15 research outputs found

    Pengembangan Media Visual Arstorling pada Pembelajaran Matematika Bagi Anak Tunarungu

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    Permasalahan dalam penelitian ini adalah siswa tunarungu yang kurang tertarik dalam mengikuti proses pembelajaran matematika khususnya pada penguasaan konsep lingkaran. Pada proses pembelajaran siswa hanya menerima konsep visual melalui bahasa isyarat dan gambar yang dipaparkan dan dituliskan dipapan tulis. Berdasarkan permasalahan tersebut peneliti akan membuat inovasi pembelajaran interaktif yang dapat meningkatkan minat belajar siswa dengan mengembangkan media visual Arstorling pada pembelajaran matematika. Penelitian ini bertujuan untuk menghasilkan produk media pembelajaran interaktif yakni media visual Arstorling (Articulate Storyline Lingkaran) bagi anak tunarungu pada pembelajaran matematika. Metode penelitian yang digunakan adalah penelitian pengembangan dengan mengadopsi langkah-langkah Thiagarajan yang biasa dikenal dengan model pengembangan 4-D yaitu: Define (pendefinisian), Design (perancangan), Develop (pengembangan), dan Disseminate (Penyebaran). Teknik pengumpulan data yang digunakan adalah menggunakan instrument berupa lembar validasi kesesuaian media pembelajaran dengan analisis siswa, dan angket respon siswa. Teknik analisis data pada penelitian ini menggunakan rumus persentase. Berdasarkan hasil penelitian didapatkan bahwa hasil validasi dan respon angket siswa terhadap produk media pembelajaran interaktif Arstorling dan uji efektifitas dinyatakan layak dan efektif digunakan bagi anak tunarungu pada penguasaan konsep matematika pada materi lingkaran

    The geometric contents and the values of local batik in Indonesia

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    The culture was carefully associated with regular lifestyles, such as inside the discipline of education. However, there needs to be awareness among school members of the absorption of the culture around them through learning, especially mathematics. Therefore, this study aims to explore the geometric contents in the form of geometric transformations and the values of local batik Indonesia. This study was a qualitative study with an ethnographic approach. The techniques used in this study are observation, literature review, and interviews with Lampung cultural and batik craftsmen. Observations were made by observing batik activities and Lampung batik motifs and conducting interviews to find the mathematical and philosophical elements contained in them. The data were then completed and checked for correctness based on the results from the literature review. The outcomes of this observation imply that the human beings of Lampung utilize the idea of geometric transformation in making batik motifs, which include the Siger motif, pohon hayat motif, and kapal motif. The idea of geometric transformation used is reflection, dilation, and translation. Thus, this research can be a reference for learning mathematics and exploring other Lampung batiks motifs

