Persepsi Siswa terhadap Penggunaan Teknologi dalam Pembelajaran Matematika
Abstract
Technology is something that can help people worldwide as a means to facilitate education. This study employed a qualitative approach with a descriptive method. The research population consisted of students from grades X, XI, and XII at SMA Negeri 1 Kandis, with a sample of three students from each grade. Data were collected through questionnaires and interviews. The interviews aimed to explore students’ perceptions of the use of technology in mathematics learning at SMA Negeri 1 Kandis, specifically through chat and voice notes (VN) on the WhatsApp application. The interview results were described based on the perception factors applied in this study. The findings showed that the percentage of technology use in mathematics learning was as follows: sometimes 56%, often 28%, always 12%, and never 4%. Thus, it can be concluded that the use of technology in mathematics learning is still very low.
Keywords
Full Text:
PDFReferences
Adrian, Q. J., & Apriyanti, A. (2019). Game Edukasi Pembelajaran Matematika Untuk Anak SD Kelas 1 Dan 2 Berbasis Android. Jurnal Teknoinfo, 13(1), 51. https://doi.org/10.33365/jti.v13i1.159
Aimuflihah. (2021). Meningkatkan Motivasi Dan Hasil Belajar Siswa Melalui Model Pembelajaran Index Card Match Pada Pelajaran Matematika. Jurnal Pendidikan Indonesia, 2(01), 152–160. https://doi.org/10.59141/japendi.v2i01.86
Ayu, G., Mitha, P., Dewi, K., Luh, N., Ning, P., & Putri, S. (2020). Aplikasi Augmented Reality Pada Buku Cerita Bilingual “ the Shrimp and the Crab .” Paedagoria : Jurnal Kajian, Penelitian Dan Pengembangan Kependidikan, 11(2), 163–171. http://journal.ummat.ac.id/index.php/paedagoria Prefix
Dahlia, S., Hotmaulina, S., & Erni, M. (2021). Peran Guru Penggerak dalam Pendidikan Merdeka Belajar di Kubu Raya. Jurnal Pendidikan Indonesia, 14(2), 88–99. https://doi.org/10.36418/japendi.v3i4.667
Fitri, M., Tubagus, M., Anastasia, L., Arie, R., Syahroni, W., & Mardiana, A. (2022). Gamifikasi (Gamification) Konsep dan Penerapan. Journal Of Information Technology And Computer Science, 7(1), 219–228.
Hardiyana, A. (2016). Optimalisasi Pemanfaatan Teknologi Informasi Dan Komunikasi Dalam Pembelajaran Paud. 1–12.
Hendrawan, G. B., & Marlina, R. (2022). Persepsi Siswa Terhadap Penggunaan Game Edukasi Digital Pada Pembelajaran Matematika. JPMI (Jurnal Pembelajaran Matematika Inovatif), 5(2), 395. https://doi.org/10.22460/jpmi.v5i2.10288
Jupri, A. (2017). From geometry to algebra and vice versa: Realistic mathematics education principles for analyzing geometry tasks. 1830(1). https://doi.org/https://doi.org/10.1063/1.4980938
Kartika, I. G. B. (2023). Teachers’ and Students’ Perception of Animation Video by Animaker in Blended Learning. International Journal of English Education and Linguistics (IJoEEL), 5(1), 109–119. https://doi.org/10.33650/ijoeel.v5i1.5483
Kemuda, N. M. G. A. A., & Yasa, I. G. B. K. (2024). Persepsi Siswa Terhadap Penggunaan Video Animasi Berbasis Doratoon. Prima Magistra: Jurnal Ilmiah Kependidikan, 5(1), 8–16. https://doi.org/10.37478/jpm.v5i1.3169
Maharani, M., Supriadi, N., & Widiyastuti, R. (2018). Media Pembelajaran Matematika Berbasis Kartun untuk Menurunkan Kecemasan Siswa. Desimal: Jurnal Matematika, 1(1), 101. https://doi.org/10.24042/djm.v1i1.2036
Pasehah, A. M., Firmansyah, D., & Adirakasiwi, A. G. (2020). Persepsi Siswa SMA Terhadap Materi Pembelajaran Matematika Secara Online. Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika, 8(2), 109–130. https://doi.org/10.25139/smj.v8i2.2903
Rizky, U., Setia, Wardana, Y., Aries, D. (2019). Analisis Kesulitan Belajar Matematika Dalam Menyelesaikan Soal. Jurnal Pendidikan Dasar Flobamorata, 4(1), 421–423. https://doi.org/10.51494/jpdf.v4i1.845
Sari, S. P., Widodo, J., & Tiara, T. (2023). Persepsi Siswa terhadap Pembelajaran Daring (Studi Kasus pada Siswa Kelas X SMA Negeri 2 Bondowoso). Jurnal Pendidikan Ekonomi Undiksha, 15(1), 84–91. https://doi.org/10.23887/jjpe.v15i1.57501
Schwab, K. (2016). https://www.weforum.org/stories/2016/01/the-fourth-industrial-revolution-what-it-means-and-how-to-respond/. https://www.weforum.org/stories/2016/01/the-fourth-industrial-revolution-what-it-means-and-how-to-respond/
Siregar & Restati. (2017). Persepsi Siswa Pada Pelajaran Matematika: Studi Pendahuluan Pada Siswa yang Menyenangi Game. Prosiding Temu Ilmiah X Ikatan Psikologi Perkembangan Indonesia, 224–232.
Suminar, D. (2019). Penerapan Teknologi Sebagai Media Pembelajaran Pada Mata Pelajaran Sosiologi. Prosiding Seminar Nasional Pendidikan FKIP, 2(1), 774–783. https://jurnal.untirta.ac.id/index.php/psnp/article/viewFile/5886/4220
DOI: https://doi.org/10.32502/jp2m.v9i1.10361
EDITORIAL OFFICE
Program Studi Pendidikan Matematika
Fakultas Keguruan dan Ilmu Pendidikan
Universitas Muhammadiyah Palembang
Jl. Jend. A. Yani 13 Ulu Palembang 30263
Email: jp2mump@gmail.com
OJS: http://http://jurnal.um-palembang.ac.id/jpmatematika
JURNAL PENELITIAN PENDIDIKAN MATEMATIKA by http://jurnal.um-palembang.ac.id/index.php/jpmatematika is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
INDEXED By :