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Proses Berpikir Matematis Siswa Diskalkulia dalam Mengonstruksi Pengetahuan melalui Permainan Congklak Wullan Rahmadani; Kamid; Khairul Anwar
JIPM (Jurnal Ilmiah Pendidikan Matematika) Vol. 14 No. 2 (2026)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jipm.v14i2.22688

Abstract

Penelitian ini bertujuan untuk mengeksplorasi keterampilan proses berpikir matematis siswa sekolah dasar melalui aktivitas permainan tradisional congklak. Fokus utama penelitian adalah menganalisis bagaimana anak membangun dan menyesuaikan skema kognitifnya saat terlibat dalam permainan, berdasarkan teori perkembangan kognitif Piaget. Subjek penelitian terdiri dari dua siswa kelas 4 SD, yaitu Subjek 1 yang belum pernah bermain congklak sebelumnya dan Subjek 2 yang sudah memiliki pengalaman bermain. Penelitian ini menggunakan pendekatan kualitatif dengan metode observasi langsung, wawancara semi-terstruktur, dan analisis dokumen berupa lembar kerja siswa. Hasil penelitian menunjukkan bahwa S1 mengalami proses asimilasi secara bertahap—dimulai dari kebingungan awal, lalu membentuk pemahaman melalui pengamatan, perhitungan manual, hingga refleksi terhadap strategi yang digunakan. Sebaliknya, S2 mengalami hambatan dalam mengembangkan keterampilan proses seperti mengamati, mengklasifikasi, menghitung, membuat prediksi, dan mengomunikasikan hasil. Meskipun S2 telah memiliki pengalaman bermain sebelumnya, ia tidak menunjukkan kemampuan yang berkembang secara signifikan, baik dalam proses asimilasi maupun akomodasi. Hal ini mengindikasikan bahwa pengalaman bermain sebelumnya belum tentu berkontribusi pada pengembangan keterampilan berpikir matematis apabila tidak disertai dengan pendampingan kognitif yang memadai. Secara umum, hasil penelitian ini menegaskan bahwa permainan congklak dapat menjadi media edukatif yang efektif dalam menstimulasi proses berpikir matematis anak, asalkan didukung oleh strategi pembelajaran yang terarah dan adaptif terhadap kondisi kognitif masing-masing siswa.   This research aims to explore the mathematical thinking process skills of elementary school students through traditional congklak game activities. The main focus of the research is to analyze how children build and adjust their cognitive schemas while engaging in games, based on Piaget's theory of cognitive development. The research subjects consisted of two 4th grade elementary school students, namely Subject 1 (S1) who had never played congklak before and Subject 2 (S2) who already had experience playing. This study uses a qualitative approach with direct observation methods, semi-structured interviews, and document analysis in the form of student worksheets. The results of the study show that S1 undergoes a gradual assimilation process—starting from initial confusion, then forming understanding through observation, manual calculations, and reflection on the strategies used. In contrast, S2 experiences obstacles in developing process skills such as observing, classifying, calculating, making predictions, and communicating results. Although S2 has previous playing experience, he has not shown significantly developed abilities, either in the assimilation process or accommodation. This indicates that previous playing experience does not necessarily contribute to the development of mathematical thinking skills if it is not accompanied by adequate cognitive assistance. In general, the results of this study confirm that the game of congklak can be an effective educational medium in stimulating children's mathematical thinking process, as long as it is supported by a directed learning strategy that is adaptive to the cognitive condition of each student.
Mathematical Process Skills of Middle School Students under Direct Instruction and Ethnomathematics Lucy Astagina Putri; Kamid Kamid; Khairul Anwar
Journal of Mathematics Instruction, Social Research and Opinion Vol. 5 No. 1 (2026): March
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/misro.v5i1.1031

