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INDONESIA
INSPIRAMATIKA
ISSN : 2477278X     EISSN : 25799061     DOI : -
Core Subject : Education,
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Articles 124 Documents
TEORI BEBAN KOGNITIF: ELEMEN INTERAKTIVITAS DALAM PEMBELAJARAN MATEMATIKA Barep Yohanes; Rendi Lusbiantoro
INSPIRAMATIKA Vol 5 No 1 (2019): Inspiramatika, June 2019
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (408.929 KB) | DOI: 10.52166/inspiramatika.v5i1.1477

Abstract

This study aims to describe the emergence of Elements of Interactivity on the intrinsic cognitive load of students in mathematics learning. The approach in this study is a qualitative approach and this type of research is descriptive research. Data obtained in this study include qualitative data obtained from observation sheets, student learning journals, interviews, and video recordings. To check the validity of the data using the triangulation method and the strategy presents different or negative information. The subjects in this study were students of class X RPL 3 of TELKOM Vocational School Malang. The results of the study obtained that the Element of Interactivity is part of the intrinsic cognitive load that arises in learning. Interactivity elements that appear in learning can be seen from the complexity of the material being studied so that students must connect between material topics where the points, lines, fields and topics of material distance and the angles in building space. The complexity of the material being studied also involves prerequisite material such as the congruence of two triangles, algebra, special angles and the students' expertise in learning mathematics. Suggestions can be given from the researcher that in learning it is necessary to pay attention to the element of interactivity to find out the burden carried out by the cognitive students. The teacher must always evaluate students' abilities so that students are not too heavy in learning.
PENGARUH STRATEGI HEURISTIC VEE TERHADAP KEMAMPUAN DISPOSISI MATEMATIS PADA MATERI SEGIEMPAT KELAS VII MTs. AL-HIDAYAH TAHUN PELAJARAN 2016/2017 Ulfi Dhatun Akyuninah
INSPIRAMATIKA Vol 3 No 1 (2017): Inspiramatika, June 2017
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (482.84 KB) | DOI: 10.52166/inspiramatika.v3i1.234

Abstract

Tujuan penelitian ini adalah untuk mengetahui pengaruh strategi pembelajaran Heuristic Vee terhadap kemampuan disposisi matematis siswa. Penelitian ini dilakukan di MTs Al-Hidayah Padenganploso Tahun Pelajaran 2016/2017. Metode penelitian yang digunakan adalah kuantitatif dengan jenis penelitian quasi eksperimen dan desain pretest posttest control group design. Subyek penelitian ini adalah 40 siswa yang terdiri dari 20 siswa kelompok eksperimen dan 20 siswa kelompok kontrol yang diperoleh dengan teknik cluster random sampling pada siswa kelas VII. Pengumpulan data kemampuan disposisi matematis dilakukan dengan metode angket. Teknik analisis data yang digunakan dalam penlitian ini adalah analisis regresi linier sederhana. Hasil penelitian mengungkapkan bahwa strategi Heuristic Vee memberi pengaruh yang lebih tinggi pada kemampuan disposisi matematis.
Pengembangan Bahan Ajar Geometri Van Hiele ISHMATUL MAULA
INSPIRAMATIKA Vol 4 No 1 (2018): Inspiramatika, June 2018
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (451.159 KB) | DOI: 10.52166/inspiramatika.v4i1.578

Abstract

##Penelitian ini bertujuan untuk menghasilkan Bahan Ajar Geometri Van Hiele dan menguji efektifitas dari Bahan Ajar tersebut. Bahan Ajar geometri Van Hiele dikembangkan melalui Model penelitian pengembangan Plomp terdiri dari 3 langkah, yaitu (1) Preliminary Research, (2) Prototyping Phase, dan (3) Assessment Phase. Keefektifan bahan ajar ditunjukkan oleh respon siswa yang positif dan hasil belajar siswa yang mencapai diatas nilai KKM. Respons siswa terhadap kegiatan pembelajaran matematika menggunakan Bahan Ajar geometri Van Hiele di Kelas VII SMP tergolong dalam kategori sangat positif dengan nilai rata-rata skor angket 70,44. Analisis hasil belajar siswa setelah menggnakan Bahan Ajar geometri Van Hiele dalam kegiatan pembelajaran matematika memperoleh nilai rata-rata siswa adalah 72,25 dengan persentase ketuntasan lebih dari 80%, yaitu 83,34%. Hal ini menunjukkan bahwa sebagian besar siswa mendapatkan nilai di atas KKM, yaitu 60##
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE CONCEPTUAL UNDERSTANDING PROCEDURES (CUPs) TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS VII Nia Ardianti
INSPIRAMATIKA Vol 5 No 1 (2019): Inspiramatika, June 2019
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (370.552 KB) | DOI: 10.52166/inspiramatika.v5i1.870