    MENINGKATKAN KESADARAN MASYARAKAT TERHADAP PENCEGAHAN COVID-19 MELALUI VIDEO EDUKASI PENERAPAN PROTOKOL KESEHATAN

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    Pada tahun 2020 di Indonesia telah terjadi penyebaran virus corona yang menimbulkan banyak gejala seperti flu yang berkepanjangan, demam, tenggorokan sakit atau radang yang hebat, lemah,  letih dan sebagainya. Penyebaran virus ini sangatlah cepat akibat adanya interaksi sosial secara langsung oleh masyarakat. Hal ini menjadikan pentingnya untuk menjalankan protokol kesehatan dalam mencegah penyebaran virus tersebut. Banyaknya masyarakat yang belum melaksanakan protokol kesehatan dengan baik menjadi alasan untuk melakukan peningkatan pengetahuan warga atas protokol tersebut. Untuk pencegahan covid-19 maka perlu menerapkan protokol kesehatan dengan mencuci tangan, menghindari menyentuh muka dan mengucek mata, menggunakan masker, isolasi mandiri, menjaga jarak, menerapkan etika batuk dan bersin, dan menjaga kesehatan. Hal ini yang menjadi  dasar  untuk membuat video edukasi bertemakan penerapan protokol kesehatan yang ditujukan kepada masyarakat. Video edukasi ini diunggah di Youtube dan Facebook, yaitu media sosial yang banyak digunakan oleh berbagai kalangan. Hal ini dimaksudkan agar dapat memberikan pengaruh positif dalam rangka meningkatkan kesadaran masyarakat untuk mendukung upaya pemerintah menghadapi Covid-19. Tujuan penyebarluasan video ini untuk meningkatkan upaya pencegahan dan pengendalikan covid-19 di tempat dan fasilitas umum. Sehingga dengan adanya informasi yang diberikan,, masyarakat lebih memahami dan meningkatkan pengetahuan mengenai protokol kesehatan dalam rangka memutus rantai penyebaran virus covid-19. Kata kunci: Covid-19, Penyebaran virus, Protokol kesehatan, Video edukasi,                      Media sosial ABSTRACT There has been corona virus spread in Indonesia by the year of 2020 which causes symptoms such as persistent flu, fever, sore throat or severe inflammation, weakness, fatigue and so on. The spread of this virus is quick because of direct social interaction by the community. It makes the implementation of health protocols to prevent the spread of the virus is important. The large number of people who have not implemented the health protocol properly becomes a reason of effort to increase citizens' knowledge of the protocol. For preventing Covid-19, it is necessary to apply health protocols by washing hands, avoiding touching the face and rubbing the eyes, using masks, self-isolation, maintaining distance, applying cough and sneezing ethics, and maintaining health. This is the basis for making educational videos with the theme of implementing health protocols aimed at the community. These educational videos uploaded on YouTube and Facebook, those known as widely used platforms by various groups of people. This intended to have a positive influence in order to increase public awareness to support the government's efforts to face Covid-19. The purpose of distributing this video is to increase efforts to prevent and control Covid-19 in public places and facilities. So that with the information provided, the public better understands and increases knowledge about health protocols in order to break the chain of spreading the covid-19 virus. Keywords: Covid-19, Spread of viruses, Educational video, Health protocol, Social medi

    ANALISIS KESALAHAN SISWA DALAM MENYELESAIKAN SOAL FUNGSI KOMPOSISI

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    There are still many students who have errors in solving math problems, namely the composition function. This study aims to describe the average percentage of students who make mistakes in solving compositional function questions and to describe the criteria for student error rates based on the types of errors, namely conceptual, principle, and operational errors. This type of research is qualitative research. The research subjects were students of class XI Accounting at SMK Muhammadiyah 1 Pringsewu with the object of research being student errors in solving math problems. Data collection techniques using tests and interviews. The analysis in this study uses the percentage technique, and the validity of the data using triangulation techniques. The results of this study indicate that students make conceptual errors of 43% on the medium criteria, the principle error of 44% on the medium criteria, and 60% operating errors on the high criteria.There are still many students who have errors in solving math problems, namely the composition function. This study aims to describe the average percentage of students who make mistakes in solving compositional function questions and to describe the criteria for student error rates based on the types of errors, namely conceptual, principle, and operational errors. This type of research is qualitative research. The research subjects were students of class XI Accounting at SMK Muhammadiyah 1 Pringsewu with the object of research being student errors in solving math problems. Data collection techniques using tests and interviews. The analysis in this study uses the percentage technique, and the validity of the data using triangulation techniques. The results of this study indicate that students make conceptual errors of 43% on the medium criteria, the principle error of 44% on the medium criteria, and 60% operating errors on the high criteria

    Muhammadiyah Final Year Students' Perceptions of Cadre Education

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    The purpose of this study was to explain the perceptions of the final year students of FKIP UMPRI towards Muhammadiyah and as a material for evaluating the advancement of Muhammadiyah cadre education methods within the university scope. This analysis is categorized as a descriptive study with a survey method. The research subjects during this study were all final year students in the 2019-2020 academic years from five study programs in FKIP UMPRI. The data analysis technique in this study was the following subsequent steps: (1) determining the score; (2) confirming the category; (3) creating the evaluation results using the program Excel Microsoft 2010. The results of this study are the perceptions of UMPRI final year students towards Muhammadiyah at the amount of antipathy to Muhammadiyah by 7%, the level of neutrality towards Muhammadiyah by 38%, the level of sympathy for Muhammadiyah by 35%, and also the level of Muhammadiyah cadres by 20%.Tujuan penelitian ini adalah untuk menjelaskan persepsi mahasiswa tingkat akhir FKIP (Fakultas Keguruan dan Ilmu Pendidikan) UMPRI (Universitas Muhammadiyah Pringsewu Lampung) terhadap Muhammadiyah dan sebagai bahan evaluasi kemajuan metode pendidikan kader Muhammadiyah di lingkungan universitas. Analisis penelitian ini metode deskriptif dengan metode survei, subjek penelitian selama penelitian ini adalah seluruh mahasiswa tingkat akhir tahun akademik 2019-2020 dari lima prodi di FKIP UMPRI. Teknik analisis data dalam penelitian ini: (1) menentukan skor; (2) mengkonfirmasikan kategori; (3) Membuat hasil evaluasi dengan menggunakan program Excel Microsoft 2010. Hasil penelitian ini adalah persepsi mahasiswa tahun akhir UMPRI terhadap Muhammadiyah yaitu tingkat antipati terhadap Muhammadiyah sebesar 7%, tingkat netralitas terhadap Muhammadiyah sebesar 38%, tingkat simpati terhadap Muhammadiyah sebesar 35%, demikian pula tingkat kader Muhammadiyah sebesar 20%

