cover
Contact Name
Junaidi, S.Pd., M.Pd.
Contact Email
junaidi88@unram.ac.id
Phone
+6281917785594
Journal Mail Official
mandalika.jurnal.fkip@gmail.com
Editorial Address
l. Majapahit No. 62 Mataram, Nusa Tenggara Barat, Indonesia Lantai 2 gedung E, Program Studi S1 Pendidikan Matematika, FKIP Universitas Mataram
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Mandalika Mathematics and Educations Journal
Published by Universitas Mataram
ISSN : 27158292     EISSN : 27151190     DOI : 10.29303/jm
Core Subject : Education,
Mandalika Mathematics and Education Journal adalah Jurnal Matematika dan Pendidikan Matematika yang dikelola oleh Program Studi S1 Pendidikan Matematika FKIP Universitas Mataram. Fokus dan ruang lingkup dari jurnal ini adalah artikel ilmiah baik berupa hasil penelitian, review artikel maupun kajian pustaka khusus bidang Matematika dan Pendidikan Matematika.
Articles 15 Documents
Search results for , issue "Vol 5 No 1 (2023): Edisi Juni" : 15 Documents clear
PERAN MULTIMEDIA BERBASIS WEBSITE TERHADAP HASIL BELAJAR MATEMATIKA SISWA Novi Ayu Yulia; Ainol Ainol; Loviga Denny Pratama; Wahyu Lestari
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v5i1.4790

Abstract

This study aims to determine the effect of using web-based multimedia on learning mathematics on student learning outcomes. This research uses quantitative research in the form of quasi-experimental with non-equivalent post-test only control group design. The research population was Ar-Rofi'iyyah Islamic High School students with the research object being students of class XI IPS 1 as the experimental class and XI IPS 2 as the control class. Hypothesis testing using one sample t-test and independent sample t-test. Based on data analysis, it appears that there is a significant effect of the use of web-based multimedia in mathematics lessons on student learning outcomes. This can be seen from the calculation of the t-test for mathematics learning outcomes that obtain a Sig. (2-tailed) (0.000)≤α(0.05). Based on the decision criteria, H0 is rejected and Ha is accepted so that it is proven that the use of website-based multimedia in mathematics learning has an effect on student learning outcomes
How to Determine The Quality of Game-Based Media for Mathematics Learning? Riska Ayu Ardani; Ariska Kurnia Rachmawati; Nilza Humaira Salsabila; Fitri Ayu Ningtiyas
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v5i1.4830

Abstract

Development research has become one of the popular studies in the 5.0 society era. Technological sophistication is a driving factor for educators and researchers to create shopisticated learning media. Technology-based learning media comes with their own uniqueness, one of which is game-based media (GBM). GBM has changed students’ perception that learning can be done by playing game. Before GBM is  applied in the learning process, it is necessary to evaluate the media. This is intended so that GBM has good quality. GBM with high quality can improve its functions as a learning media. On the other hand, GBM can not only present an element of fun learning, but can also have a positive influence on the cognitive, affective, or psychomotor aspects of students. This literature review research provides theory for educators and other researcher to asses GBM. Overall, there are four aspects that need to be assessed in determining quality of game-based media, validity, practicality, effectiveness, and sophistication. Abstrak Riset pembangunan menjadi salah satu kajian yang populer di era masyarakat 5.0. Kecanggihan teknologi menjadi faktor pendorong bagi para pendidik dan peneliti untuk menciptakan media pembelajaran yang canggih. Media pembelajaran berbasis teknologi hadir dengan keunikan tersendiri, salah satunya adalah media berbasis game (GBM). GBM telah mengubah persepsi siswa bahwa belajar dapat dilakukan dengan bermain game. Sebelum GBM diterapkan dalam proses pembelajaran, perlu dilakukan evaluasi media. Hal ini dimaksudkan agar GBM memiliki kualitas yang baik. GBM dengan kualitas tinggi dapat meningkatkan fungsinya sebagai media pembelajaran. Di sisi lain, GBM tidak hanya dapat menghadirkan unsur pembelajaran yang menyenangkan, tetapi juga dapat memberikan pengaruh positif terhadap aspek kognitif, afektif, atau psikomotor siswa. Penelitian tinjauan pustaka ini memberikan teori bagi pendidik dan peneliti lain untuk menilai GBM. Secara keseluruhan, ada empat aspek yang perlu dinilai dalam menentukan kualitas media berbasis game, validitas, kepraktisan, efektivitas, dan kecanggihan.
Analisis Kemampuan Berpikir Kritis Siswa SMP Ditinjau Dari Adversity Quotient Rosalinda Selan; Oktovianus Mamoh; Yosepha Patricia Wua Laja
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

