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Ethnomathematics Study: Geometrical Concept in Kudus Market Snacks Diva Aftina Ardiyanti; Putri Nur Malasari
EduMatSains : Jurnal Pendidikan, Matematika dan Sains Vol 9 No 1 (2024): July
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Kristen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33541/edumatsains.v9i1.5971

Abstract

Most students consider mathematics difficult, because it is abstract. To respond to this, teachers can use ethnomathematics in learning mathematics so that mathematics is easy to understand. One of the ethnomathematics objects that can be used is market snacks. Market snacks are traditional foods that are often sold in crowded places such as markets. This study aims to analyze the geometrical concepts that exist in various forms of market snacks in Kudus. This research uses a type of qualitative research with an ethnographic approach. Data collection used semi-structural interviews with 3 market snack sellers, literature studies, and documentation. The results of the study found that there are geometric concepts in market snacks. Triangular, rectangular, and circular shapes are found, while for spatial shapes, rectangular pyramids, blocks, spheres, triangular prisms, and tubes are found. The research results can be used as an alternative source of learning mathematics, especially in geometry material.
Pengembangan Instrumen Tes untuk Mengukur Kemampuan Berpikir komputasional Siswa dalam Pembelajaran Matematika: Sebuah Tinjauan Sistematis Meliana Sukma Desti; Putri Nur Malasari
Jurnal Ilmiah Soulmath : Jurnal Edukasi Pendidikan Matematika Vol 14 No 2 (2026)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/smj.v14i2.11440

Abstract

Abstract The integration of computational thinking (CT) into mathematics is highly strategic due to the cognitive overlap between the two fields. However, the validity and reliability of its measurement instruments remain major challenges. This study aims to map the development of CT test instruments in mathematics through a Systematic Literature Review (SLR) of 8 empirical articles (2021-2025). The novelty of this research lies in the critical analysis of psychometric quality and the characteristics of domain-specific mathematics instruments. The results indicate a dominance of development at the elementary school level (50%). Critical findings reveal significant variations in reliability, where low coefficients (0.27 and 0.33) indicate the limitations of classical statistics in measuring multidimensional CT. The conclusion emphasizes the urgency of shifting to modern psychometric analysis (Rasch/IRT) and expanding instrument development to higher education levels to ensure the continuity of student cognitive measurement from basic to advanced levels. Keywords: Computational Thinking, Test Instrument, Mathematics Learning, Systematic Literature Review, Assessment. Abstrak Integrasi berpikir komputasional (CT) dalam matematika sangat strategis karena adanya tumpang tindih kognitif antara dua bidang. Namun, validitas dan reliabilitas instrumen pengukuran masih menjadi tantangan utama. Penelitian ini bertujuan memetakan pengembangan instrumen tes CT dalam matematika melalui metode Systematic Literature Review (SLR) terhadap 8 artikel empiris (2021-2025). Kebaruan penelitian ini terletak pada analisis kritis kualitas psikometrik dan karakteristik instrumen spesifik domain matematika. Hasil menunjukkan dominasi pengembangan pada jenjang SD (50%). Temuan kritis mengungkap variasi reliabilitas signifikan, di mana koefisien rendah (0,27 dan 0,33) mengindikasikan keterbatasan statistik klasik dalam mengukur CT yang multidimensi. Simpulan menekankan urgensi pergeseran ke analisis psikometrik modern (Rasch/IRT) serta perluasan pengembangan instrumen pada jenjang pendidikan tinggi guna menjamin kesinambungan pengukuran kognitif siswa dari level dasar hingga tinggi. Kata Kunci: Berpikir komputasional, Instrumen Tes, Pembelajaran Matematika, Systematic Literature Review, Asesmen.
Pengaruh Gamifikasi terhadap Hasil Belajar Matematika Siswa di Indonesia: Studi Meta-Analisis Anita Salsa Billa; Putri Nur Malasari
MATHEdunesa Vol. 14 No. 1 (2025): Jurnal Mathedunesa Volume 14 Nomor 1 Tahun 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v14n1.p30-38

Abstract

In 2015 Indonesia was ranked 44th out of 49 countries that took part in the international assessment by TIMSS. The low student learning outcomes are influenced by several factors, one of which is the lack of teacher innovation in using learning media, this results in students feeling bored in following the learning process in class. To overcome this, this can be done by utilizing fun learning media, one of which is using gamification. This research aims to determine the magnitude of the influence of gamification on student mathematics learning outcomes in Indonesia as a whole, based on the type of gamification and level of education. This research uses a quantitative approach and a meta-analysis type of research. The instrument used was a coding sheet containing data from the control group and experimental group in the form of sample size, average and standard deviation obtained from studies selected using the Publish or Perish application with the Google Scholar database. In calculating the effect size using the OpenMEE application. The results of the meta-analysis research obtained 21 studies which showed that the use of gamification had an overall effect on student mathematics learning outcomes in Indonesia of 1.054. Meanwhile, based on the type of gamification used, Wordwall has the greatest influence on improving mathematics learning outcomes with an average effect-size value of 1.818. Then based on educational level, gamification is more effectively used at elementary school level with an average of 1.381. The results of this research are useful for educators in choosing appropriate gamification-based learning media to improve students' mathematics learning outcomes.
Pengaruh augmented reality terhadap kemampuan spasial siswa dalam pembelajaran matematika: Systematic literature review Afdar Rizki Nabila; Putri Nur Malasari
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 12 No 1 (2026): 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.v12i1.27993

