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PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTUAN GOOGLE SITES TERHADAP KEMAMPUAN BERPIKIR KREATIF MATEMATIS SISWA Dian Widya Sari; Hevy Risqi Maharani
JURNAL PEMBELAJARAN DAN MATEMATIKA SIGMA (JPMS) Vol 11, No 1 (2025)
Publisher : Fakultas Keguruan dan Ilmu pendidikan (FKIP) Universitas Labuhan Batu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jpms.v11i1.7014

Abstract

Tujuan penelitian adalah untuk mengetahui apakah model PBL berbantuan google sites dapat berpengaruh terhadap kemampuan berpikir kreatif matematis siswa. Penelitian ini dilakukan di SMA Islam Sultan Agung 3. Penelitian ini menggunakan pre-experimen design dengan one grup pretest-posttest design. Pengambilan sampel dilakukan dengan teknik purposive sampling dan terpilihlah kelas X.2 sebagai sampel penelitian. Instumen penelitian adalah pretest dan posttest yang masing-masing terdiri empat soal uraian sesuai dengan indikator kemampuan berpikir kreatif matematis. Analisis data menggunakan uji-t dan uji paired t-test dengan persyaratan uji normalitas. Hasil uji normalitas diperoleh data berdistribusi normal. Hasil uji-t didapat 0,000 < 0,05 maka  ditolak. Artinya, nilai rata-rata KKTP kemampuan berpikir kreatif matematis siswa dengan model PBL berbantuan google sites lebih dari 70. Hasil uji paired sample statistic didapat nilai rata-rata pretest sebesar 25,88 dan rata-rata posttest sebesar 80,65 kemudian dilakukan uji paired sample test didapat nilai sig. (2-tailed) sebesar 0,000 artinya < 0,05 maka   ditolak.  Artinya, ada perbedaan rata-rata kemampuan berpikir kreatif matematis sebelum dan sesudah menerapkan model pembelajaran PBL berbantuan google sites. Hasil penelitian menyatakan ada pengaruh setelah penerapan model PBL berbantuan google sites terhadap kemampuan berpikir kreatif matematis siswa.
Students' Computational Thinking Process in Solving PISA Problems of Change and Relationship Content Reviewed from Students’ Self Efficacy Ananda Jullailatul Azizia; Imam Kusmaryono; Hevy Risqi Maharani; Ahmad Arifuddin
EduMa: Mathematics education learning and teaching Vol. 12 No. 1 (2023)
Publisher : Jurusan Tadris Matematika UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/eduma.v12i1.13132

Abstract

This research focuses on the stages of students' computational thinking processes in solving PISA questions about change and relationship content in terms of self-efficacy. The subjects of this study were 15-year-old students of class X MIPA 3 MAN 1 Semarang City, totaling 22 students and selected 2 students who had high self-efficacy, 2 students who had moderate self-efficacy and 2 students who had low self-efficacy. This research method uses a qualitative descriptive approach. Data collection using questionnaires, test instruments and interviews. Data analysis in this study included data collection, data reduction presented in text form and drawing conclusions or verification. The results of the study show that students' computational thinking processes in solving PISA questions about change and relationship content that have high self-efficacy can reach the stages of decomposition, pattern recognition, abstraction and algorithmic thinking as well as students' thought processes in carrying out plans can link real problems into mathematical problems. Whereas students who have self-efficacy are reaching the stages of decomposition, pattern recognition, abstraction and algorithmic thinking and in carrying out plans do not connect real problems to mathematical problems but use logic. Whereas students who have low self-efficacy only reach the stages of decomposition and pattern recognition have not done abstraction and algorithmic thinking because students' thinking processes in carrying out plans use logic and in solving these problems do not provide conclusions of answers and logical steps
Augmented Reality Enhanced Inclusive Learning Model (AR-ILM): Supporting Mathematical Literacy Development for Students with Disabilities Nila Ubaidah; Dyana Wijayanti; Hevy Risqi Maharani; Anggar Titis Prayitno; Muhammad Thoriqul Huda
Hipotenusa: Journal of Mathematical Society Vol. 7 No. 2 (2025): Hipotenusa: Journal of Mathematical Society
Publisher : Program Studi Tadris Matematika Universitas Islam Negeri (UIN) Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/hipotenusa.v7i2.4069

