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Pembelajaran Matematika Menggunakan Model Contextual Teaching and Learning (CTL) pada Materi Kubus dengan Konteks Tahu di kelas VIII Sari, Depi Adela; Rahayu, Chika; Widyaningrum, Indah
Journal of Dedicators Community Vol 2, No 2 (2018)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (515.616 KB) | DOI: 10.34001/jdc.v2i2.704

Abstract

This service uses the Pretest Posttest Design design. The purpose of this service is to determine the effect of contextual teaching and learning (CTL) learning models on student learning outcomes on cube material with the context of tofu in grade VIII? Data collection uses documentation and test methods. The data is processed using the t test statistical test. Based on data analysis, the average value of experimental class students is 83.90 and control class 73.11. From the average value obtained by students, it can be seen that mathematics learning using contextual teaching and learning (CTL) learning models with context knows that it has a positive effect on student learning outcomes on cube material
The Effect of Discovery Learning Model Using Sunflowers in Circles on Mathematics Learning Outcomes Putriani, Deska; Rahayu, Chika
International Journal of Trends in Mathematics Education Research Vol 1, No 1 (2018)
Publisher : IIES Independent

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (735.56 KB) | DOI: 10.33122/ijtmer.v1i1.26

Abstract

This study aims to describe the effect of discovery learning model using sunflowers in circles on mathematics learning outcomes of grade VIII Junior High School Number (SMPN) 1 Pagaralam. The methods used in this study is descriptive method quantitative pretest-posttest design with control group design. The population in this study is the entire class VIII students of Junior High School Number (SMPN) 1 Pagaralam that amounted to 270 students with samples at 60 students. Data collection was taken by way of documentation and test be reserved in the form of the essay. The test was analyzed by documentation photograph and statistician with compare data result class experiment and class control, with the significance level of 5%. The result found in the discovery learning approach using sunflowers give good effect the result of learning, this is average experiment class is better than with control class.
PENGGUNAAN POWER POINT GAME PADA MATERI PERSEGI PANJANG KELAS VII SMP MUHAMMADIYAH PAGARALAM Wirajaya, Okta; Widiawati, Widiawati; Rahayu, Chika
ARITHMETIC: Academic Journal of Math Vol 1, No 2 (2019)
Publisher : Institut Agama Islam Negeri Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (203.776 KB) | DOI: 10.29240/ja.v1i2.966

Abstract

The purpose of this study was to find out the learning outcomes of students after the use of Power Point Game on the study of Rectangles in class VII of Pagaralam Muhammadiyah Middle School. The design used in this study is a one shoot case study which is an experiment that is implemented without using a companion group. This study was only conducted in class VII 4, which amounted to 31 people. Based on the data analysis, the results of the post test were obtained with a class average value of 82.8. Thus it can be concluded that the use of Power Point learning media games on rectangular material can improve the learning outcomes of Grade VII students at Muhammadiyah Middle School Pagaralam.
PENERAPAN METODE PENEMUAN TERBIMBING PADA MATERI LUAS PERMUKAAN DAN VOLUME BOLA DI KELAS IX Widiawati, Widiawati; Rahayu, Chika; Widyaningrum, Indah
Jurnal Akrab Juara Vol 3 No 3 (2018)
Publisher : Yayasan Akrab Pekanbaru

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Abstract

The purpose of this research is to know how the student activity during the applied method of guided discovery and student learning outcomes after applied guided discovery method on the material surface area and volumeof sphere in class IX. The method used in this study is the method of quasi-experimental category one short case study, in which the sample taken one class of 37 people conducted in SMP Negeri 3 Pagaralam. Technique of collecting data with observation and test method. To find out student activity used observation sheet, then look for percentage of overall activity. Meanwhile, to find the average value used the average calculation formula (mean). From the data analysis, obtained the average percentage of total student activity during applied guided discovery method is good. Likewise with student learning outcomes after applied guided discovery methods are also categorized well. Thus, guided discovery methods are very well used especially in mathematics learning. Keywords: Guided Discovery Method, Learning Activity, Learning Outcomes.
GAMES PEMBELAJARAN BERBASIS ANDROID UNTUK MENDUKUNG CURIOSITY ANAK DALAM MENGENALKAN MATEMATIKA AWAL Rahayu, Chika; Putri, Ratu Ilma Indra; Zulkardi, Zulkardi; Hartono, Yusuf
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 1 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v10i1.3546

