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METAANALISIS PENGARUH MODEL COOPERATIVE LEARNING TERHADAP HASIL BELAJAR MATEMATIKA SISWA Irfah, Auli; Kobandaha, Putri Ekawaty
ELIPS: Jurnal Pendidikan Matematika Vol 5 No 1 (2024): ELIPS, Maret 2024
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47650/elips.v5i1.1367

Abstract

Tujuan penelitian ini adalah untuk merangkum hasil penelitian mengenai pengaruh model cooperative learning terhadap hasil belajar matematika siswa dengan mencari nilai effect size dari setiap artikel, tipe model cooperative learning yang memiliki effect size terbesar, dan pengaruhnya terhadap hasil belajar matematika siswa. Jumlah sampel sebanyak 30 artikel yang dipilih dengan teknik purposive sampling. Penelitian ini adalah jenis penelitian kuantitatif yang menggunakan metaanalisis untuk menentukan besar effect size dan membandingkan rata-rata nilai effect size pada setiap artikel. Dari 30 artikel yang menjadi sampel, ditemukan sebesar 0,74 yang berarti bahwa penggunaan model cooperative learning pada 30 artikel sampel berpengaruh sebesar 27,04% terhadap hasil belajar matematika siswa. Tipe cooperative learning dengan effect size terbesar adalah tipe Make a Match dengan pengaruh sebesar 44,74%. Materi ajar yang menggunakan model cooperative learning dengan pengaruh terbesar adalah materi bilangan bulat. Selanjutnya, jenjang pendidikan yang menggunakan model cooperative learning yang menghasilkan pengaruh terbesar adalah pada jenjang SD/sederajat.
STUDI ETNOMATEMATIKA PADA KUE TRADISIONAL SUKU BUGIS Irfah, Auli
ELIPS: Jurnal Pendidikan Matematika Vol 5 No 1 (2024): ELIPS, Maret 2024
Publisher : Universitas Pancasakti

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

Abstract

Indonesia terdiri atas beragam suku bangsa dengan budaya dan tradisinya masing-masing, salah satunya adalah suku Bugis. Suku Bugis memiliki warisan kue tradisional yang tidak hanya mengandung nilai-nilai kuliner, tetapi juga mengandung nilai matematis diantaranya yaitu pola geometri yang terkandung dalam desainnya. Oleh karenanya, peneliti tertarik untuk melakukan studi etnomatematika yang bertujuan untuk mengkaji dari aspek matematis khususnya pada bentuk geometri dari bentuk kue tradisional suku Bugis. Penelitian ini merupakan jenis penelitian kualitatif eksploratif dengan pendekatan etnografi. Data diperoleh dari penelusuran literatur. Kue tradisional yang dimaksud yaitu kue bolu peca, kue barongko, kue cangkone, kue onde-onde, kue bolu cukke, dan kue bannang-bannang. Diperoleh hasil bahwa kue tradisional suku Bugis mengandung nilai matematis. Bentuk geometris dari kue bolu peca berupa bentuk bangun ruang sisi datar yaitu balok. Kue barongko berbentuk prisma segitiga. Serta kue cangkone yang berbentuk limas segiempat. Selanjutnya, pada kue onde-onde berbentuk bangun ruang sisi lengkung yaitu bola. Kue bolu cukke berbentuk setengah bola. Terakhir, kue bannang-bannang berbentuk tabung. Jadi, kue tradisional suku Bugis ini dapat dijadikan sebagai contoh benda konkrit dalam pembelajaran geometri khususnya pada materi bangun ruang. Selain mengajarkan mengenai konsep geometri pada pembelajaran matematika, juga dapat menambah wawasan siswa mengenai kue tradisional suku Bugis.
The Implementation of Canva-Assisted Team Games Tournament Model to Improve Students’ Mathematics Learning Outcomes Dani, Sesliyanti; Abdullah, Abdul Wahab; Irfah, Auli
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING Vol. 9 No. 1 (2026): VOLUME 9 NUMBER 1, MARCH 2026
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jiml.v9i1.30450

