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Pembelajaran Penjumlahan dan Pengurangan Bilangan Dua Digit secara Simultan untuk Mengembangkan Intuisi Bilangan Siswa Ratih Ayu Apsari; Sariyasa Sariyasa; I Gusti Putu Suharta; Baidowi Baidowi; Tabita Wahyu Triutami
Jurnal Tadris Matematika Vol. 4 No. 1 (2021)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2021.4.1.31-40

Abstract

The learning of addition and subtraction that usually be done in sequence impact students’ tendency to separate type of the strategies employ to solve the related problems. In fact, there are a number of situations that can be observed and solved through both lenses. Therefore, in this study we designed a simultaneous addition and subtraction of two-digit numbers learning trajectory. The learning activities were constructed based on Realistic Mathematics Education (RME) Approach. This design study was conducted in three steps consist of preliminary study, teaching experiments, and retrospective analysis. The teaching experiments were done in two cycle, the first was done with four students and the second was done with 33 students in two classes of an elementary school located in Singaraja, Bali. The data related to number sense ability were gathered from observation and students’ written work in solving worksheet and post-test. The collected data were analyzed using constant comparative method. From the results, we found that a simultaneous learning of two-digit numbers addition and subtraction were effectively develop the students’ number sense and encourage the students to develop efficient counting strategies.
Creative Thinking Level of Students in Posing Conditional Probability Problems Sudi Prayitno; Dwi Novitasari; Tabita Wahyu Triutami; Ratna Yulis Tyaningsih
Didaktik Matematika Vol 10, No 1 (2023): April 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jdm.v10i1.29016

Abstract

Mathematical creativity provides space for students to express their ideas. Hence, the mathematical activities should support their ability to pose and solve problems. However, students are not used to them and have difficulty in proposing and solving creative problems. The ideas proposed are in the form of problem-posing with free situational and semi-structural types and their solutions. This study aims to describe the level of creativity of students in problem-posing and problem-solving conditional probability problems. The research method used was qualitative, and participants were 35 second-year preservice mathematics teachers. The result indicates that, in posing a free situational type problem, students were generally at level 3 (creative) while, in posing a semi-structural problem, students were generally at level 0 (not creative). Although, the students in each type of problem-posing task were at the category of level 4 (very creative), level 3 (creative), level 2 (quite creative), level 1 (almost creative), and level 0 (not creative). This shows that there is a need for habituation for students to pose and solve problems, especially those that are related to semi-structural type problems.
Analisis Kemampuan Pembuktian Matematis Masalah Bilangan pada Mahasiswa Calon Guru Matematika Sri Subarinah; Sudi Prayitno; Tabita Wahyu Triutami; Nilza Humaira Salsabila; Krisna Jivani Dasusmi
Mandalika Mathematics and Educations Journal Vol 8 No 1 (2026): Edisi Maret
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v8i1.11446

Abstract

Penelitian ini bertujuan mengeksplorasi kemampuan pembuktian mahasiswa calon guru matematika dalam masalah bilangan ditinjau berdasarkan metode pembuktiannya. Penelitian ini diperlukan karena kemampuan penalaran dalam pembuktian merupakan kompetensi penting yang harus dimiliki mahasiswa calon guru matematika. Jenis penelitian ini adalah gabungan kuantitatif dan kualitatif dengan pendekatan studi kasus, yaitu penelitian yang bermaksud untuk memahami fenomena tentang apa yang dialami oleh subjek penelitian secara holistik dan alamiah. Hasil penelitian memberikan gambaran mengenai penalaran yang digunakan mahasiswa dalam melakukan pembuktian masalah bilangan, kesalahan yang ditemukan adalah sebagai berikut: (1) Pada pembuktian dengan induksi matematika, melakukan manipulasi aljabar yang tidak tepat dan kesalahan penalaran yang melibatkan bilangan asli, (2) Pada pembuktian langsung penalaran yang tidak tepat, (3) Pada pembuktian tidak langsung (dengan kontradiksi), kesalahan konsep pembuktian tidak langsung dan kesalahan penalaran.
Pengembangan Perangkat Pembelajaran Berbasis Game Dengan Konteks Teka-Teki Silang Untuk Meningkatkan Kemampuan Numerasi Athia Awwalia Salim; Sri Subarinah; Tabita Wahyu Triutami
Mandalika Mathematics and Educations Journal Vol 8 No 2 (2026): Edisi Juni
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v8i2.12029

