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Designing a STEAM-infused project-based learning framework to foster mathematics students’ critical and creative thinking Ikhlas, Al; Syaiful; Huda, Nizlel; Zurweni
Al-Jabar: Jurnal Pendidikan Matematika Vol 16 No 2 (2025): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v16i2.29061

Abstract

Purpose: This study aims to design and implement a STEAM-infused Project-Based Learning framework to strengthen mathematics students’ critical and creative thinking through interdisciplinary and contextual learning experiences. Method: A design-based research approach employing the ADDIE model was used with undergraduate mathematics students at STKIP Muhammadiyah Sungai Penuh. Data were collected through pre-tests, post-tests, expert validation, classroom observations, and reflective journals, and analyzed quantitatively using normalized gain calculations and qualitatively through thematic interpretation. Findings: Results indicate substantial improvement in higher-order thinking, with normalized gains of 0.61 for critical thinking and 0.55 for creative thinking. Expert evaluations confirmed the framework’s validity, practicality, and relevance, while qualitative data revealed increased engagement, collaboration, and contextual understanding during project implementation. Significance: The STEAM-infused Project-Based Learning framework offers an effective and innovative approach to nurturing students’ critical and creative reasoning by connecting mathematical concepts to real-life contexts. The model provides a practical pathway for advancing 21st-century mathematics education in higher education institutions
ANALISIS KEMAMPUAN BERDASARKAN RANAH KOGNITIF SISWA AKSELERASI MENYELESAIKAN SOAL MATERI LINGKARAN DI SMP N 7 KOTA JAMBI Huda, Nizlel
Jurnal Sains dan Matematika Vol. 2 No. 1 (2021): Jurnal Sain dan Matematika
Publisher : PMIPA FKIP UNJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/sainmatika.v5i1.1525

Abstract

Siswa kelas akselerasi merupakan siswa terpilih dengan kemampuan berdasarkan ranah kognitif tingkat tinggi, tetapi terdapat beberapa siswa yang dalam belajar Matematika tidak memiliki kemampuan berdasarkan ranah kognitif tingkat tinggi.Berdasarkan hal tersebut maka penelitian ini bertujuan untuk menganalisis kemampuan berdasarkan ranah kognitif siswa akselerasi menyelesaikan soal materi lingkaran di SMP N 7 Kota Jambi dan untuk mengetahui faktor penyebab siswa akselerasi tidak mampu menggunakan kemampuan berdasarkan ranah kognitif tingkat tinggi menyelesaikan soal materi lingkaran di SMP N 7 Kota Jambi. Penelitian ini merupakan penelitian kualitatif deskriptif yang dilaksanakan di SMP N 7 Kota Jambi. Subjek penelitian ini adalah tiga orang siswa akselerasi di kelas VIII J tahun ajaran 2012/2013. Instrumen penelitian terdiri dari: lembar tes pendahuluan, lembar tes kemampuan berdasarkan ranah kognitif soal lingkaran, dan pedoman wawancara. Hasil penelitian menunjukkan bahwa kemampuan berdasarkan ranah kognitif siswa akselerasi terlihat banyak yang sudah sesuai dengan tuntutan kemampuan kelas akselerasi. Siswa akselerasi yang nilai tes pendahuluannya terendah pertama (nilai 55) hanya bisa mencapai kemampuan berdasarkan ranah kognitif sampai tingkat aplikasi (penerapan). Siswa akselerasi yang nilai tes pendahuluan terendah kedua dan terendah ketiga (nilai 60) hanya bisa mencapai kemampuan berdasarkan ranah kognitif sampai tingkat analisis. Faktor penyebab siswa akselerasi tidak mampu menggunakan kemampuan berdasarkan ranah kognitif tingkat tinggi menyelesaikan soal materi Lingkaran adalah faktor internal dan eksternal.   Kata Kunci : Ranah Kognitif, Akselerasi, dan Lingkaran.
ANALISIS FAKTOR-FAKTOR DOMINAN YANG MEMPENGARUHI HASIL BELAJAR MATEMATIKA SISWA SMP N 1 MUARO JAMBI Huda, Nizlel
Jurnal Sains dan Matematika Vol. 1 No. 1 (2020): Jurnal Sain dan Matematika
Publisher : PMIPA FKIP UNJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/sainmatika.v3i1.1611