Abstract

This study aims to improve students' mathematics learning outcomes on sequences and series material through the Teams Games Tournament (TGT) cooperative model assisted by Canva. The research involved 21 students from class X-A at SMA Negeri 1 Pinolosian during the 2024-2025 academic year. Using Classroom Action Research (CAR) conducted in two cycles, each stage included planning, acting, observing, and reflecting. The results showed significant improvements in both process and output. Teacher activity progressed from 'Fair' (C) in Cycle I to 'Good' (B) or 'Excellent' (SB) in Cycle II. Similarly, student activity improved from the 'Fair' category to 'Excellent' as enthusiasm and collaboration increased through Canva’s visual media and healthy competition. Most notably, students' classical mastery jumped from only 43% in Cycle I to 90% in Cycle II, successfully surpassing the 80% success indicator. The integration of Canva helped visualize abstract concepts, while the TGT tournament element effectively boosted student motivation and teamwork. It can be concluded that the TGT model assisted by Canva is an effective strategy to enhance mathematics learning outcomes for tenth-grade students.
Ethnomathematics of the Congklak Game: A Systematic Review of Mathematical Concepts and Their Implementation in Learning Irfah, Auli; Nugraha, Yuda Satria; Damayanti, Taulia
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING Vol. 9 No. 1 (2026): VOLUME 9 NUMBER 1, MARCH 2026
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jiml.v9i1.30390

Abstract

Ethnomathematics in mathematics education seeks to bridge abstract mathematical concepts with students’ cultural experiences, thereby enhancing the relevance and meaningfulness of learning. Traditional games represent a valuable cultural resource for contextualizing mathematics, and the Indonesian game congklak is widely recognized for embedding rich mathematical ideas within its structure and gameplay. This study aims to systematically review the mathematical concepts present in the congklak game and examine their implementation in mathematics education. A qualitative systematic literature review was conducted using articles retrieved from the Google Scholar database. The search applied specific keywords related to ethnomathematics, congklak, and mathematics education, with clearly defined inclusion and exclusion criteria. Ten peer-reviewed articles published between 2019 and 2024 were selected and analyzed through data reduction, organization, and synthesis. The findings show that congklak incorporates multiple mathematical concepts, including counting and number sequencing, arithmetic operations (addition, subtraction, multiplication, and division), geometry (plane figures, solid figures, and reflection), linear equations in one variable, and basic profit-and-loss concepts. The reviewed studies also report positive effects on students’ conceptual understanding, learning motivation, engagement, and critical thinking skills. In conclusion, congklak serves as an effective ethnomathematical learning medium that supports meaningful and contextual mathematics instruction while also contributing to cultural preservation and strengthening students’ awareness of mathematics in everyday life.
Enhancing Students’ Mathematical Concept Understanding Ability through Augmented Reality Based Learning Media Fitriyanti S. Lameo; Tedy Machmud; Auli Irfah
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING Vol. 9 No. 2 (2026): VOLUME 9 NUMBER 2, JUNE 2026
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jiml.v9i2.31041

Abstract

The mathematical concept understanding ability of eighth-grade students at SMP Negeri 1 Botupingge on cube and block topics remains low, with daily average scores only reaching 28.57% over the past three years due to monotonous conventional learning and a lack of interactive media. The use of Augmented Reality (AR)-based media is proposed as an innovative solution to visualize 3D objects more concretely.​ This study aims to improve the mathematical concept understanding ability of class VIII-C students through the implementation of AR-based learning media on cube and block materials. This Classroom Action Research (CAR) using the Kemmis and McTaggart model was conducted with 24 students from the 2025/2026 academic year at SMP Negeri 1 Botupingge in September 2025. Data collection techniques included observations of teacher and student activities as well as concept understanding tests, conducted over two cycles (planning, implementation, observation, reflection). The AR media enabled student interaction with 3D cube and block models via a mobile application. Data analysis employed average percentage formulas for observation scores and learning completeness (KKM 75).​ Cycle I results showed concept understanding at 59.68%, teacher activities at 72.53%, and student activities at 64.62%, all below the 80% success indicator. After improvements in Cycle II, significant increases were observed to 83.3% (concept understanding), 96.07% (teacher activities), and 97.7% (student activities), with 20 out of 24 students (83.3%) achieving KKM completeness.​ In conclusion, AR-based learning media effectively enhances students' mathematical concept understanding. This improvement is supported by more interactive learning activities and optimal teacher management.
Pengaruh Penerapan Model Pembelajaran Berbantuan Media Articulate Storyline terhadap Kemampuan Penalaran Matematis Siswa di SMP Negeri 1 Bone Melisya A. Putri Kobidon; Syamsu Qamar Badu; Auli Irfah
JURNAL RISET RUMPUN MATEMATIKA DAN ILMU PENGETAHUAN ALAM Vol. 5 No. 1 (2026): April : JURRIMIPA: Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrimipa.v5i1.9223