Abstract

Mathematics instruction at the junior high school level in Indonesia is often teacher-centred, which may limit the development of students’ mathematical process skills. This study investigates the impact of Direct Instruction and ethnomathematics-based Problem-Based Learning (PBL) on the mathematical process skills of seventh-grade students. A quantitative quasi-experimental design with a nonequivalent control group was employed, involving 64 students at SMP Negeri 7 Kota Jambi, divided into an experimental and a control group. Data were collected through pretests and posttests assessing skills such as observing, classifying, identifying relationships, calculating, and communicating mathematical ideas. Data analysis included descriptive statistics and the Mann–Whitney U test. The results revealed that students receiving ethnomathematics-based PBL exhibited greater improvement in mathematical process skills than their peers taught via Direct Instruction, indicating that integrating local cultural contexts within a PBL framework can enhance mathematical reasoning, problem-solving, and active engagement in learning.
Understanding Mathematical Story Problems in Students with Dyslexia In the Context of Artificial Intelligence Auliya Arnitasyari; Kamid Kamid; Khairul Anwar
Journal of General Education and Humanities Vol. 5 No. 1 (2026): February
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i1.846

Abstract

This study was driven by the challenges dyslexic students face in understanding mathematical word problems, stemming from decoding, language processing, and neurological difficulties. The research aims to describe and examine how dyslexic students comprehend math word problems with support from the Game-Math TCM AI, which provides text-to-speech and visual manipulative features. This study employed a descriptive qualitative case study involving two sixth-grade students with dyslexia selected through screening tests. Before completing five addition and subtraction word problems, the students were introduced to the AI features used in the learning activities. Data were gathered from worksheets, screen recordings of student AI interactions, and semi-structured interviews. The analysis focused on four comprehension indicators: interpreting, classifying, inferring, and comparing. Findings show that text-to-speech assisted students in understanding the problem content (interpreting), while visual manipulatives supported their ability to identify and select the appropriate operations (classifying). Both features also helped students outline the steps toward conclusions (inferring), and the visual tools enabled them to verify their understanding (comparing). Overall, the combination of text-to-speech, visual manipulatives, and guided support reduced cognitive demands and strengthened dyslexic students’ understanding of math word problems through the Game-Math TCM platform.
Ethnomathematics-Based Evaluation Instrument to Measure Students’ Problem-Solving Ability Maridsha Zalianti; Kamid Kamid; Khairul Anwar
Journal of General Education and Humanities Vol. 5 No. 1 (2026): February
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i1.1002

Abstract

This study aims to develop an evaluation instrument to assess students’ mathematical problem-solving abilities in an ethnomathematics context, focusing on polyhedra (three-dimensional shapes with flat faces). The research employed a development methodology based on the ADDIE model and involved 29 ninth-grade students. The Analysis phase included identifying needs, reviewing the curriculum, examining student characteristics, and determining learning objectives. In the Design phase, the instrument was constructed by integrating relevant elements of ethnomathematics. The Development phase consisted of expert validation by material and evaluation specialists, followed by individual and small-group trials. The Implementation phase involved a large-group field test, while the Evaluation phase was carried out throughout all stages of the process. The results indicate that the developed instrument is valid (average expert validation score: 85.52%), practical (practicality score: 89%), and effective (effectiveness score: 86.6%). Therefore, the ethnomathematics-based evaluation instrument is effective for assessing students’ mathematical problem-solving abilities during the learning process.
Analisis Pseudo-Thinking dalam Pemecahan Masalah Matematis Berbasis Etnomatematika Pada Siswa Ditinjau dari Gaya Kognitif Devia Meisya Badar; Kamid; Khairul Anwar
Indiktika : Jurnal Inovasi Pendidikan Matematika Vol. 8 No. 1 (2025): Indiktika : Jurnal Inovasi Pendidikan Matematika
Publisher : FKIP Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/indiktika.v8i1.18068

Abstract

The research to find out and describe the results of the pseudo-thinking process in solving ethnomathematics-based mathematical problems in students in terms of cognitive style. The methods used in this study are qualitative descriptive. The subjects of this research were junior high school students from each field independent and field dependent cognitive style. The total number of respondents was 4 students. Data collection techniques using test mathematics problem solving based on ethnomathematics, interviews, and documentations. Based on the research result, it was found that 1) two students who classified field independent cognitive style are experiencing pseudo right or pseudo false and 2) two students who classified field dependent cognitive style are experiencing pseudo right or pseudo false.
Pengembangan Media Pembelajaran Berbasis Augmented Reality (AR) Mobile Berbantuan Marker Materi Transformasi Geometri Kelas Siti Nurwahida; Sofnidar Sofnidar; Khairul Anwar
JGK (Jurnal Guru Kita) Vol. 10 No. 3: Juni 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i3.74697

