Claim Missing Document
Check
Articles

Found 10 Documents
Search

Optimalisasi Performa Mahasiswa Melalui Penggunaan Bahan Ajar Komputasi Matematika Berbantuan Software Mathematica Baist, Abdul; Pradja, Barra Purnama; Nopitasari, Dian; Pamungkas, Aan Subhan
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 10, No 2 (2019): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v10i2.21244

Abstract

Performa mahasiswa memiliki peran penting dalam menghasilkan lulusan yang berkualitas. Kurang optimalnya performa mahasiswa terlihat dari hasil belajar mahasiswa pada mata kuliah Persamaan Diferensial rata-rata sekitar 70 dan masih ada yang mendapatkan nilai kurang dari 70 sekitar 38%, serta kurangnya kemandirian belajar mahasiswa. Oleh karenanya optimalisasi performa mahasiswa perlu dilakukan. Tujuan dari penelitian ini adalah untuk mendapatkan optimalisasi performa mahasiswa melalui penggunaan bahan ajar komputasi matematika berbantuan software Mathematica. Kemandirian belajar dan hasil belajar mahasiswa dijadikan sebagai sasaran performa mahasiswa yang akan dioptimalkan. Penelitian ini dilaksanakan di Program Studi Pendidikan Matematika FKIP Universitas Muhammadiyah Tangerang yang berjumlah 24 mahasiswa pada mata kuliah Persamaan Diferensial menggunakan bahan ajar Komputasi Matematika Berbantuan Software Mathematica. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain eksperimen yang digunakan adalah one-group pretest-posttest design. Hasil yang didapat dari penelitian ini adalah terdapat perbedaan yang signifikan antara sebelum dan sesudah penggunaan bahan ajar untuk kemandirian belajar dan hasil belajar mahasiswa melalui uji t. Rata-rata peningkatan persentase kemandirian belajar dan hasil belajar mahasiswa secara berturut-turut sebesar 7% dan 24%.Students’ performance has an important role in producing quality graduates. Less optimal students’ performance can be seen from student learning outcomes in Differential Equation courses an average of around 70 and there are still those who score less than 70 about 38%, and lack of students’ self regulated learning. Therefore, optimizing students’ performance needs to be done. The purpose of this study is to obtain the optimization of students’ performance using computational mathematics teaching materials assisted by Mathematica software. Self regulated learning and student learning outcomes are targeted as students’ performance to be optimized. This research was conducted in the Mathematics Education Study Program FKIP Muhammadiyah University of Tangerang, totaling 24 students in the Differential Equation course using Mathematica Software Computational Mathematics teaching material. This research is a quasi-experimental research with the experimental design used is a one-group pretest-posttest design. The results obtained from this study are that there are significant differences between before and after the use of teaching materials for self-regulated learning and student learning outcomes through t-test. The average increase in the percentage of self-regulated learning and student learning outcomes are 7% and 24%, respectively.
Students Self Regulated Learning in Numerical Methods Course using Computational Mathematics Teaching Materials Baist, Abdul; Fadillah, Ahmad; Nopitasari, Dian
Malikussaleh Journal of Mathematics Learning (MJML) Vol 2, No 1 (2019): May
Publisher : Universitas Malikussaleh, Aceh Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/mjml.v2i1.2122

Abstract

Self regulated learning is a learning system applied in universities. Therefore, self regulated learning is needed by students in taking courses in college. Based on the results of previous studies found that students self regulated learning is still low. This study aims to improve students self regulated learning by using computational mathematics teaching materials in numerical method courses. The method used in this study is quasi-experimental with non-equivalent control group design. Result of this study shows that increasing students self regulated learning that using computational mathematics teaching materials is not better than students that not using the teaching materials.
Hubungan kemandirian belajar dengan hasil belajar siswa SMK kelas XII pada pelajaran matematika Siti Julaecha; Abdul Baist
Jurnal Analisa Vol 5, No 2 (2019): Volume 5 Nomor 2 Tahun 2019
Publisher : Department of Mathematics Education, UIN Sunan Gunung Djati Bandung, West Java, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/ja.v5i2.4752

Abstract

Kemandirian belajar siswa merupakan peran serta aktif dari siswa secara metakognitif dalam proses pembelajaran yang mereka alami untuk mencapai suatu kompetensi. Kemandirian belajar perlu dimiliki oleh siswa dalam rangka mencapai keberhasilan di sekolah. Berdasarkan pengamatan yang telah dilakukan oleh peneliti, kemandirian belajar siswa kelas XII salah satu SMK di Kota Tangerang sebagian besar masih rendah. Sementara itu hasil belajar siswa pada pelajaran matematika sebagian besar mendapatkan hasil yang rendah. Tujuan dari penelitian ini adalah untuk mengetahui hubungan antara kemandirian belajar dengan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah metode survei dalam bentuk korelasional. Hasil dari penelitian ini menunjukkan bahwa terdapat hubungan yang positif secara signifikan antara kemandirian belajar dengan hasil belajar sebesar 0,400.
Analysis of Student Difficulties in Computer Programming Abdul Baist; Aan Subhan Pamungkas
VOLT : Jurnal Ilmiah Pendidikan Teknik Elektro Vol 2, No 2 (2017): October 2017
Publisher : Department of Electrical Engineering Education, Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (900.409 KB) | DOI: 10.30870/volt.v2i2.2211

