Penelitian ini bertujuan untuk mendeskripsikan pengaruh penerapan model blended learning terhadap pemahaman konsep dan kelancaran prosedur matematis siswa. Penelitian ini merupakan eksperimen semu dengan rancangan posttest only control group design. Populasi penelitian mencakup seluruh siswa kelas VIII SMP Negeri 1 Sukawati tahun pelajaran 2017/2018. Sampel penelitian sebanyak 2 kelas dipilih menggunakan teknik simple random sampling. Model pembelajaran blended learning yang digunakan dalam penelitian ini adalah flipped classrrom model dengan Edmodo yang digunakan sebagai media pendukung dalam pembelajaran online. Pemahaman konsep dan kelancaran prosedur matematis diukur menggunakan tes berbentuk soal uraian yang valid dan reliabel. Selanjutnya data yang diperoleh dianalisis menggunakan uji MANOVA dengan taraf signifikan 5% (α = 0,05). Hasil pengujian hipotesis menunjukkan bahwa pembelajaran blended learning berpengaruh positif terhadap pemahaman konsep dan kelancaran prosedur matematis siswa.The effect of blended learning model toward mathematical conceptual understanding and procedural fluencyAbstractThis study aimed to describe the effect of implementing a blended learning model toward mathematical conceptual understanding and procedural fluency. This study was quasi-experimental research with a posttest only control group design. The population in this study includes all student 8th grade of SMP Negeri 1 Sukawati, Indonesia in the academic year 2017/2018. Two class as samples were obtained by using simple random sampling technique. Blended learning model used in this study was a flipped classroom model with Edmodo which used as supporting online learning. Mathematical conceptual understanding and procedural fluency were measured by a test that has been valid and reliable. Furthermore, the data obtained were analyzed by using the MANOVA test with 5% significance level (α = 0.05). The results of the hypothesis test showed that the blended learning model has a positive effect on students’ mathematical conceptual understanding and procedural fluency
The purpose of this research is to explore the Ethnomathematics of Balinese Traditional Houses primarily concerned with Balinese Traditional Carvings and Buildings. The type of this research is exploration. Objects of this research are 3 carvers and 2 builders of Balinese Traditional Houses. Ethnomathematical Data of Balinese Traditional Houses were collected through observations, questionnaires, and interviews...
AbstrakPenelitian dengan menerapkan Blended Learning berbantuan Schoology ini bertujuan untuk mengetahui peningkatan keaktifan dan prestasi belajar matematika siswa. Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam tiga siklus yang masing-masing siklus terdiri dari empat tahap, yakni (1) perencanaan tindakan, (2) pelaksanaan tindakan, (3) observasi dan evaluasi, serta (4) refleksi. Subjek penelitian ini adalah siswa kelas VIII A1 SMP Negeri 6 Singaraja tahun ajaran 2018/2019 sebanyak 32 orang siswa. Pengumpulan data untuk keaktifan belajar siswa menggunakan lembar observasi sedangkan pengumpulan data prestasi belajar siswa menggunakan tes prestasi belajar berbentuk uraian. Hasil dari penelitian ini adalah persentase skor keaktifan belajar siswa mengalami peningkatan di setiap siklus yaitu 51,08%, 52,08%, dan 62,74%. Skor rata-rata dari tes prestasi belajar siswa dari siklus ke siklus yaitu 52,19; 85,16 dan 95,54 dimana 96,86% siswa memperoleh skor diatas KKM pada akhir siklus. Hal ini menunjukkan bahwa penerapan Blended Learning berbantuan Schoology dapat meningkatkan keaktifan dan prestasi belajar siswa. Kata Kunci: Blended learning, Schoology, keaktifan belajar, prestasi belajar AbstractThe research by implementing Schoology's and assisted by Blended learning is aims to find out the improvement of students' activeness and mathematics learning achievement. This research is about class action that conducted in three cycles, define by four stages, which is (1) planning, (2) action, (3) observation and evaluation, and (4) reflection. The subjects of this study were class VIII A1 SMP Negeri 6 Singaraja at period 2018/2019 with total 32 students. Data for student learning activeness collected using observation sheets while data student learning achievement collect using form with detail descriptions. The results of this study are the percentage of students' learning activeness score has increased in each cycle, which is 51.08%, 52.08%, and 62.74%. The average score of the student achievement test from cycle to cycle is 52.19; 85.16 and 95.54 where 96.86% of students score above the standard (KKM) at the end of the cycle. This shows that the application of Schoology-assisted Blended learning can improve student activity and learning achievement. Keywords : Blended learning, Schoology, learning activeness, learning achievement
Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran ICARE berbantuan masalah matematika terbuka terhadap kemampuan pemecahan masalah matematika siswa. Jenis penelitian ini adalah eksperimen semu dengan desain penelitian adalah Post Test Only Control Group Design. Populasi penelitian ini adalah seluruh siswa kelas VIII SMP Laboratorium Undiksha Singaraja tahun ajaran 2018/2019 yang berjumlah 98 orang danterdistribusi ke dalam 4 kelas. Sampel dalam penelitian ini adalah siswa kelas VIII-1 dan VIII-4 yang diambil menggunakkan teknik cluster random sampling. Data kemampuan pemecahan masalah matematika dikumpulkan dengan tes kemampuan pemecahan masalah matematika yang diberikan kepada siswa dalam bentuk tes uraian serta diberikan di akhir penelitian. Data hasil tes kemampuan pemecahan masalah matematika dianalisis menggunakan uji-t satu ekor dengan taraf siginifikansi 5%. Hasil penelitian menunjukkan bahwa thitun=3,3996>ttabel=2,0117sehingga H0 ditolak. Ini berarti, kemampuan pemecahan masalah matematika siswa yang dibelajarkan dengan model pembelajaran ICARE berbantuan masalah matematika terbuka lebih baik daripada kemampuan pemecahan masalah matematika siswa yang dibelajarkan dengan model pembelajaran konvensional. Dengan demikian, dapat disimpulkan bahwa terdapat pengaruh model pembelajaran ICARE berbantuan masalah matematika terbuka terhadap kemampuan pemecahan masalah matematika siswa.Kata kunci: model pembelajaran ICARE, masalah matematika terbuka, pemecahan masalah matematika
This research aims to describe the process of student cognition in constructing mathematical conjecture. Many researchers have studied this process but without giving a detailed explanation of how students understand the information to construct a mathematical conjecture. The researchers focus their analysis on how to construct and prove the conjecture. This article discusses the process of student cognition in constructing mathematical conjecture from the very beginning of the process. The process is studied through qualitative research involving six students from the Mathematics Education Department in the Ganesha University of Education. The process of student cognition in constructing mathematical conjecture is grouped into five different stages. The stages consist of understanding the problem, exploring the problem, formulating conjecture, justifying conjecture, and proving conjecture. In addition, details of the process of the students' cognition in each stage are also discussed.
Penelitian ini memiliki tujuan untuk (1) Membuat rancang bangun bahan ajar digital interaktif dengan pendekatan multi representasi pada materi bilangan bulat untuk siswa SMPLB tunarungu kelas VII; (2) mendeskripsikan hasil dari prototype bahan ajar digital interaktif dengan pendekatan multi representasi pada materi bilangan bulat untuk siswa SMPLB tunarungu kelas VII; dan (3) mengetahui keterpakaian dari bahan ajar digital interaktif dengan pendekatan multi representasi pada materi bilangan bulat untuk siswa SMPLB tunarungu kelas VII. Model yang dipergunakan dalam penelitian ini adalah model ADDIE (Analysis, Design, Development, Implementation dan Evaluation). Penguji cobaan produk dilaksanakan secara terbatas sampai dengan layak, efesien dan efektif. Tempat dilaksanakannya penelitian di SLB N 1 Buleleng. Hasil dari penelitian ini menunjukan rata-rata skor dari penilaian ahli materi sebesar 2,92, penilaian ahli kebahasaan sebesar 2,85, penilaian ahli penyajian sebesar 3,00 dan penilaian ahli kegrafikan 3,00 yang artinya bahan ajar digital interaktif yang dikembangkan memiliki kriteria layak. Respon yang diberikan oleh guru dan siswa sangat baik dengan rata-rata skor dari angket respon guru diperoleh sebesar 4,60 dan rata-rata skor dari angket respon siswa diperoleh sebesar 4,30 sehingga bahan ajar digital interaktif yang dikembangkan dikatakan efisien. Dari segi keefektifan bahan ajar digital interaktif yang dikembangkan dikatakan efektif dilihat dari hasil tes kemampuan kognitif yang diperoleh siswa. Dimana ketuntasan klasikal sebesar 87,5% dengan nilai tertinggi yang diperoleh sebesar 90 dan nilai terendah sebesar 70.
