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Development of Android-Based Matematika Pintar Application to Mathematics Learning Nanang Nabhar Fakhri Auliya; Dina Fakhriyana; Muhammad Yusron Roza; Azra Nur Syawala
Jurnal Pendidikan Matematika (Kudus) Vol 5, No 1 (2022): Jurnal Pendidikan Matematika (Kudus)
Publisher : Institut Agama Islam Negeri (IAIN) Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jpmk.v5i1.14388

Abstract

There needs to be a mathematics learning media that is in accordance with the times, so that it can motivate students to learn. This study aims to determine the development and feasibility of the Matematika Pintar application to mathematics learning for class VII. The application was created with the help of Adobe Flash CS6 software. The research method used is Research and Development (R&D) with the ADDIE model. The results of this study are: (1) Matematika Pintar contains all class VII material and has received suggestions from material experts, media experts, and users, (2) the feasibility results are based on the feasibility test of 2 material experts with a questionnaire instrument related to the aspects of completeness and accuracy of material who get an average score of 91.5, 2 media experts with a questionnaire instrument related to aspects of the view and presentation of the application get an average score of 74, users on a small-scale test as many as 6 people with a questionnaire instrument related to aspects of motivation, facilities, attraction, and benefits who get an average score of 83.667, and users in the main product field test as many as 30 people with a questionnaire instrument related to aspects of motivation, facilities, attraction, and benefits who get an average score of 81.8. The indicator used is if the average score>83.994 belongs to the very feasible category and 67.998 < average score ≤ 83.994 belongs to the feasible category. Perlu adanya media pembelajaran matematika yang sesuai dengan perkembangan zaman, sehingga dapat memotivasi siswa untuk belajar. Penelitian ini bertujuan untuk mengetahui pengembangan dan kelayakan aplikasi Matematika Pintar berbasis android untuk pembelajaran matematika kelas VII. Aplikasi dibuat dengan bantuan software Adobe Flash CS6. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE. Hasil dari penelitian ini adalah: (1) aplikasi Matematika Pintar memuat semua materi kelas VII dan telah mendapatkan saran dan masukan dari ahli materi, ahli media, dan pengguna; (2) hasil kelayakan didasarkan pada uji kelayakan dari 2 orang ahli materi dengan instrumen angket terkait aspek kelengkapan dan keakuratan materi yang mendapatkan skor rerata sebesar 91,5, 2 orang ahli media dengan instrumen angket terkait aspek tampilan dan penyajian aplikasi yang mendapatkan skor rerata sebesar 74, pengguna pada uji skala kecil sebanyak 6 orang dengan instrumen angket terkait aspek motivasi, kemudahan, kemenarikan, dan kemanfaatan yang mendapatkan skor rerata sebesar 83,667, dan pengguna pada uji lapangan produk utama sebanyak 30 orang dengan instrumen angket terkait aspek motivasi, kemudahan, kemenarikan, dan kemanfaatan yang mendapatkan skor rerata sebesar 81,8. Indikator yang digunakan adalah jika rentang skor rerata > 83,994 termasuk kategori sangat layak dan 67,998 < skor rerata ≤ 83,994 termasuk kategori layak.
EKSPERIMENTASI MODEL PEMBELAJARAN SSCS (SEARCH, SOLVE, CREATE AND SHARE) TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA PADA MATERI PERBANDINGAN DI MTS AL-HIKMAH PATI TAHUN AJARAN 2021/2022 Khofifah Munawaroh; Nanang Nabhar Fakhri Auliya
JPMI (Jurnal Pembelajaran Matematika Inovatif) Vol 5, No 4 (2022): JPMI
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jpmi.v5i4.10664

Abstract

This study aims to find out which is better between the SSCS (Search, Solve, Create and Share) learning model and the direct learning model on students' critical thinking skills in comparative material at MTs Al-Hikmah Pati in the 2021/2022 academic year. This type of research uses a true experimental design in the form of Posttest-Only Group Design. The sampling technique in this study is cluster random sampling. The population in this study was the seventh grade female students of MTs Al-Hikmah. The data collection technique of this research is with tests and documentation. The results of this study are the first, namely students' critical thinking skills on comparative material using the SSCS learning model with an average result of 80.79 including in the high category. Second, the average posttest result data shows that there is a difference in students' critical thinking skills, which is 80.79 for the experimental class, and 64.40 for the control class. This is evidenced by the value of the results of the independent sample t-test, from the calculations obtained t count = 4.034 > t table = 2.003 so that H0 is rejected and H1 is accepted. This means that the SSCS (Search, Solve, Create, Share) learning model is better than the direct learning model on students' critical thinking skills in comparative material at MTs Al-Hikmah Pati for the 2021/2022 academic year.
Hubungan Kecerdasan Emosional dan Kemampuan Menghafal Juz’amma terhadap Prestasi Belajar Siswa pada Mata Pelajaran Al-Qur’an Hadist Kelas IV di MIN 1 Pati Rohmatul Hasanah; Nanang Nabhar Fakhri Auliya
MASALIQ Vol 2 No 2 (2022): MARET
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (558.422 KB) | DOI: 10.58578/masaliq.v2i2.343

