGRI Mahadewa Indonesia

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Abstract

Kebutuhan kompetensi siswa saat ini mengharuskan siswa dapat belajar berpikir kritis. Untuk itu diperlukan sebuah media pembelajaran yang dapat membantu siswa dalam memenuhi kompetensi tersebut, maka disusunlah penelitian ini. Penelitian ini bertujuan untuk mengetahui proses pengembangan serta kualitas dari E-Modul bermuatan Higher Order Thinking Skills (HOTS) berbasis Problem Based Learning. Subjek Uji coba dari penelitian ini adalah para ahli, siswa, dan pendidik. Penelitian pengembangan ini menggunakan model ADDIE (Analyze, Design, Development, Implementation, dan Evaluation). Metode pengumpulan data yang digunakan dalam penelitian pengembangan ini adalah metode angket dan tes. Teknik analisis data yang digunakan adalah teknik analisis kuantitatif dan kualitatif. Hasil penelitian pengembangan ini menyimpulkan bahwa hasil dari uji ahli materi e-modul terkualifikasi sangat valid. Hasil uji ahli media menyatakan bahwa e-modul berkualifikasi sangat valid. Untuk hasil respon siswa menunjukan bahwa e-modul berkualifikasi praktis. Untuk hasil respon pendidik menunjukan kualifikasi sangat praktis. Kemudian untuk hasil tes diperoleh kualifikasi efektif. Dengan demikian dapat disimpulkan bahwa produk media E-Modul bermuatan Higher Order Thinking Skills (HOTS) berbasis Problem Based Learning telah teruji kualitasnya dan layak untuk digunakan dalam proses pembelajaran.