Luvi Antari
Program Studi Pendidikan Matematika, Universitas Muhammadiyah Palembang

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Inquiry Learning to Improve Critical Thinking Skills and Student Learning Outcomes Bonita Hirza; Luvi Antari; Rohman Rohman
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 3 (2025): SEPTEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i3.6687

Abstract

Developing students' critical thinking skills and improving cognitive learning outcomes remain essential goals in mathematics education. This study aimed to examine the implementation and effectiveness of the Inquiry Learning model in enhancing students' critical thinking abilities and understanding of prism and pyramid concepts. This research employed a Classroom Action Research (CAR) approach using the Kemmis and McTaggart (1988) spiral model, consisting of four stages: planning, acting, observing, and reflecting. The study was conducted in two cycles involving 27 students of class IX B at MTs Muqimus Sunnah Palembang. The learning process integrated inquiry-based instruction supported by Student Worksheets (LKPD). Findings indicated a significant improvement in students’ cognitive learning outcomes. By the end of the second cycle, 81.48% of students achieved the minimum mastery criteria, reflecting increased understanding of geometric concepts. Observational data also revealed enhanced student engagement and active participation. The Inquiry Learning model effectively promoted critical thinking through student-led problem exploration, hypothesis formulation, and data analysis. The success of the Inquiry Learning model was attributed to its student-centered approach, which encouraged active learning and deeper conceptual understanding. Students demonstrated improved reasoning and problem-solving skills as a result of engaging with real learning challenges. The application of the Inquiry Learning model, supported by structured worksheets, effectively improved both critical thinking skills and cognitive learning outcomes in geometry. This model is recommended for broader implementation in similar educational contexts.
Motivasi Belajar Siswa melalui Media Snake and Ladder Game Berbasis Etnomatematika Palembang pada Pembelajaran Matematika Luvi Antari; Syaifuddin; Ummu Na'imah; Amrina Rizta; Rohman
Indiktika : Jurnal Inovasi Pendidikan Matematika Vol. 8 No. 2 (2026): Indiktika : Jurnal Inovasi Pendidikan Matematika
Publisher : FKIP Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/indiktika.v8i2.21444

Abstract

This study aims to describe the level of learning motivation among MTs students toward the use of Snake and Ladder Game media based on Palembang ethnomathematics in mathematics learning for Grade VIIA. This study employed a quantitative descriptive approach involving 20 MTs students in December 2025. The research instrument was a five-point Likert scale questionnaire consisting of 25 statement items, which had been tested for validity using Pearson correlation and for reliability using Cronbach’s Alpha, with a reliability coefficient of 0.82. The data were analyzed using descriptive statistics with the assistance of SPSS. The results showed a total score of 1650 out of a maximum score of 2000, with a percentage of 82.5%, which falls into the very high category. The dominant indicators of learning motivation included learning interest at 85%, self-confidence at 82%, curiosity at 80%, appreciation at 78%, and learning goals at 75%. These findings indicate that the use of Snake and Ladder Game media based on Palembang ethnomathematics, which integrates the geometry of songket motifs, the arithmetic context of the 16 Ilir market, and the cultural context of the Ampera Bridge, shows potential to support interactive, contextual, and enjoyable mathematics learning. The findings also suggest that this media can serve as a learning alternative that is relevant to students’ characteristics, particularly in supporting learning motivation through local cultural contexts. The implication of this study is that teachers may adapt ethnomathematics-based game media as one of the contextual and culturally integrated strategies in mathematics learning. Future studies are recommended to employ a quasi-experimental design or a mixed-methods approach to examine the effect of the media on students’ motivation and learning outcomes in greater depth.