Institut Penelitian Matematika Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE): Open Journal System
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Analisis Kemampuan Koneksi Matematis Siswa dalam Menyelesaikan Soal Ditinjau dari Self Efficacy
This study aims to determine how students\u27 mathematical connection abilities in solving problems are viewed from self-efficacy. This study is a descriptive study with a qualitative approach conducted at SMA Plus Muhammadiyah Merauke. The research subjects consisted of 3 grade 10 students selected based on the results of a self-efficacy questionnaire. Data collection techniques in this study were a self-efficacy questionnaire to determine the subjects, a mathematical connection ability test, and interviews. Data analysis techniques included data reduction, data presentation, and drawing conclusions. The results showed that: Students with high self-efficacy categories and moderate self-efficacy categories fulfilled the three indicators of mathematical connection abilities, namely being able to connect concepts between mathematical topics, connecting mathematics in other fields of study, and being able to connect mathematics in everyday life. Students with high self-efficacy categories and moderate self-efficacy categories were able to plan effectively, believe in their abilities, and succeed in completing a task. Students with low self-efficacy were unable to meet the three indicators of mathematical connection skills: connecting concepts between mathematical topics, connecting mathematics with other fields of study, and connecting mathematics with everyday life. Students with low self-efficacy tended to hesitate when attempting to solve mathematical problems and were unable to overcome the challenges they faced. Based on the research results, it can be concluded that self-efficacy levels influence students\u27 mathematical connection skills.
Keywords: Mathematical Connection, Self-efficac
Peningkatan Prestasi Belajar Matematika Siswa SD Melalui Model Pembelajaran Treasure Hunt
This classroom action research aimed to improve third-grade students’ mathematics achievement on decimal numbers through a game-based Treasure Hunt learning model. The study employed the Kemmis and McTaggart classroom action research design carried out in two cycles, each consisting of planning, acting, observing, and reflecting stages, involving 28 third-grade students of SD Islam Sabilillah Malang. Data were collected using mathematics achievement tests, observation sheets for students’ activities and instructional implementation, and a learning motivation questionnaire. The results showed that the mean score increased from 61.8 at the pre-test to 72.4 in the first-cycle post-test and 81.6 in the second-cycle post-test, while mastery learning improved from 35.7% to 89.3%, with a normalized gain of 0.52 (medium category). Students’ motivation reached an average score of 4.1 (high category), and instructional implementation achieved 94.6% (very good category). In conclusion, the Treasure Hunt learning model is effective in enhancing students’ mathematics achievement, motivation, and engagement in elementary mathematics learning.
Keywords: Game-Based Learning, Mathematics Achievement, Motivation, Treasure Hunt
Pengaruh Latihan Interval Terhadap Kecepatan Lari 5000m pada Atlet STC (Sony Training Center) di Brigif 9 Jember
This study aims to examine the effect of interval training on the 5000-meter running speed of athletes at STC Brigif 9 Jember. The research method employed was quantitative with a pre-test and post-test design. The research instrument was the measurement of the 5000-meter running time before and after the interval training program. Descriptive analysis showed that the average running time decreased from 21.87 seconds in the pre-test to 20.68 seconds in the post-test, indicating an improvement in running speed. The paired sample t-test revealed a t-value of 15.392 with a significance level of 0.000 (p < 0.05), confirming a significant difference between pre-test and post-test results. Pearson correlation analysis showed an r-value of 0.802 (p < 0.05), categorized as very strong. Conclusion, that interval training has a substantial and effective impact on enhancing long-distance running performance, particularly in the 5000-meter event.
