23 research outputs found
Implementasi Alat Peraga Operasi Bilangan Bulat Bagi Guru Sekolah Dasar (SD) Se-kecamatan Ilir Barat I Palembang
The purpose of this activity is to increase the ability of teachers in 1) make mathematics manipulative as a media of operations of integer, 2) used mathematics manipulative is made in classroom simulation. Method of the activities performed is a demonstration, presentations and discussion. The participants of this activity are 25 teachers of “Kecamatan Ilir Barat I" Palembang. The results of the activities showed that, 95% of teachers are involved in each mathematics activities, discussions, and simulations. The results of pre test and post test showed that there is increasing ability of mathematics teachers in “Kecamatan Ilir Barat I” Palembang. The results of questionnaire showed that 100% of participants felt very satisfied follow the given activities and want the existence of a follow-up activity
Desain Bahan Ajar Penjumlahan Pecahan Berbasispendidikan Matematika Realistik Indonesia (Pmri) Untuk Siswa Kelas IV Sekolah Dasar Negeri 23 Indralaya
This research purposes to result teaching material of fractional summation on Indonesia Realistic Mathematic Education (PMRI) basis for class IV of SD N 23 Indralaya and find out dtudent's in enumerating fractional trough activity from informal to formal. The research subject of class IV SD N 23 Indralaya. Researcher used the methods: Design research ( Gravemaije, 2009) designed in 3 stages, i.e. Front – end analysis and expert review, teaching expriment and reflection, and assessment and evaluation stage. Based on front- end analysis, teaching material design on PMRI basis in the from of student book and teacher',s. Stage was teaching experiment carried out in class IV and observerped by 4 (four) observers, 3 obsevers observed studens aktivity and 1 (one) obsever which was the researcher erself observer the students and teacher activities, the result (after analyzed) was indicator 1 with the best category, indicator number 2, 3,4,5, 6, 7, and 8 student activity were seen well category, while in indecator numser 9 with poor criteria. Menwhile in the third stage was assessment or evaluatin was carried out to refer the students learning result achievement either daily evaluation or assignments. For daily evaluation result was 97,96% achievement in summsting the efrction with simelar quotation, 85,71% different quotation 65,21% student,s achiefement in summating mixed fraction and 83,67% student,s achievement in summating defferent quotation fraction with mixed mix praction.The student's assignment result for the first student who reached ≥ KKM was 33 students (67,30%), second assignment achievement was 38 students (77,66%), the third assignment achievement was 40 students (81,63%), and the fourth assignment reached 41 students (83,67%) which generally the assignment result was increasing
Bahan Ajar Kesebangunan Dan Simetri Berbasis Contextual Teaching and Learning (Ctl) Menggunakan Macromedia Flash Di Kelas 5 Sekolah Dasar
Pembelajaran matematika disekolah pada umumnya belum banyak memanfaatkan media dalam proses pembelajaran. Selain itu media yang digunakan dalam pembelajaran matematika terkadang kurang mendukung proses pembelajaran tersebut. Oleh karena itu, untuk melengkapi komponen belajar dan pembelajaran di sekolah, sudah seharusnya guru memanfaatkan media atau alat bantu yang mampu merangsang pembelajaran secara efektif dan efesien. Pemanfaatan teknologi komputer tersebut tentu saja harus dibarengi dengan kesiapan bahan ajar yang ditampilkan pada media komputer tersebut. Untuk itulah guru diharapkan dapat membuat bahan ajar yang valid, praktis dan mempunyai efek potensial terhadap hasil belajar siswa
Upaya Meningkatkan Hasil Belajar Siswa Pada Pokokbahasan Dimensi Tiga Melalui Model Pembelajaran Learning Cycle Di Kelas XI Tkj 1 SMKN 2 Palembang
