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Developing problem-based learning comic to enhance mathematical literacy skills for elementary students Wirda Hayatina Lubis; E. Elvis Napitupulu; Kms Muhammad Amin Fauzi
Inovasi Kurikulum Vol. 22 No. 3 (2025): Inovasi Kurikulum, August 2025
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64014/jik.v22i3.143

Abstract

The lack of mathematical literacy among primary school students, especially in understanding and interpreting data, highlights the need for contextual and visual learning media to support mathematical thinking. This study aims to develop a comic-based learning media using the Problem-Based Learning (PBL) model to enhance students' mathematical literacy on data presentation. The development process adopts the ADDIE model, including analysis, design, development, implementation, and evaluation stages. The analysis stage identifies students' needs, followed by the design stage, which involves developing storyboards and comic visualizations using Canva. The comic was validated by subject matter, media, and language experts. The subjects were III-grade students and teachers at SD Negeri 058374 Sei Limbat. Data collection instruments included validation sheets, practicality questionnaires, and mathematical literacy tests. The validation demonstrated high feasibility in terms of content, visual design, and language. Practicality was reflected in the ease of use and student engagement. Effectiveness was measured using a pretest and a posttest, with a gain score analysis. This study confirmed that PBL-based comic media is valid, practical, and effective in improving students’ mathematical literacy in data presentation, supporting critical thinking and problem-solving skills in a contextual learning environment.   Abstrak Rendahnya kemampuan literasi Matematika di kalangan peserta didik sekolah dasar, dalam memahami dan menafsirkan data, menunjukkan pentingnya media pembelajaran kontekstual dan visual untuk mendukung pemikiran matematis. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis komik menggunakan model Problem-Based Learning (PBL) guna meningkatkan literasi Matematika peserta didik dalam penyajian data. Proses pengembangan mengadopsi model ADDIE, yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Tahap analisis mengidentifikasi kebutuhan peserta didik, diikuti dengan tahap desain yang melibatkan pengembangan storyboard dan visualisasi komik menggunakan Canva. Komik tersebut diverifikasi oleh ahli materi pelajaran, media, dan bahasa. Subjek penelitian adalah peserta didik kelas III dan guru di SD Negeri 058374 Sei Limbat. Alat pengumpulan data meliputi lembar verifikasi, kuesioner kepraktisan, dan tes literasi Matematika. Validasi menunjukkan tingkat kelayakan yang tinggi dalam konten, desain visual, dan bahasa. Praktisitas tercermin dalam kemudahan penggunaan dan keterlibatan peserta didik. Efektivitas diukur menggunakan pretest dan posttest, dengan analisis skor gain. Studi ini membuktikan bahwa media komik berbasis PBL valid, praktis, dan efektif dalam meningkatkan literasi Matematika peserta didik dalam penyajian data, serta mendukung keterampilan berpikir kritis dan pemecahan masalah dalam lingkungan belajar kontekstual. Kata Kunci: literasi Matematika; media komik; problem-based learning; sekolah dasar
Development of a Didactic Design Using a Deep Learning Approach to Enhance the Mathematical Numeracy Skills of Junior High School Students at SMP Negeri 1 Bahorok Mestika Pudan Purba; KMS Muhammad Amin Fauzi; Mulyono Mulyono
Publikasi Pendidikan Vol 16, No 2 (2026)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70713/publikan.v16i2.83658

Abstract

This study aimed to (1) develop a didactic design based on a Deep Learning approach for Grade VIII students at SMP Negeri 1 Bahorok and evaluate its validity, practicality, and effectiveness, and (2) examine its effectiveness in improving students' mathematical numeracy skills. This study employed Design Research consisting of three phases: Preliminary Design, Design Experiment, and Retrospective Analysis. The developed products included lesson plans, student books, student worksheets (LKPD), and mathematical numeracy assessment instruments. Data were analyzed using expert validation, implementation observations, student response questionnaires, learning mastery analysis, and normalized gain (N-gain). The findings indicate that the developed didactic design fulfilled the criteria of validity, practicality, and effectiveness. Students’ mathematical numeracy skills also improved, as reflected by the increase in the N-gain score from 0.40 in Cycle I to 0.50 in Cycle II, both categorized as moderate improvement. These findings suggest that the Deep Learning-based didactic design provides meaningful learning experiences and contributes to improving students' mathematical numeracy skills.
Developing An Adaptive Mathematics Book With Tactile Illustrations Based On Direct Instruction To Improve The Understanding Of Mathematical Concepts And Learning Motivation Of Students With Vision Disabilities Emya Lavigana Barus; Kms Muhammad Amin Fauzi; Mukhtar Mukhtar
Daya Matematis: Jurnal Inovasi Pendidikan Matematika Vol 14, No 2 (2026): Juli
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jdm.v14i2.86700

Abstract

This study aimed to develop an Adaptive Mathematics Book with Tactile Illustrations Based on Direct Instruction that is valid, practical, and effective in improving mathematical conceptual understanding and learning motivation of students with visual impairments on the topic of polyhedrons. This study was conducted at SLB Negeri Stabat using the Research and Development (R&D) method with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of this study were seventh-grade students with visual impairments at SLB Negeri Stabat in the 2025/2026 academic year. The results showed that the developed adaptive mathematics book met the criteria of validity, practicality, and effectiveness. The material expert validation achieved a percentage of 91.43% and was categorized as highly valid, while the media expert validation achieved 91.67% and was also categorized as highly valid. The practicality test results showed a percentage of 93.75% from teachers and 89.00% from students, both categorized as highly practical. The effectiveness of the product was indicated by the improvement in students’ mathematical conceptual understanding, with the average pretest score increasing from 41.25 to 78.75 on the posttest, resulting in an N-Gain score of 0.64 (moderate category). Students’ learning motivation also increased from an average score of 58.75 to 88.75, with an N-Gain score of 0.73 (high category). Therefore, the Adaptive Mathematics Book with Tactile Illustrations Based on Direct Instruction is appropriate for use in mathematics learning for students with visual impairments.