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Pelatihan Pengembangan Perangkat Pembelajaran Berbasis Kurikulum Merdeka melalui Model PjBL pada Guru MGMP SMA se-Kota Tasikmalaya Apiati, Vepi; Heryani, Yeni; Hermanto, Redi; Muzdalipah, Ipah
Catimore: Jurnal Pengabdian Kepada Masyarakat Vol 3 No 1 (2024): Catimore: Jurnal Pengabdian kepada Masyarakat
Publisher : LSM Catimore dan Sahabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56921/cpkm.v3i1.158

Abstract

Activities for implementing the Community Service Program Featured Study Program Scheme (PbM-PUPS) by the Mathematics Education Department towards the High School Mathematics MGMP which is implemented in the form of "Workshop: Development of Independent Curriculum Based Learning Tools Through the PJBL Model for High School Mathematics MGMP Teachers throughout the City of Tasikmalaya", provide benefits and convenience for teachers in compiling teaching materials, Student Worksheets, and evaluation tools that will be used in learning, provide opportunities for mathematics teachers to gather, discuss, and share their experiences and knowledge in teaching mathematics and discuss changes or development of the independent curriculum, and discussing how to implement this curriculum well and effectively in mathematics learning in the classroom.
HOW MINIMUM COMPETENCY–ORIENTED GEOMETRY INSTRUCTION SUPPORTS STUDENTS’ MATHEMATICAL LITERACY: INSIGHTS FROM A DESIGN-BASED STUDY Muzdalipah, Ipah; Hidayat, Edi; Rustina, Ratna; Kurniasih, Dwi
Journal of Authentic Research on Mathematics Education (JARME) Vol 8, No 1 (2026)
Publisher : Program Studi Magister Pendidikan Matematika, Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jarme.v8i1.17868

Abstract

This study aimed to develop Minimum Competency Assessment (MCA)-based geometry instructional materials to support junior high school students’ mathematical literacy, particularly in the formulate–employ–interpret process. The research employed a Research and Development (RD) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The analysis stage revealed learning gaps, including the dominance of procedural approaches, limited use of visual and contextual media, and students’ difficulties in interpreting contextual geometry problems. The instructional materials were developed with contextual introductions, concept visualizations, AKM-based tasks, reflection activities, and geometric nets. Product validity was assessed by a content expert and a media expert, covering content and objective quality, instructional quality, and technical quality, with an average score of 74.3% (valid category). Practicality testing involving 25 eighth-grade students showed percentages ranging from 77% to 79%, indicating that the instructional materials are feasible and practical for classroom use. Further studies are recommended to examine effectiveness through experimental designs and to expand the development of interactive media. Copyright © 2021University of Siliwangi. All rights reserved.
PENGEMBANGAN PERANGKAT PEMBELAJARAN CASE BASED LEARNING DENGAN MEDIA KOMIK DIGITAL rustina, ratna; Muzdalipah, Ipah; Hidayat, Edi
JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Vol 10, No 1 (2024)
Publisher : Program Studi Pendidikan Matematika, FKIP, Universitas Siliwangi, Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jp3m.v10i1.18029

Abstract

This study aims to develop a mathematics learning device based on Case Based Learning (CBL) integrated with digital comics media for the topic of Systems of Linear Equations in Two Variables (SPLDV) for junior high school students. The method used is Research and Development (RD) with the ADDIE model, encompassing analysis, design, development, implementation, and evaluation stages. Validation involved subject matter experts, media experts, and limited trials with students. The results show that the developed learning device is highly feasible, with an average validation score of 89.2%. The use of digital comics media based on CBL significantly increases students' motivation and conceptual understanding of mathematics, as evidenced by a 24.2% increase in the average SPLDV conceptual understanding score. In conclusion, the integration of the CBL model and digital comics is effective in supporting contextual, innovative, and adaptive mathematics learning in the digital eraKeywords:    Case Based Learning; digital comics; conceptual understanding; mathematics education; instructional innovation.