Riyanti Nurdiana
Universitas Nahdlatul Ulama Kalimantan Barat

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GAME EDUKASI MATEMATIKA “Tang Mane Bakoel Saprahan” DENGAN KONTEKS KEARIFAN LOKAL MELAYU KALIMANTAN BARAT Riyanti Nurdiana; Siti Nur Asmah
JPMI (Jurnal Pendidikan Matematika Indonesia) Vol 7, No 1 (2022): Volume 7 Number 1, March 2022
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpmi.v7i1.2695

Abstract

This study aims to activate students activities by playing while learning, reducing the use of gadgets by increasing physical activity and making it easier for students to understand the coordinate material system with the language and culture in their area. The research method used is the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The results showed that the mathematics education game "Tang Mane Bakoel Saprahan" with the context of West Kalimantan Malay Local Wisdom was feasible, practical and effective to be used in the learning process. This game is very interesting for students and makes it easier for students to learn mathematics through games and can make one of the teacher's methods in delivering learning material through the media also does not occur simultaneously with local culture.
Peningkatan Hasil Belajar Matematika melalui Pembelajaran Matematika Realistik Siswa Kelas Vb SD Negeri 2 Sungai Raya Lia Muliana; Riyanti Nurdiana; Muhammad Aqmal Nurcahyo
Jurnal Edukasi Vol. 1 No. 1 (2023): Jurnal Edukasi
Publisher : Edu Berkah Khatulistiwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60132/edu.v1i1.81

Abstract

This study aims to improve Mathematics learning outcomes through Realistic Mathematics Learning in class VB students of State Elementary School 2 Sungai Raya. The learning outcomes used include cognitive learning outcomes and student attitudes during learning. This research is a classroom action research conducted collaboratively with the class teacher. This research design used a modified Kemmis & McTaggart model in 2 cycles consisting of planning, implementation, observation, and reflection. The object of the research was the learning outcomes of Mathematics through Realistic Mathematics Learning. Data collection techniques were testing and observation. Data analysis techniques were descriptive quantitative and qualitative. The results showed that the Mathematics learning outcomes of VB grade students of State Elementary School 2 Sungai Raya could improve after being given action through Realistic Mathematics Learning. In realistic Mathematics Learning used is to use real problems in life, use props, discuss results, and find concepts, then the teacher introduces standard procedures/formulas and relates other concepts in mathematics that are related. Students do not immediately get the formula but first students are directly involved in making observations using props and group discussions so that they find concepts. Initial cognitive learning outcomes showed that as many as 8 students (30%) had reached the KKM then in cycle I increased to 18 students (67%) and in cycle II increased to 23 students (85%). The average result of the attitude of cycle I reached 63% while cycle II obtained an average result of attitude of 81%. Thus, Realistic Mathematics Learning can improve the learning outcomes of mathematics students in class VB SD Negeri 2 Sungai Raya.
Media Pembelajaran Tabak berbasis Etnomatematika pada Materi Bangun Datar untuk Siswa kelas 4 SD Ari Maulana; Risdiana Andika Fatmawati; Riyanti Nurdiana
Jurnal Edukasi Vol. 1 No. 1 (2023): Jurnal Edukasi
Publisher : Edu Berkah Khatulistiwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60132/edu.v1i1.97

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran Tabak berbasis etnomatematika pada materi bangun datar sebagai alternatif untuk meningkatkan keaktifan dan hasil belajar peserta didik kelas 4 di SDI Darussalam Sungai Kakap. Masalah ini disebabkan oleh penggunaan metode ceramah tanpa interaksi yang memadai, kurangnya penggunaan media pembelajaran, dan pembelajaran yang terasa asing karena mengandalkan buku dari pusat. Media pembelajran tabak adalah permainan tradisional yang digunakan dalam membantu proses pembelajaran dapat meningatkan keaktifan dan hasil belajar peserta didik karena sambil bermain mereka juga akan belajar materi matematika dengan senang. Penelitian ini mengadaptasi model Borg and Gall yang menggunakan tujuh tahapan meliputi Reseach and Informatoin Collection, Planning, Develop Preliminary Form Of Product, Preliminary Field Testing, Operational Product Revision, Main Field Testing, Operational Field Testing. Berdasarkan hasil penelitian yaitu hasil validasi menunjukkan media pembelajaran tabak layak digunakan dalam proses pembelajaran, dengan skor validasi ahli media mencapai 90% dengan kriteria “Sangat Layak”dan skor validasi ahli materi mencapai 75% dengan kriteria “Layak”. Hasil analisis angket menunjukkan bahwa media pembelajaran tabak dianggap sangat praktis oleh peserta didik memperoleh skor 93% dengan kriteria “Sangat Praktis” dan guru memperoleh skor 92% dengan kriteria “Sangat Praktis”. Hasil tes juga menunjukkan peningkatan hasil belajar peserta didik setelah menggunakan media pembelajaran tabak, memperoleh skor 0,75 g-Tinggi dengan kriteria “efektif”.