Articles

DESAIN PEMBELAJARAN POLA BILANGAN MENGGUNAKAN MODEL JARING LABA-LABA DI SMP Marion, Marion; Zulkardi, Zulkardi; Somakim, Somakim
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 45, No 1: Mei 2015
Publisher : LPPM UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v45i1.7185

Abstract

Tujuan penelitian ini adalah menghasilkan lintasan belajar yang dapat membantu peserta didikmemahami Pola Bilangan dengan konteks kerajinan anyaman sekaligus memberi kesempatan siswauntuk membangun pengetahuannya sendiri menggunakan model pembelajaran Jaring Laba-laba diSMP. Metode penelitian yang digunakan adalah Design Research tipe Validation Study dengan subyekpenelitian siswa kelas IX SMP Negeri 3 Pemulutan, Kabupaten Ogan Ilir, Sumatera Selatan. Hasilpenelitian diperoleh lintasan belajar yang dapat membantu siswa dalam memahami pola bilangan.Pembelajaran diawali  dengan pengenalan anyaman sebagai starting point, secara mandiri dan atauberinteraksi dengan sumber belajar lain seperti buku, teman sebaya, diskusi kelas dan penguatanguru, siswa menemukan pola bilangan dari keteraturan motif anyaman, melanjutkan pola secarateratur, menemukan dan melanjutkan suku berikutnya barisan bilangan, menentukan suku tertentudan suku ke-n barisan bilangan sederhana serta jumlah sampai pola tertentu. Selain itu siswa jugadapat mendesain motif anyaman terkait pola bilangan yang diketahu
DESIGN RESEARCH ON RATIO AND PROPORTION LEARNING BY USING RATIO TABLE AND GRAPH WITH OKU TIMUR CONTEXT AT 7TH GRADE Muttaqin, Haniful; Putri, Ratu Ilma Indra; Somakim, Somakim
Journal on Mathematics Education Vol 8, No 2 (2017)
Publisher : Department of Doctoral Program on Mathematics Education, Sriwijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.8.2.3969.211-222

Abstract

This research was motivated by several studies which show that students have difficulties in understanding the material ratio, wherein one contributing factor is the lack of ability in proportional reasoning. The purpose of this study is to produce a trajectory of learning to help students develop abilities in comparison reasoning. Solution strategies in this study were the ratio tables and graphs using PMRI approach (Indonesian Realistic Mathematics Education) with OKU Timur context. This research was conducted in MTs Subulussalam 2 Sriwangi Ulu OKU Timur. The method used was design research with three stages, those are the preliminary experiment, design experiment, and retrospective analysis. At the preliminary experiment, researchers designed the Hypothetical Learning Trajectory (HLT). At the design experiment, HLT tested on students to develop informal knowledge into a formal knowledge of mathematics through activities. The trial results were analyzed in a retrospective analysis phase so that the trajectory of learning or Learning Trajectory (LT) resulted.DOI: http://dx.doi.org/10.22342/jme.8.2.3969.211-222
LEARNING MATERIALS DESIGN PATTERN NUMBERS CONTEXT MAKING KEMPLANG IN CLASS IX Eryandi, Yayan; Somakim, Somakim; Hartono, Yusuf
Journal on Mathematics Education Vol 7, No 2 (2016)
Publisher : Department of Doctoral Program on Mathematics Education, Sriwijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.7.2.3535.101-108

Abstract

This study aims to clarify the role of making kemplang can help students understand the concept of number patterns, and generate Learning Trajectory. The methodology used in this research is the design of the research by the research subject class IX students of SMP Negeri 2 South Indralaya, Ogan Ilir, South Sumatra. Researchers designing learning activities that sensing, drafting kemplang class simulated using circular paper prepared by the researcher. Exploration proportional situations using everyday life issues are close to students' lives, such as creating kemplang can make students more interested in learning mathematics and easily understand the math problems are given. Collecting data in this study using video, observation, written tests, documentation and records during the activity. The results of this study indicate that context kemplang and paper-making circles as a model really helps students to understand the concept of a pattern of numbers.Keywords: pattern numbers, manufacture Kemplang, PMRI, design research DOI: http://dx.doi.org/10.22342/jme.7.2.3535.101-108
Desain Pembelajaran Pengurangan Bilangan Bulat Melalui Permainan Tradisional Congklak Berbasis Pendidikan Matematika Realistik Indonesia di Kelas IV Sekolah Dasar Muslimin, Muslimin; Putri, Ratu Ilma Indra; Somakim, Somakim
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 3, No 2 (2012): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v3i2.2642

