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Integrated Non-Digital Media Innovation ‘Space Capsule’ to Train Spatial Visualization Skills in Solid Geometry for Students Hilma Alia; Lisnani Lisnani; Hesti Widyawati; Justin Walker; Riza Haikal Azhar
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3551

Abstract

Tujuan penelitian ini menghasilkan media pembelajaran non-digital terintegrasi bernama "Kapsul Ruang" untuk melatih kemampuan visualisasi spasial materi bangun ruang siswa SMP. Studi ini dirancang menggunakan pendekatan model 4D, yang mencakup fase Define, Design, Develop, dan Disseminate yang melibatkan validator ahli materi dan media, serta siswa SMP sebagai subjek uji coba melalui tahapan one-to-one, small group, dan field test. Informasi dikumpulkan serta dievaluasi berdasarkan standar validitas, kegunaan praktis, dan dampak efektif dari bahan ajar non-digital yang sedang dalam proses pembuatan. Media non digital terbukti memiliki tingkat kevalidan 85% dengan kategori sangat valid, kepraktisan tinggi dengan persentase 89,3%, dan efektif meningkatkan pemahaman konsep geometri tiga dimensi, terutama bagi sekolah dengan keterbatasan akses teknologi digital. Media non digital ini berimplikasi bagi pembelajaran matematika sebagai sepaket media pembelajaran dengan integrasi pendekatan visual, manipulatif, dan game-based learning sehingga yang memberikan alternatif solusi praktis yang responsif. The purpose of this study is to produce an integrated non-digital learning media called "Space Capsule" to train the spatial visualization ability of junior high school students' spatial geometry material. The study was crafted using the 4D development framework, which includes the stages of Define, Design, Develop, and Disseminate used by involving expert validators of material and media, as well as junior high school students as trial subjects through one-to-one, small group, and field test stages. Information was gathered and evaluated based on the standards of validity, practicality, and effectiveness for the non-digital media currently in development. Non-digital media is proven to have a validity level of 85% with a very valid category, high practicality with a percentage of 89.3%, and is effective in increasing the understanding of three-dimensional geometry concepts, especially for schools with limited access to digital technology. This non-digital media has implications for mathematics learning as a package of learning media with an integration of visual, manipulative, and game-based learning approaches, thus providing alternative responsive practical solutions.
Dunia Geometri 3D: Developing an AR-Integrated Website to Enhance Students' Conceptual Understanding of Spatial Geometry Mazia Azizah; Lisnani Lisnani; Hilma Alia; Muhammed Rizwan; Ana Renanda
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3552

Abstract

Penelitian ini mengembangkan media pembelajaran berbasis website terintegrasi multimedia interaktif untuk materi bangun ruang menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan subjek penelitian siswa SMP kelas VII yang berjumlah 34 orang. Instrumen penelitian mencakup angket dan tes. Teknik analisa data berdasarkan analisis kevalidan, kepraktisan, dan keefektifan media yang dikembangkan. Website "Dunia Geometri 3D" mengintegrasikan visualisasi 3D, video pembelajaran, pameran virtual AR Step, quiz interaktif Google Form, dan game edukatif Wordwall. Hasil penelitian ini yaitu media pembelajaran berbasis website terintegrasi multimedia interaktif untuk materi bangun ruang yang valid, praktis, dan efektif. Analisis peningkatan pemahaman konsep menggunakan uji N-Gain menunjukkan skor 0,45 dengan kategori sedang, mengindikasikan bahwa media pembelajaran ini efektif meningkatkan pemahaman konsep geometri ruang siswa secara signifikan. Media pembelajaran ini berkontribusi terhadap transformasi pembelajaran geometri di era digital dengan memfasilitasi literasi digital dan pembelajaran mandiri abad 21. This study developed a website-based learning media integrated with interactive multimedia for spatial geometry material using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model with 34 seventh-grade junior high school students as research subjects. The research instruments included questionnaires and tests. Data analysis techniques were based on the analysis of the validity, practicality, and effectiveness of the developed media. The "Dunia Geometry 3D" website integrates 3D visualization, learning videos, AR Step virtual exhibitions, interactive Google Form quizzes, and Wordwall educational games. The results of this study are website-based learning media integrated with interactive multimedia for spatial geometry material that is valid, practical, and effective. Analysis of the increase in conceptual understanding using the N-Gain test showed a score of 0.45 in the moderate category, indicating that this learning media is effective in significantly improving students' understanding of spatial geometry concepts. This learning media contributes to the transformation of geometry learning in the digital era by facilitating digital literacy and independent learning in the 21st century.
Application of the Hungarian Method in Workforce Scheduling Optimization at the Magetan Dynamic Vegetable-Tanned Leather Sandal Industry Nafisyatul Azizah; Putri Amelia Hanifa; Revania Eka Putri Devitasari; Rizka Tri Wahyuni; Lisnani Lisnani; Sumarni Sumarni
JES-MAT: Jurnal Edukasi dan Sains Matematika Vol. 11 No. 2 (2025): Jurnal Edukasi dan Sains Matematika (JES-MAT)
Publisher : Program Studi Pendidikan Matematika Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jes-mat.v11i2.52

Abstract

Task allocation at the Dinamis Magetan vegetable-tanned leather sandal industry is currently handled flexibly, based on workers' general availability rather than a systematic evaluation of individual processing-time efficiency, creating a risk of inconsistent completion times across its five sequential production stages. Although the Hungarian Method has been widely applied to optimize labor assignment across various Indonesian MSME sectors, its application to traditional craft industries with a flexible, multi-skilled workforce — such as vegetable-tanned leather sandal production, where workers are trained to master every stage ("pinter kabeh") rather than remain fixed to one station — remains largely unexamined. This study addresses that gap through a descriptive quantitative case study involving five workers, selected via stratified random sampling to represent five main production units: Design and Pattern, Upper Production, Insole Production, Assembly, and Finishing. Processing-time data were collected through observation, interviews, and documentation, analyzed manually using the Hungarian Method, and verified using the POM-QM application for Windows. The results show that the optimal assignment places Worker 1 in Design and Pattern, Worker 2 in Upper Production, Worker 3 in Insole Production, Worker 4 in Assembly, and Worker 5 in Finishing, yielding a minimum total processing time of 73 minutes per production cycle — a result consistent between manual and software calculations, and closely matching the factory's actual reported daily output. These findings indicate that, for this case, the Hungarian Method can be applied accurately and consistently to obtain an optimal assignment solution, offering craft-based MSMEs a low-cost, evidence-based reference point for workforce allocation decisions that can be adopted alongside their existing flexible rotation systems.