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Development of Flat Solid Figure Learning Design based Rejang Lebong Ethnomathematics Agung Setia Budi; Armiati; Edwin Musdi; Ali Asmar
Numerical: Jurnal Matematika dan Pendidikan Matematika Vol. 7 No. 1 (2023)
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/numerical.v7i1.2790

Abstract

This study aims to produce a learning design for flat-sided geometry based on Rejang Lebong ethnomathematics to improve students' mathematical problem-solving skills that are valid, practical, and effective. It is motivated by the low ability to solve students’ mathematical problems. Mathematics learning carried out in schools should involve students actively. The research procedure is guided by the Plomp development design. The development model studied by Plomp is the initial investigation, development, prototyping, and research phases. In the initial investigation phase, the implementation of needs, curriculum, concept, and student analyses was implemented. In the prototype development phase, formative evaluation consists of self-evaluation, one-on-one evaluation, one-on-one evaluation, small group evaluation, and testing. Meanwhile, at the time of its application, it was tested on students of class VIII SMP to see the learning outcomes of the learning problem-solving abilities. Based on the development that has been carried out, it is obtained that the learning design of flat-sided geometry based on the Rejang Lebong ethnomathematics in the form of HLT, teacher's books, and books for class VIII SMP students are valid, practical, and effective.
Pemanfaatan Game Edukatif dalam Pembelajaran Matematika : Bagaimana Persepsi Siswa? Rhomiy Handican; Siti Riva Darwata; I Made Arnawa; Ahmad Fauzan; Ali Asmar
RANGE: Jurnal Pendidikan Matematika Vol. 5 No. 1 (2023): RANGE Juli 2023
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v5i1.4691

Abstract

Penelitian ini bertujuan untuk melihat persepsi siswa terhadap penggunaan game edukasi dalam pembelajaran matematika. Metode penelitian yang digunakan adalah kuantitatif deskriptif dengan melibatkan 150 siswa sebagai responden. Kuisioner persepsi digunakan dengan indikator Kepuasan, Keyakinan, Harapan, Preferensi, Penilaian, dan Pengalaman yang telah memenuhi validitas dan reabilitas instrumen. Analisis deskriptif digunakan untuk mengidentifikasi pola dan karakteristik dari data yang dikumpulkan dengan tujuannya adalah untuk menjelaskan fenomena yang diteliti dari segi statistik, dan bukan untuk menguji hipotesis. Berdasarkan hasil penelitian menunjukkan bahwa siswa merasa puas dan yakin bahwa penggunaan game edukasi dapat membantu meningkatkan pemahaman konsep matematika dan memotivasi mereka untuk belajar dengan harapan yang tinggi terhadap penggunaan game edukasi dalam pembelajaran matematika di masa depan. Sementara itu, preferensi siswa juga cukup tinggi dengan penilaian positif terhadap manfaat penggunaan game edukasi dalam meningkatkan pemecahan masalah matematika dan keterlibatan aktif dalam proses pembelajaran. Namun, beberapa siswa juga mengungkapkan kebutuhan akan panduan yang lebih jelas dalam menggunakan game edukasi serta penyesuaian konten game dengan kurikulum dan tingkat kesulitan yang sesuai. Oleh karena itu, penelitian ini merekomendasikan perlunya upaya dalam meningkatkan ketersediaan game edukasi yang sesuai agar manfaat penggunaan game edukasi dapat lebih optimal dalam pembelajaran matematika.
PENGEMBANGAN VIDEO INTERAKTIF MENGGUNAKAN MODEL CONTEXTUAL TEACHING AND LEARNING UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS Wahyuni Aflah Rambe; Edwin Musdi; Suherman Suherman; Ali Asmar
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.8538