Abstract

AbstrakPendesainan ini bertujuan untuk menghasilkan games pembelajaran berasis android untuk mendukung curiosity anak usia dini dalam mengenalkan matematika awal yang layak dan praktis serta memiliki efek potensial untuk mendukung curiosity anak dalam mengenalkan matematika awal. Penelitian ini menggunakan development research yang terdiri dari perencanaan, tahap pengembangan, dan evaluasi. Penelitian ini melibatkan validator sebagai ahli media serta ahli materi lainnya. Subjek penelitian adalah anak usia dini sebanyak 18 anak usia dini di TK Dharma Wanita Kota Pagaralam. Pada artikel ini akan menceritakan tentang tahapan evaluasi pendesainan games pembelajran berbasis android. Hasil dari penelitian ini menunjukan bahwa games pembelajaran berbasis android yang dikembangkan dinyatakan valid, layak digunakan dan praktis oleh para ahli yang diuji dari aspek media, aspek materi dan praktisi. Serta memiliki efek potensial untuk mendukung curiosity anak dalam mengenal matematika awal. Penelitian ini memberikan kontribusi dalam pembelajaran bagi anak usia dini dengan menggunakan mini games untuk mendukung rasa ingin tahu anak dalam pembelajaran matematika serta menambah referensi pembelajaran bagi guru usia dini dalam menggunakan teknologi pada proses pembelajaran. Kata kunci: Anak usia dini; android; curiosity; games pembelajaran; matematika awal. Abstract The aim of this design was to produce learning games based android for supporting early childhood’s curiosity in introducing initial mathematic which were proper, practical, and had a potential effect to support early childood’s curiosity for introducing initial mathematic. This research used development research with planning, developing, and evaluating stage. This research involved validator as media expert and other material experts. The subject of this research were 18 early childhood children in TK Dharma Wanita Pagar Alam. This article would explain about the evaluation stages of android based learning games. The result of this study showed that android based learning games developed by the researcher were valid, proper to be used, and practical by experts which were tested from media aspect, material aspect, and practicioners. Moreover, it had a potential effect to support children’s curiosity in  recognizing mathematics.Keywords: Android; curiosity; early childhood; early mathemathics; learning games.
Penggunaan Power Point Game pada Materi Persegi Panjang Kelas VII SMP Muhammadiyah Pagaralam Wirajaya, Okta; Widiawati, Widiawati; Rahayu, Chika
ARITHMETIC: Academic Journal of Math Vol 1, No 2 (2019)
Publisher : Institut Agama Islam Negeri Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/ja.v1i2.966

Abstract

The purpose of this study was to find out the learning outcomes of students after the use of Power Point Game on the study of Rectangles in class VII of Pagaralam Muhammadiyah Middle School. The design used in this study is a one shoot case study which is an experiment that is implemented without using a companion group. This study was only conducted in class VII 4, which amounted to 31 people. Based on the data analysis, the results of the post test were obtained with a class average value of 82.8. Thus it can be concluded that the use of Power Point learning media games on rectangular material can improve the learning outcomes of Grade VII students at Muhammadiyah Middle School Pagaralam.
Pelatihan Perencanaan Pembelajaran Merdeka Belajar di SMP Kelas VII pada Konteks Pencaharian Harta Karun di Sungai Musi Malalina, Malalina; Putri, Ratu Ilma Indra; Zulkardi, Zulkardi; Inderawati, Rita; Kurniadi, Elika; Lisnani, Lisnani; Rahayu, Chika; Herlina, Rini; Rawani, Dewi; Gustiningsi, Tria; Sari, Artika; Septimiranti, Delia
Jumat Pendidikan: Jurnal Pengabdian Masyarakat Vol 2 No 3 (2021): Desember
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat UNWAHA

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Abstract

This activity is carried out to provide understanding to teachers related to independent learning planning. Apart from that, to train teachers in making lesson plans using the context in the surrounding environment. The environmental context can be used for the learning process to understand more real concepts or subject matter. The method used is lecture, question and answer and practice. The result of this service activity is an understanding related to the preparation of independent learning learning plans for middle school teachers in Pagar Alam, South Sumatra using the existing context in the environment. Apart from that, all training participants can show a good response and improve teacher professionalism.