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Rancangan Hypothetical Learning Trajectory (HLT) Menggunakan Konteks Perubahan Iklim untuk Melatih Kemampuan Literasi Statistik Friansah, Drajat; Zulkardi, Zulkardi; Susanti, Ely; Nusantara, Duano Sapta
SJME (Supremum Journal of Mathematics Education) Vol 8 No 1 (2024): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v8i1.10440

Abstract

The issue of climate change is a global problem that is very strategic to be overcome, because it has an impact on the environment. Low ability to understand and interpret climate change data presented statistically is associated with low statistical literacy skills. Statistical literacy is the critical ability to access, understand, interpret, and evaluate statistical information or messages in various contexts. This underlies researchers to design learning trajectories using the context of climate change to train the statistical literacy skills of prospective teacher students. The method used is the design of research type validations studies with the subject of prospective teacher students. This research produced HLT which is able to facilitate statistical literacy skills and successfully identify the level of statistical literacy ability of students who are at low and middle stages.
Developing Android-Based Educational Games to Improve Students' Literacy in Whole Number Susanti, Ely; Aisyah, Nyimas; Suryani , Eka
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.183

Abstract

(During the learning process, the use of media and teaching materials, as well as non-routine questions, can help students improve their understanding and literacy in mathematics. One of them is game-based media designed or created to stimulate thinking skills to improve concentration and problem-solving, with attractive features such as audio, text, images, and moving animations, utilizing only links and tools on each individual's Android phone. This is also in line with the use of technology-based media in learning as formulated by the Ministry of Education and Culture through the Merdeka Curriculum. This research aims to produce valid and practical educational math game materials in the form of an Android-based game and to describe students' responses after using the game. The subjects of this research are 33 seventh-grade students from SMP SRIJAYA Palembang. The research method used is Development Research, with the model applied in the learning process being the Plomp model, which consists of 2 stages: preliminary research and prototyping. The data collection techniques are questionnaires, observations, interviews, and tests. The questionnaire is used to assess the validity and practicality of the teaching materials. Observation is used to measure learning effectiveness, while tests are used to measure students' mathematical literacy. The data analysis technique used in this research is descriptive, both quantitative descriptive and qualitative descriptive. Based on the results of the data analysis, it was found that the developed Android-based game is categorized as valid when viewed from the aspects of content, construct, language, and ICT. In addition, the Android-based game has also been categorized as practical when viewed from the aspects of ease of use, attractiveness, challenge, and its applicability in mathematics learning
Pembelajaran Matematika dengan STEAM dalam Persepsi Siswa Arin, Arin; Aisyah, Nyimas; Susanti, Ely; Nuraeni, Zuli
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.98

Abstract

STEAM is one of the learning approaches that can be used to support students' understanding and knowledge of science, technology, engineering, art, and mathematics can increase, so that this understanding can be used to solve problems and make decisions for the progress of students. However, STEAM is still underutilized in schools. The purpose of this survey research is to describe students' perceptions of learning mathematics using STEAM. The participants in this study were 90 grade 9 students at SMP Negeri 13 Palembang. Participants were selected using voluntary and random sampling techniques. Data were collected using a questionnaire consisting of two parts, namely closed and open statements. Data were analyzed using descriptive statistics with qualitative methods. The results showed that students gave positive and negative responses to the application of STEAM in learning. Students agree that STEAM can increase their motivation and activity in learning. On the other hand, some students choose to apply learning without media because they prefer learning directly delivered by the teacher. This contributes to students' difficulties in mastering math concepts. The results of this study provide useful insights for future research in learning approaches used in teaching.
Learning Design in Translation Topic with Cinema Context for 9th Grade Students Rosyada, Amrina; Zulkardi, Zulkardi; Susanti, Ely; Meryansumayeka, Meryansumayeka
SJME (Supremum Journal of Mathematics Education) Vol 9 No 2 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i2.194

Abstract

The use of real-world contexts in RME learning makes the concepts learned by students more meaningful. In this research, a cinema, which is relevant to students' lives are used as learning contexts. This research aims to develop a learning trajectory based on the RME approach using cinema context to help students understand the concept of translation. The research method used in this study is a design research validation study type with 33 ninth-th grade students of SMP Negeri 9 Palembang as subjects. Data collection techniques used include observation data collection techniques, interviews, field notes, and documentation. This study produces a Hypothetical Learning Trajectory (HLT) that can help students understand the translation concept. The resulting HLT includes four activities, namely observing contextual problems in cinemas as a starting point in understanding the concept of translation, identifying the cinema seats position as the initial points to be translated, drawing the cinema layout in cartesian coordinates to find the relationship between the coordinates of the translated point and the initial point, generalizing the shifts of the seat position to discover the concept of translation.
Open-Ended Problem dengan Konteks Perahu Bidar untuk Kemampuan Pemecahan Masalah Matematika pada Materi Statistika Wijaya, Aldi Putra; Zulkardi, Zulkardi; Susanti, Ely
Media Pendidikan Matematika Vol. 11 No. 2 (2023)
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/mpm.v11i2.9764

