Jurnal Mahasiswa IKIP Siliwangi
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The Effectiveness of Heuristic Vee Model to Improve Students’ Mathematical Problem Solving Skills
Mathematical problem solving ability is a key component of students’ cognitive development, enabling them to understand, analyze, and apply mathematical concepts in various real-life situations. Despite its importance, many students struggle with problem-solving due to teacher-centered approaches and the lack of interactive, concept-oriented instructional models. This study aims to examine the effectiveness of the Heuristic Vee learning model in improving students’ mathematical problem-solving skills, particularly in the topic of two-dimensional shapes. The research employed a quasi-experimental method using a Non-Equivalent Posttest-Only Control Group Design. The participants were two seventh-grade classes at MTs Negeri 1 Kota Gorontalo, selected through purposive sampling based on class equivalence and teacher recommendations. The experimental group received instruction using the Heuristic Vee model, which involved problem exploration, concept mapping, and guided reflection, while the control group was taught through the direct instruction method. Data were collected through a post-test consisting of essay questions based on Polya’s four problem-solving stages. All instruments were validated by experts and tested for reliability. Data analysis included descriptive statistics, normality and homogeneity tests, independent t-tests, and effect size measurement. The results showed that the experimental group achieved a higher mean post-test score (49.83) than the control group (31.70), with a significant t-value of 3.458 > 2.002 at the 5% significance level. The effect size (Cohen’s d = 0.89) was categorized as high. These findings indicate that the Heuristic Vee model significantly enhances students’ mathematical problem-solving skills and serves as an effective strategy for promoting student-centered and meaningful mathematics learning
The Development of Statistics E-Modul Using Flipbook on Junior High School
Conventional learning methods tend to be monotonous, often making junior high school students less interested and difficult to understand the material, especially in statistics. Therefore, it is necessary to develop more interactive and interesting teaching materials to increase students' interest in learning and understanding. This research aims to develop of statistics e-modul valid and practical teaching using the flipbook on junior high school. This study is classified as Research & Development using Thiagarajan's 4D model. The 4D stages of Thiagarajan include Define, Design, Develop, and Disseminate. The data collected using the instruments employed in this study include a validation questionnaire consisting of subject matter experts and media experts, a readability test questionnaire, and student response questionnaires, as well as teacher response questionnaires used to measure the practicality of the developed e-module. The results of the the development of e-modul using the flipbook application falls under the criteria of validity and practicality. The level of validity can be seen from the validity scores of 74% for content validation and 78% for media validation, which fall within the valid category, as well as practicality scores were obtained from the student response questionnaire with a score of 85% and the teacher response questionnaire with a score of 98%. It can be concluded that the development of e-modules using the flipbook application for statistics material for eighth grade, as produced by this research, is valid and practical, and therefore considered suitable for use in learning
The Development of Problem Solving Web-Based Teaching Materials to Improve Mathematical Comprehension Skills and Independent Learning
Mathematical comprehension and independent learning constitute essential competencies explicitly articulated in Indonesia's educational frameworks, yet Indonesian students persistently struggle with conceptual understanding and autonomous learning behaviors. This research aims to develop and validate Canva interactive web-assisted problem-solving teaching materials to enhance mathematical comprehension abilities and learning independence in group data statistics instruction at MTsN 8 Kuningan. The study employed Research and Development methodology using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) over 14 weeks. The analysis stage identified learning challenges through structured interviews and observations, while the design phase produced Student Worksheets (LKPD) and learning media integrating systematic problem-solving stages with Canva's interactive web platform. Development involved expert validation through Forum Group Discussion, followed by limited trials with 10 students and extensive trials with 30 students. Implementation utilized pretest-posttest control group design with 30 experimental students receiving web-based