scholarly journals Pembelajaran Matematika dengan Memanfaatkan Formulator Tarsia

2017 ◽  
Vol 4 (2) ◽  
pp. 152-159
Author(s):  
Ani Afifah

Mathematics is often regarded as a difficult subject in school, consequently many students are less interested in learning it. The use of technology can be an alternative to create an interesting and effective of instructional Media. One of the application programs that teachers can choose is Tarsia Formulators. This formulator is a program designed for math teachers to create puzzles, dominoes, and other forms of activity. This paper discusses examples of the application of puzzles created from tarsia formulators in mathematics learning. Learning activities begin by introducing the form of puzzles to be assembled by the students. The teacher gives an explanation of the rules that apply in this lesson. Teacher guides need to be done to make it easier for students who have difficulty. Furthermore, the teacher displays the correct form of the puzzle in comparison to the student's work and provides an explanation of the answer to the problem presented. The tarsia formulators makes it easy for teachers to create effective and varieties instructional media, so students do not feel bored in classroom learning activities.

Author(s):  
Ariesta Kartika Sari ◽  
Prita Dellia ◽  
M. Dicky ◽  
Cholillah Cholillah

One of the efforts in facilitating the teacher to teach the material concretely, then the learning of mathematics on three dimensional geometri can be done using the help of a medium of learning. Along with the development of technology today, many applications in the world of technology that can be useful for learning activities. One of the learning media that can help the teacher in facilitating Visualization Three Dimensional geometry is Augmented Reality. In addition, through mathematics learning using Augmented Reality media in Three Dimensional geometry is expected to present interactive math learning. This research produces instructional media using Augmented Reality based on Android for Three Dimensional geometry material in grade 5 students of Elementary School. Development of learning media Augmented Reality using Kemp and Dayton model, there are two components, namely multimedia technology components and components of mathematics subjects. Components of multimedia technology contained in the program that is text, sound, images, and animation, while the components of mathematics subject’s ie content material and exercise questions. The materials contained in the program are: (1) the cube, (2) limas, (3) the cone and (4) the tube.


2018 ◽  
Vol 6 (3) ◽  
pp. 323-332
Author(s):  
Imas Komariah ◽  
Rostina Sundayana

AbstrakSebagian besar siswa SMP menganggap bahwa matematika merupakan mata pelajaran yang sulit dipelajari dan membosankan. Salah satu penyebabnya adalah karena matematika bersifat abstrak serta pemilihan metode pembelajaran yang kurang tepat. Hal ini menjadi tantangan bagi para guru matematika untuk dapat menggunakan media pembelajaran yang dapat melibatkan siswa secara aktif belajar matematika, sehingga para siswa merasa senang belajar matematika. Tujuan dari penelitian tindakan kelas ini adalah untuk mengetahui apakah penggunaan media permainan DOMAT dapat meningkatkan aktivitas belajar siswa kelas IX-A SMP Negeri 2 Tarogong Kidul. Adapun hasil penelitian ini adalah pada siklus I belum menunjukkan tercapainya indikator keberhasilan yang ditetapkan, yaitu jumlah siswa yang aktif sebanya 75% (27 orang). Artinya, pelaksanaan tindakan pada siklus pertama belum berhasil dan harus dilanjutkan ke siklus berikutnya dengan perbaikan tindakan yang dianggap menjadi penyebab ketidakberhasilan. Pada siklus II sudah menunjukkan tercapainya indikator keberhasilan yang sudah ditetapkan, yaitu jumlah siswa yang aktif pada setiap pertemuan 75%. Artinya, pelaksanaan tindakan pada siklus II sudah berhasil. Dengan demikian dapat ditarik kesimpulan bahwa penggunaan media permainan domat merupakan salah satu cara atau strategi untuk meningkatkan aktivitas siswa dalam pembelajaran matematika.Kata Kunci: Aktivitas belajar, Domino Matematika.AbstractMost junior high school students consider that math is a difficult subject to learn and bore. One reason is that mathematics is abstract and the choice of less precise learning method. It is a challenge for math teachers to be able to use instructional media that can involve students actively learning math, so that students feel happy learning math. The purpose of this classroom action research is to find out whether the use of DOMAT game media can improve the learning activity of grade IX-A students of SMP Negeri 2 Tarogong Kidul. The results of this study is that in cycle I has not shown the achievement of the established success indicators, ie the number of active students sebanya 75% (27 people). That is, the implementation of the action in the first cycle has not been successful and should proceed to the next cycle with the improvement of the action considered to be the cause of the unsuccessfulness. In the second cycle has shown the achievement of a predetermined success indicator, ie the number of students who are active at each meeting 75%. That is, the implementation of action in cycle II has been successful. Thus it can be concluded that the use of domat game media is one way or strategy to increase student activity in learning mathematics.Keyword: Learning Activities, Domino Mathematics.


