Budi Murtiyasa’s research while affiliated with Muhammadiyah University of Surakarta and other places

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Publications (40)


ANALISIS KEMAMPUAN PEMAHAMAN MATERI STATISTIKA DALAM PEMBELAJARAN MATEMATIKA SISWA SEKOLAH DASAR KELAS VI
  • Article
  • Full-text available

January 2025

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11 Reads

SCIENCE Jurnal Inovasi Pendidikan Matematika dan IPA

SOFIA NUR KARTIKA

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ESTHI MURSITI

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BUDI MURTIYASA

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NINING SETYANINGSIH

This research aims to obtain an overview of students' statistical material abilities in class VI learning at the elementary school level. The research used is qualitative descriptive research. The subjects of this research were all sixth grade elementary school students at MI Muhammadiyah Trangsan Gatak. Data will be collected using observation, interviews and documentation methods. Based on the results of data analysis, it can be seen that the understanding ability of class VI students at MI Muhammadiyah Trangsan in statistics material still needs to be improved. It is said to be low because the majority of students have mastered or not mastered certain sub-materials. It is hoped that the results of this research can be used by various parties who have an interest in the field of education so that they can become a reference for developing better curriculum and teaching methods in mathematics education in elementary schools. ABSTRAKPenelitian ini bertujuan untuk memperoleh gambaran mengenai kemampuan materi statistika siswa dalam pembelajaran kelas VI tingkat sekolah dasar. Penelitian yang digunakan yaitu dengan menggunakan penelitian deskriptif kualitatif. Subjek dari penelitian ini adalah semua siswa kelas VI tigkat sekolah dasar di MI Muhammadiyah Trangsan Gatak. Data akan dikumpulkan dengan metode observasi, wawancara, dan dokumentasi. Berdasarkan hasil analisis data dapat diperoleh bahwa kemampuan pemahaman siswa kelas VI di MI Muhammadiyah Trangsan pada materi statistika masih perlu ditingkatkan. Dikatakan rendah karena Sebagian besar siswa ada yang menguasai dan tidak menguasai pada sub materi tertentu. Hasil penelitian ini diharapkan dapat digunakan oleh berbagai pihak yang memiliki kepentingan dalam bidang pendidikan supaya menjadi acuan bagi pengembangan kurikulum dan metode pengajaran yang lebih baik dalam pendidikan matematika di sekolah dasar.

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Figure 1. Results of student surveys regarding to the application of learning methods in mathematics class In the merdeka curriculum, the Pancasila student profile is a form of translation of national education goals. One of the dimensions of the Pancasila student profile is gotong royong (mutual cooperation) (Mery et al., 2022). Gotong royong and discussion have a close relationship in the realization of teamwork and collaboration (Irawati et al., 2022). In discussions, participants actively participate, share ideas, and listen to other people's opinions to solve a problem (I Nengah Widiarsa, 2020). From the answers to the questionnaire of 52 students, the discussion method is rarely carried out by teachers.
Figure 2. Teacher survey results regarding the application of learning models in mathematics class
Respondent Demographics (n = 56)
Questions related to the application of learning methods and models
Questions related to the application of e-modules
An Integrated RME and PBL Mathematics E-Module for Vocational High School Learning: A Need Analysis

January 2025

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18 Reads

MATHEMA JURNAL PENDIDIKAN MATEMATIKA

In this digital era, we can access information that we need easily. Including mathematics learning material. The are a lot if digital based learning materials that can be accessed anytime anywhere. However, the are still limited studies about developing mathematics e-modul as one of learning resources for vocational high school students. Therefore, this study investigates the need to develop An Integrated RME and PBL Mathematics E-Module for Vocational High School learning. This study is a descriptive survey involving 52 tenth grade students consist of 27 students from the Pharmaceutical Technology Expertise Field, 10 students from the Industrial Chemical Engineering Expertise Field, and 15 students from the Beauty and Spa Expertise Field, and also four mathematics teachers from four different vocational high schools with various expertise field in a city of Surakarta, Central Java, Indonesia. The data collection was conducted using printed questionnaires (for students) and online questionnaires (for teachers). The data was summarized and analyzed descriptively. Based on the data analysis, it can be concluded that there are still limited realistic problems in Indonesian mathematics textbook for vocational high school based on each expertise fields. Therefore, developing an integrated RME and PBL mathematics e-module is necessary. The characteristic of the integrated RME and PBL mathematics e-module are: (1) the e-module’s content should be presented in Bahasa Indonesia, providing realistic contexts by the certain expertise field and can also be from various expertise fields; (2) the learning activities should be carried out in groups, held inside or outside the classroom and involve problems that are related to the expertise field; (3) the learning media can be in the form of electronic and non-electronic media; (4) The assessment activities can be carried out in writing or authentic assessment.