Abstract

Banyak faktor yang mempengaruhi hasil belajar antara lain motivasi belajar, minat belajar, cara belajar, perhatian orang tua dan pola asuh orang tua. Penelitian ini bertujuan untuk menentukan faktor dominan yang mempengaruhi hasil belajar matematika di SMP N 1 Muaro Jambi. Penelitian ini dilaksanakan di SMP N 1 Muaro Jambi. Populasi penelitian adalah seluruh siswa SMP N 1 Muaro Jambi yang terdiri dari 504 siswa. Data penelitian dikumpulkan menggunakan angket dan analisis data penelitian diolah dengan menggunakan software CART 4.0. Berdasarkan hasil analisis yang dilakukan dengan menggunakan metode regresi pohon diperoleh kesimpulan bahwa cara belajar dan motivasi belajar adalah  faktor dominan  yang mempengaruhi  hasil  belajar matematika siswa SMP N 1 Muaro Jambi.   Kata kunci  : pohon regresi dan hasil belajar
Microlearning Effectiveness in Higher Education: A Systematic Review and Meta-Analysis of Student Retention and Learning Outcomes Muhammad Jainuri; Kamid Kamid; Syaiful Syaiful; Nizlel Huda
MATHEMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 7 No. 2 (2025): MATHEMA
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jm.v7i2.517

Abstract

The proliferation of digital technologies in higher education has necessitated innovative pedagogical approaches to enhance student retention and learning outcomes. Microlearning, characterized by short, focused learning segments, has emerged as a promising strategy for addressing contemporary educational challenges. This systematic review and meta-analysis evaluates the effectiveness of microlearning interventions in higher education settings, specifically examining their impact on student retention rates and learning outcomes from 2020-2025. Following PRISMA guidelines, we comprehensively searched multiple databases, including PubMed, Scopus, Web of Science, ERIC, and IEEE Xplore. Studies were included if they examined microlearning interventions in higher education contexts with quantitative measures of student retention or learning outcomes. Quality assessment was performed using the Newcastle-Ottawa Scale and Cochrane Risk of Bias tool. Of 2,847 initially identified studies, 42 met inclusion criteria, encompassing 15,673 participants across 18 countries. Meta-analysis revealed significant positive effects of microlearning on student retention (pooled OR = 1,87; 95% CI: 1,45-2,41; p < 0,001) and learning outcomes (standardized mean difference = 0,74; 95% CI: 0,58-0,90; p < 0,001). Subgroup analyses indicated greater effectiveness in STEM subjects when combined with mobile technologies. Heterogeneity was moderate (I² = 67% for retention, I² = 71% for learning outcomes). Microlearning significantly positively affects student retention and learning outcomes in higher education. The evidence supports its implementation as an effective pedagogical strategy, particularly in statistics education and technology-enhanced learning environments. Future research should focus on long-term retention effects and optimal design principles.
Study of Needs for the Development of PBL-Based E-Modules to Improve Numeracy Literacy Yuni Lestari; Nizlel Huda; Maison Maison
Ta'dib Vol 25 No 2 (2022)
Publisher : Universitas Islam Negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jt.v25i2.5898

Abstract

This study intends to ascertain whether e-modules based on problem-based learning (PBL) on numbers should be produced, when the current teaching resources are textbooks. For students, the supply of textbooks became a concern. The abstract issues in the textbook that pupils must solve continue to stump them. A descriptive approach is employed in the research method, which is qualitative. The information was gathered by giving questionnaires to 30 pupils who are familiar with the notion of numbers and by speaking with three math teachers at the school. The findings of this study (1) demonstrate that students require cutting-edge instructional materials in the form of e-modules. (2) To prevent students from getting easily bored while studying, PBL-based e-modules are not only delivered in written form; they can also be integrated to videos and animations.
The Effectiveness of digital technology-based learning models on students' mathematical abilities Susanti, Ade; Kamid; Syaiful; Huda, Nizlel
Jurnal Pengembangan Pembelajaran Matematika (JPPM) Vol. 8 No. 1 (2026): Jurnal Pengembangan Pembelajaran Matematika: Volume 8 Nomor 1 February 2026
Publisher : Pusat Studi Pengembangan Pembelajaran Matematika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jppm.2026.81.13-26