Abstract

Mathematical literacy plays a vital role in daily life, particularly in identifying, reasoning, communicating, problem-solving, and representing mathematical ideas in real contexts. However, for students with intellectual disabilities, developing mathematical literacy remains a significant challenge. To address this issue, innovative scaffolding through interactive and visual media is required. This study aims to develop NEIMoL media assisted by Augmented Reality (AR) that meets the criteria of validity, practicality, and effectiveness in improving mathematical literacy among students with intellectual disabilities. The research employed Plomp’s (1997) development model, which includes five stages: initial investigation, design, realization, testing and revision, and implementation. Data were collected through expert validation, observations, interviews, questionnaires, and mathematical literacy tests. Instruments included expert validation sheets, teacher and student response questionnaires, and pre-test and post-test assessments. The validation results showed the media to be “Very Valid” with an average score of 4.1 (on a scale of 5). Practicality was rated positively, with a score of 3.7, and both teachers and students expressed favorable responses. Effectiveness was demonstrated through an N-Gain score of 0.7175, categorized as high improvement. These findings indicate that AR-assisted NEIMoL media is valid, practical, and effective in supporting the mathematical literacy of students with intellectual disabilities.
E-module based on ethnomathematics comics with the ICARE model to improve students' mathematical representation skills Ayunda Argadinata; Hevy Risqi Maharani
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 13 No 1 (2025)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v13i1.19114

Abstract

This study aims to develop an ethnomathematics comic-based e-module by applying the ICARE model to improve students' mathematical representation skills. The ICARE model consists of the Introduction, Connection, Application, Reflection, and Extension stages. The research approach used is Research and Development (R&D) with the ADDIE development model, which includes the Analysis, Design, Development, Implementation, and Evaluation stages. The subjects of the study were grade VIII students at a junior high school that had adopted the Merdeka Curriculum. Before being tested on a small scale, the e-module was first validated by experts in the field of materials and media to ensure its feasibility. The research instruments included a validation questionnaire, a test to measure mathematical representation skills, and a questionnaire used to collect student and teacher responses. The results of the study showed that the e-module developed met the criteria of being valid, practical, and effective in improving students' mathematical representation skills. Students responded positively to the e-module because the material presented was more interesting, based on local culture, and helped them understand the concept more deeply. Thus, the e-module based on ethnomathematics comics with the ICARE model can be an alternative innovative teaching material in mathematics learning.
Effectiveness of Scratch-based interactive learning media on students' mathematical problem-solving Hidayatul Maqhfiroh; Hevy Risqi Maharani
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 13 No 3 (2025)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v13i3.19673

Abstract

Mathematical problem-solving ability is a fundamental skill essential for students’ academic success and real-world challenges. This study aims to design a Scratch-based educational game, "Aritmashop," as a learning medium to enhance students’ mathematical problem-solving skills, particularly in social arithmetic. Using the R&D (Research and Development) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the study involved 33 eighth-grade students from SMPN 1 Kalinyamatan. Data were collected through validation sheets (media and material experts), teacher/student questionnaires, and problem-solving tests. Results demonstrated that "Aritmashop" met validity, practicality, and effectiveness criteria, with students responding positively to its interactive design, engaging material presentation, and conceptual clarity. This research contributes to mathematics education by providing an empirically validated digital tool that bridges abstract concepts with real-world applications through gamified learning. The findings affirm that Scratch-based games like "Aritmashop" can significantly support mathematics instruction. The study concludes that technology-based educational games such as "Aritmashop" can be a viable and effective solution to improve students’ motivation and mathematical problem-solving abilities in the classroom. This research contributes to mathematics education by offering a theoretically grounded and empirically validated gamified learning tool that integrates technology into the curriculum, enhancing both student engagement and conceptual understanding.
KONSEPSI AWAL SISWA SMP TENTANG KUBUS Hevy Risqi Maharani; Nila Ubaidah; Mohamad Aminudin
Jurnal Pendidikan Matematika (JPM) Vol 3 No 2 (2017): Jurnal Pendidikan Matematika (JPM)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jpm.v3i2.621

Abstract

Konsepsi merupakan pemahaman suatu konsep tertentu yang dipahami oleh siswa. Tujuan penelitian ini adalah untuk mendeskripsikan konsepsi awal siswa mengenai definisi kubus. Penelitian ini menggunakan metode penelitian kualitatif. Subjek penelitian ini adalah siswa SMPN 27 Semarang yang berjumlah 36 orang. Metode pengumpulan data yang digunakan meliputi tes dan wawancara. Hasil penelitian menunjukkan bahwa siswa memiliki banyak konsepsi awal yang berbeda-beda mengenai definisi kubus. konsepsi awal siswa didapatkan dari pengalaman sebelumnya. Konsepsi awal siswa tentang definisi kubus ditunjukkan dengan menyebutkan ciri-ciri kubus yaitu bangun ruang yang memiliki volume, yang dibentuk oleh 6 buah persegi. Selain itu, Kubus adalah bangun ruang yang memiliki 6 sisi, 12 rusuk, dan 8 titik sudut.
Pengembangan Komik Digital Untuk Meningkatkan Literasi Numerasi Siswa Pada Materi Statistika Niken Lusia Ningrum; Mochamad Abdul Basir; Hevy Risqi Maharani
Jurnal Pendidikan Matematika (JPM) Vol 9 No 2 (2023): Jurnal Pendidikan Matematika (JPM)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jpm.v9i2.19761

