AbstrakTujuan dari penelitian ini adalah untuk mengetahui 1) pengaruh kemandirian belajar terhadap prestasi belajar matematika, 2) pengaruh kedisiplinan belajar terhadap prestasi belajar matematika, dan 3) pengaruh kemandirian belajar dan kedisiplinan belajar secara bersama-sama terhadap prestasi belajar matematika pada perkuliahan daring untuk mata kuliah Pengantar Dasar Matematika mahasiswa semester 1 Program Studi Pendidikan Matematika STKIP Pamane Talino. Jenis penelitian adalah kuantitatif menggunakan pendekatan ex post facto. Populasi penelitian ini adalah mahasiswa semester 1 Program Studi Pendidikan Matematika yang berjumlah 37 orang. Teknik analisis data dengan menggunakan regresi linier ganda yang sebelumnya diuji prasyarat menggunakan uji normalitas menggunakan kolmogorov-smirnov, uji heteroskedastisitas dengan metode Glejser, outokorelasi dengan metode Durbin-Watson, multikolinieritas dengan menggunakan metode Tolerance (TOL) dan Variance Inflation Factor (VIF), dan linieritas menggunakan metode Lagrange Multiplier. Dari penelitian diketahui bahwa 1) Terdapat pengaruh kemandirian belajar terhadap prestasi belajar matematika, 2) Terdapat pengaruh kedisiplinan belajar terhadap prestasi belajar matematika, 3) Terdapat pengaruh kemandirian belajar dan kedisiplinan belajar secara bersama-sama terhadap prestasi belajar matematika pada perkuliahan daring untuk mata kuliah Pengantar Dasar Matematika mahasiswa semester 1 Program Studi Pendidikan Matematika STKIP Pamane Talino. Dari hasil R Square = 0,422 x 100 % = 42,2% yang menunjukkan bahwa prestasi belajar matematika mahasiswa semester 1 pada mata kuliah Pengantar Dasar Matematika dapat dijelaskan oleh kemandirian belajar dan kedisiplinan sebesar 42,2%
The purpose of this study is to determine the feasibility of learning media design for Mathematics SD Math BilBul "alaihisalam" (integer mathematics "let's learn Islamic arithmetic operations") in the Covid-19 era. This type of research is development research which refers to the development stages according to Thiagarajan which is known as the 4-D development model which consists of four stages, namely define, design, develop, and disseminate. However, this research only reached the develop stage. Develop is meant by media development based on expert judgment. The research subjects were all fourth grade students of SD Muhammadiyah who were at the Sukoharjo Pringsewu branch level. Data collection techniques through instruments in the form of validation sheets. The result of this research is that the design of mathematics learning media at SD Math BilBul "alaihisalam" (integer mathematics "let's learn Islamic counting operations") in the Covid-19 era is feasible to use.Keywords: Elementary School Mathematics Learning, 4D Development Model, Integer, Islamic Values
Implementation of Community Service activities was conducted with Seminar activity to teachers of Early Childhood Education (PAUD) all Kalirejo sub-districts joined in Teachers Association of Kindergarten Indonesia-PGRI (IGTKI-PGRI) Kalirejo participated by 71 participants. This seminar aims to: 1) provide information to early childhood teachers about early childhood cognitive development, and 2) increase insight to PAUD teachers about the method of playing manipulative tools in introducing the concept of numbers to children of early age 3) with information on cognitive development of children is expected teachers PAUD in providing learning tailored to the child's cognitive development so that children have a strong character. The conclusions in this devotional activity include: 1) in treating the child must be adapted to the stage of development both in terms of educating and teaching a concept in children; 2) to introduce the concept of numbers in early childhood must include the five content in mathematics that is: number and operation of numbers, algebra, geometry, measurement, and data analysis and opportunity because in its application the five content is related to number. The introduction of the concept of numbers must be adapted to the early childhood cognitive development stage, namely in the pre-operational stage, one of which is through a manipulative tool; 3) The introduction of the concept of numbers in early childhood through manipulative tools can strengthen the character of the child because it is tailored to the daily life of the child.
Tujuan dari penelitian ini adalah untuk mengetahui learning obstacles mahasiswa yang akan dideskripsikan berdasarkan berbagai jenis kesalahan dalam menyelesaikan soal fungsi pembangkit ditinjau dari kemampuan awal. Jenis penelitian ini adalah deskriptif dengan pendekatan kualitatif, dengan pengambilan subjek menggunakan purposive sampling. Subjek dalam penelitian ini ada 3 mahasiswa. Teknik analisis data yang digunakan dalam penelitian ini adalah trianggulasi metode yaitu metode tes dan wawancara. Analisis data yang dilakukan menggunakan metode perbandingan tetap mencakup: reduksi data, kategorisasi data, sintesisasi, diakhiri dengan hipotesis kerja. Hasil dari penelitian ini adalah Learning Obstacle mahasiswa dengan kemampuan awal tinggi dan sedang pada fungsi pembangkit terletak pada kesalahan konsep dan operasi; Learning Obstacle mahasiswa dengan kemampuan awal rendah pada fungsi pembangkit terletak pada kesalahan operasi; kesalahan prinsip, kesalahan konsep.Kata kunci : learning obstacle, fungsi pembangkit, kemampuan awal
This research is a research and development that aims to produce an interactive learning media product in the form of an educational game Math BilBul "alaihisalam" (Matematika Bilangan Bulat “ayo belajar operasi hitung secara islam”) that is feasible to use and integrates Islamic values and is effective in learning in the era pandemic covid-19. The research subjects were all fourth grade students for the 2020-2021 academic year in the odd semester of SD Muhammadiyah who were at the Sukoharjo Pringsewu branch level. The research method used is development research by adopting the steps of Thiagarajan commonly known as the 4-D development model, namely: Define, Design, Develop, and Disseminate. The data collection technique used is through instruments in the form of learning implementation observation sheets, validation sheets of learning media suitability with student analysis in online learning, student activity observation sheets in learning, student response questionnaires and learning outcomes tests. The results of this study are that an interactive learning media based on the Math BilBul “alaihisalam” educational game has been developed which is considered suitable for use based on the results of expert validation and is considered effective based on the implementation of learning which reaches 100%, student activity reaches 100%, student learning outcomes reach an average value. an average of 90, which is more than the KKM score, and a positive student response questionnaire that reaches 83.5%.
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