Abstract:This research examines the application of ethnomathematics in coin exchange activities at Sarwono Market, which is related to learning arithmetic operations, with the aim of understanding how everyday practices in market…
transactions can serve as a medium for learning mathematics. The method used in this study is a qualitative approach with an ethnographic perspective, allowing the researcher to observe and understand phenomena within a broader social context. Data collection was carried out through interviews with traders and market visitors, direct observation of the coin exchange activities, and documentation of activities related to these transactions. The collected data were then analyzed using three main stages: data reduction, data presentation, and conclusion drawing. The results of the study show that the practice of coin exchange not only facilitates transactions in the market but also serves as a medium for applying arithmetic operations in everyday life. This activity encourages the development of logical thinking skills, such as addition, subtraction, multiplication, and division, which are frequently used in the bargaining process or in determining the price of goods. Furthermore, coin exchange helps maintain price stability and increases transaction efficiency in the market by reducing dependence on paper money, which is often difficult to divide accurately. Thus, the study concludes that the application of ethnomathematics in coin exchange activities at Sarwono Market provides dual benefits, both in the economic context and in mathematics education.
Abstract:This study aims to describe the errors made by students in solving story problems using Newman’s procedure analysis and in terms of students’ learning styles. The type of research used is descriptive qualitative research.…
arch. The subjects of this study were students of class VIIIع with a total of 23 students and selected using purposive sampling as many as 9 students based on visual, auditory and kinetic learning styles. The data collection technique in this study used a learning style questionnaire test which was tested with 23 students of class VIIIع, a story problem test on the system of linear equations of two variables which was tested with 9 students who were selected based on learning style groups and interviews. Based on the results of the study there were 10 students with visual learning styles, 9 students with auditory learning styles and 4 students with kinaesthetic learning styles. Obtained from the research data are: a) Students with visual learning styles made errors based on Newman’s procedure in understanding the problem and writing the final answer; b) Students with auditory learning styles made errors based on Newman’s procedure on understanding the problem, transformation, process skills and writing the final answer, c) Students with kinaesthetic learning styles made errors based on Newman’s procedure on understanding the problem, transformation, process skills and writing the final answer.
Abstract:This research analyzes the challenges and opportunities of Islamic education in schools in the Society 5.0 era, which is characterized by the use of industrial revolution 4.0 innovations to overcome social problems. Using…
g a qualitative approach with literature study methods and content analysis, this research examines literature related to the problems of Islamic religious education in schools. The research results identified six main challenges: limited infrastructure, inadequate conditions in rural schools, lack of technology-based learning media, lagging behind in the development of science and technology, use of traditional learning methods, and weak quality of human resources in mastering learning technology. In conclusion, the transformation of Islamic education in the Society 5.0 era requires improving the quality of human resources in learning technology, the use of digital books and technology-based learning media. Systematic efforts are needed to overcome the technology gap and increase the competitiveness of Islamic education in this era.
Abstract:This paper analyzes the application of madrasah principal management to Arabic language learning in improving the quality of student graduates at MAN Tanjungpinang. This research method is a qualitative field research method…
thod that is carried out holistically. The approach used is phenomenology. The results of this study are to improve the quality of student graduates at MAN Tanjungpinang, Riau Islands through Arabic language learning, then it can use madrasah principal management, namely through; a) planning, b) organizing, c) implementing, and e) supervising. Planning includes needs analysis, short and long term goals, and relevant curriculum development. Organizing by setting a clear organizational structure with specific assignments and responsibilities for each Arabic language teaching staff. Implementation by actively implementing an innovative Arabic language curriculum, ensuring that Arabic language learning materials are always up-to-date and relevant to student needs. Supervision by conducting periodic monitoring of the Arabic language learning process to ensure that the curriculum and teaching methods are implemented according to plan.
Abstract:The world of education is currently developing, various kinds of innovation and renewal are carried out to improve the quality and quantity of education. Various breakthroughs have also been made both in curriculum development,…
opment, learning innovation, and the provision of educational facilities and infrastructure needed to improve the quality of education itself. The method used in this study is a quantitative descriptive method with an Ex Post Facto approach. The population of this study is class X students of SMA Negeri 8 Pontianak for the 2023/2024 school year.The data collection techniques in this article are direct communication techniques and also use questionnaires. The validity test of the instrument is used to assess whether the instrument can accurately disclose the data of the variable being studied. The validity of the content and construct was assessed through expert assessment by three validators, consisting of two IT lecturers and one Informatics teacher, to evaluate the suitability of the questionnaire about learning interests and learning disciplines. The data from this research includes information about students of SMA Negeri 8 Pontianak class XA, XB, XC, XD, XE, XF, XG, XH, XI which amounted to 322 students who had previously been observed, this was done to find out the problems at SMA Negeri 8 Pontianak before a study was conducted. The research carried out included one bound variable, namely Learning Outcome (Y), and two independent variables, namely Learning Interest (X1) and Learning Discipline (X2) Variable Data for X1 and X2 was obtained from a questionnaire with a likert scale answer model of 4 (four) alternative answers that were distributed according to the sample needs to 167 students who were the research sample.