Development of Algebra Monopoly Game Media Based on Rolling Questions for Junior High School

Journal of Medives Journal of Mathematics Education IKIP Veteran Semarang

To create an interactive learning atmosphere in the classroom, one way is to use game media that is integrated into learning. There have been many efforts to develop monopoly game media in mathematics learning. However, no research has been found that attempts to develop monopoly game media in mathematics using a learning approach that involves students. Therefore, this research aims to describe the development of monopoly game media on rolling question-based algebra material and analyze the validity and practicality of the media. The development model used in this research is the ADDIE model, an acronym for Analysis, Design, Development, Implementation, and Evaluation. The subject of this research was a class of private junior high school students in Surakarta. The data collection technique uses a response questionnaire obtained from expert validators, teachers, and students. The collected data is then analyzed to determine the validity and practicality of the media that has been developed. The results of data analysis provided by media expert validators obtained an average percentage of 97.6%, while data obtained from practitioners showed an average percentage of 85.6%. Based on the results of this research, it was concluded that the algebra monopoly game media based on rolling questions was declared valid and practical for use as a mathematics learning media in junior high school algebra material.


Development and Usability Testing of a Virtual Reality Game for Learning Computational Thinking

August 2024

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157 Reads

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1 Citation

International Journal of Serious Games

Virtual reality (VR) is an innovative technology that immerses users within its environment, holding significant potential across various sectors, including education. Developing a VR-based application in the form of a game for educational purposes necessitates a usability evaluation. This study aims to develop and evaluate the usability of a VR game, CT Saber, designed explicitly for learning computational thinking (CT). The name CT Saber is inspired by the popular VR game Beat Saber, with 'CT' denoting computational thinking to emphasize the educational focus of the game. The research employed a Design and Development Research (DDR) approach, encompassing four stages: analysis & definition, design, development, and evaluation. To assess the usability of CT Saber, pilot testing was carried out involving 36 participants (24 male, 12 female) of computer science students aged between 19-22 years. The USE Questionnaire framework was used to evaluate usability, consisting of four variables: usefulness, ease of use, ease of learning, and satisfaction. The evaluation revealed that CT Saber is categorized as 'acceptable' from dichotomous and conventional academic grading perspectives. Similarly, a multiple linear regression analysis confirmed that the independent variables (usefulness, ease of use, and ease of learning) together significantly (p < 0.01) influence the dependent variable (satisfaction). However, only usefulness significantly influences satisfaction. Responses to open-ended questions in the questionnaire also indicated predominantly positive feedback from most participants. Consequently, it can be concluded that the CT Saber VR game developed in this study successfully meets the established criteria for usability.


Eksplorasi Strategi Belajar Siswa Berprestasi Dalam Pembelajaran Matematika Siswa SD

August 2024

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19 Reads

Jurnal Riset dan Inovasi Pembelajaran

Penelitian ini bertujuan untuk mengeksplorasi strategi belajar siswa berprestasi dalam pembelajaran matematika di SD Negeri 02 Blulukan, yang bertujuan untuk mengidentifikasi strategi-strategi efektif yang digunakan siswa dalam konteks sekolah dasar di Indonesia. Metode penelitian yang digunakan adalah kualitatif deskriptif, dengan pengumpulan data melalui wawancara, observasi, dan studi dokumentasi. Hasil penelitian menunjukkan bahwa siswa berprestasi menggunakan strategi seperti mencari pola dalam soal matematika, membuat catatan dan diagram, serta rutin mengerjakan latihan soal. Selain itu, faktor pendukung seperti motivasi tinggi, disiplin belajar, dan dukungan lingkungan juga berperan penting. Simpulan dari penelitian ini adalah bahwa strategi belajar yang efektif dan dukungan lingkungan yang positif dapat meningkatkan prestasi akademik siswa dalam pembelajaran matematika. Penelitian ini berkontribusi dalam mengidentifikasi strategi belajar efektif dan faktor pendukung yang digunakan siswa berprestasi dalam pembelajaran matematika di sekolah dasar. Hasilnya dapat membantu guru dan orang tua meningkatkan prestasi siswa melalui metode pengajaran dan lingkungan belajar yang lebih baik.


Analisis Pembelajaran Berdiferensiasi pada Materi Stastistik di Kelas VI Sekolah Dasar

July 2024

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62 Reads

Ideguru Jurnal Karya Ilmiah Guru

Bayu Kurniawan

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Yayuk Sumarni

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Siti Fatimah

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[...]