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) pada materi transformasi geometri kelas IX serta mengetahui tingkat validitas dan kepraktisannya. Penelitian ini merupakan penelitian pengembangan (Research and Development) menggunakan model ADDIE yang terdiri atas tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian meliputi satu ahli materi, satu ahli media, satu guru matematika, dan sembilan murid kelas IX SMP Negeri 24 Kota Jambi. Instrumen penelitian berupa lembar validasi ahli materi, lembar validasi ahli media, dan angket praktikalitas guru serta murid. Data dianalisis menggunakan teknik analisis deskriptif kuantitatif dengan menghitung persentase skor validitas dan praktikalitas. Hasil penelitian menunjukkan bahwa media memperoleh persentase validitas sebesar 92% dari ahli materi dan 94,44% dari ahli media dengan kategori sangat valid. Hasil uji praktikalitas memperoleh persentase sebesar 88,20% dari guru dan 86,67% dari murid pada uji kelompok kecil dengan kategori sangat praktis. Berdasarkan hasil tersebut, media pembelajaran berbasis Augmented Reality (AR) pada materi transformasi geometri kelas IX dinyatakan sangat valid dan sangat praktis untuk digunakan dalam skala terbatas.
Development of Math Journey Game Media Based on Triple Code Model for Dyscalculia Students Siti Aisyah; Kamid; Khairul Anwar
Jurnal Pendidikan Matematika (JPM) Vol 12 No 1 (2026): Jurnal Pendidikan Matematika (JPM)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jpm.v12i1.24891

Abstract

In mathematics learning, students often required concrete, interactive, and engaging learning media to help them understand basic arithmetic more easily. Students with dyscalculia required special attention because they experienced difficulties in understanding numbers and basic arithmetic operations. This study aimed to develop an educational game called Math Journey based on the Triple Code Model as an alternative learning medium that supported students with dyscalculia in learning basic arithmetic. The game was designed using verbal activities, visual representations, and magnitude understanding in accordance with the principles of the Triple Code Model through the use of concrete tools in play-based activities. This study employed a Research and Development method using the ADDIE model. The development process involved material experts, learning media experts, and teachers as practitioners to evaluate the feasibility and practicality of the product. The subjects of this study were four elementary school students with dyscalculia. Data were collected through material validation sheets, media validation sheets, teacher practicality assessment sheets, and learning outcome tests. The results showed that the game achieved a material feasibility score of 90.91% and a media feasibility score of 95.68%, both categorized as very feasible. The practicality assessment by teachers reached 100%, indicating a very feasible category. Furthermore, the effectiveness test using the N-gain score yielded a value of 0.78, which indicated that the game media was effective for students with dyscalculia. Overall, the Math Journey game based on the Triple Code Model was proven to be feasible, practical, and effective in supporting basic arithmetic learning and provided an enjoyable learning experience for students with dyscalculia.
The Effect of The Application of CPS and PBL Models on Students' Mathematical Creative Thinking Abilities in Junior High School Allyana Dwi Reza; Nizlel Huda; Khairul Anwar
Riemann: Research of Mathematics and Mathematics Education Vol. 6 No. 3 (2024): EDISI DESEMBER
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/reimann.v6i3.43

Abstract

This study aims to determine whether there are differences in the results of the influence of the application of the Creative Problem Solving (CPS) model, the Problem Based Learning (PBL) model and the Direct Instruction (DI) model in improving mathematical creative thinking skills in the material of quadrilaterals and triangles of class VII students of SMPN 9 Kota Jambi. Using an experimental posttest only control research design, this study involved the population of all class VII students of SMPN 9 Kota Jambi in the 2023/2024 academic year totaling 204 students from 7 classes. Through the Random Sampling technique , three classes were selected as samples, namely VII A, VII B, and VII C. Data collection was carried out using two instruments: observation sheets for the implementation of learning and evaluation tests for mathematical creative thinking skills. To analyze the collected data, statistical analysis using One way Anova showed a significance value of 0.000 which was smaller than 0.005. These findings indicate different effects of the application of the three learning models - CPS, PBL, and DI - on improving mathematical creative thinking skills. Posttest data showed that the group of students who received learning with the CPS model achieved an average score of 16.94, while the PBL group obtained an average of 16.26. Both groups showed superior results compared to the group using the DI (Direct Instruction) learning model