Abstract

Penelitian ini bertujuan untuk mendeskripsikan Open-Ended Problem dengan konteks perahu bidar untuk kemampuan pemecahan masalah matematika pada materi statistika. Jenis yang digunakan adalah penelitian deskriptif dengan pendekatan kualitatif dengan melibatkan subjek sebanyak 15 orang peserta didik di kota Palembang yang dipilih secara acak yaitu peserta didik kelas XI dan kelas XII yang memiliki kesediaan menjadi sukarelawan mengerjakan permasalahan yang disajikan. Teknik yang digunakan dalam pengumpulan data yaitu dengan cara tes tertulis dan wawancara. Data yang diperoleh selanjutnya diolah untuk dianalisis menggunakan pendekatan kualitatif non-statistik atau tanpa menggunakan perhitungan statistik. Kemudian hasil yang diperoleh akan dideskripsikan menggunakan kalimat yang merujuk pada indikator tahapan pembelesaian masalah Polya dan akan ditarik kesimpulannya. Hasil penelitian menunjukan bahwa secara keseluruhan peserta didik telah mampu memahami masalah Open-ended dengan konteks perahu bidar pada materi statistika dengaan cara menuliskan informasi berdasarkan sudut pandang dari masing-masing peserta didik. Pada tahap merencanakan strategi pemecahan masalah sebagian besar peserta didik kesulitan dalam menentukan strateginya seperti membuat permisalan. Begitu juga pada tahap melaksanakan strategi pemecahan masalah sebagian besar peserta didik mengalami kesulitan dalam melaksanakan penyelesaian karena tidak dapat menyelesaikan tahapan sebelumnya. Pada tahap mengecek kembali solusi juga sebagian besar peserta didik mengalami kesulitan pada tahap ini dikarenakan tidak dapat menyelesaikan tahapan sebelumnya dan tidak menemukan keterkaitan antara informasi yang diperoleh dan penyelesaiannya, hanya beberapa peserta didik saja yang berhasil melakukan pemecahan masalah sampai ke tahap tersebut.
The effect of PMRI assisted by augmented reality on circle for students’ problem-solving ability Wulandari, Trisna; Susanti, Ely; Hiltrimartin, Cecil
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/7mjbm154

Abstract

Mathematical problem-solving ability among students remains low in conventional learning environments. The integration of Augmented Reality (AR) into the Indonesian Realistic Mathematics Education (PMRI) approach facilitates visualization of abstract concepts and promotes contextual learning. This study analyzes the effect of PMRI-based circle learning assisted by AR on students' problem-solving abilities. A quantitative approach was employed using a One Group Pretest pretest-posttest design with 35 eleventh-grade students from SMA Srijaya Negara Palembang. Data were collected through a mathematical problem-solving test based on Polya's four stages: understanding the problem, devising a plan, carrying out the plan, and looking back, administered before and after the intervention. The Shapiro–Wilk test indicated that the data were normally distributed (pretest = 0.084; posttest = 0.309, both > 0.05). Paired sample t-test analysis revealed a pretest mean score of 19.37 and a posttest mean score of 66.51, with a mean difference of 47.14. The t-test result (t = -23.053, Sig. (2-tailed) < 0.001) indicated a significant difference between pretest and posttest scores. These findings demonstrate that the PMRI-based learning design assisted by AR is effective in improving students' problem-solving abilities through contextual learning experiences and interactive visualization. The results suggest that integrating PMRI with Augmented Reality in circle learning represents an effective instructional innovation for enhancing students' problem-solving abilities.
Hypothetical Learning Trajectory Materi Sistem Persamaan Linear Tiga Variabel: Konteks Jajanan Khas Kepulauan Riau Husna, Asmaul; Zulkardi, Zulkardi; Putri, Ratu Ilma Indra; Susanti, Ely; Nusantara, Duano Sapta
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 10 No 1 (2024): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v10i1.21550