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran kooperatif tipe Conceptual Understanding Procedures (CUPs) terhadap hasil belajar matematika siswa kelas VII di SMP Negeri 1 Suruh tahun ajaran 2017/2018. Penelitian ini merupakan penelitian kuantitatif dengan desain quasi eksperimen. Populasi dalam penelitian ini adalah seluruh siswa kelas VII SMP Negeri 1 Suruh yang berjumlah 250 siswa. Dari populasi tersebut, sampel yang digunakan adalah kelas VII D sebanyak 23 siswa sebagai kelas eksperimen dan kelas VII E sebanyak 23 siswa sebagai kelas kontrol. Metode pengumpulan data yang digunakan adalah tes tertulis, observasi, dan dokumentasi. Instrumen yang digunakan adalah lembar tes tertulis, lembar observasi, dan lembar dokumentasi. Teknik analisis data yang digunakan adalah uji perbedaan rata-rata (uji-t) yang sebelumnya dilakukan uji normalitas dan uji homogenitasBerdasarkan hasil analisis diketahui bahwa sampel berdistribusi nomal dan homogen, serta ada pengaruh model pembelajaran kooperatif tipe Conceptual Understanding Procedures (CUPs) terhadap hasil belajar matematika siswa.
Etnomatematika Kajian Pembuatan Krecek Kerupuk Rambak Kanji Pada Home Industri di Kecamatan Pace Dari Sudut Pandang Etnomatematika Camelia Wahyu Perdani
INSPIRAMATIKA Vol 5 No 2 (2019): Inspiramatika, December 2019
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v5i2.1485

Abstract

Aktivitas yang biasanya dilakukan masyarakat merupakan sebuah interaksi yang saling berhubungan setiap detik, menit, hari bahkan bertahun-tahun lamanya yang membentuk suatu pola tertentu merupakan salah satu wujud dari kebudayaan. Salah satu aktivitas kelompok masyarakat tersebut yaitu home industri pembuatan krecek kerupuk rambak kanji. Home industri ini adalah salah satu usaha yang sumber bahan baku utamanya yakni tepung tapioka dan tepung terigu dimana pengolahannya dicampur dengan bumbu-bumbu yang memiliki berbagai cita rasa. Bahan baku tersebut memiliki ukuran-ukuran tertentu dalam sekali proses pembuatan adonan. Seperti, membutuhkan 25 kg tepung tapioka dan 1 kg tepung terigu serta masih banyak lagi. Penelitian ini merupakan penelitian deskriptif kualitatif dengan pendekatan etnografi yang bertujuan untuk mendeskripsikan unsur-unsur matematis dalam pembuatan krecek kerupuk rambak kanji operasi bilangan, (2)konsep geometri, (3)perbandingan, serta (4)alat ukur satuan massa atau berat dalam proses pembuatan. Berdasarkan permasalahan tersebut, peneliti terinspirasi untuk mengungkap unsur-unsur matematis yang ada pada pembuatan krecek kerupuk rambak kanji pada home industri yang dapat digunakan sebagai sumber belajar, untuk mengembangkan keilmuan dalam matematika dan tentu saja dapat membuat siswa ataupun masyarakat lebih memahami bagaimana kehidupan mereka berhubungan dengan matematika.
The ANALISIS KEMAMPUAN BERPIKIR LOGIS MATEMATIS PADA SISWA SEKOLAH MENENGAH ATAS (SMA) BERDASARKAN POLA SIDIK JARI ARCHES SRI DEVI WULANDARI
INSPIRAMATIKA Vol 5 No 1 (2019): Inspiramatika, June 2019
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.305 KB) | DOI: 10.52166/inspiramatika.v5i1.1486