2018 ◽  
Vol 3 (1) ◽  
pp. 113-123
Author(s):  
Pipit Utami ◽  
Abdul Aziz Sidiq Tri Putra ◽  
Djoko Santoso ◽  
Nuryake Fajaryati ◽  
Bonita Destiana ◽  
...  

Static CCTV facilities in class need to be optimized in classroom learning, especially in recording learning activities as implementation of learning in the 21st century and strategic steps to face the Industrial Revolution 4.0. Educators need to play a role in utilizing CCTV in learning. This article presents the development of YouTube Integrated Video Moving Surveillance devices using Raspberry Pi 3. The development stages consist of analysis, design, development and evaluation. The analysis shows that: (1) the limitations of CCTV motion are followed up with the addition of motorcycles; (2) limited access to video recording data is followed up by sending in real time using YouTube; and (3) controlling the system performance of the device using Raspberry Pi 3 model B. The evaluation results show that all electronic measurement parameters are in accordance with the success target and the functional test shows that the device can function to record classroom learning activities that can be monitored in real time via YouTube with good quality (average delay is 22,89s). The results of the development of this device are expected to be an alternative use of technology in learning, especially in the supervision and assessment of student learning activities.


DEDIKASI ◽  
2019 ◽  
Vol 21 (1) ◽  
Author(s):  
Muh. Yusri Bachtiar ◽  
Azizah Amal ◽  
Rusmayadi Rusmayadi

his paper is the result of the Community Partnership Program (PKM) activity by presenting the use ofAcrylic Manipulative Aids (APMA) for learning fraction concepts for math teachers. The purpose of the activity isto maximize active learning activities in the classroom and use teaching aids in mathematics learning activities. Thetarget is for junior high school teachers in Bulukumba District where 21 people are involved in the activity. Theform of activities is training, while implementation information is fulfilled by providing worksheets andquestionnaires as response sheets for activities. The results of the training activities carried out received a positiveresponse. Not only is APMA considered feasible as a medium of learning or teaching aids, but it can also be used tohelp students overcome difficulties in learning the concept of fractions, fraction operations consisting of addition,subtraction, multiplication, and division. In addition, by convincing the teacher to respond that APMA can completethe explanations contained in mathematics textbooks. In other words, in addition to learning by using learningresources derived from books, APMA is also useful to supplement the provision of understanding to students in theclassroom.