Abstract

ABSTRACT This study aims to analyze the effectiveness of implementing digital technology-based learning models in improving students' mathematical abilities in higher Education through systematic literature review. Mathematical skills are an essential competency needed by students in facing the era of the industrial revolution 4.0. However, data shows that students' mathematical achievement in various countries is still low. This study uses the systematic literature review method with the PRISMA protocol to identify, evaluate, and synthesize 47 research articles from Scopus and Sinta-indexed journals during 2018-2024. The analysis results showed that implementing digital technology-based learning, such as mobile application-assisted learning, adaptive learning systems, augmented reality, and game-based learning, could improve students' mathematical skills with an average effect size of 0.78 (strong influence). Significant findings indicate that personalized learning through adaptive technology substantially improves mathematical problem-solving capabilities. In contrast, immersive technologies such as AR/VR effectively improve conceptual understanding of multivariable geometry and calculus materials. This research contributes in the form of a comprehensive mapping of various digital learning models and their optimal implementation contexts, as well as identifying opportunities for integrating big data and artificial intelligence in creating an adaptive mathematical learning ecosystem. Further research is needed to explore the long-term impact of implementing digital technologies and develop a pedagogical framework that optimizes the synergy between technology and constructivist approaches in mathematical learning in higher Education. Keywords: Learning Model, Digital Technology, Mathematical Ability, Higher Education.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS VIDEO ANIMASI MENGGUNAKAN APLIKASI PLOTAGON STORY UNTUK MENINGKATKAN SELF-EFFICACY GURU SMP Huda, Nizlel; Johari, Asni; Yelianti, Upik; Naswir, Naswir; Syaiful, Syaiful; Novferma, Novferma
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 7, No 2 (2024): NOVEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v7i2.6321

Abstract

ABSTRACTThe development of digital technology requires teachers to be able to create innovative and interactive learning media. However, many teachers have not yet optimally utilized technology, particularly in developing animation-based video media. This community service activity aims to enhance teachers’ ability to create animated learning videos using the Plotagon Story application, as well as to improve their self-efficacy in utilizing educational technology. The methods employed include workshops, demonstrations, discussions, and mentoring. The participants consisted of 32 junior high school teachers in Muaro Jambi. The instruments used were response questionnaires and observations conducted during the training process. The results indicate a significant improvement in teachers’ self-efficacy, with an average achievement of 93%. In addition, teachers were able to produce creative and interactive animated learning videos. Therefore, this training is effective in enhancing both teachers’ technological competence and their confidence in developing digital-based learning media..Keywords: Animated Video, Plotagon Story, Self-Efficacy, Learning MediaABSTRAKPerkembangan teknologi digital menuntut guru untuk memiliki kemampuan literasi digital dan keterampilan mengembangkan media pembelajaran inovatif. Namun, masih banyak guru yang mengalami kendala dalam mengintegrasikan media digital interaktif ke dalam praktik pembelajaran. Untuk menjawab tantangan tersebut, dilaksanakan program pengabdian masyarakat di SMPN 7 Muaro Jambi berupa pelatihan pembuatan e-modul majalah digital interaktif berbantuan Augmented Reality (AR) dengan pendekatan Problem Based Learning (PBL). Pelatihan diikuti oleh 25 guru SMP dan dilaksanakan melalui workshop berbasis praktik dengan model ADDIE. Peserta diperkenalkan pada aplikasi AR, dibimbing dalam merancang e-modul dengan skenario PBL, serta didampingi dalam menghasilkan produk media pembelajaran digital. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada literasi digital guru, dengan skor rata-rata meningkat dari 3,12 sebelum pelatihan menjadi 4,35 setelah pelatihan. Selain itu, 85% peserta berhasil menghasilkan e-modul yang memenuhi kriteria validitas media, meliputi kejelasan konten, keterpaduan visual, dan interaktivitas. Guru juga menunjukkan motivasi tinggi untuk mengintegrasikan AR dan PBL dalam pembelajaran. Dengan demikian, pelatihan ini efektif dalam meningkatkan kompetensi guru, memperkuat literasi digital, serta mendukung implementasi Kurikulum Merdeka melalui pembelajaran kontekstual berbasis teknologi.Kata Kunci: Video Animasi, Plotagon Story, Self-efficacy, Media Pembelajaran
Analyzing Students’ Thinking Processes in Solving Exponential Problems Based on APOS Theory: A Qualitative Study at SMA Negeri 7 Tanjung Jabung Timur Liawati; Nizlel Huda; Jefri Marzal
EduMatSains : Jurnal Pendidikan, Matematika dan Sains Vol 10 No 4 (2026): April
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Kristen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33541/edumatsains.v10i4.8076

