Claim Missing Document
Check
Articles

Found 28 Documents
Search

Improving Student Motivation in Mathematics Learning Thro Eni Suheni; Indrie Noor Aini; Rika Mulyati Mustika, S.; Iyan Rosita Dewi Nur
Jurnal Locus Penelitian dan Pengabdian Vol. 5 No. 5 (2026): JURNAL LOCUS: Penelitian dan Pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v5i5.5677

Abstract

This study aims to analyze the effectiveness of gamification approaches integrated with Problem-Based Learning (PBL) in increasing students' learning motivation in mathematics learning. Low motivation to learn mathematics is a common problem in Indonesia, as evidenced by the results of PISA 2022 which shows that Indonesia's mathematics score only reaches 379 out of the OECD average score of 487. This study uses a quasi-experimental method with pretest-posttest control group design with the research subjects of 60 high school students in class X who are divided into experimental and control groups. The research instruments included a mathematics learning motivation questionnaire, a mathematical problem-solving ability test, an observation sheet, and an interview guideline. The results showed that the integration of gamification with PBL significantly increased students' learning motivation with an N-Gain of 0.68 (medium category), created a more interactive and enjoyable learning experience, and helped students understand mathematical concepts more deeply through contextual problem-solving. Gamification elements such as points, badges, levels, and leaderboards successfully create a competitive yet collaborative learning environment, while PBL encourages students to think critically and creatively in solving mathematical problems. Statistical tests showed significant differences (p < 0.05) between the experimental and control groups, indicating the effectiveness of this approach in increasing motivation to learn mathematics.
The 4D Model in Developing Nearpod-Based Interactive Media for Reflection Material Nuniek Noermala; Iyan Rosita Dewi Nur
PRISMA Vol. 15 No. 1 (2026): PRISMA
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jp.v15i1.5859

Abstract

Mathematics plays an important role in developing logical, critical, creative, and systematic thinking skills, but it is often considered difficult and boring, requiring innovative learning media. One of the most challenging topics is reflection because of its abstract nature and the need for visualization skills. This study aims to develop interactive media based on Nearpod that is valid, practical, and effective. The method used is Research and Development (R&D) with the 4D model (Define, Design, Develop, Disseminate) and a one-group pretest–posttest design on 35 students in grade XI at Karawang State Senior High School 6, who were selected using purposive sampling. Data were obtained through validation questionnaires, practicality questionnaires, and learning outcome tests. The results showed that Nearpod media was rated as very feasible by media experts, with an overall average score of 3.90. It was also rated as very feasible by subject matter experts, with an overall average score of 3.80, and by students, with an overall average score of 3.85. In terms of practicality, it was categorized as highly feasible based on the results of the teacher questionnaire assessment with an overall average score of 3.60, while based on the student questionnaire assessment, it was categorized as feasible with an overall average score of 3.44. Thus, Nearpod is proven to be valid and practical for use in reflection material.
Comparative Study: Differences in Students' Geometric Reasoning Viewed from Van Hiele's Levels of Geometric Thinking Thiara Ayu Sheila; Rika Mulyati Mustika Sari; Rafiq Zulkarnaen; Iyan Rosita Dewi Nur
PRISMA Vol. 15 No. 1 (2026): PRISMA
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jp.v15i1.6225

Abstract

This study aims to determine the differences in students' geometric reasoning in terms of Van Hiele's thinking levels in spatial geometry. This study used an ex post facto method with a quantitative approach. The population of this study was ninth-grade female students at SMP Negeri 2 Majalaya, with a sample of 86 students selected using simple random sampling. Data were obtained through diagnostic tests, geometric reasoning tests, and unstructured interviews with several samples. This study uses several inferential statistical tests such as normality tests, homogeneity tests, and ANOVA. The results of this study indicate that there are significant differences between the geometric reasoning abilities of students at level 0 and level 1, as well as between level 0 and level 2. The number of students classified as level 0 (visualization) is 69.77%; level 1 (analysis) is 24.42%; and level 2 (informal deduction) is 5.81%. No students were classified as level 3 or 4.
Analysis of Students’ Mathematical Problem-Solving Abilities in Single Variable Linear Equations and Pythagorean Theorem Material Meida Rosita; Iyan Rosita Dewi Nur; Kiki Nia Sania Effendi
PRISMA Vol. 15 No. 1 (2026): PRISMA
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jp.v15i1.6420