Author(s):  
Sofnidar ◽  
Hartina ◽  
Kamid ◽  
Khairul Anwar

Prilaku belajar adalah suatu sikap y ang muncul dari diri siswa dalam menanggapi dan meresponi setiap kegiatan belajar mengajar yang terjadi. salah satu wujud dari prilaku adalah motivasi belajar. Menurut teori behavioristik, belajar adalah perubahan tingkah laku sebagai akibat adanya interaksi antara stimulus (rangsangan) dan respon (tanggapan). Stimulus yang diberikan guru dalam pembelajaran tertuang dalam rancangan aktifitas pembelajaran. Aktivitas pembelajaran merupakan kegiatan yang dirancang guru untuk mewujudkan dan atau menciptkan kondisi belajar siswa (stimulus). Pemilihan aktivitas belajar yang sesuai memungkinkan untuk terjadinya efektivitas pedagogis dalam mencapai tujuan pembelajaran, maupun dapat membentuk prilaku positif siswa (respon) dalam belajar. Desain pembelajaran berbasis outdoor-medelling mathematics memuat serangkain aktivitas kegiatan pembelajaran yang berbassis investigasi konteks masalah outdoor (masalah real life) dengan muatan konten materi modeling mathematics. Pada makalah ini akan membahas prilaku belajar dan bagaimana motivasi terbentuk melaui aktifitas kegiatan pebelajaran outdoor-medelling mathematics yang diklasifikasikan menjadi motoractivities mentalactivities, visualactivities, emotionalactivities, motoractivitie.Melalui metode kulitatif deskriptif, dengan mengambil 20 siswa kelas IX-B SMP N 1 Muaro Jambi yang mempunyai gaya belajar visual, auditorial, dan kinestetik. Setelah pelaksanaan pembelajaran, pengambilan data dilakukan melalui angket, dan lembar pengamatan beserta wawancara ke subjek penelitian. Hasil penelitian menunjukan bahwa aktivitas belajar dalam pembelajaran yang dapat memotivasi siswa belajar matematika adalah visualactivities sebesar 74,16%; motoractivities sebesar 96,67%; mentalactivities sebesar 71,66%; dan emotionalactivities sebesar 73,33%. Berdasarkan hasil analisis yang dilakukan aktivitas belajar dalam pembelajaran outdoor-medelling mathematics matematika yang paling dominan dapat memotivasi siswa belajar adalah motoractivities dengan persentasi 96,67% dengan kriteria sangat baik dan sangat memotivasi siswa belajar matematika dalam pembelajaran luar kelas. Indikatornya adalah melakukan percobaan. Kelebihan aktivitas belajar dalam pembelajaran outdoor-medelling mathematics adalah, aktivitas belajar lebih membuat siswa termotivasi untuk belajar matematika. Siswa menjadi lebih aktif dan interaksi dengan teman sesamanya semakin meningkat juga. Adapun kelemahan aktivitas belajar dalam pembelajaran luar kelas adalah sulit untuk siswa terfokus dalam aktivitas belajar yang sedang dilakukan.   Learning behavior is an attitude that arises from students in responding and responding to each teaching and learning activity that occurs. one form of behavior is learning motivation. According to behavioristic theory, learning is a change in behavior as a result of an interaction between stimulus (stimulus) and response (response). The stimulus given by the teacher in learning is contained in the design of learning activities. Learning activities are activities designed by the teacher to realize and or create the conditions for student learning (stimulus). Selection of appropriate learning activities allows for the occurrence of pedagogical effectiveness in achieving learning goals, and can form positive student behavior (response) in learning. Outdoor-based learning mathematics learning design contains a series of learning activities based on the context of outdoor problems (real life problems) with the content of modeling mathematics material. In this paper will discuss learning behavior and how motivation is formed through the activities of learning activities outdoor-modeling mathematics which are classified into mental activities, visual activities, emotional activities, motor activities. Through the descriptive qualitative method, taking 20 students of class IX-B Muaro Jambi Middle School 1 who have visual, auditory, and kinesthetic learning styles. after the implementation of learning, data retrieval was carried out through questionnaires, and observation sheets and interviews to the research subjects. The results showed that learning activities in learning that could motivate students to learn mathematics were visual activities at 74.16%, motor activities at 96.67%, mental activities at 71.66%, and emotional activities at 73.33 %%. Based on the results of the analysis carried out learning activities in mathematics outdoor-modeling mathematics learning the most dominant motivating students to learn is motor activities with a percentage of 96.67% with very good criteria and very motivating students to learn mathematics in learning outside the classroom. The indicator is to experiment. The advantages of learning activities in outdoor-modeling mathematics learning are that learning activities make students more motivated to learn mathematics. Students become more active and interactions with their peers also increase. The weaknesses of learning activities in learning outside the classroom is difficult for students to focus on the learning activities that are being done.


2017 ◽  
Vol 5 (3) ◽  
pp. 451
Author(s):  
Ipi Hanapiati

This research was motivated by the low results of students' mathematics learning. Of the 35students only 15 students (40.54%) who completed study results, while the average valueobtained by the students was 68.65. This study aims to increase the students' mathematicslearning through PMRI. This research is a class act who performed two cycles. Based on theresearch of learning outcomes and learning activities teachers and students expressedincreased. In the first cycle 1 meeting activities for teachers to get a score of 14 (70%), in thefirst cycle 2 meeting increased with a score of 15 (75%). In the second cycle 1 meeting obtaina score of 17 (85%) and the second cycle 2 meeting obtain a score of 18 (90%). Besides thestudent activity also increased in the first cycle of meeting one activity students obtain a scoreof 12 (60%), in the first cycle 2 meeting increased with a score of 16 (80%). In the secondcycle 1 meeting obtain a score of 17 (85%) and the second cycle 2 meeting obtain a score of17 (85%). The results of students' mathematics learning increases the basic score averagevalue obtained was 68.65 increase in the first cycle with an average value of 95.41 hasincreased in the second cycle with an average value of 97.97.


2010 ◽  
Vol 5 (2) ◽  
pp. 89-102
Author(s):  
Sri Listyarini ◽  
Dewi Juliah Ratnaningsih ◽  
Ernik Yuliana

The use of technology in UT instructional media allows students of the Open University of Indonesia (Universitas Terbuka, UT) to improve their knowledge and skills without being hampered by distance, space, and time. This study explored the perception of UT alumni and stakeholders about the benefit of using information and communication technology (ICT) and learning media obtained during their study period in UT. The information was gathered from a tracer study conducted in 2008, which was used to evaluate 5 study programs at the Faculty of Teacher Training and Educational Science in the use of ICT and instructional media. The data were collected from 37 UT regional offices through questionnaires to a sample of alumni teachers and their principals, as well as interviews with selected alumni and stakeholders. According to the surveys and interviews, both alumni and stakeholders perceived that alumni had improved in their knowledge and skills of ICT and learning media. However, according to alumni perceptions, the knowledge and skills they had learned from UT were relatively low. On the other hand, stakeholders perceived that the alumni had good knowledge and skills of ICT and learning media. We argue that differences in perception between alumni and stakeholders result from different experiences and expectations on the part of each group.