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan pemecahan masalah matematis peserta didik pada tes awal kemampuan pemecahan masalah. Guru belum sepenuhnya menggunakan media pembelajaran dengan menggunakan model teknologi dan model pembelajaran yang inovatif sebagai penunjang proses pembelajaran matematika. Penggunaan video interaktif dengan menggunakan model Contextual Teaching and Learning (CTL) merupakan salah satu upaya untuk memenuhi kebutuhan belajar anak dalam meningkatkan kemampuan pemecahan masalah matematis. Penelitian ini merupakan penelitian R&D (Research and Develompment) menggunakan model Plomp. Penelitian ini bertujuan untuk menghasilkan produk berupa video interaktif yang valid, praktis dan efektif untuk meningkatkan kemampuan pemecahan masalah matematis peserta didik. Hasil Validasi video interaktif adalah sebesar 3,48 dengan kriteria sangat valid. Sedangkan hasil angket respon peserta didik terhadap praktikalitas video interaktif pada tahap small group evaluation dan field test sebesar 95,57% dan 96,92% dengan kriteria sangat praktis. Hasil tes akhir kemampuan pemecahan masalah diperoleh presentasi nilai yang tuntas sebesar 80%, sehingga video interaktif dengan menggunakan model CTL memiliki kriteria yang efektif. Oleh karena itu video interaktif yang dihasilkan sudah valid, praktis dan efektif untuk meningkatkan kemampuan pemecahan masalah matematis peserta didik. This research was motivated by the low mathematical problem solving abilities of students in the initial test of problem solving abilities. Teachers have not fully used learning media by using technology models and innovative learning models to support the mathematics learning process. The use of interactive videos using the Contextual Teaching and Learning (CTL) model is an effort to meet children's learning needs in improving mathematical problem solving abilities. This research is R&D (Research and Development) research using the Plomp model. This research aims to produce products in the form of interactive videos that are valid, practical and effective for improving students' mathematical problem solving abilities. The interactive video validation result was 3.48 with very valid criteria. Meanwhile, the results of the student response questionnaire regarding the practicality of interactive videos at the small group evaluation and field test stages were 95.57% and 96.92% with very practical criteria. The results of the final test of problem solving ability obtained a complete score presentation of 80%, so that interactive videos using the CTL model have effective criteria. Therefore, the interactive video produced is valid, practical and effective in improving students' mathematical problem solving abilities.
Neuroscience Analysis in Helping Students with Dyscalculia Understand Mathematics Aznil Pajri; Yerizon; Ali Asmar
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.11418

Abstract

This study explores the role of neuroscience in addressing dyscalculia and enhancing mathematics education for students with this learning difficulty. The research synthesizes recent findings on the neural mechanisms underlying dyscalculia, focusing on abnormalities in the intraparietal sulcus and prefrontal cortex, which are critical for numerical processing and working memory. Evidence-based strategies, such as multisensory teaching methods and adaptive technologies, were analyzed for their effectiveness in supporting mathematical learning. Advanced neuroimaging techniques like fMRI and EEG were highlighted as tools to monitor real-time brain activity, enabling personalized interventions. The results emphasize the need for tailored approaches that address individual cognitive profiles, as traditional one-size-fits-all methods often fall short. Despite the promise of neuroscience-informed practices, challenges remain in translating these insights into accessible classroom tools due to high costs and limited teacher training. The study concludes that integrating neuroscience into education offers transformative potential but requires scalable solutions and professional development programs for educators. This approach fosters inclusive learning environments that support academic success and emotional well-being for students with dyscalculia.
Problem-Based Learning Mathematics Modules: Their Impact on Students’ Mathematical Problem-Solving Performance Mutiara Pertiwi; Yerizon; Ali Asmar; Yarman
Jurnal Penelitian Pendidikan IPA Vol 12 No 1 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i1.14113

Abstract

This research aims to develop a mathematics teaching module based on the Problem-Based Learning model to improve the mathematical problem-solving abilities of eleventh-grade students. Using the Plomp development model, the research was conducted through the initial investigation, prototyping, and assessment stages. The module was validated by experts in mathematics education, language, and educational technology, resulting in an average validity score of 3.56 (categorized as "Very Valid"). Practicality evaluation through classroom implementation over four meetings showed excellent practicality with an average implementation rate of 93%, while student response questionnaires revealed consistently positive feedback across all measured aspects. Effectiveness testing with 34 students showed that 73.52% achieved scores above the minimum completeness criteria, exceeding the established effectiveness threshold of 60%. This module specifically improved students' abilities in understanding problems (87.6%) and planning solutions (85.3%). Research results confirm that the developed module is valid, practical, and effective in improving mathematical problem-solving skills. This research provides educators with a structured and contextual approach to mathematics teaching that bridges theoretical concepts with real-world applications, addressing Indonesia's historical challenges in mathematics education.
Pengembangan Perangkat Pembelajaran Berbasis Kecerdasan Majemuk untuk Meningkatkan Kemampuan Berpikir Matematis Fitri Andriani; Yerizon Yerizon; I Made Arnawa; Ali Asmar
Jurnal Pendidikan Matematika (JPM) Vol 7 No 2 (2021): 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.v7i2.11363