Abstract

This study aimed to determine the effect of implementing an Articulate Storyline-assisted learning model on students’ mathematical reasoning abilities at SMP Negeri 1 Bone. Mathematical reasoning ability is an important aspect of mathematics learning that needs to be developed to help students understand, analyze, and solve mathematical problems logically. This research employed a quasi-experimental method using a post-test only control group design. The population consisted of all seventh-grade students at SMP Negeri 1 Bone, with Class VII A serving as the control group and Class VII B as the experimental group. The experimental group was taught using the Numbered Heads Together (NHT) cooperative learning model assisted by Articulate Storyline media, while the control group received instruction through the NHT cooperative learning model assisted by PowerPoint (PPT). Data were analyzed using an independent samples t-test. The results showed a significance value of 0.022 (< 0.05), indicating that H₀ was rejected. These findings suggest that the implementation of the Articulate Storyline-assisted learning model significantly affected students’ mathematical reasoning abilities. Furthermore, the effect size calculated using Cohen’s d was 0.748, indicating a large effect. Therefore, Articulate Storyline media can be considered an effective alternative for supporting mathematics learning.
Pengembangan Media Pembelajaran Berbasis Aplikasi Fun Math pada Materi Kekongruenan pada Segi Empat di Kelas VIII SMP Negeri 7 Telaga Biru Gusti Ngurah Satria; Nursiya Bito; Auli Irfah
JURNAL MathEdu (Mathematic Education Journal) Vol 9 No 2 (2026): JURNAL MathEdu (Mathematic Education Journal) Juli 2026
Publisher : Program Studi Pendidikan Matematika Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/mathedu.v9i2.8195

Abstract

This research aims to develop mathematics learning media based on the Fun Math application on congruence material in quadrangles for class VIII SMP students. The Fun Math application was chosen because it follows student developments in the current technological era and its ability to present visual and interactive content. This research uses a 4-D development model which is simplified to 3-D including the stages of definition (Define), design (Design), and development (Develop). The instruments used in this research were expert validation sheets to measure the validity of the teaching materials being developed, readability test sheets, student response questionnaires, and teacher response questionnaires to measure the practicality of the teaching materials. The research results show that the learning media developed has met the validity criteria. Through validation by media experts and material experts, this media was declared suitable for use with several improvements, and the results of the revision were proven to be very feasible through a readability test of 95.36% and from the teacher response questionnaire, namely 93.3% (very practical). Apart from that, student responses to this learning media reached 98.75% (very practical). Based on the results of this research, it was concluded that the learning media, namely the Fun Math application, was valid and suitable for use in mathematics learning, especially in the material of congruence in quadrilaterals.
KREASI SENAM CERIA PADA TAMAN KANAK-KANAK (Meningkatkan Keterampilan Motorik Kasar Anak Usia Dini Berbasis Gerak dan Lagu) Subhan Subhan; Auli Irfah
Tunas Cendekia : Jurnal Program Studi Pendidikan Anak Usia Dini Vol. 2 No. 2 (2019): Tunas Cendekia : Jurnal Program Studi Pendidikan Anak Usia Dini
Publisher : Universitas Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/cendekia.v2i2.1210