Penelitian Tindakan Kelas ini bertujuan untuk mengetahui peningkatan hasil belajar siswa dalam menyelesaikan soal-soal aplikasi pada pokok bahasan dimensi tiga melalui model pembelajaran Learning Cycle di kelas XI Teknik Komputer Jaringan 1 (TKJ 1) SMKN 2 Palembang tahun ajaran 2009/2010. Penelitian ini dilaksanakan dengan pembelajaran dan diakhiri dengan tes hasil belajar pada setiap siklusnya dengan melibatkan kelas XI TKJ 1 dengan jumlah siswa sebanyak 40 orang terdiri dari 36 siswa laki-laki dan 4 siswa perempuan. Penelitian berlangsung dalam 2 siklus, siklus I berkaitan dengan materi mengidentifikasi bangun ruang dan unsur-unsurnya, dan siklus II menghitung luas permukaan bangun ruang. Hasil penelitian yang diperoleh menunjukkan bahwa rata-rata hasil belajar pada siklus I sebesar 57,18 dan ketuntasan klasikal sebesar 60 %. Siklus II hasil belajar rata-rata 68,85 dengan ketuntasan klasikal 77,50 %, artinya hasil belajar sudah mencapai kriteria ketuntasan klasikal dan terjadi peningkatan hasil belajar sebesar 11,67 dan peningkatan ketuntasan belajar secara klasikal sebesar 17,50 %. Berdasarkan hasil penelitian dapat disimpulkan bahwa model pembelajaran Learning Cycle dapat meningkatkan hasil belajar siswa dalam menyelesaikan soal-soal aplikasi pada pokok bahasan dimensi tiga di kelas XI TKJ 1 SMKN 2 Palembang tahun ajaran 2009/2010
Pengembangan Perangkat Pembelajaran Peluang Berbasis Reciprocal Teaching Untuk Melatih Kemampuan Berpikir Kritis Siswa Kelas XI Smk Negeri 3 Lubuklinggau
This research purposes to result valid and practical opportunity learning equipment on reciprocal teaching in class XI SMK, to observe the effect of teaching ware on reciprocal teaching towards mathematic critical thinking skill of SMK student. The subjects of the research were the 26 students of class XI TMR 3 SMKN 3 Lubuklinggau. Data collecting methods such as: Walk through, documentation, and critical thinking test. All collected data was descriptively and quantitatively analyzed. The analysis results concluded that the researcher had resulted the product of valid and practical opportunity learning ware on reciprocal teaching basis for students of class XI SMK . It has potential effect towards student\u27s mathematic critical thinking skill. Based on this result, it is suggested to develop and apply learning ware on reciprocal basis for other subjects
Pengembangan Soal-soal Open-ended Materi Lingkaran Untuk Meningkatkan Penalaran Matematika Siswa Kelas VIII Sekolah Menengah Pertama Negeri 1o Palembang
Penelitian ini bertujuan untuk: (1) untuk menghasilkan soal-soal open-ended yang valid dan praktis pada materi lingkaran di SMP; (2) untuk melihat efek potensial soal-soal open-ended terhadap penalaran matematika siswa pada materi lingkaran di SMP. Penelitian ini merupakan penelitian pengembangan (development research). Subjek penelitian adalah siswa kelas VIII.2 SMP Negeri 10 Palembang sebanyak 35 orang. Pengumpulan data menggunakan wawancara, analisis dokumen, dan tes soal open-ended. Semua data yang dikumpulkan dianalisis secara deskriptif kualitatif. Hasil analisis data menyimpulkan bahwa (1) penelitian ini telah menghasilkan suatu produk soal open-ended materi lingkaran untuk siswa kelas VIII SMP yang valid dan praktis. Valid tergambar dari hasil penilaian validator, dimana semua validator menyatakan sudah baik berdasarkan content, konstruk, dan bahasa. Selain itu kevalidan soal open-ended ini tergambar setelah dilakukan analisis validasi butir soal pada siswa small group. Praktis tergambar dari hasil uji coba small group dimana sebagian besar siswa dapat menyelesaikan soal open-ended yang diberikan. (2) prototype soal open-ended yang dikembangkan memilki efek potensial yang positif terhadap penalaran siswa , hal ini terlihat dengan munculnya beragam solusi jawaban siswa, dan pada tes pertama siswa berkategori baik dan sangat baik berjumlah 29 siswa, sedangkan pada tes kedua siswa berkategori baik dan sangat baik berjumlah 26 siswa
Supporting First Grade Students' Understanding of Addition Up to 20 Using Traditional Game
This research aim is to know the students' understanding in adding number up to 20 using traditional game of dakocan and to acquire learning trajectory of adding number up to 20 using traditional game of dakocan for the first grade of primary school. This research used methodology of design research that consists of three phases, there are preliminary design, teaching experiment, and retrospective analysis. Subject of this study is 33 first grade students of Sekolah Dasar Negeri (SDN) 98 Palembang as one of partners' school of Pendidikan Matematika Realistik Indonesia (PMRI). The result of this research shows that the students' understanding in adding number up to 20 can be stimulated by using traditional game of dakocan as a context. All of strategies and model that is used by students and also their result discussion shows how construction and contribution of students can help them to understand concept of adding number up to 20. All the activities that are done by students produce learning trajectory to gain the goal of learning. Each steps of learning trajectory of students has an important role in understanding the concept from informal to the formal level. Learning trajectory using dakocan that is produced consist of playing dakocan, put the model of dakocan to the frame ten dakomatika to understand the relation of part and whole of ten combination in adding number, and solving contextual problem in adding number up to 20