Abstract

This study aims to design a learning trajectory for the Three-Variable Linear Equation System (SPLTV) by applying Indonesian Realistic Mathematics Education (PMRI) with the context of typical Riau Islands snacks. The research methodology involved three stages, namely preparing for the experiment, design experiment, and retrospective analysis. Data were collected through documentation and interviews, then analyzed by data reduction, data presentation, and conclusion drawing. The research subjects were 15 3rd semester students of the Mathematics Education Study Program at Riau Islands University. The results of the research are in the form of a hypothetical learning trajectory design in learning SPLTV with the context of typical snacks of the Riau Islands. The learning trajectory begins by linking students' learning experiences with the concepts to be presented. During learning, students apply the SPLTV concept to contextual problems. In the end, they are able to apply the SPLTV concept in different contexts, demonstrating an understanding of the material. This contextualized learning experience plays an important role in improving students' understanding of SPLTV.
Pendekatan PMRI pada Materi Persamaan Liniear dengan Konteks Kuliner Sumatera Selatan untuk Meningkatkan Pemahaman Aljabar Siswa SMP Qatrunnada, Dhiya; Zulkardi; Susanti, Ely; Meryansumayeka
Jurnal Silogisme : Kajian Ilmu Matematika dan Pembelajarannya Vol 10 No 02 (2025): Desember
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/silogisme.v10i02.10743

Abstract

Penelitian ini bertujuan untuk menghasilkan Local Instructional Theory (LIT) pada materi persamaan linear di kelas VIII SMP menggunakan pendekatan Pendidikan Matematika Realistik Indonesia (PMRI) dengan konteks kuliner Sumatera Selatan. Penelitian ini menggunakan metode design research tipe validation studies yang terdiri atas tiga tahap, yaitu preparing for the experiment, design experiment (yang meliputi pilot experiment dan teaching experiment), serta retrospective analysis. Subjek penelitian adalah 30 siswa kelas VIII SMP Negeri 2 Palembang tahun ajaran 2024/2025. Teknik pengumpulan data meliputi observasi, wawancara, catatan lapangan, dan dokumentasi. Pada tahap awal disusun Hypothetical Learning Trajectory (HLT) berbasis PMRI yang kemudian diuji dan direvisi melalui pilot experiment. Hasil pilot experiment menunjukkan bahwa LKS yang dirancang belum sepenuhnya mendukung pemahaman siswa dalam menyusun persamaan linear. Setelah dilakukan perbaikan, hasil teaching experiment menunjukkan bahwa siswa mampu menyusun dan menyelesaikan persamaan linear dengan berbagai strategi, seperti substitusi, operasi dasar, dan penggunaan tabel. Hasil retrospective analysis menunjukkan bahwa lintasan belajar siswa sesuai dengan HLT yang direvisi dan mendukung terbentuknya LIT yang lebih baik dan relevan. Dengan demikian, pendekatan PMRI melalui konteks kuliner Sumatera Selatan dapat membantu siswa memahami konsep persamaan linear secara lebih bermakna.
Desain LIT untuk Penguasaan Konsep Bilangan Bulat melalui Permainan Jejamok dan Lesson Study Handayani, Ratih; Putri, Ratu Ilma Indra; Zulkardi, Zulkardi; Susanti, Ely; Mulyono, Budi
Jurnal Silogisme : Kajian Ilmu Matematika dan Pembelajarannya Vol 10 No 02 (2025): Desember
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/silogisme.v10i02.10778

