Marhayati Marhayati
Universitas Islam Negeri Maulana Malik Ibrahim Malang

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Proses Berpikir Kreatif Modifikatif Siswa dalam Pengajuan Soal Matematika Marhayati Marhayati
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 3 No 2 (2019): Jurnal Cendekia: Jurnal Pendidikan Matematika
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (931.978 KB) | DOI: 10.31004/cendekia.v3i2.106

Abstract

Abstract This study aims to describe the process of creative modification in mathematical problem posing. This research is descriptive. The research subjects reported were 7th grade students of Islamic Junior High School Surya Buana. The research subjects were 17 students. The subject used is Social Arithmetic. The submission of mathematical questions is applied in this study. The creative process of modification thinking in mathematical problem posing is a thought process that starts from the search for ideas originating from the provided information, possessed knowledge, daily experience, and / or from questions that have been previously proposed, then there are modification or addition of new information at once develop the form of a question that is submitted out of the given situation. Abstrak Abstrak Penelitian ini bertujuan untuk mendeskripsikan proses berpikir kreatif modifikatif dalam pengajuan soal matematika. Penelitian ini merupakan deskriptif. Subjek penelitian yang dilaporkan merupakan siswa kelas 7 MTs Surya Buana. Subjek penelitian sebanyak 17 siswa. Pokok bahasan yang digunakan adalah Aritmatika Sosial. Pembelajaran yang diterapkan dalam penelitian ini adalah melalui pengajuan soal matematika. Proses berpikir kreatif modifikatif dalam pengajuan soal matematika adalah proses berpikir yang dimulai dari pencarian ide yang bersumber dari informasi yang diberikan, pengetahuan yang dimiliki, pengalaman sehari-hari, dan/atau dari soal yang sudah diajukan sebelumnya, kemudian adanya modifikasi atau penambahan informasi baru sekaligus pengembangan bentuk soal yang diajukan keluar situasi yang diberikan.
Designing culturally-rich local games for mathematics learning Elly Susanti; Nur Wiji Sholikin; Marhayati Marhayati; Turmudi Turmudi
Beta: Jurnal Tadris Matematika Vol. 13 No. 1 (2020): Beta May
Publisher : Universitas Islam Negeri (UIN) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/betajtm.v13i1.354

Abstract

[English]: This study aimed to design and implement local games-based mathematics learning (das-dasan) to support students' mathematical strategic competence. It consisted of three stages, namely the identification and analysis of traditional game, the design of learning activities based on Realistic Mathematics Education (RME), and the implementation in the classroom which involved twenty 7th-grade students. Data about the local game was collected through observations and interviews with five residents where the game is originated. Data on students’ strategic competence was achieved through a test given to the students after learning. The analysis of test results refers to the indicators of mathematical strategic competence. The present study found that fifteen students are able to achieve all indicators (formulating, representing, and solving the problems) with high scores. Meanwhile, five students could only represent the problems but have not fulfilled the last two indicators. The findings of this study indicate that learning mathematics based on traditional the das-dasan games has a potential to help students develop mathematical strategic competence. Keywords: Learning design, Ethnomathematics, Local game, Das-dasan, RME [Bahasa]: Penelitian ini bertujuan merancang dan mengujicoba pembelajaran matematika berbasis permainan tradisional (das-dasan) sebagai upaya untuk mengembangkan kompetensi strategis matematis siswa. Penelitian ini terdiri dari tiga tahap, yaitu: identifikasi dan analisis permainan tradisional, perancangan pembelajaran berbasis permainan tradisional berdasarkan Realistic Mathematics Education (RME), dan implementasi dalam pembelajaran di kelas yang melibatkan 20 siswa kelas VII. Data terkait permainan tradisional dikumpulkan melalui pengamatan dan wawancara dengan lima warga tempat permainan tersebut berasal. Data kemampuan strategis matematis siswa diperoleh melalui tes yang diberikan setelah pembelajaran. Analisis hasil tes siswa merujuk pada indikator kompetensi strategis matematis siswa. Hasil penelitian menunjukkan 15 siswa berhasil memenuhi semua indikator kompetensi strategis matematis dengan kategori nilai akhir sangat baik. Sedangkan 5 siswa berhasil mencapai indikator pertama (merumuskan masalah) namun belum semua memenuhi indikator merepresentasikan dan menyelesaikan masalah. Temuan penelitian ini menunjukkan bahwa pembelajaran matematika berbasis permainan tradisional das-dasan memiliki potensi untuk membantu siswa mengembangkan kemampuan strategis matematis. Kata kunci: Rancangan pembelajaran, Etnomatematika, Permainan lokal, Das-dasan, RME
DEVELOPMENT OF ALMAJRITI (APLIKASI MATEMATIKA JAGO PROGRAM LINIER INTERAKTIF) FOR CLASS XI STUDENTS OF SENIOR HIGH SCHOOL Asfira Zakiatun Nisa'; Marhayati Marhayati; Faizal Chandra
Jurnal Pendidikan Matematika (JUPITEK) Vol 5 No 2 (2022): Jurnal Pendidikan Matematika (JUPITEK)
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jupitekvol5iss2pp105-113