Abstract

Kemampuan spasial merupakan aspek penting dalam pembelajaran matematika karena membantu siswa memahami konsep geometri, bentuk ruang, dan hubungan antarunsur visual, namun pembelajaran yang masih bersifat abstrak dan dua dimensi membuat siswa kesulitan mengembangkannya. Seiring kemajuan teknologi, Augmented Reality (AR) hadir sebagai inovasi yang mampu menjembatani konsep abstrak menjadi pengalaman belajar yang konkret dan interaktif. Penelitian ini bertujuan meninjau secara sistematis pengaruh dan penerapan AR terhadap peningkatan kemampuan spasial siswa dalam pembelajaran matematika menggunakan metode Systematic Literature Review (SLR) dengan panduan PRISMA 2020. Pencarian literatur dilakukan melalui Google Scholar, Scopus, ScienceDirect, dan ERIC, dan dari 266 artikel ditemukan, 15 artikel memenuhi kriteria inklusi untuk dianalisis. Hasil sintesis menunjukkan bahwa penerapan AR berpengaruh positif terhadap peningkatan kemampuan spasial, terutama pada aspek visualisasi, rotasi, dan penalaran spasial. AR membantu siswa memahami konsep geometri melalui representasi objek tiga dimensi yang interaktif, meningkatkan motivasi belajar, serta memperkuat keterlibatan kognitif. Efektivitas AR meningkat saat diintegrasikan dengan model pembelajaran aktif, meskipun masih terdapat kendala terkait perangkat, kesiapan guru, dan infrastruktur.
PENGEMBANGAN SOAL OLIMPIADE MATEMATIKA SMP MATERI KOMBINATORIKA DAN PELUANG TERINTEGRASI KEBUDAYAAN LOKAL KUDUS Hanik Setyawati; Putri Nur Malasari
Jurnal Numeracy Vol 11 No 2 (2024)
Publisher : Program Studi Pendidikan Matematika, Universitas Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/numeracy.v11i2.2911

Abstract

Soal olimpiade matematika merupakan jenis soal dalam ranah Higher Order Thinking Skill (HOTS). Di era sekarang peserta didik bukan hanya difokuskan untuk mampu berpikir kritis, tetapi juga harus mempunyai kemampuan literasi yang baik. Kemampuan literasi terkait budaya sekitar sangat diperlukan agar peserta didik dapat mengenal dan melestarikan budaya tersebut. Oleh karena itu, penelitian ini ditujukan untuk; (1) Menghasilkan soal olimpiade matematika jenjang SMP sederajat materi kombinatorika dan peluang terintegrasi kebudayaan lokal Kudus yang valid untuk mengukur tingkat pemahaman peserta didik; (2) Menganalisis kesalahan umum peserta didik dalam menyelesaikan soal yang dikembangkan peneliti. Penelitian ini memakai metode pengembangan dengan model formative research yang meliputi empat tahapan, yakni tahap preliminary, self-evaluation, prototyping, dan field test. Subjek uji coba pada penelitian ini ialah 38 peserta didik SMP 1 Kudus kelas IX, dengan teknik pengumpulan datanya berupa tes tertulis serta wawancara. Hasil penelitian menunjukkan adanya respon yang baik terhadap soal yang dikembangkan peneliti, akan tetapi masih terdapat beberapa kesalahan umum peserta didik dalam menyelesaikan soal tersebut. Berdasarkan hasil penelitian, diperoleh simpulan bahwa: (1) Diperoleh 4 butir soal olimpiade matematika yang dinyatakan valid, dimana nilai V Aiken secara keseluruhan sama dengan 0,8; (2) Kesalahan umum peserta didik saat menyelesaikan soal yang dikembangkan peneliti meliputi kesalahan dalam memahami maksud dari soal, kesalahan dalam memahami rumus, dan kesalahan konsep.AbstractThe math olympiad question is one of the questions in the HOTS domain. In this era, students are not only focused on being able to think critically, but are also required to have good literacy skills. Literacy skills related to surrounding culture are needed so that students can recognize and preserve the culture. Therefore, the existence of this research is intended to; (1) Produce mathematics olympiad questions at the junior high school level equivalent to combinatorics and opportunities integrated with Kudus local culture that are valid to measure the level of understanding of students; (2) Analyzing students' common errors in solving researcher-developed questions. This study uses a development research method with a formative research model consisting of four stages, namely the preliminary, self-evaluation, prototyping, and field test. The test subjects in this study were 38 ninth grade students at SMP 1 Kudus, with data collection techniques in the form of written tests and interviews. The results showed a good response to the problem developed by the researcher, but there were still some common mistakes of students in solving the problem. Based on these results it can be concluded that: (1) There are 4 items of math olympiad questions that are declared valid, where the overall value of V Aiken is equal to 0.8; (2) Common errors of students when solving problems developed by researchers include errors in understanding the meaning of the problem, errors in understanding formulas, and concept errors.