Abstract

Masalah yang ditemui di lapangan adalah kemampuan berfikir kritis matematis peserta didik yang belum optimal. Kemampuan berfikir kritis matematis peserta didik dapat ditingkatkan dengan menggunakan perangkat pembelajaran berbasis kecerdasan majemuk. Tujuan dari penelitian ini adalah untuk mengetahui proses dan hasil pengembangan perangkat pembelajaran berbasis kecerdasan majemuk dalam meningkatkan kemampuan berfikir matematis peserta didik. Jenis penelitian ini adalah penelitian pengembangan (Development Research). Model pengembangan yang digunakan adalah model Plomp yang terdiri dari tiga fase yaitu fase investigasi awal (preliminary research), fase pengembangan atau pembuatan prototype (development or prototyping phase), dan fase penilaian (assessment phase). Pada bagian ini hanya membahas penelitian pada investigasi awal (preliminary research). Instrument yang digunakan pada fase investigasi awal (preliminary research) adalah angket peserta didik, pedoman wawancara guru, catatan lapangan, lembar soal tes pendahuluan. Hasil analisis data pada fase investigasi awal (preliminary research) menunjukkan bahwa 1) rendahnya kemampuan berfikir kritis matematis, 2) kemampuan peserta didik bervariasi, 3) cara belajar peserta didik bervariasi, 4) perangkat yang digunakan guru kurang memfasilitasi peserta didik untuk meningkatkan kemampuan berfikir kritis matematis peserta didik, 5) kurang terlibatnya peserta didik dalam proses pembelajaran, 6) peserta didik sulit memahami Bahasa yang digunakan pada sumber belajar.The problem encountered in the field is that students' mathematical critical thinking skills are not satisfying yet. Students' mathematical critical thinking skills can be improved by using multiple intelligence-based learning tools. The purpose of this study was to determine the process and the results of the development of learning tools based on multiple intelligence in improving students' mathematical thinking skills. This is a development research. The development model used is the Plomp model which consists of three phases, namely the preliminary research phase, the development or prototyping phase, and the assessment phase. This thesis only discusses the preliminary research phase. The instruments used in this research are student questionnaires, teacher interview guidelines, field notes, preliminary test question sheets. The results of data analysis in the preliminary research phase showed that 1) there is a lack of mathematical critical thinking skills, 2) Students have various kinds of abilities, 3) There are differences in students’ learning styles, 4) There is a lack of teaching tools used by the teacher so that the students are not able to improve their critical thinking mathematically, 5) there is lack of students participation in the learning process, 6) It is difficult for students to understand the language used in the learning resources.
PENGEMBANGAN PERANGKAT PEMBELAJARAN BERBASIS KEARIFAN LOKAL KOTA PAYAKUMBUH UNTUK MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIS PESERTA DIDIK Novia Azizah; Edwin Musdi; Ahmad Fauzan; Ali Asmar
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.12386

