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The development of contextual-based LKPD with Islamic values to improve students' ability to understand mathematical concepts Asih Karuniawati; Endah Wulantina
AXIOM : Jurnal Pendidikan dan Matematika Vol 14, No 1 (2025)
Publisher : State Islamic University of North Sumatra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30821/axiom.v14i1.19351

Abstract

This research addresses the issue of the perceived lack of attractiveness of the current teaching materials, as well as the students' limited ability to understand mathematical concepts. The aim of this research is to develop contextually based LKPD (Student Worksheets) incorporating Islamic values that are feasible, engaging, and capable of enhancing students' comprehension of mathematical concepts. This study employs a developmental research methodology, specifically using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The data collection instruments utilized in this study comprised expert validation instruments, student response questionnaires, and tests. The findings indicate that the developed LKPD meets the eligibility criteria, with material experts rating it at 80%, media experts at 88%, and religious experts at 92%. Student responses yielded an average score of 92.4%, categorizing the LKPD as "attractive." The calculation of the average N-Gain Score is 0.82, placing it in the high category. Consequently, it can be concluded that the developed LKPD meets the criteria of eligibility and attractiveness, and significantly enhances students' ability to comprehend mathematical concepts.
Designing a Local Wisdom-Based Visual Novel Math Game to Facilitate Students’ Mathematical Problem-Solving Ability Wulantina, Endah; Ikashaum, Fertilia; Salsabila, Nadya; Fitriyani, Dewi
Edumatica : Jurnal Pendidikan Matematika Vol 16 No 2 (2026): Edumatica: Jurnal Pendidikan matematika (Agustus 2026)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/edumatica.v16i2.50826

Abstract

This study aimed to design and investigate the effectiveness of a visual novel game incorporating local wisdom to improve students’ problem-solving ability. The research adopted a design research approach in the context of development studies, comprising two main phases: the preliminary phase and the formative evaluation phase, which included self-evaluation, expert evaluation, and iterative evaluation (one-to-one, small group, and field test). The participants consisted of 47 students across the formative evaluation stages, including 38 students who participated in the field test from the Mathematics Education study program at UIN Jurai Siwo Lampung. Data were analyzed using the Wilcoxon test and followed by the n-gain test. The results indicate that the visual novel game is feasible in terms of content, media, and language for facilitating students’ problem-solving ability. The Wilcoxon test revealed a significant difference in students’ problem-solving ability before and after the implementation of the visual novel game. Furthermore, this game demonstrated a high potential effect on improving students’ problem-solving ability, as evidenced by the N-gain score of 0.715 (high category). These findings suggest that the visual novel game is a feasible and potentially effective learning medium for facilitating students’ mathematical problem-solving ability.