p-Index From 2021 - 2026
9.558
P-Index
This Author published in this journals
All Journal Kreano, Jurnal Matematika Kreatif-Inovatif Jurnal S2 Pendidikan Matematika AKSIOMA: Jurnal Program Studi Pendidikan Matematika Transformasi: Jurnal Pengabdian Masyarakat JIPM (Jurnal Ilmiah Pendidikan Matematika) Edu Sains: Jurnal Pendidikan Sains dan Matematika Jurnal Pendidikan Informatika dan Sains MaPan : Jurnal Matematika dan Pembelajaran Pendas : Jurnah Ilmiah Pendidikan Dasar JPMI (Jurnal Pendidikan Matematika Indonesia) Beta: Jurnal Tadris Matematika Buana Matematika : Jurnal Ilmiah Matematika dan Pendidikan Matematika JETL (Journal Of Education, Teaching and Learning) GERVASI: Jurnal Pengabdian kepada Masyarakat SAP (Susunan Artikel Pendidikan) Pena Kreatif : Jurnal Pendidikan JURNAL AXIOMA : Jurnal Matematika dan Pembelajaran ABSIS : Mathematics Education Journal Mosharafa: Jurnal Pendidikan Matematika Plusminus: Jurnal Pendidikan Matematika Juwara : Jurnal Wawasan dan Aksara Indo-MathEdu Intellectuals Journal Jurnal Pendidikan Jompa Indonesia Journal of Comprehensive Science Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam (JURRIMIPA) Student Scientific Creativity Journal Al-Irsyad Journal of Mathematics Education Madani: Multidisciplinary Scientific Journal Journal of Edukasi Borneo JEID Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika Jurnal Inovasi Pendidikan dan Pengajaran Pentagon: Jurnal Matematika dan Ilmu Pengetahuan Alam Algoritma: Jurnal Matematika, Ilmu Pengetahuan Alam, Kebumian dan Angkasa International Journal of Applied Mathematics and Computing. Konstanta : Jurnal Matematika dan Ilmu Pengelatuan Alam
Claim Missing Document
Check
Articles

Development of College Student Analytical Thinking Skills Through Evaluation Learning with Flip Book Assisted E-Books Susiaty, Utin Desy; Oktaviana, Dwi; Firdaus, Muhamad
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 13, No 2 (2022): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v13i2.38050

Abstract

The purpose of this study was to compare college student analytical thinking skills in evaluation learning with and without flipbook-assisted e-books. The research method used is quasi-experimental with a nonequivalent control group research form. The sample in this study were fourth-semester college students. The result of the research is that the college student analytical thinking ability after being given a mathematics learning evaluation course with and without an e-book assisted by a flipbook is equally good. This study carries out the application of learning mathematics learning evaluation courses with e-books assisted by flipbooks as an effort to develop students' analytical thinking skills which are indispensable in solving problems in these subjects where so far no one has conducted research in this field. The implications of the research are by applying the learning of mathematics learning evaluation courses with e-books with the help of flipbooks to the maximum extent that they can develop college student analytical thinking skills.Tujuan dalam penelitian ini adalah untuk membandingkan kemampuan berpikir analitis mahasiswa dalam pembelajaran evaluasi dengan dan tanpa e-book berbantuan flipbook. Metode penelitian yang digunakan adalah quasi experimental dengan bentuk penelitian nonequivalent control group. Sampel dalam penelitian ini adalah mahasiswa semester IV. Hasil penelitian yaitu kemampuan berpikir analitis mahasiswa sesudah diberikan mata kuliah evaluasi pembelajaran matematika dengan dan tanpa e-book berbantuan flipbook sama baiknya. Penelitian ini mengusung penerapan pembelajaran mata kuliah evaluasi pembelajaran matematika dengan e-book berbantuan flipbook sebagai upaya dalam mengembangkan kemampuan berpikir analitis mahasiswa yang sangat diperlukan dalam menyelesaikan permasalahan di mata kuliah tersebut dimana selama ini belum ada yang melakukan penelitian di bidang tersebut. Adapun implikasi dalam penelitian yaitu dengan melakukan penerapan pembelajaran mata kuliah evaluasi pembelajaran matematika dengan e-book berbantuan flipbook secara maksimal dapat mengembangkan kemampuan berpikir analitis mahasiswa.
Development of a Character Education-Based Mathematics E-Comic to Improve Elementary School Students’ Numeracy Literacy Skills Buchari, Buchari; Wiranty, Wiendi; Oktaviana, Dwi; Susiaty, Utin Desy
JPMI (Jurnal Pendidikan Matematika Indonesia) Vol 11, No 1 (2026): Volume 11 Number 1, March 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpmi.v11i1.7904

