scholarly journals Desain Pembelajaran Materi Belah Ketupat Menggunakan Kain Jumputan Palembang untuk Siswa Kelas VII

2016 ◽  
Vol 7 (1) ◽  
pp. 31-40 ◽  
Author(s):  
Fauziyah Fauziyah ◽  
Zulkardi Zulkardi ◽  
Ratu Ilma Indra Putri

Desain pembelajaran materi belah ketupat menggunakan kain Jumputan Palembang untuk siswa kelas VII. Penelitian ini bertujuan untuk melihat bagaimana penggunaan kain Jumputan Palembang dalam membangun pemahaman siswa mengenai belah ketupat. Siswa akan membandingkan luas daerah dua buah kain Jumputan, merancang dan membuat belah ketupat kemudian menggunting serta menyusunnya kembali menjadi suatu bentuk baru, menentukan luas daerah belah ketupat, membandingkan keliling dua buah kain Jumputan dan menentukan keliling belah ketupat. Subjek penelitian ini adalah 30 siswa kelas VII SMP Pusri Palembang. Penelitian ini menggunakan design research yang terdiri dari tiga tahap : preparing for the experiment, experiment in the classroom (pilot experiment dan teaching experiment), dan retrospective analysis. Pada tahap preparing for the experiment, beberapa aktifitas dibuat menggunakan pendekatan Pendidikan Matematika Realistik Indonesia (PMRI). Hasil dari penelitian menunjukkan kain Jumputan Palembang dapat digunakan sebagai starting point dalam pembelajaran belah ketupat untuk siswa kelas VII SMP.The design learning rhombus using kain Jumputan Palembang for VII grade students. This research aims to investigate how to use Kain Jumputan Palembang to build students understanding on rhombus. Students were required to comparing the area of two cloths, designing and making rhombus then reshaping to new shapes, determining the area of rhombus, comparing the perimeter of two cloths and determining the perimeter of rhombus. Subjects were 30 first grade students of SMP Pusri Palembang. The study used a design research method consisting of three stages : preparing for the experiment, experiment in the classroom (pilot experiment and teaching experiment), and retrospective analysis. During the preparing for the experiment stage, instructional activities was designing utilizing of Indonesian Realistic Mathematics Education (PMRI) approach. The result of experiments showed that Kain Jumputan Palembang could be used as a starting point by first grade junior high school to learn rhombus.

2021 ◽  
Vol 5 (1) ◽  
pp. 60
Author(s):  
Rika Firma Yenni ◽  
Malalina Malalina

Peran guru tak lebih dari seorang fasilitator, moderator atau evaluator. sedangkan peran siswa lebih banyak aktif untuk berfikir dan mengkomunikasikan argumentasinya, menjustifikasi jawaban, serta melatih nuansa demokrasi dengan menghargai pendapat atau strategi teman lain. Penelitian ini bertujuan menghasilkan Local Instructional Theory (LIT) dalam pembelajaran materi hubungan antar garis yang mendukung pemahaman konsep siswa di kelas IV Sekolah Dasar. Pada materi ini, menuntut siswa dapat menyelesaikan permasalahan hubungan antar garis secara kontekstual. Subjek penelitian adalah siswa kelas IV MI Fajar Siddiq Palembang. Metode yang digunakan adalah design research terdiri dari tiga tahap, yaitu: preliminary design, design experiment (pilot experiment dan teaching experiment), dan retrospective analysis. Namun pada penelitian ini hanya dilakukan sampai pada tahap pilot experiment. Penelitian ini mengembangkan hasil pembelajaran hubungan antar garis dengan menunjukkan aktivitas dan prosedur serta strategi siswa dalam menemukan ide atau strategi dalam mendeskripsikan materi hubungan antar garis. Pada bagian ini, akan dibahas penggunaan garis lurus sebagai starting point pembelajaran hubungan antar garis dengan Pendidikan Matematika Realistik Indonesia (PMRI) sebagai pendekatan yang mendukung aktivitas dari penggunaan konteks tersebut. Selain itu, perubahan dari Hypothetical Learning Trajectory (HLT) ke Learning Trajectory (LT) melalui aktivitas, dilakukan dengan pengumpulan data menggunakan lembar observasi, wawancara, rekaman video, foto, dan lembar aktivitas siswa