Abstract

Derivatives are one of the chapters in mathematics learning in which there are derivative sub-applications. Derived applications are examples of material problems in everyday life that are solved by using mathematics. One example is in the industrial world, where a factory can calculate a minimum expenditure to get a big profit. That way it can be seen that derivative applications are very important to learn. But in reality students are still having difficulty working on the questions given. This can be seen when the students are given the problem still cannot work. Students' ability to solve questions is different. Basically, the problem can be known early on, one of the ways to do fingerprint tests. From the results of the work of students, researchers are inspired to analyze the students' mathematical logical thinking skills in solving problems, this is done to look for further learning solutions so students can understand derivative application material that is very useful in everyday life. This study uses a qualitative research approach with descriptive qualitative research, namely by analyzing existing data to obtain information about students' mathematical logical thinking skills in solving derivative application questions based on fingerprint patterns. The results of this study were students with archetype fingerprint patterns were able to meet 2 indicators of mathematical logical thinking ability that is able to change into mathematical sentences in writing, oral, and image and able to provide evidence or reason for the correcness of the solution. Keywords: mathematical logical thinking, fingerprint patterns, derivative applications.
PENGARUH PENGGUNAN MEDIA PEMBELAJARAN BERBASIS KOMPUTER TERHADAP MOTIVASI BELAJAR DAN KETERAMPILAN KOMPUTER SISWA dita agustiani
INSPIRAMATIKA Vol 5 No 1 (2019): Inspiramatika, June 2019
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (438.898 KB) | DOI: 10.52166/inspiramatika.v5i1.1583

Abstract

One of students low motivation and computer skills in learning mathematics is caused by application of learning media which is still rare, with the result that the media need to be used optimally. Computer is one of learning media in mathematics used for this research. The aim of the research is to see the influence of using computer-based learning media towards students’ learning motivation and computer skills. This research used the experimental method in SMAN 1 Astanajapura by One-Shot Case Study design with 32 samples and technique of data collection used observation and questionnaires. The result of this research showed that: (1) Students’ responses toward using computer was in good enough category with a percentage of 70,34%, (2) Students’ learning motivation in learning mathematics was in good enough category with a percentage of 74,77%, (3) Students’ computer skillsin learning mathematics was in good category with a percentage of 73,06%, (4) The result of hypothesis test using the T test between X and Y2 variable was got significant value smaller than 0.05, that was 0.000 so that H0 was rejected meant there was influence between the use of computer-based learning media towards students’ computer skills, between Y1 and Y2 was acquired the significant value greater than 0.05, that was 0.511 so that H0 was received meant there was nothing influence between students’ learning motivation toward students’ computer skills. Based on the result of the research, the researcher gave suggestions that is necessary to use character education for improving students’ learning motivation and inovation in learning by using computer as learning media, with the result that students are able to increase learning motivation and computer skill in applying it. Keyword: Computer-based learning media (software Maple), students’ learning motivation, Students’ computer skills.
PENGEMBANGAN MEDIA AJAR BERBASIS ANDROID PADA MATERI BANGUN RUANG SISI DATAR KELAS VIII SMP Ayen Arsi Sari; Fitri Apriani
INSPIRAMATIKA Vol 5 No 2 (2019): Inspiramatika, December 2019
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/inspiramatika.v5i2.1693