Keywords: interval training, running speed, athletics, 5000 meter
Penggunaan Media Dinding sebagai Sarana untuk Meningkatkan Hasil Belajar Gerakan Kayang Siswa Kelas XI 5 SMAN Pakusari
This study aims to improve students’ learning outcomes in performing the kayang (bridge) movement among Grade XI students at SMAN Pakusari through the use of wall media in Physical Education, Sports, and Health (PJOK) learning. The research employed a Classroom Action Research (CAR) method conducted in two cycles, each consisting of planning, action, observation, and reflection phases. The wall media was designed as a visual learning aid based on visual learning theory and graphic design principles to help students understand the kayang movement systematically. The findings reveal a significant improvement in students’ learning outcomes across the cycles. The average score increased from 40.04 in the pre-cycle to 52.54 in Cycle I, and significantly rose to 85.65 in Cycle II, with the highest score reaching 100 and the lowest 66.70. These results indicate that the use of wall media effectively enhances students’ technical ability, motivation, and engagement in PJOK learning. Conclusion, that the use of wall media has proven effective in improving learning outcomes for the kayang movement.
Keywords: Wall Media, Kayang Movement, Learning Outcome
Hasil Belajar Teknik Dasar Sepak Bola melalui Pembelajaran Berdiferensiasi
The purpose of this study is to examine learning outcomes in basic soccer skills through differentiated instruction. This research uses a descriptive research design with a quantitative approach, and the research method used is quantitative with the implementation stages of finding the value of independent variables, either from one or more variables (independent) without making comparisons or connecting them to other variables. Observation sheets and test sheets are used as research instruments. The results of the study show that the differentiated learning model was implemented “well” based on cognitive, affective, and psychomotor tests. Psychomotor tests showed a significant improvement in students\u27 motor skills, especially in learning passing, controlling, and dribbling techniques. Conclusion, based on the results of research and discussion on the learning outcomes of basic soccer techniques through differentiated learning, it can be concluded that the differentiated learning model applied at North Mollo 1 Christian Middle School to teachers for the Content (Input), process and product (output) indicators are all available and implemented well.
Keywords: Learning Outcomes, Differentiated Instructio
Pengaruh Metode Umpan Balik Tertunda dan Langsung terhadap Keterampilan Smash Bola Voli ditinjau dari Kemampuan Koordinasi Mata Tangan Peserta Didik SMPN 2 Karau Kuala
This research aims to determine: the difference in the effect of direct feedback and delayed feedback on volleyball smash skills; the difference in the effect of high and low hand-eye coordination on volleyball smash skills; the interaction between the two feedback methods and high and low hand-eye coordination on volleyball smash skills. The type of this research was a field experiment with a 2x2 factorial design. The research population consisted of 45 eighth-grade students at SMPN 2 Karau Kuala (Karau Kuala 2 Junior High School), while the research sample consisted of 24 students divided into 4 groups consisted of 6 students for each group. The research instruments were a volleyball smash skills test and hand-eye coordination test. The data were analyzed by using a two-way analysis of variance (ANOVA) with a significance level of 0.05. The research findings reveal that: (1) there is a difference in the effect between the direct feedback method and delayed feedback on the volleyball smash skills of students, with an average pretest score of 15.0 for delayed feedback and 16.0 for direct feedback, then the posttest results obtain 21.35 on delayed feedback and an average score of 23.48 for direct feedback; (2) there is a difference in the effect of high hand-eye coordination and low hand-eye coordination, it is proven by the average value of the final posttest data analysis showing that the group with high hand-eye coordination with the delayed and direct feedback method have an average score of 22.5. Meanwhile, the posttest group with low hand-eye coordination, who received direct and delayed feedback, obtained an average score of 22.4. and (3) there is an interaction between the feedback method and the level of hand-eye coordination on volleyball smash skills, with the results of the hypothesis test, as the Fo value of 5.47 and the Ftable value of 6.10. In conclusion, an interaction exists between the feedback method and hand-eye coordination, as indicated by the pretest and posttest data.