Abstract

Pembelajaran matematika sering kali terputus dari pengalaman nyata siswa, membuat mereka kesulitan memahami konsep abstrak, seperti bilangan bulat dan operasinya. Ketidakpahaman siswa terhadap bilangan positif, negatif, serta operasi aritmetika sering menjadi hambatan utama dalam pembelajaran. Pendekatan PMRI menggarisbawahi pentingnya menggunakan konteks dunia nyata untuk menjembatani pemahaman ini, dengan permainan tradisional jejmok. Penelitian ini bertujuan untuk mengembangkan dan menguji Desain Local Instruction Trajectory (LIT) berbasis permainan tradisional Jejamok, untuk mengajarkan operasi bilangan bulat. Selain itu, penelitian ini menganalisis pengaruh pembelajaran berbasis permainan terhadap penguasaan konsep bilangan bulat siswa serta mengevaluasi peran lesson study dalam meningkatkan kualitas perancangan dan implementasi aktivitas pembelajaran berbasis permainan pada siswa kelas 6 SDIT Insan Rabbani, Kotabumi, Lampung Utara. Penelitian ini menggunakan metode Design Research dengan pendekatan kualitatif. Tipe penelitian yang digunakan adalah Validation Studies dengan tiga tahap utama: Preparing for the Experiment, Design Experiment, dan Retrospective Analysis. Teknik pengumpulan data meliputi observasi, wawancara, dan tes Teknik analisis data mengikuti model Miles dan Huberman yang mencakup reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian sebanyak 82% siswa telah menunjukkan penguasaan konsep. Hal ini berarti pendekatan berbasis permainan tradisional Jejamok efektif dalam meningkatkan pemahaman siswa terhadap konsep bilangan bulat. Lesson study berperan signifikan dalam menyempurnakan desain pembelajaran, melalui proses kolaborasi antara guru, peneliti, dan rekan sejawat. Penelitian ini mendukung temuan sebelumnya yang menyatakan bahwa pembelajaran berbasis konteks budaya lokal dan kolaborasi dalam lesson study dapat meningkatkan efektivitas pengajaran konsep matematika
Interactive Digital Teaching Materials Based on Numeracy: Development Studies on Statistical Material with The Context of Musi Banyuasin Bariyah, Leny; Susanti, Ely; Aisyah, Nyimas
Kreano, Jurnal Matematika Kreatif-Inovatif Vol. 16 No. 2 (2025): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : UNNES JOURNAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v16i2.29600