Abstract

Numeracy literacy in Indonesia requires attention, as it remains low, as revealed in the Program for International Student Assessment (PISA) report. A mathematics learning process that can support mathematical abilities, particularly mathematical literacy, must be supported by the characteristics of media skills or tolls that can be adapted to the learning environment. This study aims to develop a mathematics e-comic based on character education to improve elementary school students’ numeracy literacy skills. The research employed a Research and Development (R&D) approach using a simplified Borg & Gall model consisting of seven stages: (1) identifying potential and problems, (2) data collection, (3) product design, (4) design validation, (5) design revision, (6) product trial, and (7) final product revision. The participants were 27 fifth-grade students of SD Negeri 55 Pontianak Barat. Research instruments included expert validation sheets, numeracy literacy tests, and student response questionnaires. The validation results indicated that the e-comic was highly feasible, with scores of 90.67% (content expert) and 93.33% (media expert). The trial results revealed significant improvement in students’ numeracy literacy. The average score for identifying relevant information increased from 64.20 to 92.59, applying whole number operations in real-life problems improved from 62.96 to 93.83, and presenting problem-solving processes with logical reasoning rose from 46.30 to 74.07. The overall average increased from 57.82 to 86.83, reflecting a 50.19% improvement. These findings proves that character education-based e-comic are effective in improving students’ numeracy literacy skills.Rancang Bangun E-Comic Matematika Berbasis Pendidikan Karakter Dalam Meningkatkan Kemampuan Literasi Numerasi Siswa di Sekolah DasarABSTRAKLiterasi numerasi di Indonesia perlu diperhatikan, karena masih rendah seperti yang diungkapkan dalam laporan Program for International Student Assessment (PISA). Proses pembelajaran matematika yang dapat menunjang kemampuan matematika terutama kemampuan literasi matematika tentunya harus didukung dengan karakteristik keterampilan media atau sarana yang dapat disesuaikan dengan kondisi lingkungan belajar. Penelitian ini bertujuan untuk mengembangkan e-comic matematika berbasis pendidikan karakter dalam meningkatkan kemampuan literasi numerasi siswa sekolah dasar. Model pengembangan yang digunakan adalah Borg & Gall yang disederhanakan menjadi tujuh tahap: (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, (5) revisi desain, (6) uji coba produk, dan (7) revisi produk. Subjek penelitian adalah 27 siswa kelas V SD Negeri 55 Pontianak Barat. Instrumen penelitian terdiri atas lembar validasi ahli, tes literasi numerasi, dan angket respon siswa. Hasil validasi menunjukkan bahwa produk e-comic layak digunakan dengan skor rata-rata 90,67% (ahli materi) dan 93,33% (ahli media). Hasil uji coba terbatas menunjukkan adanya peningkatan signifikan pada kemampuan literasi numerasi siswa, ditunjukkan dengan skor rata-rata: indikator mengidentifikasi informasi relevan meningkat dari 64,20 menjadi 92,59, indikator menggunakan operasi hitung bilangan cacah meningkat dari 62,96 menjadi 93,83, dan indikator menyajikan proses penyelesaian dengan alasan logis meningkat dari 46,30 menjadi 74,07. Rata-rata keseluruhan meningkat dari 57,82 menjadi 86,83 (peningkatan 50,19%). Temuan ini membuktikan bahwa e-comic berbasis pendidikan karakter efektif meningkatkan kemampuan literasi numerasi siswa.Kata Kunci :e-comic; literasi numerasi; pendidikan karakter; sekolah dasar 
Developing the Religious Attitudes of MTs Students Through Islamic Value Based Mathematics Learning in Statistics Abdillah; Irvandi, Wandra; Utin Desy Susiaty
Absis: Mathematics Education Journal Vol 7 No 2 (2025): November 2025
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/absis.v7i2.7273