Abstract

Tujuan penelitian ini adalah mengetahui pemahaman siswa terhadap konsep-konsep pada materi pengurangan bilangan bulat melalui HLT, yang didesain dengan permainan tradisional congklak. Penelitian ini dilaksanakan di SDIT Al Furqon Palembang yang merupakan salah satu sekolah mitra PMRI (Pendidikan Matematika Realistik Indonesia). Metode yang digunakan dalam penelitian ini adalah penelitian desain (design research). Penelitian didesain melalui pembelajaran materi pengurangan bilangan bulat menggunakan konteks permainan tradisional congklak. Tahapan penelitian dengan persiapan percobaan (preparing for the experiment), percobaan desain (design experiment), dan analisis retrospektif (retrospective analysis). Hasil dari penelitian ini menunjukan bahwa pemahaman siswa mengenai konsep pengurangan bilangan bulat dapat dipicu dengan menggunakan permainan tradisional congklak sebagai konteks dalam pembelajaran. Lintasan pembelajaran terdiri dari empat aktivitas untuk mencapai tujuan pembelajaran, yaitu bermain congklak, bermain kartu congklak, bermain kartu bilangan, dan bermain dadu pengurangan untuk menyelesaikan masalah kontekstual pengurangan bilangan bulat dengan menggunakan simbol pengurangan secara formal.
DEVELOPING PMRI LEARNING ENVIRONMENT THROUGH LESSON STUDY FOR PRE-SERVICE PRIMARY SCHOOL TEACHER Fauziah, Anna; Putri, Ratu Ilma Indra; Zulkardi, Zulkardi; Somakim, Somakim
Journal on Mathematics Education Vol 11, No 2 (2020)
Publisher : Department of Doctoral Program on Mathematics Education, Sriwijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.11.2.10914.193-208

Abstract

Teachers? pedagogical ability contributes significantly to their process and learning performance. To improve it, a development process is needed as long as they are still having their process of education or they are still teacher students. This study aimed to develop a valid and practical PMRI learning environment through lesson study which had a potential effect on improving the pedagogical abilities of pre-service primary school teachers. A design research method of development study type was used in this study consisting of three phases, namely the preliminary, development or prototyping phase, and assessment phase. The research subjects were 32 students of Primary School Teacher Education of Sriwijaya University. The data were collected using walkthrough, observation, documentation, questionnaires, interviews, and tests. The study produced a learning environment with a valid and practical Campus-School (CS) model and had a potential effect on improving teacher students' pedagogical ability. The learning environment was in the form of training on campus and implementation in schools. Based on the data analysis, the learning environment was able to produce pre-service primary education teachers understanding the PMRI through lesson study and design PMRI learning tools through a lesson study.
SUPPORTING FIRST GRADE STUDENTS’ UNDERSTANDING OF ADDITION UP TO 20 USING TRADITIONAL GAME Nursyahidah, Farida; Indra Putri, Ratu Ilma; Somakim, Somakim
Journal on Mathematics Education (JME) Vol 4, No 2 (2013): Journal on Mathematics Education (JME)
Publisher : IndoMS Pusat