    INOVASI PEMBELAJARAN ANAK DISKALKULIA

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    ABSTRAK  Matematika adalah cabang ilmu yang sangat penting untuk kehidupan. Hal ini menjadikan matematika harus dikuasai oleh setiap orang. Namun, adanya penemuan berupa kasus diskalkulia yang menjadi perhatian khusus di seluruh dunia, termasuk Indonesia. Diskalkulia adalah kondisi dimana anak mengalami kesulitan dalam belajar dan memahami matematika. Diskalkulia banyak ditemukan pada anak usia 7-12 tahun. Anak yang menderita diskalkulia cenderung tidak mampu dalam memahami aritmatika, baik dalam membaca simbol matematika, memahami konsep matematika, kesulitan membaca jam, kesulitan dalam melakukan operasi hitung, kesulitan mengenali angka, bahkan tidak mampu dalam memahami soal cerita, dan beberapa indikator lainnya. Tujuan dari penelitian ini adalah Tujuan dari penelitian ini adalah mengkaji peran teknologi sebagai inovasi pembelajaran untuk anak diskalkulia dalam mengatasi kesulitan belajarnya. Penelitian ini merupakan jenis penelitian kualitatif dengan metode studi pustaka, yaitu dengan melakukan kajian mengenai peran teknologi dalam membantu siswa diskalkulia. Berdasarkan hasil kajian diperoleh bahwa  peran teknologi mampu membantu siswa diskalkulia mengatasi kesulitan belajarnya, yakni belajar melalui media game yang menyenangkan serta memberikan edukasi secara tepat sasaran dan efektif. Kata kunci: diskalkulia, kesulitan matematika; media games.   ABSTRACT Mathematics is a branch of science that is very important for life. This makes mathematics must be mastered by everyone. However, there are findings in the form of cases of dyscalculia which are of particular concern throughout the world, including Indonesia. Dyscalculia is a condition in which children have difficulty learning and understanding mathematics. Dyscalculia is commonly found in children aged 7-12 years. Children who suffer from dyscalculia tend to be unable to understand arithmetic, both in reading mathematical symbols, understanding mathematical concepts, difficulty reading clocks, difficulty in performing arithmetic operations, difficulty recognizing numbers, even being unable to understand story problems, and several other indicators. The purpose of this study was to examine the role of technology as a learning innovation for dyscalculia children in overcoming their learning difficulties. This research is a type of qualitative research with a literature study method, namely by conducting a study on the role of technology in helping students with dyscalculia. Based on the results of the study, it was found that the role of technology was able to help dyscalculia students overcome their learning difficulties, namely learning through fun game media and providing targeted and effective education. Keywords: dyscalculia, mathematics difficulty, media Games