Abstract

This study aims to: 1) ascertain the extent to which developing religious attitudes in MTs students is influenced by learning mathematics with Islamic values on statistical material supported by e-modules, and 2) ascertain the features of the religious attitudes of MTs students following their involvement in learning mathematics with Islamic values on statistical material supported by e-modules. This study used an experimental methodology. These findings are based on tests that researchers administered to students in classes IX A and IX B at MTs Negeri 1 Pontianak in the form of essay questions. Each class had 30 students. SPSS's independent sample t test yielded a Sig. (2-tailed) value of 0.019, where <0.05. Based on these findings, it can be said that 1) students who received instruction using e-modules on statistics that included Islamic content had higher learning outcomes for their religious views than students who received standard instruction. 2) Out of 30 students who worked on the posttest questions on religious attitudes in statistics in the experimental class, the religious attitudes of MTs students with the help of e-modules and Islamic-containing mathematics learning fall into the same category as 83.3% of students who finished classically.
Developing Mathematical Language Literacy Skills Through the Use of Indonesian in Learning Real Analysis Courses Dewi Leni Mastuti; Buchari; Utin Desy Susiaty
Absis: Mathematics Education Journal Vol 7 No 2 (2025): November 2025
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/absis.v7i2.7277

Abstract

The study's objectives are to: 1) ascertain the extent to which the teaching module aids in learning through the use of Indonesian in the Real Analysis course, and 2) ascertain the features of mathematical language literacy skills following participation in learning through the use of Indonesian in the Real Analysis course. This study used an experimental approach using Posttest-Only Control Design and True Experimental Designs research. Researchers administered an essay test consisting of up to four items to students in the real analysis lecture class in semester VI. The two-tailed significance level is 0.000, where <0.05. This indicates that there is a significant difference, at a probability of 0.05, between the outcomes of the mathematics language literacy skills learned using the Indonesian language actual analysis course teaching module. The mean difference column, which reads 15.31, indicates how much the average or mean of the two groups differed. It is possible to draw the conclusion that students who get instruction using the Indonesian language actual analysis course teaching module have superior mathematical language literacy skills compared to those who receive instruction using standard learning methods.
ANALISIS KESALAHAN SISWA KELAS VII DALAM MENYELESAIKAN SOAL TES PEMAHAMAN KONSEP MATEMATIS PADA MATERI PECAHAN Satriawan, Alfrianus; Syrifah Fadillah; Utin Desy Susiaty
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.34348

Abstract

This research is motivated by students' difficulty in understanding how to convert mixed fractions into improper fractions, which is a misconception in understanding the concept. This study aims to analyze students' errors in solving fraction problems based on their mathematical understanding and the influencing factors. The research employs a qualitative method with a descriptive approach. The study was conducted at in the 2025/2026 academic year. Data were collected through written tests, interviews, and documentation, and then analyzed through data reduction, data presentation, and drawing conclusions. Based on the research results, errors in solving fraction problems are errors in understanding concepts (K1) with a percentage of 40%, calculation errors (K2) contributing only 5% of the total errors, and unidentified answer errors (K3) at 7.5%. This research shows that students' success in solving fraction problems is greatly influenced by conceptual understanding.
Gamified Android Learning to Foster Higher-Order Thinking in Students with ADHD Susiaty, Utin Desy; Chandra Lesmana
International Journal of Applied Mathematics and Computing Vol. 3 No. 1 (2026): January: International Journal of Applied Mathematics and Computing
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijamc.v3i1.286