2021 ◽  
Author(s):  
◽  
Rana Daoud

<p>Using digital devices in primary classrooms has become a common practice in many schools around the world. A considerable amount of research has explored this phenomenon. However, the majority of studies published in highly ranked educational technology journals have focused on the effectiveness of interventions related to using digital devices in primary classrooms and few studies examine students’ use of digital devices during learning which reflects a dominance of the reductionist approach in studying classroom environments. While there is rich literature addressing the outcomes of using devices, much is still unknown about the use itself. The present study aimed to understand how students use digital devices in classroom learning activities. It explored the ways of use, the factors that shaped these uses, and how the uses contributed to the purposes of learning activities. Approaches used to study phenomena in open recursive systems, such as classrooms, should be different from approaches used to study phenomena in closed systems under controlled conditions. Therefore, Complexity Theory provided a framework to understand the socio-materiality of digital devices in classrooms learning. In addition, Actor-Network Theory was used to study the phenomenon in action and Biesta’s (2009) framework of the functions of education to understand the contribution of the uses to educational purposes. This multiple case study was conducted in New Zealand within two schools where two teachers and seven upper-primary students participated in the study. Data were collected across six months through observations, semi-structured interviews, group interviews, informal conversations, student think-aloud interviews and artefacts from learning including video screen-captures. Data were coded and analysed using the thematic analysis and an abductive strategy. From a synthesis of the findings a ‘Using Devices for Classroom Learning’ model was developed in which seven patterns of use were identified. The children used their devices as a source of information, means of communication, production medium, external personal memory, collective memory coordinator, trial-and-error learning space, and as a research tool. Interconnected factors shaped these uses which were related to the educational system, school and classroom environment, teachers, students, and digital technologies. The findings showed how the seven uses contributed to the educational purposes of classroom learning which were classified into students’ qualifications, socialisation, and subjectification. However, some of these uses led to undesirable influence on students’ learning. This study provides theoretical and practical contributions to the field of using digital technologies in education. Complexity thinking, as a holistic approach, sheds light on blind spots of the educational process and acknowledges the complexity and uncertainty when using devices for learning in social complex systems such as classrooms. What emerges in classrooms does not result from separate factors but from a network of relationships and interactions of interconnected factors. The model developed provides an analysis tool for researchers and assists educators and policymakers to understand and anticipate the role of digital devices in classroom learning.</p>


2020 ◽  
Vol 4 (2) ◽  
pp. 97-103
Author(s):  
Eni Rosetti

IMPROVEMENT OF LEARNING ACTIVITIES AND ACHIEVEMENTS OF SENIOR HIGH SCHOOL STUDENTS ON LESSONS OF LIMIT THROUGH VARIATION PEER-TEACHING MODELSThis research aims to improve Mathematics learning activities and improve mathematics learning achievement of the Limit material through the variation peer-teaching models model for class XI MIPA 3 students in the 2018/2019 academic year. This research was conducted at SMA Negeri 9 Bogor. This research was conducted from January 2019 to June 2019. The subjects in this Classroom Action Research were students of SMA Negeri 9 Bogor in class XI MIPA 3, totaling 35 students consisting of 13 male students and 22 female students. Data collection techniques with written tests and observations. Data analysis using comparative description analysis and qualitative description. The results of this Classroom Action Research are: students' mathematics learning activities in the initial conditions, cycle I and cycle II have increased. The average score of student learning activities in the initial conditions of 2.74 increased to 3.77 in the first cycle and increased to 4.30 in the second cycle, while the mathematics learning achievement of students in the initial conditions, cycle I and cycle II increased. The average value of student achievement in the initial conditions of 39.13 increased to 71.17 in the first cycle and increased to 88.13 in the second cycle. The percentage of students who completed also increased, in the initial condition, students who completed learning were only 17.14%, increasing to 50% in cycle I and increasing to 80% in cycle II. This increase is due to the variation peer-teaching models learning method, all students can be actively involved in learning. Students who are appointed as tutors are active in helping their group members overcome learning difficulties. Students who have difficulty learning actively ask questions and discuss with tutors who are their own friends.


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