The purpose of this research is to provide solutions based on the analysis of the situation conducted on two schools, they are SD Islam Wahid Hasyim and MI Ma'arif Kedensari Sidoarjo conducted through: 1) socialization for teachers in the two schools about the use of website in learning mathematics. In this case the website to be used is a website launched by NCTM which can be accessed through http://illuminations.nctm.org; 2) training for teachers in the two schools on website utilization in mathematics learning; and 3) mentoring the teachers from the two schools in using the website in teaching mathematics. This research includes three main stages, they are planning, implementation, and assessment. The results obtained from this research is that most teachers are able to operate computers, use the internet, access NCTM websites, and run interactive media in the website. Teachers are also able to utilize the NCTM website as a media in teaching mathematics. There is an increase in student activity in learning mathematics by using the website in SD Islam Wahid Hasyim and MI Ma'arif Kedensari that is relevant to the teaching and learning activities increased from 70% to 85% and from 69% to 81%. Most students feel happy with the mathematics learning by using the website, students can use the media on the website and understand the material taught through the media, and students do not have difficulty in learning mathematics by using the website. Keywords: mathematics learning, website, student activity
Introduction: Concentration is an important aspect for a person in achieving learning and is related to the working ability of the brain. Maximum brain performance increases concentration, so that changes in parts of the brain also occur so there will be a decrease in the level of concentration. Objective: The purpose of this study is to compare the influence of the brain gym on student learning at STIKES NU Tuban. Method: The design of this study was Quasy Experimental by designing a pretest-posttest with a control group. The sample uses a systematic random sampling taken by 26 respondents (13 experimental group respondents and 13 control group respondents). Data collection using a questionnaire. Analysis using the Mann Whitney test. Results: Asymp results were obtained. Sig. = 0,000 which means the help of the composition of brain gym for the concentration of student learning. Discussion: Giving brain gym intervention as an ice breaker can make a good contribution to the concentration of student learning. Brain gym can be applied to students, just before the lesson starts or in the middle of the lesson, and the implementation time is approximately 10-15 minutes.
Pemanfaatan media berbasis komputer dalam pembelajaran matematika sangat diperlukan dalam era komputasi yang berkembang pesat seperti sekarang ini. Hal ini berpengaruh terhadap penggunaan media pembelajaran yang tepat sehingga dapat memfasilitasi guru dalam menyampaikan pembelajaran. Salah satu media yang dapat dimanfaatkan dalam menyampaikan materi program linear adalah software GeoGebra. Penelitian ini bertujuan untuk mendeskripsikan hasil uji coba LKS berbantuan software GeoGebra pada materi Program Linier. LKS diujicobakan secara terbatas kepada 6 siswa kelas XI SMA Wachid Hasyim 2 Taman dan selanjutnya akan dianalisis secara kualitatif berdasarkan hasil kerja siswa, catatan yang diperoleh dari pengamatan langsung selama proses uji coba, dan hasil wawancara mengenai respon guru dan siswa terhadap LKS yang digunakan serta pemahaman siswa pada materi Program Linier setelah mengerjakan LKS berbantuan software GeoGebra. Berdasarkan hasil uji coba terbatas diketahui bahwa LKS efektif digunakan dalam pembelajaran matematika pada materi Program Linier. Respon siswa terhadap LKS tersebut baik, berdasarkan hasil wawancara diketahui baik siswa maupun guru merasa terbantu dengan adanya LKS berbantuan Software GeoGebra ini serta dapat meningkatkan motivasi belajar siswa.
Pemuda di Kecamatan Gondang, Kabupaten Mojokerto masih bekerja di bidang pertanian dan pabrik. Kebanyakan mereka ingin berwirausaha. Namun, mereka belum memiiki keahlian lain. Oleh karena itu, mereka perlu dibekali dengan kemampuan dalam berwirausaha, salah satunya adalah kemampuan dalam desain grafis. Berdasarkan hasil observasi, diketahui bahwa keterampilan dan pemahaman pemuda karang taruna di wilayah tersebut masih kurang dalam hal penggunaan CorelDraw untuk proses desain spanduk. Solusi yang ditawarkan adalah dilaksanakannya pelatihan dalam pendesainan spanduk dengan software CorelDraw bagi Pemuda se-Kecamatan Gondang, Mojokerto. Hasil yang diperoleh dari kegiatan ini adalah peningkatan soft skill pemuda karang taruna di Kecamatan Gondang dalam meningkatkan kemandirian ekonomi. Salah satu soft skill tersebut adalah hasil pemanfaatan software CorelDraw untuk mendesain spanduk.
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