Author(s):  
Hartono Hartono ◽  
Farida Nursyahidah ◽  
Widya Kusumaningsih

Lines and angles are essential for students because of geometry and its many applications in daily life. However, there are still many students who have difficulty grasping the material. Therefore, it is necessary to design learning using the right approach, context, and media. This study aims to produce a learning trajectory that can assist students in understanding the concept of lines and angles, maximize the effectiveness and efficiency of learning, create meaningful learning, and motivate student learning. This study used the Joglo Traditional House context as a starting point and the design research method developed by Gravemeijer and Cobb with three main steps: preparing for the experiment, designing the experiment (pilot experiment and teaching experiment), and retrospective analysis. However, in design experiment step is limited to the pilot experiment. In this study, all activities were designed based on Indonesian Realistic Mathematics Education. It involves six 7th-grade students from one of the junior high schools at Juwana Resident with three different abilities, namely two students for each level with high, moderate, and low ability. The learning trajectory generated in this study consists of a series of learning processes in four activities that can be used to develop local instructional theories and develop designs for further activities. Those are observing Joglo traditional house video for understanding lines and angles concepts, deducing line positions, discovering the angles' properties on parallel lines intersected by other lines, and solving lines and angles problems.


2021 ◽  
Author(s):  
Emy Sohilait

The learning process of the concept of greatest and Least which are the prerequisites of the greatest common divisor and the least common multiple in class IV SD Inpres 2 Waipo is carried out with the teaching paradigm that is, using T tables, multiples, and not using student thought conjectors in find concepts or material. This underlies researchers to design learning designs using Realistic Mathematics Education (RME) with the context of the kuli bia game as a starting point. The purpose of this study is to produce a learning trajectory and determine the impact of the use of learning designs on the mathematical knowledge construction process. Design research was chosen to achieve this goal which consists of three stages: preliminary design, teaching experiment, retrospective analysis. The results of the study found that the kuli bia game provides an important role in supporting learning and increases learning motivation, able to understand the material based on the learning trajectories generated, provides a variety of strategies in solving problems both at the situational stage, models of, models for and formal stages, the implementation of RME with the context of the kuli bia game on the material is running optimally, the response of students and teachers is positive and effective management of learning in the classroom.


2015 ◽  
Vol 6 (2) ◽  
pp. 147 ◽  
Author(s):  
Nyiayu Fraisa Fatiyah ◽  
Ratu Ilma Indra Putri ◽  
Ely Susanti

<p>Penelitian ini bertujuan untuk menghasilkan lintasan belajar pada materi sifat-sifat segitiga berdasarkan panjang sisi dan besar sudutnya menggunakan konteks Stadion Gelora Sriwijaya Jakabaring di kelas VII. Desain pembelajaran yang digunakan terdiri dari tiga tahap yaitu <em>preliminary design, design experiment (pilot experiment </em>dan <em>teaching experiment), </em>dan <em>retrospective analysis</em>. Dalam penelitian ini, serangkaian aktifitas pembelajaran didesain dan dikembangkan berdasarkan pendekatan PMRI. Penelitian ini melibatkan 29 orang siswa kelas VII SMP Negeri 2 Indralaya Utara. Penelitian ini menghasilkan <em>Learning Trajectory</em> (LT) yang memuat serangkaian proses pembelajaran dalam 3 aktifitas yaitu menentukan jenis-jenis segitiga berdasarkan panjang sisi dan besar sudutnya, hubungan panjang sisi dan besar sudut pada segitiga dan menyelesaikan masalah yang berkaitan dengan sifat-sifat segitiga berdasarkan panjang sisi dan besar sudutnya.  Hasil dari percobaan pembelajaran menunjukkan bahwa konteks Stadion Gelora Sriwijaya Jakabaring dapat digunakan sebagai <em>starting point </em>pada materi segitiga di kelas VII SMP.</p><p><em>This </em><em>research</em><em> aims to produce a learning </em><em>trajectory</em><em> on the material properties of triangles based on the side and angle using the context Stadi</em><em>on Gelora Sriwijaya Jakabaring</em><em> in class VII. Instructional design used consisted of three stages: preliminary design, design experiment (pilot experiment and teaching experiment), and retrospective analysis. </em><em>T</em><em>his study</em><em> used</em><em> learning activities are designed and developed based </em><em>on</em><em> PMRI</em><em> approach</em><em>. </em><em>Subjects were</em><em> 29</em><em> seventh grade </em><em>students of SMP Negeri 2 Indralaya</em><em> Utara</em><em>. This research resulted Learning </em><em>T</em><em>rajectory (LT), which contains a series of learning processes in the three activities that determine the types of triangles based on the side and angle, relationship</em><em> side</em><em> </em><em>lenght </em><em>and </em><em>angle</em><em> of the triangle and resolve problems related to the properties of triangles based on side length and </em><em>angle</em><em>. Results of the experiments showed that the </em><em>Stadion Gelora Sriwijaya Jakabaring</em><em> c</em><em>ould</em><em> be used as a starting point </em><em>by seventh grade senior high school students to learn triangle.</em></p>