Abstract

This research aims to develop a valid ALMAJRITI (Aplikasi Matematika Jago Program Linier Interaktif) learning media and to determine student responses. Student responses were obtained from questionnaires and tests (pre-test and post-test). The study conducted is in the form of R&D with ADDIE steps. Media, learning, material, IT (Information Technology), language, and practitioners experts validate the media. The validation results obtained from each validator sequentially are 100% (very valid), 85% (very valid), 84.62% (very valid), 70% (valid), 87.5% (very valid), 96 ,87% (very valid). The media is very valid if it gets 75% or more. Overall, the media obtained a very valid assessment result of 87.33%, so the media was feasible to use. Meanwhile, the test instrument was validated by a material expert. The media was tested in class XI IPA 3 MAN 1 Blitar. The use of media shows a positive student response. More than 65% of students gave a positive response based on the questionnaire results. In addition, the average pre-test was 17.07, the post-test was 77.5, and the percentage increase in student learning outcomes was 405%. Thus, there is an increase in student learning outcomes before and after using ALMAJRITI. This increase shows a positive response from students to the ALMAJRITI. Therefore, it can be concluded that the ALMAJRITI media is valid and feasible to be used as a learning resource for class XI students
Learning sets theory using gaple cards: a study of east java ethnomathematics Violina Almaghfiroh; Muhammad Irfan Afandy; Marhayati Marhayati
Jurnal Pengembangan Pembelajaran Matematika Vol. 5 No. 2 (2023): Jurnal Pengembangan Pembelajaran Matematika: Volume 5 Nomor 2 August 2023
Publisher : Pusat Studi Pengembangan Pembelajaran Matematika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jppm.2023.52.153-163

Abstract

Students' interest in learning mathematics in Indonesia still needs to be improved. Efforts can be made by providing creative learning in the classroom, one of which is by linking mathematics and culture, known as ethnomathematics. Ethnomathematics can be used as a learning innovation to motivate students to learn mathematics. Therefore, this study aims to explore the concept of mathematics in one of the traditional game cultures still developing in Malang, East Java, namely Gaple. Gaple cards can be used as a media for learning mathematics in set material linked through the Realistic Mathematics Education (RME) approach. This study used a descriptive qualitative method with an ethnographic approach, which describes the results of the ethnomathematics exploration of the Gaple card game. Data collection uses observation, interviews, literature review, and photo documentation to explore ethnomathematics elements on gaple game cards. Exploration results were obtained by observing the number of points on each gaple card, namely the concept of universal sets, intersections, unions, and complements. These results are then packaged in a table of learning activities by implementing the three stages of the RME approach.
PENGEMBANGAN LKPD BERBASIS ETNOMATEMATIKA BATIK KAWUNG PADA MATERI UNSUR-UNSUR LINGKARAN Safira Eka Rahmadhani; Ina Maya Sabara; Marhayati Marhayati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 1 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i1.8078

Abstract

Pembelajaran matematika kelas VI C di MIN 4 Lampung Timur masih bergantung pada buku paket, yang mengakibatkan siswa kurang terlibat dalam pembelajaran dan lebih banyak terfokus pada guru. Oleh karena itu, tujuan penelitian ini adalah untuk memberikan materi LKPD yang berguna dan valid untuk digunakan dalam kegiatan pembelajaran unsur lingkaran berbasis batik Kawung. Validitas dan kepraktisan LKPD inilah yang menentukan kualitasnya. Metode yang digunakan adalah metode pengembangan 4D yaitu, define, design, development, and dessiminate. Penelitian ini melibatkan ahli materi, ahli desain, ahli bahasa, guru matematika, serta 10 siswa kelas VI MIN 4 Lampung Timur. Instrumen yang digunakan yaitu, angket kebutuhan guru dan siswa, lembar validasi produk, dan lembar kepratisan produk. Penelitian ini menghasilkan LKPD yang memenuhi kategori valid dengan nilai persentase dari ahli materi, ahli desain, dah ahli bahasa berturut-turut sebesar  91,18%; 80,6%; dan 82,5%. Sedangkan nilai persentase dari respon guru sebesar 91,7% dan persentase respon siswa sebesar 94,2%; 88,4%; 94,2%; 98,07%; 86,53%; 88,46%; 86,53%; 90,38%; 92,30%; dan 83,69% yang termasuk ke dalam kategori sangat praktis. Dengan demikian, dapat disimpulkan bahwa materi LKPD unsur lingkaran berbahan dasar batik kawung memenuhi syarat sah dan bermanfaat sehingga layak digunakan dalam kegiatan pendidikan matematika.Class VI C mathematics learning at MIN 4 East Lampung still relies on textbooks, which results in students being less involved in learning and more focused on the teacher. Therefore, the purpose of this research is to provide useful and valid LKPD material for use in learning activities on the elements of circles based on Kawung batik. The validity and practicality of this LKPD are what determine its quality. The quality of this LKPD is determined from the aspects of validity and practicality. The method used is the 4D development method, namely, define, design, develop, and disseminate. This research involved material experts, design experts, linguists, mathematics teachers, and 10 class VI students of MIN 4 East Lampung. The instruments used are teacher and student needs questionnaires, product validation sheets, and product practicality sheets. This research produced LKPD that met the valid category with percentage values from material experts, design experts and language experts respectively at 91.18%; 80.6%; and 82.5%. Meanwhile, the percentage value of teacher responses was 91.7% and the percentage of student responses was 94.2%; 88.4%; 94.2%; 98.07%; 86.53%; 88.46%; 86.53%; 90.38%; 92.30%; and 83.69% fall into the very practical category. Thus, it can be said that the LKPD material on circle elements based on kawung batik satisfies the legitimate and useful requirements, making it appropriate for use in math education activities.
Peningkatan Pemahaman Konsep Matematika Siswa dengan Model Pembelajaran Discovery Learningdi Kelas X MAN Kota Batu pada Kompetensi Trigonometri Khoirunnisak Khoirunnisak; Marhayati Marhayati
Galois: Jurnal Penelitian Pendidikan Matematika Vol 3 No 1 (2024): Galois : Jurnal Penelitian Pendidikan Matematika
Publisher : Program Studi Tadris Matematika Fakultas Ilmu Tarbiyah dan Keguruan UIN Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/gjppm.v3i1.10829