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aim  is  to know the students’ understanding in adding number up to 20 using traditional game of dakocan and to acquire learning trajectory of adding number up to 20 using traditional game of dakocan for the first grade of primary school. This research used methodology of design research that consists  of three phases, there are preliminary design, teaching experiment, and retrospective analysis. Subject of this study is 33 first grade students of  Sekolah Dasar Negeri (SDN) 98 Palembang as one of partners’ school of Pendidikan Matematika Realistik Indonesia (PMRI). The result of this research shows that  the students’ understanding in adding number up to 20 can be stimulated by using traditional game of dakocan as a context. All of strategies and model that is used by students and also their result discussion shows how construction and contribution of students can help them to understand concept of adding number up to 20. All the activities that are done by students produce learning trajectory to gain the goal of learning. Each steps of learning trajectory of students has an important role in understanding  the concept from informal to the formal level. Learning trajectory using dakocan that is produced consist of playing dakocan, put the model of dakocan to the frame ten dakomatika to understand the relation of part and whole of ten combination in adding number, and solving contextual problem in adding number up to 20.   Keywords: Adding Number, Dakocan, PMRI
Desain Pembelajaran Bangun Datar Menggunakan Fable “Dog Catches Cat” And Puzzle Tangram Di Kelas II SD Lisnani, Lisnani; Ilma, R.; Somakim, Somakim
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 4, No 1 (2013): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Jurusan Matematika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Sema

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v4i1.2879

Abstract

Tujuan penelitian ini adalah mengembangkan kemampuan berpikir kreatif matematis siswa dalam pengenalan dan pengelompokkan bangun datar melalui fable “dog catches cat”, puzzle tangram, dan kreasi origami. Metode yang digunakan adalah design research terdiri dari tiga tahap, yaitu: preliminary, design experiment (pilot experiment dan teaching experiment), dan analysis retrospective.  Penelitian ini mengembangkan hasil pembelajaran tentang bangun datar melalui serangkaian aktivitas, prosedur, dan strategi bagi siswa dalam menemukan kemampuan berpikir kreatif melalui Pendekatan Pendidikan Matematika Realistik Indonesia (PMRI) melalui konteks tangram melalui fable “dog catches cat”. Puzzle tangram, dan kreasi origami menjadi starting point materi pengenalan dan pengelompokkan bangun datar. Hasil dari penelitian ini berupa learning trajectory pada masing-masing aktivitas yaitu: 1) Aktivitas 1, siswa mengenal berbagai bentuk bangun datar melalui penggunaan fable. 2) Aktivitas 2, siswa mampu menyebutkan dan mengelompokkan berbagai bangun datar melalui puzzle tangram. 3) Aktivitas 3, membentuk dan mengelompokkan bangun datar dan terbentuk suatu kreasi baru berupa kucing, anjing, dan lainnya.The purpose of this research is to develop mathematical creative thinking abilities and grouping students in the introduction of a flat wake through the fable “dog catches paint " , tangram puzzles, and origami creations. The method used is the research design consists of three stages: preliminary, design of experiments (pilot experiments and teaching experiments), and a retrospective analysis. This study develops learning outcomes on a flat wake through a series of activities, procedures, and strategies for students in finding creative thinking abilities through Realistic Mathematics Education Approach Indonesia (PMRI) through tangram context through fable “dog catches the paint “. Tangram puzzles, and origami creations become the starting point and the introduction of grouping material flat wake. The results of this research are learning trajectories for each activity are: 1) Activity 1, students recognize the various forms of flat wake through the use of fable. 2) Activity 2, students can name and classify a variety of flat wake through the tangram puzzle. 3) Activity 3, forming and categorizing flat wake and formed a new creation in the form of cats, dogs, and other.
PENERAPAN PENDEKATAN ACTIVE LEARNING TIPE INDEX CARD MATCH DALAM PEMBELAJARAN MATEMATIKA PADA SISWA KELAS VIII Manalu, Yunita Sari; Susanti, Ely; Somakim, Somakim
EKUIVALEN - Pendidikan Matematika Vol 20, No 2 (2016): EKUIVALEN
Publisher : Universitas Muhammadiyah Purworejo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (430.152 KB)