2018 ◽  
Vol 9 (1) ◽  
Author(s):  
Gregorius Sebo Bito

The purpose of this study was to describes the use of student’s contribution as a transition tool at each level of learning the fraction operation concept. This study involved fourth grade students of an elementary school in Ngada East Nusa Tenggara. The type of this research is Design Research with three stages, namely: initial design, teaching experiment and retrospective analysis. This research begins conduct a hypothetical learning trajectory (HLT) of fraction operations concept. The HLT has been tested before the actual learning process (ALT). The results of the retrospective analysis obtained an overview of the Actual Learning Trajectory (ALT) show that the use of various student’s contribution at each level of learning can lead to understanding the fraction operation concept.


Jurnal Elemen ◽  
2021 ◽  
Vol 7 (2) ◽  
pp. 381-393
Author(s):  
Aidha Aprilia Puji Lestari ◽  
◽  
Aryo Andri Nugroho ◽  
Farida Nursyahidah ◽  
◽  
...  

Reflection and translation material are critical to be mastered by students in learning transformation material. However, reflection and translation material are still difficult for students to understand. Therefore, this study aims to develop a learning trajectory that will assist ninth-grade students of Junior High School in grasping the notion of reflection and translation in the context of the Sam Poo Kong Temple in Semarang. The research used the design research method, which consisted of three stages: the preliminary design, the design experiment (pilot experiment and teaching experiment), and retrospective analysis. The PMRI approach was used to develop learning activities in this research. This study involved 32 ninth-grade students at a junior high school in Semarang city. The results of this study is a learning trajectory that includes a series of learning processes in four activities. These are observing the Sam Poo Kong Semarang video and analyzing the properties of reflection, finding the reflection formula, analyzing the properties of translation, discovering the translation formula, and solving contextual problems related to reflection and translation. The activities conducted can enable students to develop a better understanding of material reflection and translation. The research's findings indicate that using the Sam Poo Kong Semarang temple context can equip ninth-grade students to comprehend the concept of material reflection and translation. Additionally, the outcome of this study offers additional local wisdom options that can be used as a context in mathematics.


2018 ◽  
Vol 3 (1) ◽  
pp. 49-61
Author(s):  
Sri Hartati ◽  
Zulkardi Zulkardi ◽  
Yusuf Hartono

This study produces a learning trajectory in transformation geometry, specifically on reflection using a game called “bom-boman”. This study using PMRI, the Indonesian version of realistic mathematics education. Subjects of this study are 36 seventh grade students of SMP Negeri 24 Palembang. This study using a design research approach with conducted in three stages: preliminary design, the design experiment (pilot experiment & teaching experiment), and retrospective analysis. Data were collected by observations, interviewing the student, collecting student worksheet, and documentation of classroom event and group works. Hypothetical Learning Trajectory (HLT) has been designed then compared to Actual Learning Trajectory (ALT) during the learning process. Retrospective analysis shows that student’s learning trajectories using the game help students to understand transformation geometry in reflection.


2019 ◽  
Vol 9 (1) ◽  
pp. 11-21
Author(s):  
Muhammat Ali Nurdin ◽  
Sardianto Markos Siahaan