This study aims to examine the effect of MMP learning models on understanding mathematical concepts and student confidence. The population of this study was students of class XI MIPA SMA Negeri 1 Semarapura academic year 2018/2019. The research instrument used was a test of understanding mathematical concepts and self-confidence questionnaires. This study is a quasi-experimental design with post-test only control group design. Data were analyzed using one-way multivariate variance analysis. The results showed that there were significant differences in the understanding of mathematical concepts and simultaneous self-confidence of students who followed the conventional MMP learning model. Furthermore, there were significant differences in understanding mathematical concepts and self-confidence of students who followed the conventional MMP learning model. From indicators of understanding concepts, classes with MMP and conventional learning models excel at indicators expressing concepts in their own words and weak on indicators identifying examples and not examples of concepts. Based on the aspect of self-confidence, the class with the MMP learning model is superior in the aspect of being responsible and weak in the optimistic aspects. Whereas, classes with conventional learning models excel in rational and realistic aspects, and are weak in aspects of self-ability confidence.
Penelitian ini merupakan penelitian pengembangan yang ditujukan untuk menghasilkan bahan ajar interaktif multi representasi pada materi geometri untuk siswa kelas VII Sekolah Menengah Pertama Luar Biasa (SMPLB) Tunarungu yang layak dalam hal kevalidan, kepraktisan, dan keefektifannya. Untuk menghasilkan bahan ajar tersebut, model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) digunakan dalam penelitian ini. Subjek uji coba penelitian adalah 10 siswa kelas VII SMPLB di salah satu SLB Negeri di Kabupaten Buleleng, Bali. Instrumen yang digunakan dalam penelitian ini terdiri atas: (1) lembar validasi materi, kebahasaan, penyajian, dan kegrafikan untuk menilai kevalidan; (2) angket respons guru dan siswa untuk menilai kepraktisan; dan (3) tes hasil belajar untuk menilai keefektifan bahan ajar yang dikembangkan. Penelitian ini menghasilkan bahan ajar interaktif multi representasi yang valid, praktis, dan efektif. Hasil validasi menunjukkan bahwa bahan ajar yang dikembangkan berada pada kriteria valid. Hasil analisis angket respons guru dan siswa berturut-turut menunjukkan bahwa kepraktisan bahan ajar yang dikembangkan berada pada kriteria sangat tinggi dan tinggi. Bahan ajar yang dikembangkan juga memenuhi kriteria keefektifan, di mana sebanyak 90% subjek uji coba memperoleh skor tidak kurang dari 76 pada tes hasil belajar. Dengan demikian, dapat disimpulkan bahwa bahan ajar yang dikembangkan layak digunakan untuk mendukung dan memfasilitasi siswa tunarungu dalam belajar geometri. Development of interactive multi-representational teaching material on geometry topic for 7th-grade hearing-impaired students of special junior high schoolAbstractThis study was development research which was aimed to produce an interactive learning material with a multi representation approach in the topic of geometry for the 7th-grade hearing-impaired students of Special Junior High School (Sekolah Menengah Pertama Luar Biasa or SMPLB) which was feasible in terms of its validity, practicality, and effectiveness. To produce interactive learning material, the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation) was used. The trial subjects were ten 7th graders of SMPLB in one of the public special schools in Buleleng Regency, Bali, Indonesia. The instruments which were used comprised of: (1) validation sheet of language, layout, and graphical to assess the validity; (2) teacher and students response questionnaires to assess the practicality; and (3) test of learning achievement to assess the effectiveness of the developed learning material. This study yielded an interactive learning material that was valid, practical, and effective. The results of validation showed that the developed learning material at valid criteria. The results of the teacher and student response questionnaire consecutively showed that the practicality of developed learning material at the very high and high practical criteria. The developed learning material also meets the effectiveness criteria, in which as many as 90% of the trial subjects got score not less than 76 at the test of learning achievement. Consequently, it can be concluded that the developed learning material was feasible to use to support and facilitate the hearing-impaired students in learning geometry.
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