Abstract

This study aims to: (1) determine the level of emotional intelligence of students at MIN 1 Pati (2) To determine the level of ability to memorize juz'amma students at MIN 1 Pati (3) To determine the level of learning achievement of students at MIN 1 Pati (4) Knowing the relationship between emotional intelligence and the ability to memorize juz'amma on student achievement in the fourth grade Al-Qur'an Hadith subject at MIN 1 Pati.This type of research is quantitative with a correlational approach. Sources of data obtained through questionnaires and report cards of the respondents. The author conducted a field study at MIN 1 Pati, namely in the class IV scope. Collecting questionnaire data, report cards and documentation. The population in this study were 84 students. The sample used a cluster random sampling technique, consisting of 40 students in grade IV A. After the data collection process, data analysis was carried out starting with validity tests, reliability tests, descriptive analysis, classical assumption tests including linearity tests, multiple regression significance tests, significance tests. multiple linear regression coefficient and multicollinearity test, then tested the hypothesis using the multiple correlation coefficient significance test.The results showed (1) the level of emotional intelligence in MIN 1 Pati showed a percentage of 55% in the low category. (2) the level of ability to memorize juz'amma at MIN 1 starch shows a percentage of 60% in the medium category. (3) the level of learning achievement at MIN1 Pati shows a percentage of 50% in the medium category (4) based on the results of hypothesis testing shows that the Fcount value is 15,885> from the Ftable value of 2.86 and it is known that the significance value is 0.000 <0.05, the HI hypothesis accepted Ho is rejected, it shows that the variables of emotional intelligence and the ability to memorize juz'amma have a simultaneous effect on student achievement in the fourth grade Al-Qur'an Hadith subject at MIN 1 Pati.
Pengembangan Aplikasi Math Mobile Learning “Smartline” Menggunakan Adobe Animate pada Materi Garis dan Sudut Di Tingkat SMP Mohammad Zulfa Ainun Niam; Nanang Nabhar Fakhri Auliya
ARITHMETIC: Academic Journal of Math Vol 4, No 2 (2022)
Publisher : Institut Agama Islam Negeri Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/ja.v4i2.5606

Abstract

This study aims to design, develop, and produce media products in the form of math mobile learning applications assisted by Adobe Animate software about lines and angles that meet the criteria of validity and media practicality so that the media can be applied in the learning process of lines and angles. The type of research used is research and development (Research and Development) which refers to the ADDIE model. The stages of developing this model include Analysis, Design, Development, Implementation, and Evaluation. 35 students of class VII MTs NU Raudlatus Shibyan were the subjects of this study. The data collection instruments were material expert validation sheets, media experts, and user response questionnaire sheets. The results of the development research are: (1) the results of the validation of material experts and media experts produce media validity in the "Very Valid" category and a validity score of 82.5 and 83.5 respectively; (2) the results of limited trials and the field gave results of "Very Practical" in the practicality category and the scores were respectively 85.2 and 85.43333333. Based on the validity and practicality scores of the media, the learning media in the form of a mobile learning math application using Adobe Animate software is feasible to be applied as a learning media for class VII mathematics about lines and angles.
Eksplorasi Etnomatematika Tradisi Meron di Desa Sukolilo Kecamatan Sukolilo Kabupaten Pati Suci Damayanti; Nanang Nabhar Fakhri Auliya
Ar-Riyadhiyyat: Journal of Mathematics Education Vol. 4 No. 1 (2023): Ar-Riyadhiyyat: Jurnal Pendidikan Matematika
Publisher : Department of Master Program on Mathematics Education Faculty of Teacher Training and Education State Islamic Institute of Lhokseumawe, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47766/arriyadhiyyat.v4i1.1657

