Septiana Wijayanti
Prodi Magister Pendidikan Matematika, Pascasarjana, FKIP-UNS

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EKSPERIMENTASI MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT DENGAN PENDEKATAN REALISTIC MATHEMATICS EDUCATION PADA MATERI POKOK PERSAMAAN DAN PERTIDAKSAMAAN LINIER SATU VARIABEL DITINJAU DARI ADVERSITY QUOTIENT SISWA KELAS VII SMP NEGERI SE-K Wijayanti, Septiana; Mardiyana, Mardiyana; Subanti, Sri
Jurnal Pembelajaran Matematika Vol 2, No 3 (2014): Pembelajaran Matematika
Publisher : Jurnal Pembelajaran Matematika

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Abstract

Abstract: This research aimed to find out: (1) which one gives better in mathematics learning achievement, learning models of Teams Games Tournament (TGT) with Realistic Mathematics Education (RME) approach, Teams Games Tournament (TGT) or conventional, (2) which one have better in mathematics learning achievement, students having climbers, campers or quitters of Adversity Quotient,  (3) in each learning model, the level of Adversity Quotient which one hve better mathematics learning achievement, students having climbers, campers or quitters of Adversity Quotient, (4) in each student’s level of Adversity Quotient which one gives better in mathematics learning achievement, learning models of TGT with RME approach, TGT or conventional. This research was a quasi-experimental research with 3 x 3 factorial design. The population of research was all students of Junior High School (SMP) in Grobogan. The samples were chosen by using stratified cluster random sampling. The instruments that were used to collect the data were the documentation of mathematics achievement, questionnaire of Adversity Quotient and test of mathematics achievement. The technique of analyzing the data was two-ways ANOVA with unbalanced cells. The result of research showed as follows: (1) learning model TGT with RME approach provided better learning achievement than TGT and conventional, learning TGT provided better learning achievement than conventional, (2) the students having climbers, campers, and quitters had equally mathematics learning achievement, (3) in each learning model, the students having climbers, campers, and quitters had equally mathematics learning achievement, (4) in each Adversity Quotient, learning model TGT with RME approach provided better learning achievement than TGT and conventional, learning TGT provided better learning achievement than conventional.Keywords: Teams Games Tournament (TGT), Realistic Mathematics Education (RME) approach, and Adversity Quotient (AQ)
POLA KEGIATAN PEREMPUAN PEDAGANG SAYUR DI PASAR GABUS JATINOM KABUPATEN KLATEN ., Triyono; Wijayanti, Septiana
MAGISTRA Vol 29, No 101 (2017): Magistra September
Publisher : MAGISTRA

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Abstract

Penelitian ini bertujuan untuk mengetahui profil perempuan pedagang sayur di tradisional,pola kegiatan ekonomi produktif yang menghasilkan uang, pola kegiatan mengurus rumahtangga, pola kegiatansosial dan keluarga, serta kontribusi penghasilan terhadap pemenuhan kebutuhan keluarga. Penelitian dilaksanakandi pasar Gabus Jatinom selama dua bulan dengan menggunakan data primer berasal dari kuesioner terhadap 83pedagang dan wawancara mendalam terhadap 15 pedagang, kemudian dianalisis dengan teknik analisis deskriptif.Hasil penelitian menunjukkan bahwa (1) perempuan pedagang sayur di pasar Gabus Jatinom sebagianbesar berasal dari desa dan kecamatan sekitar; berusia antara 31-60 tahun; berpendidikan rendah; menikahpertama di bawah usia 18 tahun; mempunyai tanggungan keluarga antara 3-6 orang; suaminya bekerja dibidang perdagangan dan pekerja serabutan, (2) rata-rata waktu yang dimanfaatkan untuk kegiatan ekonomiproduktif 9,8 jam per hari; (3) rata-rata waktu yang digunakan untuk mengatur rumah tangga 2,8 jam per hari;(4) rata-rata waktu yang digunakan untuk kegiatan sosial dan keluarga 3,5 jam per hari; (5) rata-rata penghasilanRp 1.221.385,- per bulan dan mampu memberikan kontribusi terhadap pemenuhan kebutuhan keluarga sebesar51-70%.Kata Kunci : kegiatan ekonomi, kegiatan domestik, kegiatan sosial, pedagang sayur perempuan
PENGGUNAAN PENDEKATAN REALISTIC MATHEMATICS EDUCATION (RME) SEBAGAI UPAYA PENINGKATAN KREATIVITAS DALAM PEMECAHAN MASALAH MATEMATIKA SISWA KELAS X.7 SMA NEGERI 1 PULOKULON Wijayanti, Septiana
MAGISTRA Vol 28, No 95 (2016): Magistra Maret
Publisher : MAGISTRA