    PENDAMPINGAN ADAPTASI TEKNOLOGI SERTA PEMANFATANNYA DALAM MENANAMKAN LITERASI DAN NUMERASI DI SD 3T

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    Kurangnya pemahaman guru dan siswa mengenai teknologi menjadi permasalahan utama dalam proses  pembelajaran di masa pandemi. Pelaksanaan kegiatan Pengabdian Kepada Masyarakat dilakukan melalui kegiatan pendampingan adaptasi teknologi serta pemanfaatannya dalam menanamkan literasi dan numerasi siswa di Sekolah Dasar yang tergolong kriteria 3T (Tertinggal, Terdepan dan Terluar) di Provinsi Lampung. Kegiatan dilakukan secara luring dengan menerapkan protocol kesehatan di 3 SD sasaran  yaitu UPT SD Negeri 1 Pujodadi, UPT SD Negeri 2 Podomoro dan UPT SD Negeri 4 Sendangmulyo. Kegiatan ini diikuti oleh 38 peserta yang terdiri dari guru dan siswa. Kegiatan pendampingan ini bertujuan untuk: 1) membantu para guru dan siswa dalam memanfaatkan teknologi pada pembelajaran daring; 2) meningkatkan ketrampilan guru dan siswa dalam penggunaan aplikasi pada pembelajaran daring; 3) memberikan informasi kepada guru dan siswa mengenai pentingnya penanaman literasi dan numerasi sejak dini serta pemanfaatan  media digital sebagai sarana menanamkan literasi dan numerasi. Kesimpulan dalam kegiatan pengabdian ini antara lain: 1) teknologi informasi menjadi sarana utama untuk saling berinteraksi di masa pandemi sehingga guru dan siswa dituntut untuk mampu beradaptasi dengan teknologi dalam proses pembelajaran daring; 2) pemanfaatan teknologi khususnya media digital dapat digunakan untuk menanamkan literasi dan numerasi siswa dalam pembelajaran daring. Kata kunci:  pendampingan, adaptasi teknologi, pembelajaran daring, literasi, numerasi ABSTRACT The lack of understanding of teachers and students about technology is a major problem in the learning process during the pandemic. The implementation of Community Service activities is carried out through mentoring activities for technology adaptation and its use in instilling literacy and numeracy in elementary school students belonging to the 3T criteria (Lagged, Foremost and Outermost) in Lampung Province. The activity was carried out offline by implementing health protocols in 3 target primary schools, namely UPT SD Negeri 1 Pujodadi, UPT SD Negeri 2 Podomoro and UPT SD Negeri 4 Sendangmulyo. This activity was attended by 38 participants consisting of teachers and students. This mentoring activity aims to: 1) assist teachers and students in utilizing technology in online learning; 2) improve the skills of teachers and students in the use of applications in online learning; 3) provide information to teachers and students regarding the importance of inculcating literacy and numeracy from an early age and the use of digital media as a means of inculcating literacy and numeracy. The conclusions in this service activity include: 1) information technology is the main means for interacting with each other during the pandemic so that teachers and students are required to be able to adapt to technology in the online learning process; 2) the use of technology, especially digital media, can be used to instill literacy and numeracy in students in online learning. Keywords: mentoring, technology adaptation, online learning, literacy, numeratio

    PENGEMBANGAN MEDIA PAPAN PERMAINAN MATEMATIKA (PAPER MATH)

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    AbstractThe research problem is the low mathematical ability of students in arithmetic operations. The research is included in Research And Development (RD) with modified 4D development procedures. The purpose of this research is to develop a suitable and effective Paper Math product as a learning medium. The research subjects were seventh-grade students of SMP N 4 Pringsewu. The sampling technique used cluster random sampling. The research instrument consisted of a validation sheet, a student response sheet, and an arithmetic operation ability test. Based on the results of expert validation, it was obtained that the Paper Math media had very decent criteria and very good student responses, and the t-test was obtained that the average student learning outcomes using Paper Math media were higher than the average student learning outcomes who did not use the media. Paper Math. It is concluded that Paper Math is feasible and effective to be used as a medium to improve mathematical ability in arithmetic operations. Thus, it is hoped that paper math media can be used as a medium for math games to improve students' arithmetic operations ability. Keywords:  arithmetic operations ability; media; paper mathAbstrakPermasalahan penelitian adalah rendahnya kemampuan matematika siswa pada operasi hitung. Penelitian termasuk dalam Research and Development (RD) dengan modifikasi  prosedur pengembangan 4D. Tujuan penelitian ini adalah untuk mengembangkan produk Paper Math yang layak dan efektif sebagai media pembelajaran. Subjek penelitian adalah siswa kelas VII SMP N 4 Pringsewu. Teknik sampling menggunakan Cluster Random Sampling. Instrumen penelitian terdiri dari lembar validasi, lembar respon siswa, dan tes kemampuan operasi hitung. Berdasarkan hasil validasi ahli yang diperoleh bahwa media Paper Math memiliki kriteria sangat layak dan respon siswa yang sangat baik, dan uji-t diperoleh bahwa rata-rata hasil belajar siswa menggunakan media Paper Math lebih tinggi daripada rata-rata hasil belajar siswa yang tidak menggunakan media Paper Math. Disimpulkan bahwa Paper Math layak dan efektif digunakan sebagai media untuk meningkatkan kemampuan matematika pada operasi hitung. Dengan demikian, diharapkan media Paper Math dapat digunakan sebagai media permainan matematika untuk meningkatkan kemampuan operasi hitung siswa.Kata Kunci: kemampuan operasi hitung; media; paper math   DOI: http://dx.doi.org/10.23960/mtk/v10i1.pp93-10