Abstract

This study addresses the problem of how the implementation of HOTS-based Android gamification influences the higher-order thinking skills of students with ADHD, a group that often faces challenges in traditional learning environments. A quantitative experimental research design was applied, involving 26 students with ADHD from four special needs schools (SLBs) in West Kalimantan. The intervention included HOTS-oriented Android gamified learning, and students' performance was measured using pre-tests and post-tests based on HOTS-level questions. The average pre-test score was 23.72, while the post-test score increased to 53.21. A paired sample t-test showed a significant improvement (t = 8.688 > t_table = 1.708, at a 5% significance level). However, only 57.69% of students met the minimum mastery criteria (KKM = 67), indicating that 15 out of 26 students achieved the expected learning standard. The implementation of HOTS-based Android gamification significantly improved the higher-order thinking skills of students with ADHD. Nonetheless, the overall results, based on average scores and classical completeness, indicate that many students still did not reach the expected level of mastery. Further enhancements in instructional design may be necessary to optimize outcomes for this group of learners.
Eksplorasi Permasalahan Kebutuhan Media Inovatif Sebagai Dasar Pengembangan Game Berbasis Gamifikasi Oktaviana, Dwi; Susiaty, Utin Desy
Jurnal Axioma : Jurnal Matematika dan Pembelajaran Vol. 11 No. 1 (2026): Januari
Publisher : Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/axi.v11i1.5047

Abstract

The objectives of this research are: 1) To describe various problems faced in learning fractions in Junior High School students, both from the perspective of teachers, students, and the learning process in general; 2) To describe the needs and expectations of teachers and students for more innovative, interactive, and fun learning media; 3) To formulate the initial characteristics of game-based learning media with a gamification approach that suits students' needs and is relevant for learning fractions. This research uses a qualitative approach with an exploratory case study type, with analysis according to Miles & Huberman. The results obtained are: 1) Students experience conceptual difficulties in understanding fraction material, procedural difficulties in completing fraction operations, and learning is still conventional and does not facilitate student activity; 2) There is a strong need for innovative technology-based learning media; 3) Gamification-based educational games have great potential to be developed as the main solution. Keywords: problem exploration, innovative media, gamification
Co-Authors Abdillah Abdillah Abdillah Abdillah Abdillah Agustami Agustami Agustina Genda Ahmad Yani T Aisah Aisah Ambarwati, Estira Dewi Andriati, Novi Ariya, Ariya Atika, Geni Baehaqi Bahri, Irfan Buchari Buchari Buchari Buchari Buchari Chandra Lesmana Dea Armelia Dede Suratman Dewi Leni Mastuti Dewi Retno Sari Saputro, Dewi Retno Dewi Risalah Dewi Risalah Dona Fitriawan Dwi Oktaviana Egy Purwanda Eko Saputra Elfandry Bayunanda Ersa Yuni Arty Genda, Agustina Hartono Hartono Hartono Hartono Hartono Hartono Hartono Hendrik Feniber Hesti Valengia Hodiyanto, Hodiyanto I, Ignasius Irvandi, Wandra Iwit Prihatin Iwit Prihatin Jamilah Jamilah Jamilah Januardi, Ade Karina Eka Putri, Karina Eka Laras Ayu Lestari Lulu Sopanda M. Farhan Faranza Alfansa M. Firdaus Mardiyana, Mardiyana Marhadi Saputro Maulidia, Athiyah Maya Sari Meilani Meilani Meri Andani Muhamad Firdaus Muhamad Firdaus Muhamad Firdaus Muhamad Firdaus Muharram, Andra Nadia, Makdalena Nicolaos Crisfigo Putra Nunuk Parwati Nurmaningsih, Nurmaningsih Nurul Fitria Nurul Fitria Putri Nabila Rahman Haryadi Rahman Haryadi Rahman Haryadi, Rahman Rini Marlina Masumba Rizki Yana Nanda Putri Rozi Sianturi Sandie Sandra Sari, Eviana Satriawan, Alfrianus Sika, Monika Siti Salamah Siti Salamah Sulistiyowati, Yulita Endang Susilawati, Susilawati Syafitri Wulandari Syarifah Fadillah Syrifah Fadillah Tatang Saputra Wandra Irvandi Wandra Irvandi Wiendi Wiranty, Wiendi Winda Winda Wulan Citra Sari Yadi Ardiawan Yadi Ardiawan Yudi Darma Yudi Darma