Abstract

One of the fundamental skills that students need to have in order to understand mathematics completely and deeply is the ability to understand mathematical concepts. Planning, action, observation and reflection are the four stages of this research which is a type of classroom action research (PTK). This research uses the Discovery Learning learning model on trigonometry material to improve students' understanding of mathematical concepts. The population of this research was students of class X IPS 4 MAN Batu City, totaling 36 students. Research methods for collecting data include observation and learning achievement tests each cycle. The findings of this research indicate that the Discovery Learning learning model can help students better understand mathematical ideas. This conclusion was obtained using data on the average posttest score of students' mathematical conceptual knowledge which fell by 6.7 points along with an increase in completeness from cycle I to cycle II by 56.3% to 63.8%. Based on the results of this research, teachers can help their students understand mathematical concepts, especially those related to trigonometry, by changing the discovery learning paradigm. Keywords: Discovery learning, understanding mathematical concepts, trigonometry ABSTRAK Salah satu keterampilan mendasar yang perlu dimiliki siswa agar dapat memahami matematika secara utuh dan mendalam adalah kemampuan memahami konsep matematika. Perencanaan, tindakan, observasi, dan refleksi merupakan empat tahapan penelitian ini yang merupakan jenis penelitian tindakan kelas (PTK). Penelitian ini menggunakan model pembelajaran Discovery Learning pada materi trigonometri untuk meningkatkan pemahaman konsep matematika siswa. Populasi penelitian ini adalah siswa kelas X IPS 4 MAN Kota Batu yang berjumlah 36 siswa. Metode penelitian untuk mengumpulkan data meliputi observasi dan tes prestasi belajar setiap siklus. Temuan penelitian ini menunjukkan bahwa model pembelajaran Discovery Learning dapat membantu siswa lebih memahami ide matematika. Kesimpulan ini diperoleh dengan menggunakan data rata-rata skor posttest pengetahuan konseptual matematika siswa yang turun sebesar 6,7 poin seiring dengan peningkatan ketuntasan dari siklus I ke siklus II sebesar 56,3% menjadi 63,8%. Berdasarkan hasil penelitian ini, guru dapat membantu siswanya memahami konsep matematika, khususnya yang berkaitan dengan trigonometri, dengan mengganti paradigma pembelajaran penemuan. Kata-Kata Kunci: Discovery learning, pemahaman konsep matematika, trigonometri
Efektivitas Penggunaan LKPD Interaktif Berbasis Liveworksheet dalam Meningkatkan Hasil Belajar Matematika Siswa Kelas XI Agama di MAS 2 Malang Rahmat Nugroho; Marhayati Marhayati
Galois: Jurnal Penelitian Pendidikan Matematika Vol 3 No 1 (2024): Galois : Jurnal Penelitian Pendidikan Matematika
Publisher : Program Studi Tadris Matematika Fakultas Ilmu Tarbiyah dan Keguruan UIN Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/gjppm.v3i1.10830