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Sumardi Sumardi

Statistik sebagai materi pelajaran dari pelajaran matematika diajarkan sejak dari sekolah dasar. Statistik berperan penting dalam kemajuan suatu bangsa. Peran guru sebagai orang yang mentransfer pengetahuan kepada siswanya harus memperhatikan keragaman yang dimiliki oleh siswanya sehingga mampu menerapkan metode, model, dan strategi yang tepat dalam proses belajar mengajar. Banyak guru yang gagal dalam mengajarkan materi statistik di kelas VI sekolah dasar. Kegagalan ini disebabkan karena guru kurang memperhatikan keberagaman siswanya. Penelitian ini bertujuan untuk memberikan solusi alternatif bagaimana pembelajaran berdiferensiasi dapat digunakan sebagai salah satu cara untuk mengajarkan pembelajaran materi statistik di kelas VI sekolah dasar. Metode yang dipakai dalam penelitian ini menggunakan analisis statistik deskriptif dan deskriptif kualitatif untuk memberikan gambaran secara menyeluruh mengenai bagaimana proses belajar di kelas dan hasil yang diperoleh dengan pembelajaran berdiferensiasi. Hasil yang diperoleh dari penelitian ini adalah pembelajaran berdiferensiasi mampu meningkatkan hasil belajar siswa terutama pada materi statistik di sekolah dasar. Hasil ini bisa dilihat dari nilai rata-rata siswa diawal yaitu 47,95 atau dalam kategori sangat rendah meningkat menjadi rata-rata 74,55 atau dalam kategori sedang.


Figure 3. The Game ends in two conditions: (a) accomplished, and (b) failed
Demographic information of participants involved
Normality test
Ranked data from the Wilcoxon signed-rank test
Wilcoxon signed-rank test results
The Effect of Virtual Reality Gaming on Developing Computational Thinking Skills

May 2024

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58 Reads

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1 Citation

Indonesian Journal of Computer Science

In the digital age, where programming prowess is increasingly crucial, the enhancement of Computational Thinking (CT) skills becomes essential. This study ventures into the scarcely explored domain of leveraging game-based learning (GBL) within virtual reality (VR) settings to bolster CT skills. Specifically, it introduces "CT Saber," a VR game inspired by the popular "Beat Saber," tailored to cultivate CT competencies. Employing a Design and Development Research (DDR) methodology across five stages—analysis, design, development, implementation, and evaluation—this investigation assessed the game's impact on 37 computer science students (25 male, 12 female) aged 21-24. A quasi-experimental design with pretest-posttest evaluation was utilized, revealing significant enhancements in CT skills post-intervention (Z = -4.496, p < 0.05), as analyzed through Wilcoxon Signed-Rank tests. The findings underscore the VR game's efficacy in CT skill development, suggesting a promising direction for integrating VR technologies in programming education.


E-LKPD Matematika Berbasis React: Meningkatkan Kemampuan Pemecahan Masalah Matematis

March 2024

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16 Reads

Teorema Teori dan Riset Matematika

ABSTRAKKurangnya perangkat pembelajaran yang mampu memikat serta mempermudah peserta didik mengakses pendidikan pada masa perkembangan teknologi ini mengakibatkan rendahnya kemampuan pemecahan masalah pada peserta didik. Sehingga perlu dikembangkannya lembar kerja peserta didik yang berwujud elektronik atau E-LKPD berbasis Relating, Experiencing, Applying, Cooperating, Transferring (REACT) untuk menghadapi hal tersebut. Tujuan penelitian ini untuk mengembangakan serta menguji keefektifan E-LKPD berorientasi REACT sehingga bisa menumbuhkan kemampuan peserta didik menyelesaikan masalah matematis. Penelitian dan pengembangan ini mempergunakan acuan pengembangan ADDIE dengan langkah analysis (menganalisis), design (mendesain), development (mengembangkan), implementation (mengimplementasikan), evaluation (mengevaluasi). Penelian ini dilakukankan bulan Juli sampai dengan bulan Desember 2023 dengan melibatkan kelas VIII D di SMP Negeri 3 Mojosongo. Perangkat penelitian pengembangan ini meliputi lembar validasi ahli (ahli materi dan media), kuesioner tanggapan peserta didik juga guru, dan tes kemampuan pemecahan masalah siswa. Analisis data yang diperlukan peneliti menggunakan kombinasi angka dan uraian kalimat (statistics descriptive). Hasil yang didapat setelah analisis data adalah E-LKPD berorientasi REACT yang mengacu pada kurikulum, kebutuhan peserta didik, dan sumber bahan ajar sehingga E-LKPD berbasis REACT terbukti valid sesuai dengan tahapan pengembangan ADDIE. Dari hasil analisis data diperoleh bahwa H0 ditolak dan H1 diterima. Dengan demikian, penerapan E-LKPD berbasis REACT meningkatkan kemampuan pemecahan masalah matematis peserta didik.