problem-solving materials and 30 control students receiving conventional instruction. The developed materials demonstrated exceptional validity (94%), practicality (96.12%), and effectiveness (95%). The experimental class achieved significantly superior outcomes with mathematical comprehension posttest scores of 13.87 (80.35%) versus 8.23 (50.76%) and N-Gain of 0.90 compared to control class's 0.60. Learning independence similarly improved with final scores of 81.45 (90.02%) versus 66.73 (75.45%) and N-Gain of 0.53 versus 0.32. Statistical analyses confirmed significant differences (p < 0.05) between groups. Canva interactive web-assisted problem-solving teaching materials effectively enhance mathematical comprehension and learning independence, offering innovative pedagogical solutions for meaningful, engaging statistics education aligned with contemporary curriculum requirements
Implementation of the Canva-Based Picture and Picture Learning Model in Social Studies Learning for Grade V Students of SD Negeri 22 Lubuklinggau
This study aims to determine the completeness of social science (IPS) learning outcomes of fifth-grade students of SD Negeri 22 Lubuklinggau, after the implementation of the Canva-based picture and picture learning model. The background of this study is based on the low criteria for achieving learning objectives (KKTP) of students as indicated by the results of many tests that are still below standard. This study uses quantitative with a pre-experimental design of one-group pre-test and post-test. The population in this study were all fifth-grade students of SD Negeri 22 Lubuklinggau and the research sample was class V.A, totaling 22 students. The instrument used was a multiple-choice test that had gone through a validation process and reliability testing. The results of data analysis showed a significant increase in learning outcomes after the implementation of the Canva-based picture and picture learning model, with a significance level of α = 5% obtained t count = 4.31 and t table = 1.720 (t count < t table). These findings demonstrate that the use of interactive learning models, such as Canva-based picture and picture, can help students understand and motivate them in social studies. Therefore, it can be concluded that after implementing the Canva-based picture and picture learning model, significant improvements were achieved
Penerapan Model Pembelajaran STEAM untuk Meningkatkan Kreativitas Guru Sekolah Dasar dalam Merancang Media Interaktif
The development of education in the 21st century requires elementary school teachers to have creative skills in designing interactive and contextual learning media. However, the reality in the field shows that most teachers still use conventional media that are less interesting and have not effectively integrated the science, technology, engineering, arts, and mathematics (STEAM) approach. This community service program aims to enhance the creativity of elementary school teachers through training in the application of the STEAM learning model in designing interactive media that is relevant to the learning needs of the digital age. The theoretical basis for this activity refers to the concept of project-based integrative learning (Yakman & Lee, 2012) and Vygotsky's constructivism theory (1978), which emphasizes the importance of collaborative and contextual learning. The implementation method was carried out through the stages of needs analysis, workshop-based training, media creation assistance, and evaluation of participants' work. The findings show a significant increase in teacher creativity, with an average pre-test score of 63.4 increasing to 88.7 on the post-test. In addition, 92% of participants were able to produce STEAM-based interactive media with a very good rating. The conclusion shows that the application of the STEAM model can be an effective strategy in developing the creativity of elementary school teachers and supporting the implementation of the Merdeka Curriculum.Perkembangan pendidikan abad ke-21 menuntut guru Sekolah Dasar untuk memiliki kemampuan kreatif dalam merancang media pembelajaran yang interaktif dan kontekstual. Namun, realitas di lapangan menunjukkan bahwa sebagian besar guru masih menggunakan media konvensional yang kurang menarik dan belum mengintegrasikan pendekatan sains, teknologi, teknik, seni, dan matematika (STEAM) secara efektif. Program pengabdian masyarakat ini bertujuan untuk meningkatkan kreativitas guru Sekolah Dasar melalui pelatihan penerapan model pembelajaran STEAM dalam merancang media interaktif yang relevan dengan kebutuhan pembelajaran era digital. Landasan teoretis kegiatan ini merujuk pada konsep pembelajaran integratif berbasis proyek (Yakman & Lee, 2012) serta teori konstruktivisme Vygotsky (1978) yang menekankan pentingnya pembelajaran kolaboratif dan kontekstual. Metode pelaksanaan dilakukan melalui tahap analisis kebutuhan, pelatihan berbasis workshop, pendampingan pembuatan media, dan evaluasi hasil karya peserta. Temuan menunjukkan peningkatan signifikan kreativitas https://www.adenomyosisadviceassociation.org/hysterectomy guru dengan skor rata-rata pre-test 63,4 meningkat menjadi 88,7 pada post-test. Selain itu, 92% peserta mampu menghasilkan media interaktif berbasis STEAM dengan kategori sangat baik. Kesimpulan menunjukkan bahwa penerapan model STEAM mampu menjadi strategi efektif dalam mengembangkan kreativitas guru SD dan mendukung implementasi Kurikulum Merdeka