Abstract

The aims of this study are 1) to describe the procession of carrying out the Meron tradition in Sukolilo Village, Sukolilo District, Pati Regency; 2) to explore the ethnomathematics concept contained in the meron tradition in Sukolilo Village, Sukolilo District, Pati Regency. This type of research is ethnographic research with a qualitative approach. Data collection is done by observation, interviews, and documentation. Data analysis was performed by data collection, data reduction, data presentation and verification. Checking the validity of the data is done by using, increasing persistence, triangulation and holding member checks. This research was conducted because there was no research on the Meron tradition which discussed its relationship with mathematics. Based on the results of the study it was found that 1) the Meron tradition procession in Sukolilo Village, Sukolilo District, Pati Regency was carried out in stages starting from the preparation stage, the procession implementation and post procession. In the preparatory stage consisting of forming committees, determining the time, events, and preparing various needs to be used in the Meron celebration ceremony, the implementation stage of the procession consists of the preliminary ceremony, Meron's departure and ends with a prayer together while the post-procession stage is carried out by parading again go to their respective homes. 2) The ethnomathematics obtained in this study are basic mathematical measurement concepts such as counting, measuring, and identifying. Counting activities are found when calculating the number of once of each meron, measuring activities are found when estimating the area and circumference of a meron, as well as the minimum distance for displaying meron while identifying activities are found in some basic geometric concepts that exist in meron such as angles, lines, plane shapes and geometry.
MEDIA PEMBELAJARAN MATEMATIKA INTERAKTIF BERBASIS HTML5 DALAM MATERI BANGUN RUANG MENGGUNAKAN ARTICULATE STORYLINE 3 Dyah Ulin Naja; Nanang Nabhar Fakhri Auliya
Trigonometri: Jurnal Matematika dan Ilmu Pengetahuan Alam Vol. 1 No. 1 (2023): Trigonometri: Jurnal Matematika dan Ilmu Pengetahuan Alam
Publisher : CV SWA Anugrah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3483/trigonometri.v1i1.800

Abstract

Penelitian ini dilakukan berdasarkan permasalahan siswa mengenai kurangnya minat terhadap pembelajaran matematika yang berpotensi mempengaruhi pemahaman siswa pada konsep matematika. Penelitian ini bertujuan mengembangkan media pembelajaran matematika berbasis HTML5 dalam materi matematika bangun ruang sisi datar menggunanakan Articulate Storyline 3 serta mengetahui tingkat kelayakannya. Metode penelitian yang digunakan adalah Research and Development dengan model pengembangan ADDIE yang terdiri dari lima tahapan, meliputi Analyze (Analisis), Design (Desain), Develop (Pengembangan), Implement (Penerapan), dan Evaluate (Evaluasi). Instrumen yang digunakan dalam pengumpulan data berupa lembar pengujian ahli dan lembar respon pengguna. Terdapat 34 siswa kelas 8 MTsN 4 Demak terlibat dalam penelitian ini sebagai subjek uji coba media. Hasil dari penelitian ini mendapatkan persentase kelayakan sebesar 90% dengan kriteria “sangat layak” dari ahli materi dan 91% dari ahli media dengan "kriteria “sangat layak”. Dalam uji coba terbatas dilakukan dua tahap yaitu pada kelompok kecil dan kelompok besar dengan perolehan persentase kelayakan masing-masing sebesar 85% dan 94% dengan kriteria yang sama yaitu “sangat layak”. Kesimpulan dari penelitian ini memperlihatkan bahwa media pembelajaran matematika berbasis HTML5 dalam materi bangun ruang sisi datar menggunakan Articulate Storyline 3 dinyatakan layak untuk digunakan dalam proses pembelajaran.
PENGEMBANGAN EDUGAME ARISA BERBASIS ANDROID BERBANTUAN ADOBE ANIMATE PADA MATERI ARITMATIKA SOSIAL KELAS VII Ahmad Zulfikri; Nanang Nabhar Fakhri Auliya
LINEAR: Journal of Mathematics Education Vol 5 No 1 (2024): Volume 5 Nomor 1 Juni 2024
Publisher : Fakultas Tarbiyah dan Ilmu Keguran IAIN Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32332/linear.v5i1.9301

Abstract

Penelitian ini bertujuan untuk menciptakan sebuah game bernama Arisa yang berfokus pada materi aritmetika sosial, kemudian akan dinilai kelayakannya. Metode penelitian yang digunakan adalah penelitian pengembangan dengan menggunakan model ADDIE (Analyze, Design, Develop, Implement, dan Evaluate). Kelayakan game ini dievaluasi melalui uji kelayakan ahli media, uji kelayakan ahli materi, serta respon siswa di SMP Plus Abayasa Pati. Hasil uji kelayakan ahli materi menunjukkan bahwa game Arisa mendapat tingkat kelayakan sebesar 92,5%, dengan kategori sangat layak. Uji kelayakan ahli media juga memberikan tingkat kelayakan sebesar 87,5%, dengan kategori sangat layak. Uji coba pada siswa dibagi menjadi dua kelompok, yaitu kelompok kecil dan kelompok besar, dengan tingkat kelayakan masing-masing sebesar 84,88% dan 84,68%, keduanya dinilai sangat layak. Oleh karena itu, game Arisa dianggap sangat layak dan efektif dalam mendukung pembelajaran matematika, terutama pada materi aritmetika sosial.