Abstract

This study aims to analyze students' mathematical problem-solving abilities in Single Variable Linear Equations and the Pythagorean Theorem based on Polya's problem-solving stages. The study uses a descriptive qualitative approach involving 40 eighth-grade students VIII junior high school students through descriptive tests and interviews. The results of the analysis show that students' mathematical problem-solving abilities are in the moderate category for both subjects, with an average score of 74.85 for Single Variable Linear Equations and 74.67 for the Pythagorean Theorem. Students in the high category are able to go through all stages of problem solving systematically. Students in the moderate category were able to understand the problem and plan a solution strategy, but often made computational errors. Conversely, students in the low category had difficulty understanding information, constructing mathematical models, and implementing solution procedures. Overall, the results of this study confirm the need to strengthen problem-solving-based learning that emphasizes understanding concepts and solution strategies to optimally improve students' mathematical problem-solving abilities.
The Influence of Ice-Breaking Application on the Mathematics Learning Motivation of Elementary School Students Listiana Ayu Pratiwi; Iyan Rosita Dewi Nur
Jurnal Inovasi Matematika Vol. 4 No. 2 (2022): Inovasi Matematika
Publisher : Pendidikan Matematika Universitas Muhammadiyah Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (631.708 KB) | DOI: 10.35438/inomatika.v4i2.334

Abstract

One of the efforts used so that students' motivation to learn mathematics can rise is by giving ice-breaking in learning mathematics. The purpose of this study was to determine the effect of ice-breaking on the mathematics learning motivation of elementary school students. This study uses a quantitative type with a pre-experimental research design. The research design used was One group Pretest-Posttest Design with a sample of 17 students of SD class V. Data collection techniques were carried out by giving learning motivation questionnaires before treatment (ice-breaking) and after treatment (ice-breaking). breaking). Data analysis consisted of descriptive statistical analysis and inferential statistics in the form of hypothesis testing using t-test. From the results of hypothesis testing using t-test, it is known that there is a difference in average motivation to learn before and after ice-breaking. The average motivation to learn after ice-breaking is higher than before ice-breaking. Thus it can be concluded that there is an effect of giving ice-breaking on learning motivation.
Development of Interactive Learning Media Using Canva for Teaching Sequences and Series in Senior High School Iyan Rosita Dewi Nur; Mawarni Mohamed; Annisaa Kossahdasabitah
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3494

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mendeskripsikan kelayakan dan kepraktisan media pembelajaran interaktif berbasis Canva untuk topik Barisan dan Deret dalam matematika SMA. Penelitian ini menggunakan pendekatan Penelitian dan Pengembangan (R&D) dengan model 4D (Definisikan, Rancang, Kembangkan, Sebarkan), yang terbatas pada tahap Kembangkan. Subjek penelitian terdiri dari pakar media, pakar materi, dan siswa kelas sepuluh sebanyak 3 siswa untuk validasi dan 12 siswa untuk kepraktisan. Data dikumpulkan melalui kuesioner validasi dan kepraktisan serta dianalisis secara kuantitatif menggunakan skala Likert. Hasil validasi menunjukkan bahwa media tersebut memperoleh nilai rata-rata 3,67 dari pakar media, 3,50 dari pakar materi, dan 3,67 dari siswa, semuanya dikategorikan sangat layak. Tes kepraktisan juga menunjukkan kategori sangat praktis, dengan nilai 3,42 (pakar media), 3,92 (pakar materi), dan 3,70 (siswa). Aspek yang paling menonjol adalah struktur dan daya tarik, yang menunjukkan bahwa media tersebut tidak hanya menarik secara visual tetapi juga praktis dalam meningkatkan pemahaman konsep dan motivasi belajar siswa. This study aims to develop and describe the feasibility and practicality of an interactive learning media based on Canva for the topic of Sequences and Series in senior high school mathematics. The research employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, Disseminate), limited to the Develop stage. The subjects consisted of a media expert, material experts, and tenth-grade students as many as 3 students for validation and 12 students for practicality. Data were collected through validation and practicality questionnaires and analyzed quantitatively using a Likert scale. The validation results showed that the media obtained an average score of 3.67 from the media expert, 3.50 from the material experts, and 3.67 from the students, all categorized as very feasible. The practicality test also indicated a very practical category, with scores of 3.42 (media expert), 3.92 (material experts), and 3.70 (students). The most prominent aspects were structure and attractiveness, indicating that the media is not only visually engaging but also practically in enhancing conceptual understanding and students’ learning motivation.
Systematic Literature Review: Penggunaan GeoGebra Terhadap Kemampuan Berpikir Kreatif Peserta Didik Dalam Pembelajaran Matematika Adinda Sahira; Iyan Rosita Dewi Nur; Rika Mulyati Mustika Sari
FARABI: Jurnal Matematika dan Pendidikan Matematika Vol 8 No 1 (2025): FARABI: Jurnal Matematika dan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika FKIP UNIVA Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/farabi.v8i1.906