Meningkatkan kemampuan komunikasi matematis siswa SMP PGRI 1 Cimahi kelas VIII melalui pendekatan realistic mathematics education (RME)
The aim of this research is to examine the influence of the Realistic Mathematics Education (RME) approach in improving students' mathematical communication ability. In this research, a quasi-experiment was used, with the research using the non-equivalent pretest-posttest control group design. Eighth grade students at PGRI 1 Cimahi Middle School were the subjects of the research. To measure mathematical communication ability, data was obtained from four test questions that had been tested previously. Next, the data obtained will be analyzed and processed using analysis of 2 dependent samples using a normality test first, followed by a paired t-test. Mathematical communication ability improve much better for students who use the RME Approach compared to students who use the regular learning approach
Contextual teaching and learning: Upaya optimalisasi kemampuan literasi matematis
The purpose of this study was to improve students mathematical literacy skills in statistics by appliying the Contextual Teaching and Learning (CTL) approach. Students of SMP Negeri 2 Padalarang became the population in this study. Thirty students of class VIII-A served as the experimental group and thirty students of class VIII-I served as the control group. This study used a non-equivalent control group design with quasi-experimental research methodology. This study included pretest, action, and posttest. This research tool used a written test to collect information about the improvement of students’ mathematical literacy skills. Data analysis was carried out by conducting normality test, homogeneity test and mean test in order to obtain conclusions. The findings of this study show that the improvement of mathematical literacy skills of students whose learning uses the Contextual Teaching and Learning (CTL) approach is better the those who use ordinary learning
Program peningkatan pemanfaatan instrumentasi laboratorium olimpiade sains terpadu di MAN 2 Kudus sebagai upaya optimalisasi aset Madrasah untuk pendidikan dan penelitian
Laboratory instrumentation needs to be comprehensively understood by researchers to be used effectively, efficiently, and safely. This knowledge and competence have the potential to generate high-quality research topics. This community service activity aims to enhance the knowledge and competence of the academic community of MAN 2 Kudus in operating laboratory instruments to support high-quality research, as well as optimizing the school's assets for education and research. The methods employed in this community service include: 1) observation, 2) identification of laboratory instrumentation, 3) preparation and monitoring of laboratory instrumentation, and 4) workshops and mentoring. The implementation of the community service program is carried out in stages with a systematic approach, covering: explaining the basic concepts of instrument usage and data analysis methods, demonstrating the use of instruments, hands-on practice, evaluation and feedback, documentation and references, and strengthening materials related to soft skills and hard skills for conducting research in the laboratory. The assessment results show that the skills in operating laboratory instrumentation of the academic community of MAN 2 Kudus have improved. The workshops and mentoring activities have broadened the participants' insights in preparing efficient, safe, and applicable research. Through this community service, it is hoped that the soft skills and hard skills acquired by the academic community can be consistently developed and maintained to enhance the branding value of MAN 2 Kudus in future Olympiads and scientific writing competitions
Memperkuat dasar berkomunikasi dengan bahasa inggris dan pemasaran digital produk tradisional Provinsi Lampung bagi pengrajin kain tapis Lampung di Desa Lugusari Kab. Pringsewu
Pengembangan sektor pariwisata, terutama wisata desa, menjadi fokus utama pemerintah untuk meningkatkan pertumbuhan ekonomi dan kesejahteraan masyarakat. Desa Lugusari, yang dikenal sebagai desa wisata Kampung Tapis, memiliki potensi besar dengan produk kain tapis sebagai identitas budaya lokal. Namun, pengrajin di desa ini menghadapi tantangan dalam memasarkan produk mereka secara global, terutama dalam hal kemampuan berbahasa Inggris dan pemanfaatan pemasaran digital. Melalui program Pengabdian Kepada Masyarakat (PKM) yang berlangsung dari Juli hingga September 2024, pelatihan komunikasi dasar bahasa Inggris dan pemasaran digital diadakan untuk pengrajin kain tapis. Hasil evaluasi menunjukkan peningkatan signifikan dalam kemampuan berkomunikasi serta pemahaman tentang pemasaran digital. Program ini tidak hanya meningkatkan keterampilan individu pengrajin tetapi juga berkontribusi pada pengembangan ekonomi lokal, dengan harapan dapat menjadi model bagi desa wisata lainnya di Indonesia
