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PENGEMBANGAN MEDIA INTERAKTIF MENGGUNAKAN SOFTWARE AUTHORING TOOLS LECTORA PADA MATA KULIAH KAJIAN MATEMATIKA SMA 2 UNTUK MENINGKATKAN DISPOSISI MATEMATIKA Sagita, Laela
AdMathEdu : Mathematics Education, Mathematics, and Applied Mathematics Journal Vol 4, No 2: Desember 2014
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (169.197 KB) | DOI: 10.12928/admathedu.v4i2.4798

Abstract

ANALYSIS OF STUDENT ERRORS IN SOLVING TRIGONOMETRY PROBLEMS BASED ON THE NEWMAN PROCEDURE Nur Isna Fauzi; Laela Sagita; Setiyani; Bintang Wicaksono
KALAMATIKA Jurnal Pendidikan Matematika Vol 7 No 1 (2022): KALAMATIKA April 2022
Publisher : FKIP Universitas Muhammadiyah Prof. DR. HAMKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (607.697 KB) | DOI: 10.22236/KALAMATIKA.vol7no1.2022pp1-14

Abstract

This study was motivated by student errors in trigonometry. This study aimed to describe the types of student errors in solving trigonometry problems using the Newman error analysis procedure. This research is descriptive qualitative with the subjects of vocational high school students. Data collection involved written tests, depth interviews, and documentation. The results show that most students made comprehension and transformation errors. The comprehension errors consisted of not writing down what was known and asked; immediately writing down the completion process with the wrong formula and incorrect understanding of the concept of the basic trigonometric formula. The transformation errors were not being able to transform information on the problem into the mathematical model, and incorrect in mentioning the formula.
The incredible boong gi: Educational game RPG for mathematical understanding ability Setiyani Setiyani; Sri Sumarwati; Laela Sagita; Dzaki Fadhlurrohman
International Journal of Education and Learning Vol 3, No 2: August 2021
Publisher : Association for Scientific Computing Electrical and Engineering(ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijele.v3i2.217

Abstract

Some of the android-based mobile game genres that are currently very popular such as adventure, first-person shooter, fighting, racing, and others. This development should provide opportunities in the field of education to make games not only for fun but also for education. The purpose of this study was to produce educational games that were valid, practical, and had potential effects to improve the mathematical understanding of the relationship and function of junior high school students. The research method used is RD (research development) using the ADDIE model. The data collection techniques used were documentation, interviews, and tests of mathematical comprehension abilities. The results obtained from the game "The Incredible Boong Gi" are valid with an average of 96.70% of expert validators and media validators. The results of the practicality questionnaire from 9 students averaged 90.32%. The results of data analysis show that educational RPG games have valid, practical criteria and have potential effects. RPG games are valid in terms of relevance, systematics, student-centered compatibility, game design, and compatibility. RPG games get practical results from implementation in small groups. Furthermore, the educational RPG prototype has the potential effect of improving students' mathematical understanding abilities. RPG games provide a fun learning atmosphere, by playing students can also learn. Making RPG games is also not difficult, according to the competence of students to be achieved and challenges the creativity of the teacher.
PENGEMBANGAN MEDIA INTERAKTIF MENGGUNAKAN SOFTWARE AUTHORING TOOLS LECTORA PADA MATA KULIAH KAJIAN MATEMATIKA SMA 2 UNTUK MENINGKATKAN DISPOSISI MATEMATIKA Laela Sagita
AdMathEdu : Jurnal Ilmiah Pendidikan Matematika, Ilmu Matematika dan Matematika Terapan Vol 4, No 2: Desember 2014
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (169.197 KB) | DOI: 10.12928/admathedu.v4i2.4798

Abstract

TWO DECADES OF REALISTIC MATHEMATICS EDUCATION RESEARCH IN INDONESIA: A SURVEY Rully Charitas Indra Prahmana; Laela Sagita; Wahyu Hidayat; Niken Wahyu Utami
Jurnal Infinity Vol 9, No 2 (2020): VOLUME 9, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v9i2.p223-246

Abstract

Freudenthal's ideas on mathematics that stated mathematics as a human activity and mathematics must be connected to reality have colored towards learning mathematics all over the world, including Indonesia. Existing research on this topic in Indonesia among two decades is categorized and compared. This paper presents a systematic literature review of empirical studies on this learning approach in Indonesian context. The implementation of this approach in Indonesia was analyzed comprehensively and divided into several major topics. Resources of this research come from 110 articles by ten highest rank accredited journals by the Ministry of Research, Technology, and Higher Education, the Republic of Indonesia as an achievement for the peer-reviewed journal, which has excellent quality in management and publication. The results show that there are seven categories summarized in this research: the dominance of published RME articles, RME research subjects, mathematical topics, students' abilities, RME terms, and the research method used in RME articles. Lastly, the summarized 110 papers are displayed in the table to give essential information as a fundamental idea for further RME research.
DEVELOPING BILINGUAL SCIENTIFIC-WORKSHEET FOR INDEFINITE INTEGRAL Laela Sagita; Rudha Widagsa; Nendra Mursetya Somasih Dwipa
Journal on Mathematics Education Vol 9, No 2 (2018)
Publisher : Department of Doctoral Program on Mathematics Education, Sriwijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.9.2.5401.249-258