Abstract

Penelitian ini merupakan penelitian deskritif yang bertujuan untuk mengetahui hasil belajar siswa dengan pendekatan active learning tipe Index Card Match. Penelitian ini dilaksanakan di SMP Negeri 2 Indralaya Utara, dengan subjek penelitian siswa kelas VIII.1 yang berjumlah 20 orang. Data dalam pelaksanaan penerapannya melalui observasi dan tes. Observasi dilakukan untuk mengetahui keterlaksanaan setiap tahapan pada langkah-langkah pembelajaran matematika dengan pendekatan active learning tipe Index Card Match sedangkan tes digunakan untuk mengetahui hasil belajar siswa setelah diterapkan pendekatan active learning tipe Index Card Match. Berdasarkan observasi bahwa penerapan   pendekatan active learning tipe Index Card Match diperoleh presentase keterlaksaannya yaitu memperhatikan penjelasan 58,73%, terlibat aktif dalam pengambilan dan pencarian pasangan kartu indeks 96,83%, melakukan sesuatu untuk memahami materi pelajaran (membangun pemahaman) 70,63%, berkomunikasi dengan siswa/kelompok lain 62,70%, mampu membuat laporan/presentase 37,30%, berpikir reflektif 42,06%. Sedangkan presentase ketercapaian hasil belajar siswa adalah 5% kategori sangat baik, 65% kategori baik, 25% kategori cukup, dan 5% kategori kurang baik. Dengan demikian penerapan pendekatan active learning tipe Index Card Match dalam pembelajaran matematika adalah baik.
SUPPORTING FIRST GRADE STUDENTS UNDERSTANDING OF ADDITION UP TO 20 USING TRADITIONAL GAME Nursyahidah, Farida; Ilma, Ratu; Somakim, Somakim
Journal on Mathematics Education Vol 4, No 2 (2013)
Publisher : Department of Doctoral Program on Mathematics Education, Sriwijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jme.4.2.557.212-223

Abstract

This research aim is to know the students understanding in adding number up to 20 using traditional game of dakocan and to acquire learning trajectory of adding number up to 20 using traditional game of dakocan for the first grade of primary school. This research used methodology of design research that consists of three phases, there are preliminary design, teaching experiment, and retrospective analysis. Subject of this study is 33 first grade students of Sekolah Dasar Negeri (SDN) 98 Palembang as one of partners school of Pendidikan Matematika Realistik Indonesia (PMRI). The result of this research shows that the students understanding in adding number up to 20 can be stimulated by using traditional game of dakocan as a context. All of strategies and model that is used by students and also their result discussion shows how construction and contribution of students can help them to understand concept of adding number up to 20. All the activities that are done by students produce learning trajectory to gain the goal of learning. Each steps of learning trajectory of students has an important role in understanding the concept from informal to the formal level. Learning trajectory using dakocan that is produced consist of playing dakocan, put the model of dakocan to the frame ten dakomatika to understand the relation of part and whole of ten combination in adding number, and solving contextual problem in adding number up to 20.   Keywords: Adding Number, Dakocan, PMRI
Learning Combinations Through “Handshake” Ryandi, Rarri Bian; Somakim, Somakim; Susanti, Ely
International Journal on Emerging Mathematics Education IJEME, Vol. 2 No. 1, March 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1166.931 KB) | DOI: 10.12928/ijeme.v2i1.8693

Abstract

This research used design research. It was constructing a learning trajectory through handshake context to help students’ understanding of the Combination concept. This research used PMRI approach. The participants of the research were the students of 10th class SMA Negeri 15 Palembang. For retrospective analysis, the data were collected from a teaching experiment in form of student’s work, field notes, and interviews. The obtained data is a learning trajectory which is consists of 1) students do a role-play scene of the handshake activity; this activity supports students’ understanding that A do handshake with B is the same with B do handshake with A, which it indicates order does not matter in Combination. 2) students utilize their knowledge about factorial forms to analyze the general pattern of the Combination. 3) students solve problems related to the Combination concept to help them think about how to solve the similar problems in the daily life. The results of the study showed that the use of the handshake context can help students to understand of the Combination concept.