Abstract

This study aims to develop digital comic media to improve students' numeracy literacy in statistical material. Digital comic is mathematics learning comics for statistics material with the aim of increase students' numeracy literacy. This type of research was in the form of development used the ADDIE method (analyzed, designed, developed, implemented, and evaluated). In the research, validation was carried out (material experts, media experts, and mathematics teachers) and practicality analysis, The techniques used to collect research data included validation sheet questionnaires, student and teacher response questionnaires. In this study, based on the collection of data and information in the digital comic media field, it met the valid, and practical,.Digital Comic Media got a validity value of 89.7% (very valid), got a practicality level response from the teacher of 88.3% (very practical), from students of 86.4% (very practical).
Creative Thinking in Prospective Mathematics Teachers: Flexibility in Solving Systems of Linear Equation Hevy Risqi Maharani; Mochamad Abdul Basir; Niken Lusia Ningrum
Jurnal Pendidikan Progresif Vol 14, No 2 (2024): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Creative Thinking in Prospective Mathematics Teachers: Flexibility in Solving Systems of Linear Equations. Objectives: The main aim of this research is to determine the flexibility of prospective mathematics teachers in solving systems of linear equations. Apart from that, this research also aims to find factors that are taken into consideration by prospective mathematics teachers in determining the method for solving systems of linear equations. Methods: Data collection techniques are carried out through tests. The test is used to determine the flexibility or number of methods used by prospective mathematics teachers in solving systems of linear equations. Qualitative descriptive methodology and interviews with prospective mathematics teachers were used in this research to interpret the results and analyze the factors considered by prospective mathematics teachers in choosing the method used to solve systems of linear equations. Findings:The results of this research reveal that prospective mathematics teachers have 6 methods that can be used to solve systems of linear equations. Conclusion: The factors taken into consideration by teachers in determining the chosen method are based on three numerical factors, namely the number of variables to be searched for, the number of operations to be used and the number of steps to be carried out in solving a system of linear equations. Keywords: creative thinking, flexibility, mathematics. DOI: http://dx.doi.org/10.23960/jpp.v14.i2.202459
Penerapan Pendekatan Deep Learning Berbasis Gimkit Terhadap Kemampuan Berpikir Kritis Diah Ayu Rahmawati; Hevy Risqi Maharani
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.v6i2.1106

Abstract

Students' critical thinking skills in mathematics learning are still relatively low, particularly in algebraic operations. This study aimed to analyze the effectiveness of a gimkit web-based deep learning approach in improving students' critical thinking skills. This research employed a quantitative method using a one-group pretest–posttest design involving 27 seventh-grade students of SMP Islam Sultan Agung 4 Semarang. Data were collected through tests, observations, and response questionnaires. The data analysis techniques included normality testing, individual and classical learning mastery analysis, and N-Gain calculation. The results showed a significant improvement in students' scores after the implementation of the treatment. Learning mastery was achieved both individually and classically, and the improvement in critical thinking skills was categorized as high. Furthermore, both teachers and students gave positive responses to the learning process. Therefore, the Gimkit web-based deep learning approach was effective in improving students' critical thinking skills.
Developing Contextual Teaching and Learning-Based Interactive Handouts: An Investigation into Students' Mathematical Problem-Solving Performance Yaomil Khoeriyah; Mochamad Abdul Basir; Hevy Risqi Maharani
JURNAL PENDIDIKAN MATEMATIKA Vol. 10, No. 1: May 2026
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/kontinu.10.1.261-280

Abstract

This research aims to develop an interactive handout based on Contextual Teaching and Learning (CTL) that meets the criteria of validity, practicality, and effectiveness. The development of this instructional medium was intended to enhance students' mathematical problem-solving skills, specifically regarding the topic of similarity for seventh-grade students at SMP Islam Sultan Agung 1 Semarang. This study employed a Research and Development (R&D) approach using the ADDIE model, which comprises the stages of analysis, design, development, implementation, and evaluation. The interactive handout was constructed utilizing various digital platforms, including Canva, Quizizz, Liveworksheet, and Heyzine. Data collection techniques involved validation sheets from media, material, and language experts, teacher and student response questionnaires, and pretest-posttest instruments. Validation results demonstrated high levels of validity, reaching 95.38% from media experts, 98.26% from material experts, and 95.56% from language experts. Practicality tests based on teacher and student feedback achieved scores of 87.5% and 94.4%, respectively. Furthermore, effectiveness testing—measured through individual and classical mastery, as well as N-Gain scores—indicated an improvement in posttest results with an N-Gain value of 0.7067, categorized as high. Consequently, the CTL-based interactive handout is declared valid, practical, and effective in enhancing students' mathematical problem-solving skills. Keywords: Contextual teaching and learning (CTL), interactive handout, mathematical problem-solving.