Abstract

Penelitian ini dilatarbelakangi oleh fakta bahwa 7 dari 10 anak (70%) dalam kegiatan senam pagi di TK Jumnih terlihat malas bergerak, gerakan tidak teratur dan tidak mampu dengan sempurna mengikuti gerakan percontohan dari instruktor senam (guru). Peneliti melalui penelitian ini berupaya membenahi hal tersebut sekaligus melakukan peningkatan keterampilan motorik kasar melalui modifikasi senam yaitu “senam ceria”. Peneliti melalui model Penelitian Tindakan Kelas (PTK) berhasil melakukan peningkatan keterampilan motorik kasar anak melalui senam ceria. Mean (rata-rata) skor dari keterampilan motorik kasar anak yang berhasil dihimpun dan dianalisis pada di siklus I sebesar 7,2 kategori belum mampu bergerak dan meningkat menjadi 18,25 dengan kategori mampu bergerak dengan baik pada siklus II. Hal ini turut meningkatkan keaktifan siswa dalam kegiatan pemberian tindakan berupa senam ceria dari skor awal sebesar 27%  di siklus I dan 97 % pada siklus II. Dengan demikian dapat disimpulkan bahwa penerapan senam ceria mampu meningkatkan keterampilan motorik halus pada anak kelompok B TK Jumnih Kota Palopo.
Pengaruh Penerapan Media Pembelajaran Etnomatematika Berbasis Mobile terhadap Hasil Belajar Matematika Siswa SMP pada Materi Bangun Datar Sri Purwandaningsih Waluya; Evi P. Hulukati; Auli Irfah
JURNAL RISET RUMPUN MATEMATIKA DAN ILMU PENGETAHUAN ALAM Vol. 5 No. 2 (2026): Agustus : JURRIMIPA: Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrimipa.v5i2.9773

Abstract

Mathematics is frequently regarded as a demanding discipline due to its abstract concepts, which are hard for students to grasp visually. Therefore, the implementation of proper learning media is necessary to help students build a deeper understanding of abstract mathematical concepts, particularly in quadrilaterals, enabling these concepts to be comprehended more concretely. The present study seeks to examine the effect of mobile-based ethnomathematics learning media on students' mathematics achievement in the topic of plane figures at SMP Negeri 1 Botupingge. A quasi-experimental approach using a Pre-test–Post-test Control Group Design was applied, with 38 students as the research sample, consisting of class VII C assigned the experimental group and class VII A allocated to the control group, identified through a cluster random sampling approach. The experimental group utilized mobile-based ethnomathematics media combined with the Problem Based Learning (PBL) model, whereas the control group used PowerPoint media with the same PBL model. Data was carried out by administering pre-tests and post-tests in essay form to assess students' mathematics achievement on quadrilaterals. The findings reveal that mobile-based ethnomathematics learning media significantly improves students' mathematics achievement, making learning more relevant to students' local life and culture.
Pengaruh Model Problem Based Learning (PBL) Berbasis Microsite S.id terhadap Hasil Belajar pada Materi Sistem Persamaan Linear Dua Variabel (SPLDV) Tria Meylita Lomamay; Evi Hulukati; Auli Irfah
JURNAL RISET RUMPUN MATEMATIKA DAN ILMU PENGETAHUAN ALAM Vol. 5 No. 2 (2026): Agustus : JURRIMIPA: Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrimipa.v5i2.9867

Abstract

This study aimed to examine the effect of implementing the Problem-Based Learning (PBL) model integrated with the Microsite S.id platform on students' mathematics learning outcomes in the topic of Systems of Linear Equations in Two Variables (SPLDV) among ninth-grade students at SMP Negeri 1 Botupingge. The study was motivated by students' low understanding of linear equation concepts, the continued use of conventional teaching methods, and the limited utilization of interactive digital learning media. A quantitative approach was employed using a quasi-experimental method with a Pretest–Posttest Control Group Design. The sample consisted of an experimental class that received PBL supported by Microsite S.id and a control class that received PBL supported by Microsoft PowerPoint. Data were collected through pretests and posttests and analyzed using the Independent Samples t-test and effect size analysis. The results indicated that the calculated t-value (8.0131) was higher than the critical t-table value (1.688), demonstrating a statistically significant difference between the two groups. Furthermore, the effect size value of 2.6025 indicated a very large practical effect. These findings suggest that the Problem-Based Learning model integrated with Microsite S.id is more effective in improving students' mathematics learning outcomes than PBL supported by Microsoft PowerPoint while promoting more interactive, contextual, and problem-solving-oriented learning experiences.