Abstract

Learning mathematics today has many variations in learning, one of which is by using GeoGebra Software in learning mathematics. Mathematics in school learning requires the ability to reason, analyze calculations, and imagine in accordance with the ability to think creatively. The purpose of this research is to conduct a literature review related to Creative Thinking Ability in Junior High School Mathematics Learning. The method used in this research is SLR (Systematic Literature Review) on “Use of GeoGebra” and “Creative Thinking Ability” published in the last ten years from sinta and scopus indexed journals in Google Scholar. This study was guided by the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) which resulted in 14 (fourteen) research articles to be systematically reviewed in 2014-2024 which were selected based on inclusion and exclusion criteria. The results showed that the use of GeoGebra on Creative Thinking Ability in Mathematics Learning was proven to significantly improve the ability of students with the application of learning models or not than conventional learning models.
Achievement Emotion in Matemathics Learning: Meta-Regression Rafiq Zulkarnaen; Iyan Rosita Dewi Nur
Mosharafa: Jurnal Pendidikan Matematika Vol. 13 No. 3 (2024): July
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v13i3.2068

Abstract

Penelitian yang mensintesis temuan empiris mengenai hubungan pencapaian emosi dengan hasil belajar matematika masih terbatas. Penelitian ini bertujuan untuk meninjau literatur dan melakukan meta-regresi mengenai pencapaian emosi terkait aktivitas (senang, marah, putus asa, dan bosan), emosi prospektif (cemas dan malu), dan emosi retrospektif (bangga) terhadap hasil belajar matematika. Pemahaman hubungan ini penting untuk mengoptimalkan proses pembelajaran matematika. Metode Systematic Literature Review dan meta-analisis (PRISMA) digunakan dalam penelitian ini. Dari hasil identifikasi, penyaringan, dan penilaian kelayakan, diperoleh 18 artikel yang dipublikasikan pada jurnal Database Scopus (Q1-Q4) antara tahun 2014 dan 2024. Sampel independen mencakup emosi marah (6 sampel, N = 4376), cemas (13 sampel, N = 10006), bosan (18 sampel, N = 11311), putus asa (6 sampel, N = 3423), malu (5 sampel, N = 2204), senang (19 sampel, N = 13536), dan bangga (8 sampel, N = 5003). Analisis meta-regresi dilakukan untuk menghitung ukuran efek setiap emosi terhadap hasil belajar matematika. Hasil penelitian menyimpulkan bahwa emosi marah, malu, putus asa, dan bosan menunjukkan efek sedang (0.3 ≤ |r| < 0.5) terhadap hasil belajar matematika, sedangkan emosi senang, cemas, dan bangga menunjukkan efek kuat (|r| ≥ 0.5). Temuan ini mengimplikasikan pentingnya pengendalian emosi dalam pembelajaran matematika untuk meningkatkan pencapaian akademik siswa.Limited research synthesizes empirical findings on the relationship between achievement emotions and mathematics learning outcomes. This study aims to review literature and conduct a meta-regression on achievement emotions related to activity emotions (joy, anger, hopelessness, and boredom), prospective emotions (anxiety and Embarassed), and retrospective emotions (pride) in mathematics learning outcomes. Understanding these relationships is crucial for optimizing mathematics learning processes. A Systematic Literature Review and meta-analysis (PRISMA) were employed. From identification, screening, and eligibility assessment, 18 articles published in Scopus Database journals (Q1-Q4) between 2014 and 2024 were obtained. Independent samples included anger (6 samples, N = 4376), anxiety (13 samples, N = 10006), boredom (18 samples, N = 11311), hopelessness (6 samples, N = 3423), Embarassed (5 samples, N = 2204), joy (19 samples, N = 13536), and pride (8 samples, N = 5003). Meta-regression analysis was conducted to calculate the effect size of each emotion on mathematics learning outcomes. The results concluded that anger, Embarassed, hopelessness, and boredom showed moderate effects (0.3 ≤ |r| < 0.5) on mathematics learning outcomes, while joy, anxiety, and pride exhibited strong effects (|r| ≥ 0.5). These findings imply the importance of emotion regulation in mathematics learning to enhance students' academic achievement.