Masalah dalam penelitian ini adalah bagaimana lintasan belajar siswa yang dihasilkan dari desain pembelajaran materi massa jenis menggunakan permainan ular tangga di kelas VII SMP Negeri 24 Palembang. Tujuan penelitian ini untuk mengetahui lintasan belajar siswa pada materi massa jenis menggunakan permainan ular tangga. Metode penelitian yang di gunakan adalah metode Design Research terdiri dari 3 tahap yaitu Preparing For The Esperiment, Design Experiment(Pilot Experiment dan Teaching Experiment), dan retrospective analysis. Sumber data peneilitian ini adalah di SMP Negeri 24 Palembang yang berjumlah 6 orang siswa di kelas VII.2 pada tahap pilot experimentdan 32 orang siswa di kelas VII.1 pada tahap Teaching Experiment.Hasil penelitian menunjukkan bahwa terdapat macam-macam lintasan belajar yang didapatkan dari siswa.Aktifitas 1 terdapat lintasan belajar siswa dimana siswa kurang mampu mengemukakan ide dan pikiran awal siswa tentang pemahaman konsep massa jenis. Aktifitas 2 terdapat lintasan belajar siswa mengenai kemampuan memahami konsep dari siswa pada contoh massa jenis dalam kehidupan sehari-hari menggunakan permainan ular tangga. Lintasan belajar siswa yang di lihat dalam permainan ular tangga di dapat bahwa kemampuan pemahaman konsep yang di miliki siswa berbeda-beda. Pada aktifitas 3 terdapat lintasan belajar siswa dimana siswa mampu mengemukakan ide dan memahami konsep dari massa jenis.


2020 ◽  
Vol 9 (1) ◽  
pp. 47-58
Author(s):  
Farida Nursyahidah ◽  
Bagus Ardi Saputro ◽  
Irkham Ulil Albab ◽  
Fifin Aisyah

AbstrakSebagian besar siswa masih mengalami kesulitan dalam belajar kerucut. Oleh karena itu diperlukan pendesainan lintasan belajar materi tersebut menggunakan konteks dan media yang tepat. Penelitian ini bertujuan untuk menghasilkan Learning Trajectory Based Instruction (LTBI) materi kerucut menggunakan konteks tradisi Syawalan masyarakat Pekalongan yaitu Megono Gunungan yang dikemas dalam bentuk video interaktif. Penelitian ini menggunakan design research yang dikembangkan oleh Gravemeijer dan Cobb yang terdiri dari tiga tahap yaitu: preliminary design, design of the experiment (pilot experiment and teaching experiment), dan retrospective analysis. Namun, artikel ini memaparkan hasil pada tahap pertama, yaitu tahap preliminary design. Subjek penelitian ini adalah siswa kelas IX SMP N 38 Semarang. Dalam penelitian ini dihasilkan LTBI yang terdiri dari serangkaian aktivitas pembelajaran, yaitu: (1) mengidentifikasi bagian-bagian kerucut melalui video interaktif Megono Gunungan, (2) menemukan luas permukaan kerucut dengan menggunakan jaring-jaring kerucut, (3) menemukan volume kerucut dengan menggunakan media beras, dan (4) menyelesaikan masalah kontekstual yang berkaitan dengan kerucut. Selanjutnya, siswa diharapkan dapat lebih mudah memahami materi kerucut melalui beberapa aktivitas yang telah didesain. Development of Learning Based on Trajectory Material Cone Middle School Using Megono Gunungan AbstractMost students still experience difficulties in learning cones. Therefore it is necessary to design the learning trajectory of the material using the right context and media. This study aims to produce Learning Trajectory Based Instruction (LTBI) cone material using the context of the Pekalongan community's Syawalan tradition, Megono Gunungan, which is packaged in the form of interactive video. This study uses design research developed by Gravemeijer and Cobb which consists of three stages: preliminary design, design of the experiment (pilot experiment and teaching experiment), and retrospective analysis. However, this article presents the results of the first stage, the preliminary design stage. The subjects of this study were students of class IX SMP N 38 Semarang. In this study LTBI produced consisting of a series of learning activities, namely: (1) identifying cone sections through interactive video Megono Gunungan, (2) finding the surface area of the cone by using cone nets, (3) finding the volume of the cone by using rice media, and (4) resolve contextual problems related to cones. Furthermore, students are expected to more easily understand the cone material through several activities that have been designed.


2015 ◽  
Vol 8 (11) ◽  
pp. 16 ◽  
Author(s):  
Ummy Salmah ◽  
Ratu Ilma Indra Putri ◽  
Somakim Somakim

<p class="apa">The aim of this study is to design learning activities that can support students to develop strategies for the addition of number 1 to 20 in the first grade by involving students’ spatial structuring ability. This study was conducted in Indonesia by involving 27 students. In this paper, one of three activities is discussed namely ten-box activity. This activity was aimed to introduce and develop ten-structure to be a students’ strategy in addition of number 1 to 20. The method was design research by designing learning activities involving spatial structuring ability. PMRI underlined the context and activity. The result of the study indicates that ten-box activities can help students to develop ten-structure as a strategy in addition of number 1 to 20. As a recommendation, PMRI can be implemented as an approach of teaching and learning addition 1 to 20.</p>


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