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Abstract

The aim of this study is to describe the analysis of students’ critical thinking skills from the Adversity Quotient on the mathematical system of linear equations of two variables. The type of this study is qualitative descriptive. The subjects were 28 students of class VIIIA SMPS Mimbar Budi Manufui. The instruments used were test and subject interviews. Subject interview selected 3 students with details of students of the climber type 1 student of the camper type and quiter type students. The data analysis used were tests, interviews and documents. The results of this study indicate that the type climber students are capable fulfill all indicators of students’ critical thinking to interpret, to analyze, to evaluate and to explore. While the camper students type is able to interpret, to analyze, to evaluate but they can not infer. The other result shows that quitter students just can be interpret, analyze, but they can not evaluate and infer.
Matematika dan Budaya: Rancangan Masalah Pola Bilangan Dengan Menggunakan Tenun Ikat Amarasi Barat Irna Karlina Sensiana Blegur
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

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Abstract

Since the last six decades, linking mathematics and culture has been done. Experts believe that mathematics (whether published or not) was born and developed due to human activity. Therefore, building a mathematics learning environment in the classroom can be done by teachers based on daily activities including cultural activities, especially for students in remote areas. One of the local cultures that is the pride for the people of East Nusa Tenggara, Indonesia is woven fabrics. This is one of the cultural objects, where various philosophies of life that have existed since prehistoric times are embodied. Therefore, weaving, and woven fabrics can be used as a material for learning mathematics. Based on the results of mathematical and cultural studies on woven fabrics of the West Amarasi Society-a small village in East Nusa Tenggara, this paper discusses how to design a number pattern problem. This topic is often considered a difficult topic for local junior high schoolers because the context that is taught is barely visible in everyday life. Further how to implement the designed problem into classes is also discussed in this article
ANALISIS MISKONSEPSI PESERTA DIDIK MENGGUNAKAN TES DIAGNOSTIK FOUR-TIER PADA MATA PELAJARAN MATEMATIKA MATERI ALJABAR KELAS VII Alya Farhana Maulida; Iskandar Zulkarnain; Taufiq Hidayanto
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

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Abstract

Misconceptions are cognitive structures that exist in students but are different from the proper concepts. The purpose of this study was to describe the categories of misconceptions about algebra seen from the four-tier diagnostic test and find out the causes of misconceptions. The research instrument was a four-tier diagnostic test that consisted of four levels, namely multiple-choice questions, the confidence level of answers, reasons, and the confidence level of reasons. This research was conducted using a descriptive qualitative method which aims to study a problem in-depth and describe the misconceptions that occur in algebra. The research subjects were 21 students of class VII A at SMPN 2 Pelaihari. The research results obtained were that there were misconceptions in the sub-matter showing algebraic elements of 38,10%, determining algebraic forms of 42.85%, and performing operations on algebraic forms of 71,40%. This can be seen from the pattern of answers BJ-YJ-SA-YA (Correct Answer-Sure Answer-Incorrect Reason-Sure Reason) and SJ-YJ-SA-YA (Incorrect Answer-Sure Answer-Incorrect Reason-Sure Reason). The cause of misconceptions about algebraic material is that the learning methods used by teachers are less popular with students because they are considered boring and students' low interest in learning algebra.
Deskripsi Deskripsi Kemampuan Pengajuan Masalah Pada Materi SPLDV Ditinjau dari Gaya Belajar Sitti Rahmayani; Ayu Zulpiah Sulaiman
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

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Abstract

This type of qualitative research uses data collection techniques by means of a learning style test, a two-variable equation system problem submission test, and structured photography. The purpose of this study is to describe the formulation of math questions based on student’s learning styles. The results of this study are (i) visual students whose learning styles are better able to optimize their learning styles and better understand the information that has been given. This is evident from the questions posed by students which vary from structural syntactical relations using elements of tasks, relationships, and hypotheses. (ii) students with an auditory learning style are better able to optimize their learning style and can understand information better, this is reflected in various questions from students. Students can also ask different questions to generate new data in addition to existing data in the information. (iii) whereas the first student with a kinesthetic learning style can produce data by submitting a variety of problems/questions and is still able to understand the information well. In contrast to the second student whose learning style is kinesthetic, he cannot generate new data and cannot make assumptions when asking questions. (iv) Visual, auditory, and kinesthetic learning styles already understand the information well and can raise problems from the information that has been provided.
Pengembangan Multimedia Articulate Storyline 3 Menggunakan Contextual Teaching and Learning Luthfia Azzahra; Farida Farida; Rizka Pitri
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v5i1.4977

