Muhamad Syazali, Muhamad
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Published : 12 Documents
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Pengembangan Media Pembelajaran (Modul) berbantuan Geogebra Pokok Bahasan Turunan

Al-Jabar: Jurnal Pendidikan Matematika Vol 7, No 2 (2016): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Raden Intan State Islamic University of Lampung, INDONESIA

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Abstract

This research is motivated by the lack of learning media used by educators in the teaching and learning process, and the low interest and motivation of students. The purpose of this research is to find out how the feasibility of developing Geogebra-assisted learning media (modules) is a subject matter. The research method used is research and development (R & D) with the steps used based on Sugiyono. The steps taken are limited to seven stages: 1) Potential and problems, 2) Data collection, 3) Product Design, 4) Design validation, 5) Design improvements, 6) Product trials, 7) Product revision, due to time constraints - the research steps according to Sugiyono were not carried out by all. The results of the study were based on the results of the test of material experts, media experts and linguists, scores obtained in succession (4.08), (4.53), and (4.27), the Geogebra-assisted learning module was assessed for interesting and feasible categories to be used as learning media for high school class XI on the topic of derivatives.

Pengembangan Media Pembelajaran Matematika dengan Macromedia Flash

Al-Jabar: Jurnal Pendidikan Matematika Vol 8, No 2 (2017): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Raden Intan State Islamic University of Lampung, INDONESIA

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Abstract

This research and development aims to 1) to determine the feasibility of developing mathematics learning media using the Macromedia Flash application program, 2) to find out the attractiveness of students responses to the development of mathematics learning media using the Macromedia Flash application program. This research was carried out using the Research & Development (R & D) method using the modified Borg & Gall development procedure, which is 10 stages, with only limited access to the 7th stage. Data collection techniques using validation questionnaire sheet. The instrument used was a validation questionnaire sheet to determine the feasibility of the module and questionnaire for student responses to find out the interest. Data analysis techniques used in research and development are quantitative descriptive to process data in the form of scores from the validators assessment and student response, while qualitative descriptive to describe the data in the form of commentary suggestions for improvement from the validator. Based on the results of the validation of the development of mathematics learning media using the Macromedia Flash application program an average score was obtained; (1) the feasibility of developing mathematics learning media using macromedia flash application program results of the validation of material experts obtained an average of 3.73, on linguistic aspects obtained an average of 3.64, on the aspect of feasibility evaluation obtained an average of 3.66, on media experts obtained on average (aspects of media efficiency obtained an average of 3.87, aspects of the function of the buttons obtained an average of 3.5 and the Graphical aspect obtained an average score of 3.4). (2) attracting the development of mathematics learning media using the macromedia flash application program students responses obtained an average score of 3.61 in the "very interesting" criteria.

The Experimentation of Project Based Learning (PjBL) and Guided Discovery Learning (GDL) Learning Model towards Mathematical Representation Ability Observed from Learning Motivation

AT-TA'LIM Vol 25, No 3 (2018)
Publisher : Institut Agama Islam Negeri Imam Bonjol Padang

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Abstract

The purpose of this study was to determine: (1) Is there any difference between students’ mathematical representation ability who were taught by using the learning model of Project Based Learning with students who were taught by Guided Discovery Learning. (2) Is there any difference in the students' mathematical representation ability based on high, medium, or low learning motivation categories. (3) Is there an interaction between the learning model and the learning motivation toward mathematical representation ability. This research type was quasi experiment. This research was a quasi experimental research with 2x3 factorial design. Instrument used to collect data was test of representation ability and learning motivation questionnaire. The hypothesis testing used two way analysis of variance with unequal cell. Based on the results of hypothesis testing, it can be concluded that (1) There is a difference in the students' mathematical representation ability that was taught by using Project Based Learning model with students who were taught by sing Guided Discovery Learning model with sig value. <0.05 i.e. .000 <0.05 (2) There is a difference in the students’mathematical representation ability based on high, medium, or low learning motivation category with sig value. <0.05 ie .017 <0.05 (3) There is an interaction between the learning model and the learning motivation on the mathematical representation ability with the sig value. <0.05 ie .002 <0.05.