    EKSPERIMENTASI MODEL PEMBELAJARAN GI DENGAN PENDEKATAN QL PADA PECAHAN TERHADAP PRESTASI BELAJAR MATEMATIKA DITINJAU DARI GAYA BELAJAR DAN KREATIVITAS SISWA

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    Abstract: This research aims to know the different effect among learning used Group Investigation with Quantum Learning approach (GI-QL), Group Investigation (GI), and direct learning  models. This research was quasi experimental research with factorial design of 3x3x2. The population of this research was the seventh grade students of State Junior High School of District Pringsewu in The Academic Year 2013/2014. The sampling technique used was stratified cluster random sampling. The data analysis used a three way analysis of variance with different cell at significance levels 0.05. The results of this research was as follows: (1) learning used GI-QL results better learning achievement than GI and direct learning models do, and GI results better learning achievement than direct learning models does, (2.a) at learning used GI-QL, kinesthetic, auditory, and visual learners have the same learning achievement; at learning used GI, visual learners have better  learning achievement than auditory, and kinesthetic and auditory learners have the same learning achievement; whereas at learning used direct learning models, kinesthetic learners have better  learning achievement than visual and kinesthetic learners, and visual and kinesthetic learners have the same learning achievement, (2.b) for kinesthetic and auditory learners, GI-QL results better learning achievement than GI and direct learning models do, and GI and direct learning models result the same learning achievement; and for visual learners, GI-QL and GI result the same learning achievement but better than direct learning models, and GI results better learning achievement than direct learning models does, (3.a) at each of learning models, students with high learning creativity have better learning achievement than low learning creativity, (3.b) at each of learning creativity categories, GI-QL results better learning achievement than GI and direct learning models do, and GI results better learning achievement than direct learning models does, (4.a) at each of learning models with each of learning styles, students with high learning creativity have better learning achievement than low learning creativity, (4.b) at each of learning models with each of learning creativity, visual learners have the same learning achievement with kinesthetic learners but it better  than auditory learners, and auditory learners have better learning achievement than kinesthetic learners, (4.c) at each of learning styles with each of learning creativity, GI-QL results better learning achievement than GI and direct learning models, and GI results better learning achievement than direct learning models.Keywords: Group Investigation, Quantum Learning, Direct Learning, Learning Style, Learning Creativity.

    FAKTOR PENYEBAB KESALAHAN SISWA SMK DALAM MENYELESAIKAN SOAL CERITA PADA MATERI PELUANG

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    It is not easy for students to understand the questions in the form of stories so that errors often occur in the process of solving problems. This study aims to describe the factors that cause vocational students' errors in solving story problems based on Anne Newman. This research is a qualitative research. The instrument used in this research is a test which consists of 3 questions and an interview guide. The subjects in this study were students of class XII TKJ SMK Patria Gadingrejo. Analysis of the data using the analysis of the location of student errors based on Anne Newman's procedure, namely a) reading the problem, understanding the problem, b) transforming the problem, c) process skills, and d) writing the final answer. The factors that cause student errors at each stage are: 1) misunderstood the problem, the cause of which is the lack of understanding and thoroughness of students; 2) problem transformation errors, the reason is that students do not master the concept and do not have mastery of the material; 3) process skill errors, the cause of which students are wrong in doing the initial steps of work; 4) errors in writing the final answer, the reason is that students are not accustomed to writing conclusions. Keywords:  errors; newman; probability; story problems  DOI: http://dx.doi.org/10.23960/mtk/v9i4.pp413-42
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