Isnaini Mahuda
Universitas Bina Bangsa, Indonesia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Android-Based Mathematics Learning Media Assisted by Smart Apps Creator on Self-Regulated Learning Isnaini Mahuda; Anton Nasrullah; Melinda Putri Mubarika; Ranny Meilisa; Laksmi Evasufi Widi Fajari
International Journal of Asian Education Vol. 3 No. 3 (2022): IJAE Vol. 03, No. 3, September 2022
Publisher : Research and Education Development (READ) Institute collaborate with Faculty of Education and Teacher Training of IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46966/ijae.v3i3.292

Abstract

This study aimed; 1) to investigate student responses toward the use of android-based media assisted by Smart Apps Creator for mathematics learning; 2) to investigate student self-regulated learning level; 3) to find out whether there was an effect using Android-based mathematics learning media assisted by Smart Apps Creator on student self-regulated learning. The study used an experimental method One-Shot Case research design. This study took the population of second-semester students in the Department of Management. The research samples were 2B MAN students chosen by random cluster sampling. The study showed that the percentage of average student responses to Android-based learning media assisted by Smart Apps Creator was very high, 88.08% and students' self-regulated learning was in a high category at 75.87%. The hypothesis test results indicated an effect of using Android-based mathematics learning media assisted by Smart Apps Creator on student self-regulated learning. The number of using android-based mathematics learning media on student self-regulated learning was 18.2%, the rest by other variables in this study. The researchers found the result of their research and concluded: 1) the average of student responses to the use of Android-based learning media assisted by Smart Apps Creator was 88.08% which is categorized powerful ad category; 2) the average of students’ self-regulated learning was 75.87% described as a strong category; 3) The results of hypothesis test showed there was an effect of using Android-based Mathematics learning media assisted by Smart Apps Creator on student self-regulated learning.
Implementation of Ethnomathematics Strategy in Indonesian Traditional Games as Mathematics Learning Media Zuhri Zuhri; Sinta Verawati Dewi; Jaka Wijaya Kusuma; Sri Rafiqoh; Isnaini Mahuda; Hamidah Hamidah
Journal of Innovation in Educational and Cultural Research Vol 4, No 2 (2023)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v4i2.613

Abstract

The learning strategy by associating cultural elements with mathematics is called ethnomathematics. The application of ethnomathematics in learning is very important in fostering a love for local culture which is currently almost abandoned due to modernization. This study aims to explain the mathematical elements contained in the Indonesian traditional game, namely engklek (hopscotch). The research method used ethnographic research. Data collection techniques used were observation, interviews, field notes, and documentation. The data analysis used was a triangulation analysis which consisted of data reduction, presentation, and drawing conclusions. The results of the study show that there are several mathematical topics in the game, including plane geometry, the concept of the relationship between angles (opposite angles and straight angles), cube net, congruence, the concept of reflection, the concept of mathematical logic, and the concept of probability. Hopscotch can be used as a medium for learning mathematics as a learning innovation in schools. The application of ethnomathematics strategies can improve elements of character education in the form of honesty, togetherness, and high sportsmanship in carrying out traditional games.