Abstract

Abstract This study aims to develop game based learning tools using a crossword puzzle context to improve students’ numeracy skills. Numeracy abilities can be improved by increasing students understanding of mathematical concepts. Game Based Learning offers an interactive learning experience that can make students’ understanding mathematical concepts through a structured game process. This study employed a Research and Development (R&D) method using the ADDIE ( analysis, design, development, implementation, and evaluation). The subjects of the study were 34 seventh grade students of SMP Negeri 15 Mataram. The developed products include teaching modules, student worksheets (LKPD), and numeracy posttest based game with crossword puzzle. Data analysis techniques include analysis of validity, practicality and effectiveness using percentage and N-Gain tests. The results indicate that the developed learning tools are highly valid, with module validity of 89.74%, LKPD validity of 85.65%, and posttest validity of 85.42%. The practicality level reached 89.40% (very practical). Furthermore, the effectiveness test showed an increase in students’ numeracy skills, with the average score improved from 60.93 to 81.33, and an N-Gain of 0.52 in the moderate category. These findings indicate that game based learning tools with a crossword puzzle context are sufficiently effective in improving students’ numeracy skills.
Kemampuan Komunikasi Matematis Siswa dalam Menyelesaikan Soal Teorema Pythagoras ditinjau dari Minat Belajar Cahya Ningrum Ma'idah Putri; Sri Subarinah; Tabita Wahyu Triutami
Griya Journal of Mathematics Education and Application Vol. 6 No. 2 (2026): Juni 2026
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v6i2.1115

Abstract

Mathematical communication ability is the student's ability to convey mathematical ideas through writing, symbols, and visual representations. Learning interest is one of the factors that encourages students to be more active in learning and more confident in expressing mathematical ideas. This study aims to describe students' mathematical communication abilities in solving Pythagorean Theorem problems in terms of learning interest. This research uses a qualitative descriptive approach and was conducted in class VIII of SMP Negeri 7 Mataram in the 2025/2026 academic year. The subjects of this study were 42 students, consisting of 11 students with high learning interest, 18 students with moderate learning interest, and 13 students with low learning interest. Furthermore, 8 students were selected for interviews, consisting of 3 students with high interest, 3 with moderate interest, and 2 with low interest. Data collection techniques included questionnaires, tests, and interviews. Data analysis was performed through data reduction, data presentation, and drawing conclusions. The results showed that students' mathematical communication abilities differ at each level of learning interest. Students with high interest tend to be better at expressing ideas and using symbols; students with moderate interest are fairly good but still have difficulty explaining the solution steps; whereas students with low interest have difficulty expressing ideas and explaining the problem-solving process. Thus, learning interest is not always directly proportional to students' mathematical communication abilities.
Kemampuan Pemecahan Masalah Matematika dalam Menyelesaikan Soal Setara PISA Ditinjau dari Gaya Kognitif Siswa Widya Puspita Putri; Sri Subarinah; Tabita Wahyu Triutami
Griya Journal of Mathematics Education and Application Vol. 6 No. 2 (2026): Juni 2026
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v6i2.1120

Abstract

This study aims to describe students’ mathematical problem-solving abilities in solving PISA-like problems based on the Field Dependent (FD) and Field Independent (FI) cognitive styles. This research employed a qualitative descriptive design. The subjects of the study were 40 students of class VIIIC at SMP Negeri 2 Mataram in the 2025/2026 academic year, consisting of 20 FD students and 20 FI students. Furthermore, six students, comprising three FD students and three FI students, were selected as interview subjects through purposive sampling. The data were collected using a cognitive style test, namely the Group Embedded Figures Test (GEFT), a mathematical problem-solving test in the form of PISA-like problems, and interview guidelines. Data analysis was conducted based on the Miles and Huberman model, which includes data reduction, data display, and conclusion drawing, while also referring to Polya’s four stages of problem solving. The results of the study indicate that: (1) FD students were generally able to perform three stages of Polya’s problem-solving process, namely understanding the problem, devising a plan, and carrying out the plan. However, FD students were generally unable to perform the looking back stage; (2) FI students were generally able to perform all four stages of Polya’s problem-solving process, namely understanding the problem, devising a plan, carrying out the plan, and looking back. The findings of this study are expected to serve as a consideration for teachers in designing mathematics instruction that is aligned with student’s cognitive style characteristics.
Penguatan Profesionalisme Guru Matematika SMP melalui Pelatihan Pengembangan Video Pembelajaran Interaktif Berbasis Canva Berorientasi Deep Learning di MGMP Matematika Lombok Barat Tabita Wahyu Triutami; Arjudin Arjudin; Sri Subarinah; Syahrul Azmi; Muhammad Turmuzi; Laylatul Hisda
Rengganis Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): Mei 2026
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v6i1.1197

Abstract

This community service program aimed to improve the professionalism of junior high school mathematics teachers through training on developing interactive learning videos using Canva oriented toward deep learning. The program was conducted in the Mathematics Teachers’ Working Group (MGMP) of West Lombok through several stages, including preparation of training materials, program socialization, training implementation, classroom application, mentoring, and evaluation. The training materials covered the concept of deep learning, the use of Canva as an IT-based learning medium, and practical activities in creating interactive mathematics learning videos. Evaluation was carried out using questionnaires to determine participants’ responses and understanding of the training activities. The results showed that participants gave positive responses to all aspects of the training. Teachers experienced improvements in understanding, creativity, and skills in developing interactive learning media using Canva. Furthermore, the training supported the implementation of more engaging, innovative, and student-centered mathematics learning.