Abstract

Computer programming skills are required in mathematics computing courses. Most students have difficulty making computer programs. This study aims to identify the difficulties faced by students in making computer programs. This research is descriptive quantitative research. The subjects in this study are students of Mathematics Education Departement, Muhammadiyah University of Tangerang. Based on the results of data analysis, the conclusion is: (1) there are significant differences in multidimensional array material between high, medium and low group; (2) there is a significant difference in input / ouput command material between high, medium and low group; (3) there are significant differences about the difficulties experienced by students in understanding the basic concept of programming between high, medium and low groups; (4) there is a significant difference regarding the difficulties experienced by students in finding the fault of their own programs between high, medium and low groups; (5) there is no significant difference in situations that may assist students in programming for lab work in the high, medium and low groups; (6) there is no significant difference in situations that can assist students in programming to do alone tasks between high, medium and low groups; (7) there is no significant difference in the lack of examples shown when practice makes poor performance in programming between high, medium and low groups; (8) there is no significant difference in what makes poor performance in programming a less conducive atmosphere between high, medium and low groups.
PENGEMBANGAN ALAT PERAGA MATEMATIKA TERINTEGRASI QR CODE SEBAGAI SUMBER BELAJAR BAGI MAHASISWA CALON GURU Barra Purnama Pradja; Abdul Baist; Aan Subhan Pamungkas
JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Vol 14, No 1 (2021): JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Volume 14 Nomor 1 Februari
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (794.642 KB) | DOI: 10.30870/jppm.v14i1.9328

Abstract

Pre-service teachers need to have mastery of mathematics teaching aids. Meeting intensity in order to master mathematics teaching aids is certainly needed. Obstacles in the form of limited time for learning mathematics teaching aids need to be minimized. One of the benefits of technological advancement is QR Code. Information about a mathematics teaching aid and how to use it quickly will be obtained by integrating mathematics teaching aids with a QR Code so that pre-service teachers can easily learn these mathematics teaching aids. The product developed in this study is a mathematics teaching aid that is integrated with a QR Code. The development model that will be used in this research is the 4D model, which includes: (1) Define, the developer analyzes problems and potentials; (2) Design, the developer makes an initial product (prototype) or a product design tailored to existing needs and potentials; (3) Development, divided into two activities, namely: expert appraisal and developmental testing; (4) Disseminate, at this stage the activity carried out is validation testing. The results of the validator's assessment indicate that the QR Code integrated mathematics teaching aid produced in this study falls into the strong category. The developmental testing and disseminate stages for integrated mathematics teaching aids QR Code cannot be done because they are constrained by the Covid-19 pandemic that occurred at the time of this research.
DESAIN BAHAN AJAR KOMPUTASI MATEMATIKA BERBANTUAN SOFTWARE MATHEMATICA UNTUK MENGEMBANGKAN KEMANDIRIAN BELAJAR MAHASISWA Abdul Baist; Muhammad Arie Firmansyah; Aan Subhan Pamungkas
FIBONACCI: Jurnal Pendidikan Matematika dan Matematika Vol 5, No 1 (2019): FIBONACCI: Jurnal Pendidikan Matematika dan Matematika
Publisher : Fakultas Ilmu Pendidikan Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1103.764 KB) | DOI: 10.24853/fbc.5.1.29-36

Abstract

Dasar analisis numerik modern pada saat ini adalah komputasi matematika. Kemampuan penyelesaian permasalahan matematika melalui komputasi matematika perlu dimiliki mahasiswa saat ini. Fakta yang ditemukan di lapangan bahwa sebagian besar mahasiswa di Program Studi Pendidikan Matematika Universitas Muhammadiyah Tangerang mendapatkan nilai kurang dari B   pada mata kuliah Komputasi Matematika. Kebutuhan bahan ajar yang dapat membantu mahasiswa dalam mempelajari komputasi matematika secara mandiri sangat diperlukan. Penelitian ini menggunakan metode pengembangan. Kemudahan yang dimiliki oleh software Mathematica dipilih dan digunakan dalam bahan ajar berbantuan software tersebut untuk membantu mahasiswa dalam mempelajari komputasi matematika secara mandiri. Hasil pengujian ahli didapat skor 80%. Hasil pengujian skala kecil didapat skor 90%. Kesimpulan yang didapat dari penelitian ini adalah   bahan ajar komputasi matematika berbantuan software Mathematica untuk mengembangkan kemandirian mahasiswa penggunaannya masuk dalam kategori layak.
Students Self Regulated Learning in Numerical Methods Course using Computational Mathematics Teaching Materials Abdul Baist; Ahmad Fadillah; Dian Nopitasari
Malikussaleh Journal of Mathematics Learning (MJML) Vol 2, No 1 (2019): May
Publisher : Universitas Malikussaleh, Aceh Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/mjml.v2i1.2122