Abstract

This study aims to describe students’ thinking processes in solving exponential problems based on the APOS theory (action, process, object, and schema). This research employed a descriptive qualitative approach conducted in class X Phase E3 at SMA Negeri 7 Tanjung Jabung Timur. The subjects consisted of three students selected through purposive sampling, representing high, moderate, and low ability levels. Data were collected using written tests in the form of open-ended questions and semi-structured interviews to explore students’ thinking processes in depth. The results indicate that students with high ability were able to achieve all stages of APOS, demonstrating a comprehensive understanding and integration of concepts. Students with moderate ability reached the action and process stages adequately but showed limited understanding at the object and schema stages. Meanwhile, students with low ability were only able to perform at the action and partial process stages, relying on procedural steps without deep conceptual understanding. These findings highlight differences in students’ conceptual construction across ability levels.
Development augmented reality mathematical comics based on Jambi folklore for enhancing students’ metacognitive skills Nizlel huda; Husni Sabil; Wardi Syafmen; Novferma
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 2 (2026): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v17i2.30837

Abstract

Purpose: This study aims to investigate how the integration of Augmented Reality-assisted mathematical comics based on Jambi folklore can support students’ metacognitive skills in mathematics learning.Method: This study employed a Research and Development approach using the ADDIE model consisting of analysis, design, development, implementation, and evaluation stages. The developed instructional media were validated by a media expert, a mathematics education expert, and an instructional design expert. The implementation stage involved 32 junior high school students divided into an experimental group and a control group. Data were collected through observations, interviews, questionnaires, and metacognitive skills tests, and analyzed using Aiken’s V, descriptive percentage analysis, and an independent sample t-test supported by effect size analysis.Findings: The developed instructional media achieved very high validity, with Aiken’s V values ranging from 0.88 to 0.92, and obtained a practicality score of 86%. Students who learned using the developed media demonstrated better metacognitive skills than those who learned through conventional instruction, with a Cohen’s d effect size of 0.81 indicating a large practical effect. The integration of Augmented Reality visualization, mathematical comic narratives, and contextual cultural content supported students in interpreting mathematical problems, monitoring solution strategies, and reflecting on their answers during learning activities.Significance: This study contributes to metacognitive learning research by demonstrating that Augmented Reality-assisted mathematical comics integrated with local cultural narratives can support reflective and culturally contextualized mathematics learning environments.
PELATIHAN PEMBUATAN BAHAN AJAR DAN ASESMEN DIGITAL BERBASIS BUDAYA JAMBI BERBANTUAN AI-AR Husni Sabil; Nizlel Huda; Masyunita Siregar; Novferma Novferma
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i2.5566