Abstract

Kemampuan penalaran matematis sangat penting karena dapat membantu memecahkan masalah sehari-hari dan memahami materi matematika. Observasi awal yang dilakukan di SMPN 1 Mungka, SMPN 2 Guguak, dan SMPN 1 Akabiluru mengungkapkan bahwa kemampuan penalaran matematis peserta didik masih rendah. Salah satu faktor yang menyebabkan permasalahan ini adalah belum tersedianya perangkat pembelajaran yang dirancang secara khusus untuk mendukung pengembangan kemampuan penalaran matematis peserta didik. Berdasarkan hal tersebut, penelitian ini bertujuan untuk merancang dan mengembangkan modul ajar serta LKPD berbasis kearifan lokal Kota Payakumbuh guna meningkatkan kemampuan penalaran matematis peserta didik kelas VII SMP. Penelitian ini menerapkan metode penelitian dan pengembangan (R&D) dengan model prump, yang terdiri dari tiga tahap yaitu investigasi awal, pengembangan, dan penilaian. Kualitas modul ajar dan LKPD dinilai berdasarkan tiga aspek utama yaitu validitas, kepraktisan, dan efektivitas. Pengumpulan data dilakukan menggunakan berbagai instrumen, seperti lembar observasi, lembar validasi, angket, pedoman wawancara, serta tes kemampuan untuk mengukur kemampuan penalaran matematis peserta didik. Hasil analisis menunjukkan bahwa rata-rata validitas modul terbuka mencapai 0,87 dengan kategori sangat valid, sementara LKPD memperoleh rata-rata validitas 0,84 dengan kategori yang sama. Dari segi kepraktisan modul terbuka dan LKPD dengan kategori sangat praktis dengan skor masing-masing 92% dan 91%. Selain itu, perangkat pembelajaran ini efektif dalam meningkatkan hasil belajar peserta didik setelah menggunakan modul ajar dan LKPD. Berdasarkan temuan tersebut, dapat disimpulkan bahwa modul ajar dan LKPD matematika berbasis kearifan lokal Kota Payakumbuh yang dikembangkan telah memenuhi kriteria sebagai perangkat pembelajaran yang valid, praktis, dan efektif.  
DEVELOPMENT OF ANDROID-BASED MATHEMATICS E-MODULE WITH SCIENTIFIC APPROACH TO ENHANCE PROBLEM-SOLVING SKILLS IN GRADE XI Syilvi Dessela; Ali Asmar; Yerizon Yerizon
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 14 No. 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.13683

Abstract

The research is designed to implement an Android mathematics e-module integrated with a scientific approach to uplift the students' skills in problem solving mathematically, especially in Grade XI. The basis of this research was for a more interactive and contextual learning media that could respond well to the novelty of digital native learners and the demands of 21st-century education. The Educational Design Research (EDR) method using the Plomp model was applied in this study. The study went through three major phases of the research process: preliminary research, prototyping, and assessment. The e-module was validated by experts as well as being practically and effectively tested through individual, small group, and large group evaluations and teacher responses. The findings showed that the e-module met validity criteria in terms of content, language, and design. Practicality was indicated from students and educators-to use it conveniently, and interesting from visual display, effective in arranging the contents systematically. Effectiveness testing also showed significant improvement in students' capabilities in solving mathematics problems through posttest scores and N-Gain results. The scientific phases of observing, questioning, experimenting, reasoning, and communicating were implemented within the Android platform, successfully fostering critical thinking as well as independence and meaningful learning. In conclusion, the e-module developed is a pedagogically sound and technologically accessible learning medium, geared towards developing higher-order thinking skills in mathematics, thus providing a valid alternative to classroom instruction.
DEVELOPING PROBLEM-BASED LEARNING WORKSHEETS TO ENHANCE PROBLEM-SOLVING SKILLS IN NUMBER PATTERNS FOR JUNIOR HIGH SCHOOL STUDENTS Rima Ismalyanti; Ali Asmar; Ahmad Fauzan; I Made Arnawa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 14 No. 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.13743

Abstract

This study aims to design a student worksheet grounded in the Problem-Based Learning (PBL) approach that meets the criteria of validity, practicality, and effectiveness to enhance junior high school students' mathematical problem-solving skills in the topic of number patterns. Employing the Plomp development framework, the research followed three sequential phases: preliminary investigation, design, and assessment. The needs analysis identified limitations in conventional teaching practices and inadequate learning resources, which often hinder student understanding. The developed worksheet integrates the five essential stages of PBL and was validated through expert evaluation, limited trials, and broader implementation. Results demonstrated that the worksheet was highly valid with an average expert score of 3.71. Practicality testing showed strong user engagement and clarity, with a score of 83.8%, while effectiveness was confirmed by a 91.4% student mastery rate in mathematical problem-solving based on Polya’s stages. These findings suggest that the PBL-based worksheet significantly contributes to students' cognitive development and offers a viable instructional tool for mathematics education.