Abstract

Self regulated learning is a learning system applied in universities. Therefore, self regulated learning is needed by students in taking courses in college. Based on the results of previous studies found that students self regulated learning is still low. This study aims to improve students self regulated learning by using computational mathematics teaching materials in numerical method courses. The method used in this study is quasi-experimental with non-equivalent control group design. Result of this study shows that increasing students self regulated learning that using computational mathematics teaching materials is not better than students that not using the teaching materials.
HUBUNGAN MOTIVASI DAN PERILAKU TERHADAP HASIL BELAJAR MATA KULIAH MATEMATIKA EKONOMI Ahmad Fadillah; Abdul Baist
Prima: Jurnal Pendidikan Matematika Vol 1, No 1 (2017): Prima: Jurnal Pendidikan Matematika
Publisher : FKIP Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/prima.v1i1.253

Abstract

Penelitian ini bertujuan untuk mengetahui hubungan antara motivasi dan perilaku dengan hasil belajar matematika ekonomi. Sampel penelitian ini ialah mahasiswa program studi pendidikan matematika yang mengikuti mata kuliah matematika ekonomi sejumlah  60  orang. Data  diperoleh  menggunakan  skala  motivasi  dan  skala  perilaku  serta  nilai  akhir  mata  kuliah  matematika ekonomi. Data  dianalisis  menggunakan analisis korelasi. Hasil analisis data menunjukkan: (1) terdapat hubungan yang positif dan signifikan antara motivasi dengan hasil belajar matematika ekonomi (r = 0,761 untuk α = 0,05);  (2) terdapat hubungan yang positif dan signifikan antara perilaku dengan hasil belajar matematika ekonomi (r = 0,718 untuk α = 0,05);   (3)  terdapat  hubungan  yang  positif  dan  signifikan  antara  motivasi dan perilaku secara simultan dengan prestasi belajar Matematika Ekonomi (r = 0,839 untuk α = 0,05). Jadi, motivasi dan perilaku memiliki hubungan yang positif dan  signifikan terhadap hasil belajar mahsiswa, khususnya  pada  mata  kuliah matematika ekonomi.Kata Kunci: motivasi, perilaku, hasil belajar
PELATIHAN PENGGUNAAN ZOOM DALAM KEGIATAN BELAJAR MENGAJAR DI SMK AVICENA RAJEG KABUPATEN TANGERANG Yenni Yenni; Ahmad Fadillah; Abdul Baist
Community Services and Social Work Bulletin Vol 1, No 2 (2021): Community Services and Social Work Bulletin Volume 1 No. 2 Tahun 2021
Publisher : Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.412 KB) | DOI: 10.31000/cswb.v1i2.5870

Abstract

The Covid-19 pandemic which has been endemic for several months, especially in Indonesia. As we all know, one of the consequences of this pandemic is that the government prohibits face-to-face learning in class. This prohibition applies to all levels. Therefore, we need the right media so that the teaching and learning process activities continue. The use of online media is the right choice. This is because in its use there is no need for direct contact between teachers and students. The chosen online application is Zoom where this application has many advantages that allow online learning to run interactively and maximally. The participants of this activity were all teachers of Avicenna Rajeg Vocational School, Tangerang Regency, Banten. In its implementation, lecturers are assisted by students with the aim of involving, introducing, and inviting students to interact in studying the material and its application in the real world. In general, the activity went smoothly, and participants were able to accept and understand the material presented by the lecturer.
Media Pembelajaran Berbasis Role Play Game Nisvu Nanda Saputra; Nok Izatul Yazidah; Abdul Baist
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 6 No. 1 (2023): Volume 6 Nomor 1 tahun 2023
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v6i1.2135

Abstract

Tujuan dari penelitian untuk mengembangkan media pembelajaran matematika berbasis RPG (Role Play game). Penelitian ini menggunakan model pengembangan ADDIE. Subjek penelitian adalah siswa kelas VIII SMP Dharma Siswa Tangerang yang berjumlah 71 siswa. Teknik pengumpulan yang digunakan angket, lembar validasi, dokumentasi, wawancara dan tes pilihan ganda 20 soal. Hasil validasi ahli media dan materi masing-masing memperoleh nilai rata-rata total sebesar 4,62 dengan kriteria “Sangat Baik”. Sedangkan hasil validasi ahli pendidikan diperoleh nilai rata-rata total sebesar 4,12 dengan kriteria “baik”. Sedangkan hasil kepraktisan pada uji coba terbatas diperoleh nilai rata-rata keseluruhan sebesar 3,22 dan 3,19 dengan kriteria sangat baik. Untuk hasil uji efektifitas diperoleh hasil 81% siswa pada kategori tuntas. Dari hasil penelitian maka media pembelajaran berbasis RPG valid, praktis dan efektif.