Analisis Proses Berpikir Siswa dalam Memecahkan Masalah Matematika berdasarkan Langkah-Langkah Bransford dan Stein ditinjau dari Adversity Quotient

Al-Jabar: Jurnal Pendidikan Matematika Vol 7, No 1 (2016): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Raden Intan State Islamic University of Lampung, INDONESIA

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Abstract

Penelitian ini bertujuan untuk mendiskripsikan proses berpikir siswa MAN I Bandar Lampung berdasarkan  Adversity Quotient (AQ) bertipe climbers, campers dan quitters dalam memecahkan masalah matematika berdasarkan teori Bransford dan Stein pada materi persamaan dan fungsi kuadrat. Penelitian ini merupakan penelitian deskriptif kualitatif. Subjek penelitian ditentukan melalui purposive sampling, dan penelitian inidilakukan di kelas X MIA 4 MAN I Bandar Lampung dengan subjek berjumlah 6 siswa yang dibagi menjadi 3 kelompok. Kelompok pertama terdiri dari 2 siswa bertipe climbers, kelompok kedua terdiri dari 2 siswa bertipe campers, dan kelompok ketiga terdiri dari 2 siswa bertipe quitters. Untuk menentukan tipe Adversity Quotient (AQ) dari subjek yang akan dipilih, digunakan tes ARP.Teknik pengumpulan data pada penelitian ini menggunakan metode tes, metode wawancara tak terstruktur yang dilakukan kepada subjek yang telah terpilih dan metode dokumentasi. Teknik analisis data melalui reduksi data, penyajian data, dan penarikan kesimpulan. Data hasil tes tertulis dianalisis berdasarkan indikator-indikator yang memenuhi proses berpikir konseptual, semikonseptual, dan komputasional. Teknik keabsahan data dilakukan dengan menggunakan triangulasi teknik yang membandingkan data hasil tes tertulis dan hasil wawancara terhadap subjek climbers, campers dan quitters. Berdasarkan hasil analisis data diperoleh bahwa subjek dengan tipe Adversity Quotient (AQ) masing-masing memiliki proses berpikir yang berbeda. Subjek dengan tipe climbers cenderung mempunyai proses berpikir konseptual dalam menyelesaikan masalah matematika berdasarkan teori Bransford dan Stein. Subjek dengan tipe campers cenderung mempunyai proses berpikir semikonseptual dalam menyelesaikan masalah matematika berdasarkan teori Bransford dan Stein, dan subjek dengan tipe quitters dalam menyelesaikan masalah berdasarkan teori Bransford dan Stein cenderung memiliki proses berpikir komputasional.

PENGARUH MODEL PEMBELAJARAN CREATIVE PROBLEM SOLVING BERBANTUAN MEDIA MAPLE 11 TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS

Al-Jabar: Jurnal Pendidikan Matematika Vol 6, No 1 (2015): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Raden Intan State Islamic University of Lampung, INDONESIA

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Abstract

Lack of mathematical problem solving ability of students in Bandar Lampung MAN 2 due learners trouble completing math problems and students rarely ask questions or express ideas workmanship. This study aims to determine the effect of mathematical problem solving ability of student who take the learning by using the Creative Problem Solving learning model the students who take the Creative Problem Solving learning model which aided media Maple 11 and students who follow conventional teaching methods conducted by researchers at the students of class XI the MAN 2 Bandar Lampung.This research is a quantitative type of experimentation with Quasy Experimental Design. In this study a total population of 121 students with sampling techniques in this study using a sample saturated. Based on calculations, after the hypothesis test using ANOVA obtained  Fobservasi of 10,54. If the value is compared with the value Ftabel of 3,07, it can be concluded that  Fobservasi  ≥ Ftabel, so the hypothesis H0 is rejected and H1 accepted, which means that there are significant CPS assisted learning Maple 11 on problem solving skills of learners.

Media Belajar Matematika Berbasis Multimedia Interaktif dengan Pendekatan Contextual Teaching and Learning

Desimal: Jurnal Matematika Vol 1, No 1 (2018): Desimal: Jurnal Matematika
Publisher : UIN Raden Intan Lampung

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Abstract

The purpose of this study is to determine the response of students and the experts to multimedia-based interactive learning media with the approach of contextual teaching and learning (CTL) on wake-up space that has been developed. The method used in this research is 7 stages from 10 stages of development and development method from Borg and Gall which have been modified by sugiyono. The 7 stages are potential and problems, data collection, product design, product validation, design improvement, product testing and product revision. The instrument of data collection used is questionnaire of student response and material expert validation. Based on data analysis obtained from material experts and media experts stated that interactive multimedia-based learning media with contextual teaching and learning approach (CTL) is feasible to use, and data analysis obtained from students stated that interactive multimedia is very good. This means that interactive multimedia developed by researchers can be used as a learning resource for students of SMP / MTs class VIII

Project Based Learning (PjBL) Model on the Mathematical Representation Ability

Tadris: Jurnal Keguruan dan Ilmu Tarbiyah Vol 3, No 1 (2018): Tadris: Jurnal Keguruan dan Ilmu Tarbiyah
Publisher : Universitas Islam Negeri Raden Intan Lampung

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Abstract

This study aims to determine the comparison of students mathematical representation ability through the Project Based Learning (PjBL) Model and the students mathematical representation ability through the conventional model. The PjBL model is a student-centered, innovative, project-based learning model and positioned teachers as effective facilitators in the contextual learning related to real life situation. This research employed quasi-experimental design. The research applied the posttest only non-equivalent control group design through randomized cluster sampling. The data collection technique used was test. The instrument used to collect the data was the essay test. Data analysis was conducted using independent sample t-test. The result of the data calculation through the Independent-Sample T-Test test obtained the significance level of 0.913 means that the students’ mathematical representation ability was better after the learning through Project Based Learning (PjBL) model was conducted compared to the students mathematical representation ability through a conventional model. This means that the PjBL model is more influential on students mathematical representation ability.