Abstract

This research aims to find out how effective the use of Liveworksheet-Based Interactive LKPD is in improving students' mathematics learning outcomes in class and Post-Test with 5 essay questions. The data analysis methods applied are normality test, homogeneity test and paired t test. From the data from the t test analysis results, there is a significant difference between learning outcomes in pre-test and post-test scores on derivative application material. And this is also proven by the results of the t test which received a significance of 0.00 < 0.05. If the significance value is <0.05, then H0 is rejected and it can be concluded that "there is a difference in students' mathematics learning outcomes before using the liveworksheet-based interactive LKPD and after using the liveworksheet-based interactive LKPD". And it can be concluded that the live worksheet based LKPD on Derivative Application material is effectively applied in improving the learning outcomes of class XI Religion students at MAN 2 Malang. Keywords: LKPD Interactive, Liveworksheet, Learning Outcomes ABSTRAK Dalam penelitian ini memiliki tujuan untuk mengetahui seberapa efektif penggunaan LKPD Interaktif Berbasis Liveworksheet dalam meningkatan hasil belajar matematika siswa di kelas XI Agama MAN 2 Malang pada Kompetensi Dasar 3.9 dan Indikator Pencapaian Pembelajaran 3.9.4 materi aplikasi turunan, Metode pengumpulan data yang diterapkan Pre-Test dan Post-Test sebanyak 5 soal essay. Metode analisis data yang diterapkan adalah uji normalitas, uji homogenitas dan uji t berpasangan. Dari data hasil analisis uji t test terdapat signifikansi perbedaan antara hasil belajar dalam nilai pre-test dan Post-Test pada materi aplikasi turunan. Dan ini dibuktikan pula dari hasil uji t yang mendapat Signifikansi 0,00 < 0,05. Jika nilai Signifikansi < 0,05, karena itu H0 ditolak dan disimpulkan “adanya perbedaan hasil belajar Matematika peserta didik sebelum menggunakan LKPD Interaktif berbasis liveworksheet dan sesudah menggunakan LKPD Interaktif berbasis liveworksheet”. Dan ini dapat disimpulkan bahwa LKPD berbasis liveworksheet pada materi Aplikasi Turunan efektif diterapkan dalam Peningkatan hasil belajar peserta didik kelas XI Agama MAN 2 Malang. Kata-Kata Kunci: LKPD Interactive, Liveworksheet, Learning Outcomes
PENINGKATAN MOTIVASI BELAJAR MATEMATIKA MELALUI MEDIA INTERAKTIF BERBASIS LINKTREE DAN LIVEGAP DALAM PEMBELAJARAN MATEMATIKA MATERI STATISTIKA DI MAN 2 BLITAR Zulfi Annisaturrodliyah; Marhayati Marhayati
Galois: Jurnal Penelitian Pendidikan Matematika Vol 3 No 1 (2024): Galois : Jurnal Penelitian Pendidikan Matematika
Publisher : Program Studi Tadris Matematika Fakultas Ilmu Tarbiyah dan Keguruan UIN Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/gjppm.v3i1.10831

Abstract

This research was conducted with the aim of increasing students' mathematics learning motivation through interactive media based on Linktree and LiveGap. This type of research is Classroom Action research carried out at MAN 2 Blitar for the 2022/2023 academic year. The subjects in this research were 38 students from class X-D. The object of this research is students' learning motivation after implementing learning media using Linktree and Livegap. The instrument of this research is a test. Based on the research results, it can be concluded that carrying out learning activities by applying interactive media, namely Linktree and LiveGap, to students can increase students' motivation to learn mathematics in statistics material. This can be seen from the results of observations of students' mathematics learning motivation questionnaires. This increase was obtained from an average value of 3.09 in cycle I and a value of 3.20 in cycle II. Keywords: LKPD Interactive, Liveworksheet, Learning Outcomes ABSTRAK Penelitian ini dilakukan dengan tujuan untuk meningkatkan motivasi belajar matematika siswa melalui media interaktif berbasis linktree dan livegap. Jenis penelitian ini adalah penelitian Tindakan Kelas yang dilaksanakan di MAN 2 Blitar tahun ajaran 2022/2023. Subjek pada penelitian ini adalah siswa kelas X-D sebanyak 38 orang. Objek dari penilitian ini adalah motivasi belajar siswa setelah implementasi media pembelajaran menggunakan Linktree dan Livegap. Instrumen penelitian ini adalah berupa tes. Berdasarkan hasil penelitian dapat disimpulkan bahwa melaksanakan kegiatan pembelajaran dengan menerapkan media interaktif yaitu linktree dan livegap pada siswa dapat meningkatkan motivasi belajar matematika siswa pada materi Statistika. Hal ini dapat dilihat dari hasil pengamatan terhadap angket motivasi belajar matematika siswa. Peningkatan ini diperoleh dari rata-rata bernilai sebesar 3,09 pada siklus I dan menjadi bernilai sebesar 3,20 pada siklus II. Kata-Kata Kunci: Learning Motivation, Interactive Media, Linktree and livegap