Pengembangan Bahan Fasilitasi Pemberdayaan Kelompok Kerja Guru Dasar Pada Mata Pelajaran Matematika Berbasis Open-ended
Penelitian ini bertujuan untuk 1) menghasilkan bahan fasilitasi pemberdayaan KKG SD pada mata pelajaran matematika berbasis open-ended yang valid dan praktis dan 2) mengetahui efek potensial setelah guru menggunakan bahan fasilitasi pemberdayaan KKG SD pada mata pelajaran matematika berbasis open-ended. Penelitian ini menggunakan desain penelitian pengembangan atau development research. Subjek penelitian adalah guru-guru SD yang menjadi peserta KKG SD Gugus III Kecamatan Indralaya Kabupaten Ogan Ilir. Pengumpulan data dalam penelitian ini menggunakan metode walk through, observasi, tes hasil belajar, dan kuesioner. Analisis data penelitian ini menggunakan metode analisis deskriptif, analisis validitas dan reliabilitas soal tes, dan analisis hasil belajar. Berdasarkan hasil analisis data dapat disimpulkan sebagai berikut. Pertama, penelitian ini telah menghasilkan bahan fasilitasi pemberdayaan KKG SD pada mata pelajaran matematika berbasis open-ended yang valid dan praktis. Validitas bahan fasilitasi ini tampak dari tinjauan, validasi, dan evaluasi pakar, panelis, dan tester terhadap isi, konstruksi, dan bahasa/budaya yang menyatakan bahwa bahan fasilitasi ini sudah baik. Bahan fasilitasi berupa instrumen tes hasil belajar, baik tes hasil belajar I maupun tes hasil belajar II, secara empirik juga valid. Kedua, penggunaan bahan fasilitasi pemberdayaan KKG SD pada mata pelajaran matematika berbasis open-ended dalam kegiatan KKG SD Gugus III Kecamatan Indralaya Kabupaten Ogan Ilir telah memberikan efek potensial berupa kemampuan guru yang cukup baik dalam menyusun soal open-ended matematika dan menyusun silabus dan RPP yang menerapkan pendekatan open-ended dalam pembelajaran matematika di SD. Berdasarkan analisis tes hasil belajar, nilai rata-rata kemampuan guru menyusun soal open-ended melalui tes hasil belajar I adalah 71,32 sedangkan nilai rata-rata kemampuan guru menyusun silabus dan RPP dengan penerapan pendekatan open-ended dalam pembelajaran matematika di SD melalui tes hasil belajar II adalah 74,78
Students' Strategies of Measuring TIME Using Traditional Gasing Game in Third Grade of Primary School
Understanding of measuring time has difficulty for children because it is intangible. Standar units often use directly by teacher for learning time measurement. Many researches involved game in designing learning material to facilitate fun and meaningful learning for children. For this reason, learning of time measurement that connect with children's daily experience was designed. The context of this research was traditional gasing game. The study is situated in implementation of Indonesian version of Realistic Mathematics Education, labeled as PMRI. This research aimed acquire learning trajectory of time measurement using traditional gasing game for the third grader of primary school by describing students' progress in learning. Design research methodology comprising preparing for the experiment, teaching experiment, and retrospective analysis was used. The research was conducted in SD (Sekolah Dasar) Pusri (Pupuk Sriwijaya) Palembang as one of PMRI (Pendidikan Matematika Realistik Indonesia) school. The result of the teaching experiment showed that learning design could foster students to experience reinvention of time measurement historically. It stimulated students to emerge their sense of time, measure time using non standar unit, understand the concept of standard unit, and measure time using standar unit. Students' strategies that were emerged showed students' progress through situation and problems that were provided by traditional gasing game