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Abstract

Penelitian tindakan kelas ini bertujuan mengetahui peningkatan kreativitas pemecahan masalahdan prestasi belajar matematika dengan menggunakan pendekatan RME, dilakukan secara kolaboratif antarapeneliti dan guru mata pelajaran matematika. Subjek penelitian adalah guru mata pelajaran matematika dansiswa kelas X.7 SMA Negeri 1 Pulokulon. Data berupa RPP, foto, observasi, daftar nilai dan hasil tes. Teknikpengambilan data dilakukan dengan cara observasi, dokumentasi dan tes prestasi belajar matematika. Uji validasidata melalui observasi terus menerus dan triangulasi sumber. Teknik analisis data melalui reduksi data, analisisdata dan penarikan kesimpulan. Hasil penelitian menyimpulkan dengan pendekatan RME meningkatkan kreativitaspemecahan masalah, dapat dilihat indikator keberhasilan meliputi : menemukan fakta, menemukan masalah,menemukan gagasan, menemukan solusi dan mengimplementasikan permasalahan, menunjukkan lebih dari40%. Pembelajaran dengan pendekatan RME juga meningkatkan prestasi belajar matematika, terlihat darisiswa yang tuntas dalam KKM sebelum dilakukan tindakan 12 siswa (31%), setelah dilakukan tindakan yangtuntas menjadi 32 siswa (82%).Kata kunci:realistic mathematics education, kreativitas pemecahan masalah, prestasi belajar matematika
EKSPERIMENTASI MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT DENGAN PENDEKATAN REALISTIC MATHEMATICS EDUCATION PADA MATERI POKOK PERSAMAAN DAN PERTIDAKSAMAAN LINIER SATU VARIABEL DITINJAU DARI ADVERSITY QUOTIENT SISWA KELAS VII SMP NEGERI SE-K Wijayanti, Septiana; Mardiyana, Mardiyana; Subanti, Sri
Jurnal Pembelajaran Matematika Vol 2, No 3 (2014): Pembelajaran Matematika
Publisher : Jurnal Pembelajaran Matematika

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstract: This research aimed to find out: (1) which one gives better in mathematics learning achievement, learning models of Teams Games Tournament (TGT) with Realistic Mathematics Education (RME) approach, Teams Games Tournament (TGT) or conventional, (2) which one have better in mathematics learning achievement, students having climbers, campers or quitters of Adversity Quotient,  (3) in each learning model, the level of Adversity Quotient which one hve better mathematics learning achievement, students having climbers, campers or quitters of Adversity Quotient, (4) in each student’s level of Adversity Quotient which one gives better in mathematics learning achievement, learning models of TGT with RME approach, TGT or conventional. This research was a quasi-experimental research with 3 x 3 factorial design. The population of research was all students of Junior High School (SMP) in Grobogan. The samples were chosen by using stratified cluster random sampling. The instruments that were used to collect the data were the documentation of mathematics achievement, questionnaire of Adversity Quotient and test of mathematics achievement. The technique of analyzing the data was two-ways ANOVA with unbalanced cells. The result of research showed as follows: (1) learning model TGT with RME approach provided better learning achievement than TGT and conventional, learning TGT provided better learning achievement than conventional, (2) the students having climbers, campers, and quitters had equally mathematics learning achievement, (3) in each learning model, the students having climbers, campers, and quitters had equally mathematics learning achievement, (4) in each Adversity Quotient, learning model TGT with RME approach provided better learning achievement than TGT and conventional, learning TGT provided better learning achievement than conventional.Keywords: Teams Games Tournament (TGT), Realistic Mathematics Education (RME) approach, and Adversity Quotient (AQ)