Mengungkap Konsep Bilangan Prima dalam Surat Al-Kautsar

Al-Jabar: Jurnal Pendidikan Matematika Vol 7, No 2 (2016): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Raden Intan State Islamic University of Lampung, INDONESIA

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Abstract

The purpose of this study was to find out the study of primes in Sura Al-Kautsar Verses 1-3. The research method used in this study is a qualitative method. As according to Gogdan and Guba a qualitative approach is a research procedure that produces descriptive data, namely data collected in the form of words, images, and not numbers. This type of research uses content analysis. Research techniques to make conclusions that can be replicated and valid data with the context. As a research technique, content analysis includes special procedures for processing scientific data with the aim of providing knowledge, opening new horizons and presenting facts. The results of the study reveal that the estimation of prime number 3 relationships includes a discussion of the relationship with meaning and also its lafadz, apart from al-Kawthar consisting of three paragraphs, including the font used and unused in the letter, the difference between the two is 6 (multiples of primes). number 3), for the number of repetitions of letters obtained 111,111,111,123,444,510 numbers (multiples of primes 3), in the letter lafadz     produces numbers 15 and 1,040 (multiples of primes 3), sequence of letters and number of letters in the Qur an produces 114 108 numbers (multiples of primes 3), the correlation of the beginning and end of the letter gives a number of 1,515 (multiples of primes 3), and the number of repetitions of letters in each verse, the second verse produces numbers 1,111,111,224, 1,111,111,122 produces paragraph numbers second, and the third paragraph 1.111.111.125 produces numbers that all multiply in prime numbers 3. 

Pengembangan Blog Sebagai Media Pembelajaran Matematika

Al-Jabar: Jurnal Pendidikan Matematika Vol 8, No 2 (2017): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Raden Intan State Islamic University of Lampung, INDONESIA

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Abstract

This study aims to test the feasibility of media-based learning Blog in learning mathematics on trigonometric subjects. This development research uses 8 stages from 10 stages of borg and gall method that are potential and problem, data collection, product design, product validation, product revision, product test, product revision and mass production. Learning media blogs are developed with the help of adobe flash which aims to provide some animation. This research was conducted in SMA Negeri 1 Batanghari class X students. The assessment instrument used was questionnaire of feasibility test by media expert, Expert of Material, and Questionnaire of student response. The results of the research are: 1) Based on the validation of material expert judgments obtained an average score of 4.65 is located in the category of "Very Good". Validation of expert media judgment obtained an average score of 4.35 in the category of "Very Good". Validation of the linguists assessment obtained an average score of 4.5 that is in the category of "Very Good". In addition, the results of small-scale test responses of learners obtained a score of 4.23 on the criteria of "Very Good", and while on a large-scale test the learners response to get an average score of 4, 19 is on the criteria of "Good". Thus it can be concluded learning media berbantuan blog is in good category and can be used in learning, especially on Trigonometry material.  

Pengembangan Media Android dalam Pembelajaran Matematika

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Publisher : IAPM UNSUR (Ikatan Alumni Pendidikan Matematika Universitas Suryakancana)

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Abstract

Tujuan penelitian ini adalah mengembangkan dan menguji kelayakan media pembelajaran matematika berbasis android berdasarkan kelayakan dari penilaian Ahli media dan Ahli materi. Jenis penelitian ini adalah R&D (penelitian dan pengembangan). Prosedur yang digunakan dalam penelitian dan pengembangan ini adalah prosedur dari borg and gall yang telah dimodifikasi oleh sugiono, dengan menggunakan 7 tahap dari 10 tahap yaitu potensi dan masalah, mengumpulkan informasi, design produk, validasi design, revisi design, uji coba produk, revisi produk. Penelitian ini menghasilkan sebuah media pembelajaran matematika berbasis android yang telah dinyatakan valid dan layak digunakan sebagai media pembelajaran matematika oleh 3 orang ahli materi yang memperoleh skor rata – rata 3,67 (Layak) dan 2 orang ahli media dengan perolehan skor rata – rata 3,59 (Layak) dengan masing – masing skor maksimal kelayakan adalah 4. Sehingga dapat disimpulkan bahwa media pembelajaran matematika berbasis android valid dan layak digunakan sebagai media pembelajaran matematika.