Pengembangan Media Pembelajaran Dadu Abjad Flanel untuk Meningkatkan Kemampuan Berbicara Anak Usia Dini
Masih banyak anak usia dini yang kesulitan untuk berbicara secara fasih sehingga ada kata-kata yang tidak dapat dimengerti oleh pendidiknya. Diantaranya, kurangnya stimulus yang diberikan oleh orang tua maupun guru disekolah dalam meningkatkan kemampuan berbicaranya. Beberapa faktor yang melatar belakangi kurangnya keterampilan dan kemampuan berbicara pada anak antara lain, yakni strategi yang digunakan oleh guru dalam pembelajaran masih cenderung monoton atau teacher center, kurangnya media pembelajaran dan pembelajaran masih terpaku kepada Lembar Kerja Anak (LKA). Dengan demikian, peneliti berusaha untuk membuat sebuah media pembelajaran yang bisa digunakan untuk meningkatkan kemampuan berbicara anak usia 5-6 tahun, yaitu “Dadu Abjad Flanel”. Tujuan penelitian yang dilakukan di TK Miftahul Jannah ini, untuk mengetahui keefektifitan media pembelajaran dadu abjad flanel dalam peningkatan kemampuan berbicara. Adapun dalam penelitian ini menggunkan metode penelitian dan pengembangan (Research and Development) yaitu metode penelitian yang digunakan untuk menciptakan suatu produk tertentu, dan menguji keefektifan produk tersebut, dengan subjek penelitian anak usia 5-6 tahun. Teknik pengumpulan data pada penelitian ini adalah angket, observasi dan wawancara, dengan analisis penelitian kuantitatif dan kualitatif. Adapun hasil dari penelitian ini yaitu rancangan produk yang dikembangkan peneliti mendapatkan kategori sangat layak, guru dan anak menunjukkan respon baik dan antusias, serta keterampilan berbicara anak menjadi meningkat.
There are still many early childhood children who have difficulty speaking fluently so there are words that cannot be understood by their educators. Among them, is the lack of stimulus given by parents or teachers at school in strengthening their speaking skills. Some factors that underlie the lack of skills and abilities to speak in children include, namely, the strategies used by teachers in learning still tend to be monotonous or teacher-centered, the lack of learning media, and learning is still focused on Children's Worksheets (LKA). Thus, researchers try to create a learning medium that can be used to improve the speaking skills of children aged 5-6 years, namely "Flannel Alphabet Dice." The purpose of the research conducted at Miftahul Jannah Kindergarten is to determine the effectiveness of flannel alphabet dice learning media in improving speaking skills. This study uses the research and development method (research and development), namely a research method used to create a particular product and test the effectiveness of the product, with research subjects aged 5-6 years. Data collection techniques in this study were questionnaires, observations, and interviews, with quantitative and qualitative research analysis. The results of this study are that the product design developed by the researcher was categorized as very feasible, teachers and children showed good and enthusiastic responses, and children's speaking skills improved.Dalam memberikan stimulus perkembangan berbicara anak belum optimal, masih ada anak yang kesulitan untuk berbicara secara fasih serta ada kata-kata yang tidak jelas ketika dilafalkan. Beberapa faktor yang melatar belakangi kurangnya keterampilan dan kemampuan berbicara pada anak antara lain, yakni strategi yang digunakan oleh guru dalam pembelajaran masih cenderung monoton atau teacher center, kurangnya media pembelajaran dan pembelajaran masih terpaku kepada Lembar Kerja Anak (LKA). Dengan demikian, peneliti berusaha untuk membuat sebuah media pembelajaran yang bisa digunakan untuk meningkatkan kemampuan berbicara anak usia 5-6 tahun, yaitu “Dadu Abjad Flanel”. Penelitian ini menggunkan metode penelitian dan pengembangan (Research and Development) yaitu metode penelitian yang digunakan untuk menciptakan suatu produk tertentu, dan menguji keefektifan produk tersebut. Kemampuan berbicara anak dengan menggunakan media pembelajaran dadu abjad, menunjukkan peningkatan. Hal tersebut dapat dilihat dari perolehan penilaian terhadap peningkatan kemampuan berbicara anak pada uji coba terbatas memperoleh nilai rata-rata persentase sebesar 88,08% dengan kategori Berkembang Sesuai Harapan (BSH). Hasil penilaian peningkatan kemampuan berbicara pada uji coba luas memperoleh nilai rata-rata persentase sebesar 92,4% dengan kategori Berkembang Sangat Baik (BSB). Dari hasil seluruh penilaian terhadap media pembelajaran dadu abjad flanel untuk peningkatan kemampuan berbicara anak usia 5-6 tahun di TK Miftahul Jannah