Pengaruh Minat Belajar Siswa Terhadap Hasil Belajar Statistik di SDN Wirun 3

March 2024

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67 Reads

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2 Citations

This research aims to investigate the influence of students' interest in learning on statistics learning outcomes at SDN Wirun 3. The research uses a correlational approach to evaluate the relationship between students' interest in learning and statistics learning achievement. Data collection methods include surveys, academic records, and observations to understand students' learning interests. Data analysis uses correlation and regression techniques to assess the strength of the relationship between interest in learning and statistical learning achievement as well as other factors that influence it. The results of this work show a strong positive relationship between students' learning interest and their achievement in statistics courses, with approximately 49.8% of the variation in statistics achievement being explained by the level of learning interest. The data shows a high level of enthusiasm for learning among students, with average scores for interest in learning quite high and academic performance in moderate but strong statistics. The correlation coefficient of 0.706 between interest in learning and academic achievement indicates a significant correlation, underscoring the importance of building interest in learning to improve educational outcomes. These results confirm that increasing interest in learning can be a key strategy to advance students' academic achievement, especially in the subject of statistics.


Pemanfaatan Fitur Asesmen Murid dalam Platform Merdeka Mengajar (PMM) pada Pembelajaran Statistika di Sekolah Dasar

January 2024

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44 Reads

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1 Citation

Jurnal Basicedu

Pendidikan merupakan faktor penting dalam pembentukan karakter generasi masa depan. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi (Kemendikbudristek) Indonesia telah meluncurkan inovasi berupa penggunaan platform digital dalam pendidikan, seperti Platform Merdeka Mengajar (PMM). Platform Merdeka Mengajar dapat berfungsi sebagai sarana untuk kolaborasi dan berbagi antar guru. Penggunaan platform digital untuk pembelajaran Matematika di Sekolah Dasar (SD) sangat dibutuhkan. Salah satu inovasi yang diluncurkan pemerintah adalah Platform Merdeka Mengajar (PMM). Tujuan dari penelitian ini adalah untuk mengetahui pemanfaatan fitur Asesmen Murid dalam PMM pada pembelajaran Matematika materi statistika tentang data dan ketidakpastian di SDIT Ar-Risalah Surakarta. Penelitian ini menggunakan metode deskriptif kualitatif. Hasil yang diperoleh dalam penelitian ini menunjukkan bahwa (1) Pemanfaatan fitur asesmen murid pada PMM dapat membantu pelaksanaan asesmen pembelajaran Matematika pada materi statistika (2) Fitur asesmen murid dalam PMM memudahkan guru untuk menganalisis pembelajaran dan memetakan kemampuan peserta didik agar dapat dimanfaatkan untuk merencanakan pembelajaran selanjutnya yang lebih baik


Citations (25)


... "Development and Usability Testing of a Virtual Reality Game for Learning Computational Thinking ", by Sukirman et al. [2], evaluates usability of a VR game, CT Saber, designed explicitly for learning computational thinking (CT). A pilot testing was carried out involving 36 participants of computer science students, employing the USE Questionnaire framework. ...

Reference:

Editorial, Vol. 11, No. 3
Development and Usability Testing of a Virtual Reality Game for Learning Computational Thinking

International Journal of Serious Games

... У той час як вчителі інформатики часто використовують технології як невід'ємну частину своєї професійної діяльності, вчителі фізики можуть використовувати технології стратегічно для досягнення конкретних навчальних цілей. Наприклад, дослідження [17] демонструє використання інтерактивних симуляцій у фізичній освіті. Цей підхід є економічно ефективною альтернативою реальним експериментам, особливо в умовах дефіциту (2) Аналіз залученості здобувачів освіти У дослідженні «COVID-19 та онлайн-навчання: фактори, що впливають на академічну успішність студентів на першому курсі курсів комп'ютерного програмування у вищій освіті» [11] висвітлено проблеми, з якими стикаються студенти під час пандемії COVID-19. ...