Keywords: direct feedback, delayed feedback, hand-eye coordination, volleyball smash skills
Pengaruh Penggunaan Aplikasi Olahraga Terhadap Self-Presentation Pada Generasi Z
The purpose of this study was to evaluate the impact of sports app use on how individuals present themselves in the context of Generation Z, who grew up in the digital era and have the potential to express their identity through online platforms. Using quantitative methods, this study involved 136 Generation Z participants aged 15-25 who actively used digital-based sports apps. Data were collected using the Self-Presentation Tactics Scale – Assertive (SPRS; Lee et al., 1999) and the sports app usage scale developed by Baubonytė and Deliautaitė (2021). Data were then analyzed using JASP with validity, reliability, descriptive analysis, classical assumptions, and simple linear regression tests. The study findings showed that sports app use had a significant positive effect on self-presentation (p < 0.001) with a contribution of 62.2%, indicating that the higher the intensity of sports app use, the greater the tendency for individuals to actively present themselves in digital spaces. This research suggests that sports app developers consider users\u27 social and self-identity aspects as part of their strategies to increase digital engagement and participation.
Keywords: sports apps, self-presentation, Generation Z, digital medi
Intervensi Pendidikan Gizi terhadap Pengetahuan, Sikap, dan Praktik Diet pada Remaja Usia Sekolah
This study aimed to systematically evaluate the effect of a nutrition education intervention on knowledge, attitudes, and dietary practices among school-aged adolescents. The method used was a systematic review and meta-analysis, with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) as a guideline. The Joanna Briggs Institute (JBI) was used for quality assessment. Data were collected from Scopus, PubMed, and Google Scholar databases. The results showed that the nutrition education intervention significantly improved knowledge, attitudes, and healthy dietary practices in adolescents, with greater improvements in the intervention group compared to the control group. In conclusion, the nutrition education intervention was effective in increasing knowledge, developing positive attitudes, and improving dietary practices in school-aged adolescents.
Keywords: Nutrition Education, Knowledge, Eating Practices, Adolescents, Attitude
Implementasi Algoritma Decision Tree C4.5 untuk Klasifikasi Pengangkatan Karyawan Tetap (Studi Kasus) di PT Intinusa Teknik Sejahtera)
This study aims to implement the Decision Tree C4.5 algorithm in the classification of permanent employee appointments at PT Intinusa Teknik Sejahtera to support more objective, accurate, and transparent decision-making. The research method used is a quantitative data mining-based approach with the CRISP-DM framework, using an employee dataset from the HRD department consisting of 16 attributes related to profile and performance. The modeling process was performed using RapidMiner Studio software using the split validation method with a ratio of 80% training data and 20% test data. The results show that the Decision Tree C4.5 classification model has an accuracy of 89.25%, with recall for the Contract class of 91.14% and the Permanent class of 78.57%, and precision for the Contract class of 96.00% and the Permanent class of 61.11%. The conclusions of this study confirm that the attributes of Performance, Attendance, Loyalty, and Tenure are the main factors in permanent employee appointments, and the C4.5 algorithm can be utilized as an HRD decision support system, although further method development is needed to improve precision for the Permanent class.
Keywords: Decision Tree C4.5, Classification, Permanent Employees, Human Resource Managemen
Studi Literatur: Eksplorasi Potensi Abu Pelepah Aren sebagai Agen Pencerah dan Anti-Hiperpigmentasi
This study aims to present a comprehensive literature review on the potential of palm frond ash (Arenga pinnata, M) as a skin lightening and anti-hyperpigmentation agent. The research method used was a literature review through the PubMed, ScienceDirect, Google Scholar, and Scopus electronic databases and websites. The results of the study showed that there were 10 articles. The results of literature studies from various studies have shown that palm frond ash contains phenolic and flavonoid compounds that have the potential to inhibit tyrosinase activity, a key enzyme in melanin biosynthesis. In addition, the antioxidant properties of palm frond ash can also contribute to skin brightening effects by protecting cells from oxidative damage that triggers pigmentation. The conclusion indicates that palm frond ash has promising prospects as a natural ingredient in skin-brightening cosmetic products, although further research, particularly clinical trials, is still needed to confirm its efficacy and safety in humans
Keywords: Anti-Hyperpigmentation, Palm Frond.