Abstract

ABSTRACTThe digital transformation in education requires teachers to possess strong digital literacy and the ability to integrate technology with local culture to create meaningful learning experiences. This community service aimed to enhance teachers’ competence in developing digital teaching materials and assessments based on Jambi culture assisted by Artificial Intelligence (AI) and Augmented Reality (AR). The training was conducted using a participatory empowerment approach combined with a Project-Based Learning (PBL) model through four stages: socialization, hands-on workshop, implementation, and mentoring. Twenty teachers of the Junior High School Mathematics Teacher Working Group (MGMP) in Muaro Jambi participated in the program. Data were collected through observation, pre–post tests, interviews, and document analysis. The results showed a significant improvement in teachers’ competence, with the average score increasing from 63.2 to 88.5 (g = 0.68, high category). Teachers successfully produced interactive digital teaching materials that integrate Jambi’s cultural values using AI–AR tools such as Canva AI, ChatGPT, and Assemblr EDU. The program contributed to the development of the Techno-Cultural Pedagogy model, which integrates technology, pedagogy, and cultural knowledge to support digital transformation in education.Keywords: Digital Literacy, AI–AR, Teacher Training, Jambi CultureABSTRAKTransformasi digital dalam dunia pendidikan menuntut guru memiliki literasi digital yang kuat serta kemampuan mengintegrasikan teknologi dengan budaya lokal untuk menciptakan pembelajaran yang bermakna. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi guru dalam mengembangkan bahan ajar dan asesmen digital berbasis budaya Jambi berbantuan Artificial Intelligence (AI) dan Augmented Reality (AR). Pelatihan dilaksanakan dengan pendekatan participatory empowerment dan model Project-Based Learning (PBL) melalui empat tahap, yaitu sosialisasi, pelatihan praktik, implementasi, serta pendampingan. Peserta kegiatan terdiri atas 20 guru MGMP Matematika SMP Kabupaten Muaro Jambi. Data dikumpulkan melalui observasi, tes pre–post, wawancara, dan analisis dokumen. Hasil menunjukkan peningkatan signifikan pada kompetensi guru dengan rata-rata skor meningkat dari 63,2 menjadi 88,5 (g = 0,68; kategori tinggi). Guru berhasil menghasilkan bahan ajar digital interaktif yang mengintegrasikan nilai budaya Jambi dengan dukungan aplikasi AI–AR seperti Canva AI, ChatGPT, dan Assemblr EDU. Kegiatan ini berkontribusi pada pengembangan model Techno-Cultural Pedagogy yang memadukan teknologi, pedagogi, dan budaya untuk mendukung transformasi digital pendidikan.Kata Kunci : Literasi Digital, AI–AR, Pelatihan Guru, Budaya Jambi
Co-Authors -, Maison Abbasiah, Abbasiah Ade Kumalasari Ade Susanti Agustina Agustina, Sandra Al Ikhlas, Al Ikhlas Ali Idrus Allyana Dwi Reza Anak Agung Istri Sri Wiadnyani Antonius Antonius Aprilione, Sagita Ardi Mustakim Ari Frianto Aryani, Eva Ashar, Rayandra Asni Johari Asrial Asrial Asrial Aulia Putri Aulia Syafitri Bastian, Veri Bella Arisha Budiarti, Retni Sulistiyoning Cesario, Rd. Muhamad Ridwan Damris Muhammad Damris Muhammad Desi Anita Desi Anita Destrinelli Destrinelli Dewi Iriani Dewi Iriani Dewi Iriani DEWI RAHMAWATI Dina Citra Resmi Dwi Intan Endika Eko Hartono, Eko Elsi Indria Sari Eltati Tri Aldianisa Elvaro Islami Muryadi Ervan Johan Wicaksana Erwin Saputra Evita Anggereini Fajria, Syifah Fiki Alghadari Fikriyah Geminia Pantara Putri Haerul Pathoni, Haerul HARIYANTO HARIYANTO Hariyanto Hariyanto Haryanto Haryanto Haryanto Haryanto Hazim, Anisah Nabilah Husni Sabil Ika Sri Muryati Inda Fitriana Intan Syalomi Hutabarat Irawati Irawati Isnania Isnania Jefri Marzal Jefri Marzal Jodion Siburian Junita, Ranisa Kamid Kamid Kamid, Kamid Khairul Anwar Khairul Anwar Liawati Loviya, Mesi M Rusdi Manalu, Irma Yohana Mardhotillah, Bunga Margareta, Angelina Maria Ronauli Sihotang Marlina Marlina Marlina Masyunita Siregar Muhammad Haris Effendi Hasibuan Muhammad Jainuri Muhammad Rusdi Muslim Muslim Nabila, Febriati Naswir, Naswir Necylia Kinanti Nevy Wulan Sari novferma, novferma Novita, Amalia Nurul Hidayah Pamungkas, Mustika Pengki Yudistira Prathiwi, Vhasshetha Indri Putra, Chandana Putri, Yeni Rahmayani Rahmayani Rayandra Ashar Rayandra Asyhar Rd. Muhamad Ridwan Cesario Relji Brahim Resdiana Safithri Retni Sulistiyoning Budiarti Revis Asra Rina Puspitasari Rohati Rohati Rohati Romundza, Febbry Roseli Theis Roseli Theis Rosita Rosita RR. Ella Evrita Hestiandari Sainuddin, Syamsir Sandra Sukmaning Adji Saputri, Devi Rohani Silfiani Indri Simarmata, Rachel Cecilia Simatupang, Gugun Manosor Siregar, Masyunita Siregar, Sarinah Siti Nujuliya Rohmah Sofnidar - Sri Purwaningsih Sri Purwaningsih Sri Wahyuni Sri Winarni Sudirman Sufri Sufri Sugilar Sugilar Suratno Suratno Suratno Suratno Suratno Syafitri, Aulia SYAHRIAL SYAHRIAL Syaiful Syaiful . Syaiful Syaiful Syaiful Syaiful Syaiful Syaiful syamsurizal syamsurizal Tria Gustiningsi Upik Yelianti Veri Bastian Viona Yuliza Wahyu Fitroh Wardi Syafmen Wardi Syafmen Wardi Syafmen Yantoro, Y Yantoro, Yantoro Yelli Ramalisa Yeni Putri Yudistira, Pengki Yuni Lestari Yusa Putra Zulaika Daningtyas Zurweni Zurweni Zurweni