The Effect of Virtual Reality Gaming on Developing Computational Thinking Skills

Indonesian Journal of Computer Science

... Student's difficulties in solving math story problems cause students to easily make mistakes in solving math story problems. This can be seen in a study conducted by [7] which showed that elementary school students' errors in solving mathematics story problems lie in errors in understanding concepts and converting story problems into mathematical models, causing students to also be wrong in the calculation process. Then, a study by [8] also showed that elementary school students' errors in solving mathematics story problems, including 1) concept errors occur because students misunderstand the concept of fractions worth; 2) principle errors occur due to student errors in using the concept of fraction multiplication in fraction division; and 3) carelessness errors occur due to student errors in calculating both addition, multiplication, and division. ...

ANALISIS KESALAHAN DALAM MENYELESAIKAN SOAL CERITA MATEMATIKA SISWA KELAS V SD
  • Citing Article
  • June 2023

AKSIOMA Jurnal Program Studi Pendidikan Matematika

... MIT, unlike the conventional thoughts of cognitive psychologists, adds the perspective that learners are better supported in their retention of knowledge and skills if instructions are presented in various ways that meet the learning pace and respective proclivities [18]. Studies locally and abroad reported the appealing results multiple intelligences as a tool to enhance reading motivation and various aspects of language [19]- [21]. The previous studies illustrated strategies fetched from MIT provide unlimited techniques to enhance novelty in instruction that enhance motivation. ...

The effectiveness of the STEMDISLEARN module in improving students’ critical thinking skills in the differential equations course

... Huda et al, (2021) stated that problem solving activities are closely related to metacognition. This is in line with (Aulia et al , 2023) that a person's success in solving mathematical problems depends heavily on their awareness of the information known in the problem, what is being asked, and how the solution plan is implemented. This awareness is called metacognition, which involves metacognitive activities that enable individuals to understand and manage their own problem-solving process. ...

Analisis Profil Metakognisi Siswa dalam Pemecahan Masalah Matematis Ditinjau dari Gender pada Pembelajaran Matematika

Jurnal Cendekia Jurnal Pendidikan Matematika

... WhatsApp has a greater impact than other platforms when it comes to teaching GeoGebra using the Flipped Classroom approach due to several key factors that encourage student participation, accessibility, and teamwork. As the most widely used instant messaging application, WhatsApp has become a very familiar and easyto-use communication tool for many users, especially in areas with less than optimal technological infrastructure (Mustar & Nashihuddin, 2020;Yudianto & Murtiyasa, 2021). It allows students to connect with preprovided learning materials, analyze learning outcomes using GeoGebra and discuss questions or problems informally with teachers and/or peers through text messages, voice notes and video recording. ...

Penggunaan Aplikasi Whatsapp untuk Pembelajaran

Jurnal Sosial Teknologi

... be achieved through the use of e-modules. Modules, which are text-based learning materials, serve as supplementary resources to enhance student learning (Rejeki et al., 2023;Rismayanti et al., 2022). Previously printed modules can now be transformed into electronic versions known as e-modules. ...

An Integrated RME and PIL Mathematics Module for Technical Vocational High School Learning: A Need Analysis

European Journal of Education and Pedagogy

... In the following step, the subject applies the previously created plan to tackle the problem. In order to confirm the outcomes, the subject reexamines them in the final step (Murtiyasa & Wulandari, 2022). ...

Problem Solving Ability According to Polya on System of Linear Equations in Two Variables Based on Student Learning Styles

Jurnal Didaktik Matematika

... Matematika menjadi salah satu ilmu yang dibutuhkan individu untuk keberlangsungan hidup. Matematika merupakan salah satu pengetahuan yang dibutuhkan seseorang untuk belajar mulai dari yang sederhana ketingkat yang lebih tinggi (Murtiyasa & Wulandari, 2020). Banyak keterampilan yang diajarkan dalam pembelajaran matematika (Purba et al., 2022). ...

ANALISIS KESALAHAN SISWA MATERI BILANGAN PECAHAN BERDASARKAN TEORI NEWMAN
  • Citing Article
  • September 2020

AKSIOMA Jurnal Program Studi Pendidikan Matematika

... Kamid et al. (2020) categorized mathematical communication abilities by gender, while this study classifies them into high, medium, and low categories. Elfareta & Murtiyasa (2022) analyzed these abilities in the context of two-variable linear equations using Bruner's theoretical framework. In contrast, the present study focuses on mathematical communication skills within the context of anyaman purun (South Kalimantan weaving) and one-variable linear equations and inequalities. ...

ANALISIS KEMAMPUAN KOMUNIKASI MATEMATIS MATERI SISTEM PERSAMAAN LINEAR DUA VARIABEL DENGAN PENERAPAN TEORI BRUNER

AKSIOMA Jurnal Program Studi Pendidikan Matematika