Abstract

The purpose of this research was to develop a valid, practice and effective a bilingual scientific-worksheet of the indefinite integrals. This research is development research with 1) Preliminary investigation phase, 2) Prototyping phase, 3) Assessment phase. Data were collected from test and questionnaire and analyzed to examine validity, practicality, and effectiveness the worksheet. The result of this research was producing bilingual scientific-worksheet of indefinite integral materials that oriented for learning achievement improvement. The validity obtained content, language, and illustration from expert judgment. The practicality was on the relation, attention, belief, and student satisfaction. The effectiveness based on the result of achievement test on indefinite integral.
The Visualization of the Impact of Covid-19 On Education Field: A Bibliometric Study Laela Sagita; Rully Charitas Indra Prahmana
Khizanah al-Hikmah : Jurnal Ilmu Perpustakaan, Informasi, dan Kearsipan Vol 10 No 1 (2022): June
Publisher : Program Studi Ilmu Perpustakaan UIN Alauddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/kah.v10i1a2

Abstract

The COVID-19 pandemic has made researchers from various fields make fundamental contributions according to their expertise. One of which is in the education field. The field has created research results and published them in reputable journals to increase the readability for the community. The published researches provide an overview of the challenges of teaching and learning activities during the pandemic and the solutions offered. This study presents the analysis results using the Bibliometrix R-Package on 950 data sourced from the Scopus database during the years 1990-2022. The analysis and visualization results show contributors at various levels, including authors, institutions, and countries, as opportunities to open collaboration between researchers and institutions. In addition, the study also identified several keywords that can be used as an essential point to determine the novelty or direction of future research. Finally, this study contributes as a roadmap to potential research opportunities and significant implications for future education practitioners, policymakers, and researchers in the field.
Improving student’s mathematical problem solving skills through Quizizz Setiyani Setiyani; Nur Fitriyani; Laela Sagita
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 5 Issue 3 October 2020
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v5i3.10696

Abstract

The Industrial Revolution 4.0 on Education in Indonesia affects school activities rapidly. Teachers are no longer educated in classrooms only, but they can also utilize technology to conduct distance learning. One interactive application that can be used as a form of question exercise is Quizizz. Therefore, this research aims to: first, examine the effectiveness of students' activities by using Quizizz on mathematical problem-solving skills; second, investigate the differences in the increase in students' ability to solve mathematical problems between the class with and without the Quizizz-aided learning method; third, describe the activities of students who used the Quizizz-aided drill learning method; and fourth, describe the students' responses in using Quizizz. The research was quasi-experiment with a pretest-posttest non-equivalent control group design. The participants in this study are 67 of Grade10 students divided into experimental and control classes. Data collection techniques used were tests for students' mathematical problem-solving skills and questionnaires. The instruments were validated using Pearson correlation, while the reliability was tested using Cronbach's Alpha. Then, the N-gain test was used to analyze the data. The results showed that there was an effect on students’ learning activities by using Quizizz on their problem-solving skills. Besides, there was a difference in the improvement of problem-solving skills between the class with and without Quizizz-aided. Furthermore, students’ activities in three meetings have increased. Moreover, students provided a positive response in learning using Quizizz. Thus, it can be concluded that Quizizz is effective in improving mathematical problem-solving skills.
The incredible boong gi: Educational game RPG for mathematical understanding ability Setiyani Setiyani; Sri Sumarwati; Laela Sagita; Dzaki Fadhlurrohman
International Journal of Education and Learning Vol 3, No 2: August 2021
Publisher : Association for Scientific Computing Electrical and Engineering(ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijele.v3i2.217

Abstract

Some of the android-based mobile game genres that are currently very popular such as adventure, first-person shooter, fighting, racing, and others. This development should provide opportunities in the field of education to make games not only for fun but also for education. The purpose of this study was to produce educational games that were valid, practical, and had potential effects to improve the mathematical understanding of the relationship and function of junior high school students. The research method used is RD (research development) using the ADDIE model. The data collection techniques used were documentation, interviews, and tests of mathematical comprehension abilities. The results obtained from the game "The Incredible Boong Gi" are valid with an average of 96.70% of expert validators and media validators. The results of the practicality questionnaire from 9 students averaged 90.32%. The results of data analysis show that educational RPG games have valid, practical criteria and have potential effects. RPG games are valid in terms of relevance, systematics, student-centered compatibility, game design, and compatibility. RPG games get practical results from implementation in small groups. Furthermore, the educational RPG prototype has the potential effect of improving students' mathematical understanding abilities. RPG games provide a fun learning atmosphere, by playing students can also learn. Making RPG games is also not difficult, according to the competence of students to be achieved and challenges the creativity of the teacher.
Representasi Matematis Siswa Sekolah Dasar Titis Sunanti; Laela Sagita; Ganung Anggraini
Jurnal THEOREMS (The Original Research of Mathematics) Vol 6, No 2 (2022)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/th.v6i2.3584

Abstract

Penelitian ini bertujuan untuk mendeskripsikan kemampuan representasi matematika siswa berdasarkan kemampuan siswa. Subjek penelitian adalah tiga siswa kelas 5 SD di Sampangan, Yogyakarta, Indonesia. Mereka dipilih dari 30 siswa yang memiliki kemampuan tinggi, sedang, dan rendah. Hasil penelitian menunjukkan bahwa bahwa siswa dengan kemampuan tinggi mampu menggunakan representasi visual, simbolik dan verbal. Siswa dengan kemampuan sedang mampu menggunakan representasi visual dan simbolik namun kurang mampu menggunakan representasi verbal. Siswa yang berkemampuan rendah, tidak mampu menggunakan  representasi baik dalam bentuk visual, simbolik maupun verbal. Kemampuan melakukan representasi verbal disebabkan karena representasi ini jarang digunakan dalam proses pembelajaran