Abstract:The media act as a go-between for the person sending the word and the person receiving it. “Media” refers to the people, things, or events that work together to create a setting that helps students learn facts, skills, or…
s, or attitudes. A Research and Development (R&D) methodology was used for this study. An R&D methodology is a set of activities or procedures that are used to make a new product or improve a current product so that it will persist in the future. The ADDIE development approach was used for the study, which combines the research and development (R&D) stages. To make learning plans for things, the ADDIE method is used. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. What the study found the goal of making Android-based engaging learning materials for class VII Informatics topics at SMP Negeri 2 Pontianak City is to give students an interesting and useful way to learn. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful. Additionally, the portability and wide availability of Android tablets make it easy for students to access educational materials without being limited by time or space. The goal of making engaging learning materials about informatics for high school students in the seventh grade at SMP Negeri 2 Pontianak City is to make learning fun and useful. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful.
Abstract:Physics education in schools often faces challenges in terms of student engagement and understanding due to the abstract nature of the concepts and the high analytical skills required. Conventional, non-interactive teaching…
ing approaches tend to be ineffective in addressing these issues. This study aims to evaluate the effectiveness of the Problem Based Learning (PBL) model in enhancing students’ cognitive abilities in learning Physics through a meta-analysis. The PBL model emphasizes student-centered learning, where students are invited to solve real and relevant problems, thus increasing engagement and deeper conceptual understanding. Data were collected from 20 research articles published between 2017 and 2024, which discuss students’ cognitive abilities and the PBL approach. The meta-analysis results show that PBL has a significant effect on improving students’ cognitive abilities in Physics, with 13 articles showing high effect sizes, 3 articles moderate effect sizes, and 4 articles low effect sizes. PBL has proven effective in developing students’ critical, creative, and analytical thinking skills. Additionally, PBL enhances students’ active participation in the learning process and facilitates the understanding and application of Physics concepts in various practical situations. This study asserts that PBL is an effective method for improving students’ cognitive abilities in learning Physics at the high school level, by fostering critical thinking, communication, and practical knowledge application skills. These findings underscore the importance of using innovative learning models such as PBL to advance Physics education and improve student learning outcomes.
Abstract:This study aims to create and implement a physics learning visualization tool that can be used to determine sound intensity. This teaching aid is designed to help students understand physics concepts related to sound waves…
es and their measurements in a more interactive and practical way. The research method used was a review of 20 articles. The results of literature studies can help students better understand the concept of sound intensity. They have the ability to directly see changes in sound intensity through interactive teaching aids. Based on the research results, it was concluded that this physics learning aid not only helps in learning the concept of sound intensity, but also increases students' motivation and interest in learning. The use of teaching aids/visualization is recommended in physics education at the upper secondary education level or equivalent, as an innovative and efficient learning medium.
Abstract:Students can understand and master learning materials if the learning process uses tools and materials called learning media. The tool can be in the form of physical objects, technology or a combination of the two things…
that are made to communicate information effectively and provide good understanding facilities. Teachers will find it easier to teach when they are able to use learning media as a means when teaching, because the function of learning media is not only as a means of teaching, but also as a way for teachers to make students active and happy to learn. This study aims to describe the use of PhET simulation as a learning medium in traveling and stationary wave theory. This article uses the literature study methodology. The stages in using the literature method include observing, analyzing, then identifying, then providing interpretation, and finally in the form of some evaluation of the research that has been done. There are 25 publication articles obtained from various domestic sources analyzed in this article. The articles used were reported from 2018 to 2024. By using PhET simulation, it feels easier to practice compared to real practicum, because visible media allows users to be more active in presenting subjects that are mastered, especially in traveling and stationary wave material. And by using this PhET virtual media makes students tend to be active and very enthusiastic in the learning process because the appearance of the PhET media is very different from other media. Based on this research, it can be concluded that learning stationary wave and traveling wave material can improve learning outcomes and improve critical thinking skills.
Abstract:The objective of this research is to provide engaging and tailored learning materials that cater to the needs of students, facilitating comprehension and playing a vital part in achieving academic achievement. This study…
employs the Research and Development (R&D) methodology. Through the utilization of research and development (R&D), the primary focus of investigation can be directed towards the creation, advancement, and assessment of learning media in terms of design and viability. The end result is an Android game that serves as a learning tool for computer system topics. The assessment findings indicate that the storyboard design has achieved a validity score of 4.91 out of 5, placing it in the “Very Good” category. The score was derived from the evaluation of two design professionals. The initial design expert assigned a validity score of 4.88, while the second design expert assigned a validity score of 4.94 on a 5-point scale. These scores indicate that the research results fall into the “Very Good” category. According to the assessment conducted by linguists, the language employed in creating the tale has been given a validity score of 4.73 out of 5, placing it in the “Very Good” category. The score was derived from two linguists. The initial linguist assigned a validity score of 4.5, while the second linguist assigned a validity score of 4.7 on a 5-point scale. These scores placed the results of the study in the “Very Good” category. The study has reached its conclusion. The development step use the RPG Maker MV program. The development results include the creation of various maps such as the devil's palace map (for the purpose of kidnapping the royal princess), prologues 1 and 2, the map inside the king's palace, the map outside the king's palace, the village map, the library map, the sword shop map, the armor shop map, the forest map, the bridge map, the desert map, the cave map, the magma map, the devil's palace outer map, the devil's palace inside map, the king's palace page map, and the epilogue.