Abstract

COVID-19 has caused a major impact in various fields, one of which is education. The high risk of spreading COVID-19 in the field of education also occurs in Indonesia, which results in learning in schools cannot be carried out face-to-face. This study aims to determine the feasibility and attractiveness of developing multimedia articulate storyline 3 with a contextual teaching and learning approach. Multimedia development articulate storyline 3 using the ADDIE model scheme. The application of articulate storyline 3 multimedia products is applied to 166 grade X students consisting of 102 science students and 64 social studies students, as well as 6 teachers at SMA Negeri 4 Kotabumi. This data analysis technique from the multimedia articulate storyline 3 research uses data analysis validation of media experts and material experts, as well as analysis of teacher and student responses. Based on the results of research on the development of multimedia articulate storyline 3 using contextual teaching and learning, it can be concluded that it is very feasible and very interesting. This is evidenced by the media expert eligibility score of 89.90%, material expert eligibility score of 92.01%, teacher attractiveness score of 91% and students of 93%.
MENINGKATKAN KEAKTIFAN DAN PRESTASI BELAJAR SISWA KELAS XI IPA DENGAN PENERAPAN PEMBELAJARAN KOOPERATIF STAD MATERI LIMIT FUNGSI DI SMAN 1 KURIPAN Baiq Sri Herlina Muliati
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v5i1.5069

Abstract

ABSTRACT The purpose of this research is to increase the students’ learning activeness and achievment trought the implementation of STAD cooperative learning on limit function at XIth grade IPA 2 SMAN 1 Kuripan in the academic year of 2021/2022. The kind of this research was a classroom action research (CAR) which was conducted in two cycles. Each cycle includes planning, acting, observation, evaluation and reflection. The research subjects were the students of XIth grade IPA 2 consisting of 25 students; 14 females and 11 males. The result showed that students’ activeness scores in cycle I for each meeting were 9,33 and 9,98 categorized less active and active, while in the cycle II for each meeting were 10.33, and 10.66 categorized as active . The everage score was 66.2 and the presentage of classical completeness was 68% for the cycle I and the everage score was 70.88 and the presentage of classical completeness was 80% for the cycle II. The conclusion was the implementation of STAD learning could increase the students’ learning activeness and achievement on limit funtion at XIth grade IPA 2 SMAN 1 Kuripan in the academic year of 2021/2022.
Efektifitas Buku Referensi Media Pembelajaran Matematika Sekolah Menengah Pertama (SMP) Sripatmi Sripatmi; Junaidi Junaidi; Nourma Pramestie Wulandari; Eka Kurniawan
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v5i1.5097

Abstract

The purpose of this study is to determine the effectiveness of reference books for junior high school mathematics learning media. For this reason, a limited trial was carried out on 6 mathematics teachers at a junior high school in Mataram. This research uses a mixed approach or Mix methods. The research instrument consists of test instruments and interview guidelines about junior high school mathematics teachers' knowledge of junior high school learning media. The results of this study are Based on the data that has been melted and the wetting that has been carried out , significant differences in knowledge before and after studying junior high school mathematics learning media books , it can be concluded that junior high school mathematics learning media books are effective in increasing teacher knowledge in learning media, especially on knowledge about the benefits and functions of learning media, types of learning media, concept maps, interactive power points, student worksheets, props, and tools for creating junior high school math learning videos.
The Pengaruh Multimedia Interaktif Pada Materi Fungsi Komposisi Terhadap Hasil Belajar Siswa Kelas X Glorya Fransisca Petrus Ly; Damianus Dao Samo; Irna Karlina Sensiana Blegur
Mandalika Mathematics and Educations Journal Vol 5 No 1 (2023): Edisi Juni
Publisher : FKIP Universitas Mataram

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Abstract

The purpose of this study to find out the impact of using interactive multimedia on learning outcomes, especially on function composition subject matter at SMA Negeri 4 Kupang. This research is a quantitative study using 2x2 factorial design: (multimedia class vs non-multimedia class) x (man vs woman).Samples of this study are 28 students from X IPA 3 as the experimental class and 28 students from X IPA 1 as the control class. The research stage starts with the solving of pretest questions, followed by learning activities for the control and experimental classes, and then concludes with the solving of posttest questions. The results show that the use of interactive multimedia has an impact on learning outcomes as demonstrated by an average increase in control class learning outcomes of 36.25 with a moderate N-gain category, whereas the average increase in experimental class learning outcomes was 49.31 with a high N-gain category. The results of the data analysis calculations using a two-way ANOVA shows that there is no interaction between learning methods vs gender indicated by the significance value is 0,413 > 0,05, furthermore the gender effect test shows the significance value is 0,821 > 0,05 means there is no gender effect to student learning outcomes. Lastly, the effect test of experimental class vs control class (learning methods) shows the impact of interactive multimedia on learning outcomes indicated by the score of significance value 0,000 < 0,05

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