Abstract

In this digital age the need for renewal in teaching media in the classroom. This research is about developing android-based learning media on the construction of flat side space. The general objective of this research is to develop an Android-based learning media on the material to build a flat side space and see the feasibility of this Android-based teaching media. This research is a development research that is R&D with 4D model. This research was conducted at Sungai Selan 1 Junior High School in Bangka Tengah Regency which was conducted in 2019. The research subjects were Grade VIII students of SMP. Data collection was carried out using questionnaires, interviews. As for the results of this study are a) The development of this android teaching media through 4D stages, namely starting to define, design, develop, and disseminate; b) Based on the assessment by material experts obtained a percentage of 93.51% so that it is included in the very feasible category, from experts based on android media teaching media get a value of 88.04%, so that it is included in the very feasible category, based on assessment by practitioners namely junior high school mathematics teachers overall the percentage was 97.58% so that it was included in the very feasible category to be used as a learning medium, on the results of the student test it was found that all questions received a "Positive Response" with a percentage of ≥ 70% with an average of 95.3% were in the very category worthy.
PENINGKATAN KEMAMPUAN KOMUNIKASI MATEMATIS SISWA MELALUI MODEL PEMBELAJARAN INSIDE OUTSIDE CIRCLE (IOC) DENGAN MENGGUNAKAN MEDIA CBC (CUBE BEAM COLOR) Ri’ayatul Khoiriyah; Ali Shodikin; Heny Ekawati Haryono
INSPIRAMATIKA Vol 5 No 1 (2019): Inspiramatika, June 2019
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (633.66 KB) | DOI: 10.52166/inspiramatika.v5i1.1749

Abstract

This research is motivated by students' difficulties in conveying a concept. This is because the role of mathematics as a symbolic language that allows the realization of communication accurately and precisely. The purpose of this research is to find out the difference and which is better between Inside OutsideCircle (IOC) cooperative learning model using CBC media (Cube Beam Color) to improve students' mathematical communication skills on the subject of cubes and beams in class VIII MTs Islamiyah Tulungagung. This research is quantitative research, with this research method Quasy Experimental and research design The Non-Equivalent Control Group Design. The subjects of this study were 46 students consisting of 24 experimental group students and 22 control group students obtained by Cluster Random Sampling technique in class VIII. The instrument was given in the form of a description test consisting of 3 questions and an interview. Based on the results of the study it was concluded that the experimental class was better than the control class. This result can be seen from after the N-gain test is obtained t_table = 2.015> t_count = 31.298, thus is rejected and is accepted. Obtained an average value of learning outcomes has increased for the experimental class of 70.12% in the high category while the control class is 53.43% in the medium category. The results of the t-test statistical analysis pretest obtained result is 0.798> 0.05, which means there is no significant difference between the mathematical communication skills of experimental class students and control class students, whereas the posttest results obtained is 0.003≤0.05, thus, is rejected and is accepted which means there are significant differences in communication skills between the experimental and control classes, it can be concluded that there is a significant difference between the mathematical communication skills taught using the Inside Outside Circle Learning Model using CBC media (Cube Beam Color)with students taught using conversion learning on the subject of cubes and beams.
PENGARUH PEMBELAJARAN KONTEKSTUAL BERBANTUAN HANDS ON ACTIVITY TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIK DAN RASA INGIN TAHU SISWA Niken Dwi Listriani; Khafidhoh Nurul Aini
INSPIRAMATIKA Vol 5 No 1 (2019): Inspiramatika, June 2019
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Islam Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (635.404 KB) | DOI: 10.52166/inspiramatika.v5i1.1750

Abstract

The study aims to determine whether there is an influence On mathematical problem-solving skills and the curiosity of students among those following Hands-On Activity Contextual learning and students who follow conventional learning On the opportunity material in class VIII SMPN 1 Karanggeneng. Based on the results of the study using T-test on the ability to solve mathematical problems, then get T_hitung = 5.38 to know the value of T table with the degree of freedom (DK) = 62 with a significance level of 5%, from the results of calculations, at can be valued t _ Table = 1.99. By comparing the T_hitung and T_tabel, then T_hitung > T_tabel (5.38 > 1.99), this means H_0 in the decline and H_1 in the receive, while the attitude of curiosity students can be seen from the calculation by using a test T-Test then obtained T_hitung = 2.57 with T _ ( The degree of Freedom 62 with a significance of 5% equivalent to 1.99. The result of calculating T with a level of significance of 5% is stated significantly that the T_hitung > T (table) > 1, (2.60 > 1.99). This means that H_0 is rejected and H_1 received. It is concluded that Hands-On Activity contextual learning has a significant influence on the ability to solve mathematical problems and students ' curiosity.

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