Abstract

Students' numeracy skills remain low, and some digital teaching materials are designed to support concentration and problem-solving through interactive features. In fact, students' Android devices have yet to be fully optimized for learning. This study aims to produce valid and practical digital teaching materials and to describe student responses after their use. The research followed the Plomp development model, consisting of four phases: preliminary investigation, design, realization, and test, evaluation, and revision. The subjects were 20 seventh-grade students from SMP Negeri 4 Jirak Jaya. Data were collected through questionnaires, observations, documentation, and interviews, and analyzed using descriptive quantitative and qualitative methods. The results show that the material is valid in terms of content, construction, language, and ICT, and is practical for use. Students' numeracy also improved to a good category. The digital material has potential effects on numeracy and is recommended for classroom use. Abstrak Kemampuan numerasi siswa masih rendah, dan beberapa materi pembelajaran digital dirancang untuk mendukung konsentrasi dan pemecahan masalah melalui fitur interaktif. Faktanya, perangkat Android siswa belum sepenuhnya dioptimalkan untuk pembelajaran. Studi ini bertujuan untuk menghasilkan materi pembelajaran digital yang valid dan praktis serta mendeskripsikan respons siswa setelah penggunaannya. Penelitian ini mengikuti model pengembangan Plomp, yang terdiri dari empat fase: preliminary investigation, design, realization, and test, evaluation, dan revision. Subjek penelitian adalah 20 siswa kelas tujuh dari SMP Negeri 4 Jirak Jaya. Data dikumpulkan melalui kuesioner, observasi, dokumentasi, dan wawancara, dan dianalisis menggunakan metode kuantitatif dan kualitatif deskriptif. Hasil penelitian menunjukkan bahwa materi tersebut valid dari segi isi, konstruksi, bahasa, dan TIK, serta praktis untuk digunakan. Kemampuan numerasi siswa juga meningkat ke kategori baik. Materi digital tersebut memiliki potensi pengaruh terhadap kemampuan numerasi dan direkomendasikan untuk digunakan di kelas.
Co-Authors Abul Walid Adi Saputro Aditya, Pandu Agustarina, Mitta Ainun Jariyah Ainun Mardia Aisyah Turidho Allen Marga Retta, Allen Marga Amrina Rosyada Anak Agung Gede Sugianthara Andita, Sintia Angge Sapto Mubharokh Angge Sapto Mubharokh Annisa Oktavia Lestari Arika Sari Ardani Arin, Arin Arsan Shanie Arum Niti Wijayanti Asep Nurul Aripin Asmaul Husna Astuti, Puji Audina, Chamila Putri Audrilia, Riski Avida Avida Avida Avida, Avida AYU LESTARI Ayu Mentari Ayu Puji Rahayu Bariyah, Leny Belinda Ambarwati Berlian, M Ridho Ratu Cecep Anwar FS Cecil Hiltri Martin Cecil Hiltrimartin Cecil Hiltrimartin Cecil Hiltrimatrin Chn, Rafika Riana Choirunisa, Choirunisa Danil C, Fransisco Darmawijoyo, Darmawijoyo Dasaprawira, M Noviarsyah Debi Suci Putri Delfi, Iftina Desi Safitri Desvitasari, Tria Dewi Ananti Wulan Dewi Rawani Dian Fitriana Diki Suryanto Drajat Friansah Duano Sapta Nusantara Dwi Hasmidyani Dwi Rivana Dyego Ostian Dyna Meriza Edy Purnomo Effendi, Firman Eka Sanita Elfariana, Rizma Elvina, Nova Etika Prasetyani Etika Prasetyani, Etika Ety Septiati Febriani, Ria Firsta, Risa Rahmatia Fitra, Dian Fitrisyah, Muhammad Aidil Hapizah Harisman Nizar Hauda, Nabilah Hendrik Efendi Lumban Tobing Hijir Ardiansyah Hiriza Imron Ida Hamidah Ifana, Bernika Indrialis Ika Pratiwi Ika Pratiwi Indah Rahmasari Indaryanti Indaryanti Intan Saputri Ismail, Norulhuda Isrokatun Isrokatun Isrok’atun Jeri Araiku Jesika Dwi Putriani Johan, Mery Khairida Fahriya Imtinan Kurniadi, Elika Lasti, Nadila Leni Maimuna Linda Herlinda Luthfi, Nurrana M David Safitra M. Arrasikh Hidayatullah Arrasikh M. Yusuf Maimuna, Leni Marhamah Marhamah Mariela, Anadia Muli Marina, Rini Martin, Cecil Hiltri Masrukan Masrukan Mery Johan Meryansumayeka Meryansumayeka Mitha Frilia Muhammad Aidil Fitrisyah Muhammad Akbar Budiman Muhammad Yusuf Muhammad Yusup Mulyono, Budi MUSLIMIN Nabila Putri Isamer Nabila, Siti Nety Wahyu Saputri Ningsih, Putri Ningsih, Sri Tuti Nisa, Sholihatun Novi Susanti Novi Triana Novita Sari Novita Sari Nugraha, Inka Verandera Nur Fitriyana Nur Fitriyana Nuradinda, Amieyah Nurdiyanto, Tito Nuril Fajria Ramadhona Nuril Fajriana Ramadhona Nurrana Fitria Luthfi Nurrosyadah, Naqiyyah Nyiayu Fraisa Fatiyah, Nyiayu Fraisa Nyimas Aisyah Nyimas Aisyah Oktaviani Silaen, Elza Pemi Purnama Sari Pratiwi, Weni Dwi PUJI ASTUTI Pujiati Pujiati Purwasi, Lucy Asri Purwoko Purwoko Purwoko Purwoko Puspita Sari Putra, Eko Septiansyah Putri Ningsih Putri, Dhea Anisah Putri, Ratu ilma Indah Putriani, Jesika Dwi Qatrunnada, Dhiya Rahma Siska Utari Rahmawati Rahmawati Rahmawati, Rahmawati Ramadan, Dwi Cahya Ramadhona, Nuril Fajria Rarri Bian Ryandi Ratih Handayani Ratu Ilma Ratu Ilma Indra Putri Rendi Muhammad Aris Rendi Muhammad Aris, Rendi Muhammad Reni Setiawati Reni Setiawati Risa Rahmatia Firsta Riski Audrilia S. B. Waluya, S. B. Safitra, M. David Sakiman, Novi Komariyatiningsih Sanita, Eka Saputri, Intan Sari, Arika Sari, Filian Yunita Sari, Pemi Purnama Scristia, Scristia Setiyowati, Nadiah Sholihatun Nisa Silaen, Elza Oktaviani Simarmata, Ruth Helen Sindi Citra Rahayu SISKA NINGSIH Siti Mistima Maat Situmorang, Gresilia Somakim, Somakim Sujinal Arifin Sukmaningthias, Novika Sukmaningtias, Novika Suparmi, Etty Supratik Suryani , Eka SURYANI, EKA Susanti, Elsa SYAHRIAL SYAHRIAL Tatag Yuli Eko Siswono titin wijayanti Tito Nurdiyanto Tobing, Hendrik Efendi Lumban Triana, Novi Trisia Wati Trisna Wulandari Turidho, Aisyah Uswatun Hasanah Utami, Marta Risa Putri Vera Yuliana Vira Putri Ermanda Wijaya, Aldi Putra Winda Nursantika Wulan, Dewi Ananti Wulan, Dewi Ananti Wulandari, Trisna Yanna Sanova Yefsi Desty Ania Yonanda, Pramestry Yuliana FH Yulianita Yunita Sari Manalu, Yunita Sari Yurika Mariani Yusuf Hartono Zuli Nuraeni Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi _