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Motivasi dan Minat Belajar Sebagai Prediktor Kemampuan Pemahaman Matematis Peserta Didik Berbasis Quizizz Andi Nurdiyana; Surya Amami Pramuditya
JURNAL RISET PEMBELAJARAN MATEMATIKA SEKOLAH Vol. 10 No. 1 (2026): Jurnal Riset Pembelajaran Matematika Sekolah
Publisher : Program Studi Pendidikan Matematika FMIPA Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jrpms.101.06

Abstract

Penguasaan konsep matematis merupakan salah satu kompetensi kognitif utama dalam pembelajaran matematika. Namun, berbagai studi menunjukkan bahwa rendahnya motivasi dan minat belajar masih menjadi faktor yang menghambat optimalnya pemahaman konsep siswa. Penelitian ini bertujuan untuk menganalisis pengaruh motivasi belajar dan minat belajar terhadap kemampuan pemahaman matematis siswa pada pembelajaran matematika berbantuan Quizizz. Penelitian ini menggunakan pendekatan kuantitatif dengan desain korelasional dalam kerangka ex post facto. Subjek penelitian adalah 25 siswa kelas VIII MTsN 4 Kuningan. Instrumen penelitian meliputi angket motivasi belajar, angket minat belajar, serta tes pemahaman matematis yang diberikan melalui platform Quizizz. Tes dirancang untuk mengukur kemampuan memahami konsep, merepresentasikan konsep, dan menerapkan konsep dalam pemecahan masalah matematika. Analisis data dilakukan menggunakan statistik deskriptif, korelasi Pearson, dan regresi linear berganda. Hasil penelitian menunjukkan bahwa motivasi dan minat belajar secara simultan berpengaruh signifikan terhadap kemampuan pemahaman matematis siswa (F = 39,053; p < 0,001) dengan koefisien determinasi sebesar 0,780. Secara parsial, motivasi belajar berpengaruh positif dan signifikan (t = 2,323; p = 0,030), sedangkan minat belajar berpengaruh positif namun tidak signifikan (t = 1,795; p = 0,086). Temuan ini mengindikasikan bahwa motivasi belajar merupakan faktor dominan dalam meningkatkan pemahaman matematis siswa dalam pembelajaran matematika berbasis gamifikasi
EFEKTIVITAS PENGGUNAAN BAHAN AJAR DIGITAL BERBASIS GOOGLE SITES PADA MATERI GARIS SINGGUNG LINGKARAN Intania Siti Aisyah; Surya Amami Pramuditya
Al-Irsyad: Journal of Education Science Vol 5 No 1 (2026): Al-Irsyad: Journal of Education Science
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/aijes.v5i1.664

Abstract

Penelitian ini bertujuan untuk mengevaluasi efektivitas penggunaan bahan ajar digital berbasis Google Sites pada materi garis singgung lingkaran untuk siswa SMA kelas XI. Penelitian menggunakan metode penelitian dan pengembangan (Research and Development) dengan model ADDIE. Penelitian ini dilakukan karena minimnya pengembangan dan kajian efektivitas bahan ajar digital berbasis website yang secara spesifik diterapkan pada materi garis singgung lingkaran. Subjek penelitian terdiri atas 36 siswa kelas XI di salah satu SMA di Kabupaten Kuningan. Data dikumpulkan melalui observasi, hasil kuis siswa, serta angket respon siswa, guru, dan teman sejawat menggunakan Google Forms. Hasil penelitian menunjukkan bahwa bahan ajar digital berbasis Google Sites memperoleh respon positif dengan kualitas yang baik. Penilaian teman sejawat menunjukkan skor rata-rata 4 pada aspek teknis dan kelayakan pembelajaran, 3,38 pada aspek desain visual, dan 3,67 pada aspek interaktivitas. Sementara itu, hasil angket siswa dan guru menunjukkan skor rata-rata 3,45 pada dimensi teknis, 3,32 pada dimensi pedagogis, dan 3,37 pada dimensi estetika, yang seluruhnya berada pada kategori baik. Hasil kuis siswa menunjukkan bahwa sebagaian besar siswa mampu memahami konsep dasar garis singgung lingkaran dengan baik. Temuan ini menunjukkan bahwa bahan ajar digitak berbasis Google Sites efektif digunakan sebagai media pembelajaran matematika, meskipun masih diperlukan pengembangan lebih lanjut pada aspek interaktivitas dan umpan balik pembelajaran.
Interactive Learning Media Using Google Sites to Enhance Students’ Understanding of Ratio Concepts in Grade VII Gina Putri Aulia; Surya Amami Pramuditya
Ar-Riyadhiyyat: Journal of Mathematics Education Vol. 6 No. 1 (2025): Ar-Riyadhiyyat: Jurnal Pendidikan Matematika
Publisher : Tadris Matematika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47766/arriyadhiyyat.v6i1.5923

Abstract

This study aims to analyze the effectiveness of Google Sites as an interactive learning medium for teaching ratio concepts to Grade VII students. Despite increasing access to digital tools in education, the adoption of web-based platforms like Google Sites remains limited due to technical constraints and a lack of training among teachers. To address this, a learning website was developed using the ADDIE instructional design model (Analysis, Design, Development, Implementation, Evaluation) and implemented through a Research and Development (R&D) methodology. The platform included structured explanations, interactive exercises, videos, and quizzes aligned with the curriculum. A total of 45 students participated in the implementation phase, and their responses were evaluated using a student questionnaire. The results showed that 84.8% of students found the material presented on the Google Site to be clear and easy to understand, and 83.2% reported that it helped them grasp ratio concepts more effectively. The platform was also rated positively for design and navigation (80.8%). However, student motivation for independent learning was relatively lower at 73.8%, indicating the need for further development of interactive and engaging features. These findings suggest that Google Sites is effective in supporting conceptual understanding in mathematics, and its integration with blended learning and gamification strategies is recommended to enhance student motivation and engagement in digital learning environments.
GOOGLE SITES SEBAGAI PLATFORM PENGEMBANGAN BAHAN AJAR DIGITAL: STUDI DESAIN DAN ANALISIS PENGALAMAN PENGGUNA Abelia Ayuni; Surya Amami Pramuditya
SIGMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 18 No. 1: Juni 2026
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/2ejkby98

Abstract

Tujuan: Penelitian ini bertujuan untuk menganalisis pengembangan bahan ajar digital berbasis Google Sites ditinjau dari aspek desain, aksesibilitas, dan pengalaman pengguna dalam pembelajaran matematika. Metode: Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas 2 guru matematika dan 38 siswa kelas X serta dua validator. Data dikumpulkan menggunakan angket skala Likert empat tingkat yang mengukur aspek teknis, pedagogis, dan estetika, kemudian dianalisis secara deskriptif kuantitatif melalui perhitungan skor rata-rata dan persentase. Hasil: Hasil penelitian menunjukkan bahwa bahan ajar berbasis Google Sites memperoleh skor rata-rata keseluruhan sebesar 4,2 dengan kategori baik, dengan skor tertinggi pada aspek pedagogis (4,5) dan terendah pada aspek estetika (4,0). Simpulan: Temuan ini menunjukkan bahwa Google Sites efektif sebagai media bahan ajar digital yang mudah diakses dan mendukung pembelajaran matematika, serta memberikan kontribusi praktis dalam pengembangan media pembelajaran berbasis web, meskipun masih memerlukan peningkatan pada aspek visual dan responsivitas.
GAME EDUKASI RPG MATEMATIKA Surya Amami Pramuditya; Muhammad Subali Noto; Dede Syaefullah
EduMa: Mathematics education learning and teaching Vol. 6 No. 1 (2017)
Publisher : Jurusan Tadris Matematika UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/eduma.v6i1.1701

Abstract

Perkembangan game di Indonesia cukup popular. Sejak tahun 2011, pengguna game sudah mencapai 6,5 juta orang. Dari hasil observasi mahasiswa yang melakukan praktek lapangan, kecenderungan obrolan para siswa, terutama siswa laki-laki pada saat jam istirahat adalah mengenai game. Industri game yang berkembang pesat, membuat para developer game untuk membuat game yang memiliki daya candu besar. Game edukasi adalah game yang didalamnya terdapat unsur-unsur edukasi dan pembelajaran. Game edukasi matematika disisipkan konten pembelajaran matematika berupa soal dan materi. Jenis game dalam penelitian ini adalah game RPG (Role Playing Game), salah satu jenis game yang menitikberatkan pada peran dan jalan cerita yang memiliki tujuan. Player (pemain) diharuskan untuk berbicara dengan pemain lainnya untuk dapat mencapai tujuan akhir dari game. Tujuan dari penelitian ini adalah untuk membuat game sederhana edukasi jenis RPG serta mencari respon game. Metode penelitian adalah kuantitatif dengan tahap analisis serta mendesain game. Hasil penelitian ini berupa produk game edukasi matematika serta respon pengguna mengenai game tersebut.Kata Kunci: Game Edukasi, RPG, Matematika
PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS KEMAMPUAN PEMECAHAN MASALAH MATEMATIS PADA PEMBELAJARAN MATEMATIKA (Bahan Ajar Digital Interaktif pada Materi Pertidaksamaan Nilai Mutlak Linear Satu Variabel) Artisa Indariani; Surya Amami Pramuditya; Siska Firmasari
EduMa: Mathematics education learning and teaching Vol. 7 No. 2 (2018)
Publisher : Jurusan Tadris Matematika UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/eduma.v7i2.3670

Abstract

This research motivated by the low of students’ mathematical problem-solving ability and the utilization of learning media based on technology that was not maximum. Preparation of learning materials in the form of the interactive digital module was one of the ways can overcome that problem. The method that used in this research was RnD with the design model ADDIE that was analysis, development of implementation design and evaluation with the restrictions of not doing the implementation stage. The instrument of collecting data in this research was the form of validation and the form of practicalities of the user senior high school students that has to get the material of linear inequality absolute value. The data that was taken though with statistics descriptive way. The validation result of the digital module gets ratings in the amount of 83,33% from media expert and 85,57% from a material expert. This interactive digital module was decent to use and very practical with the average percentage for students’ high cognitive ability 88,77%,  medium 89,49%, and low 82,97%.  Whereas the other user that was mathematics teacher give the percentage 84,78% so, according to them this digital module was very practical.
Exploration of Learning Obstacle Based on Mathematical Understanding of Algebra in Junior High School Muchamad Subali Noto; Surya Amami Pramuditya; Via Dwi Handayani
EduMa: Mathematics education learning and teaching Vol. 9 No. 1 (2020)
Publisher : Jurusan Tadris Matematika UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/eduma.v9i1.5946

Abstract

The difficulty of students related to algebra arises from the lack of students' mathematical understanding and Learning Obstacle (LO). One of the LO’s experienced by students is the epistemological obstacle in the form of the limited knowledge possessed by students in mathematical concepts related to algebraic form. The purpose of this study is to explore LO related to algebra material. This research method is qualitative with the consisted of 15 students of 7th grade. The results showed that the common students could not interpret concepts and clarify the elements of algebraic forms related to variables, coefficients and constants and students could not operate and simply algebraic forms. The teacher can make pedagogical and didactic anticipations to overcome the LO.
Strategies, Successes, and Gaps in Algebra Teaching: A Scoping Review Ida Hamidah; Zulkardi Zulkardi; Ratu Ilma Indra Putri; Surya Amami Pramuditya
Edumatika Vol 8 No 1 (2025): May 2025, Edumatika : Jurnal Riset Pendidikan Matematika
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan IAIN Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/ejrpm.v8i1.5109

Abstract

Algebra is a fundamental component of mathematics education that supports students’ success in higher-level mathematical learning. However, many students struggle to understand algebraic concepts due to their abstract nature and the limited use of effective instructional strategies. This scoping review aims to (1) identify how algebra teaching activities are represented in the literature, (2) explore the main instructional themes and approaches discussed, and (3) examine existing research gaps that require further study. A total of 143 studies published between 2015 and 2025 were retrieved from the Scopus database, and after a rigorous screening process, six studies met the inclusion criteria for full analysis. The review identified five dominant instructional themes: contextual problem-based learning, visual and concrete representations, technology-enhanced and game-based learning, collaborative discussions, and reflective reasoning. These approaches were found to enhance students’ engagement, conceptual understanding, and algebraic reasoning. Nevertheless, significant gaps remain in early algebra instruction, teacher professional development, and the integration of emerging technologies in classroom practice. The findings underscore the need for innovative, inclusive, and technology-integrated teaching strategies to strengthen students’ algebraic thinking and improve the quality of mathematics education.
Analisis Persepsi Siswa Terhadap Implementasi Pendeketan Joyful Learning pada Pembelajaran Materi Balok di SMP Anisa, Putri Mutiara; Surya Amami Pramuditya; Cita Dwi Rosita
Jurnal Pendidikan Matematika : Judika Education Vol. 9 No. 3 (2026): Jurnal Pendidikan Matematika:Judika Education
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/7pacnr35

Abstract

The purpose of this study was to analyze the perceptions of eighth-grade students towards the implementation of the Joyful Learning approach in learning block material in junior high school. The method used was a descriptive qualitative approach with a single case study design. The research participants consisted of 49 students selected through a total sampling technique. Data collection was carried out through observation, interviews, questionnaires, and documentation. The results showed that Joyful Learning succeeded in creating a fun and interactive learning atmosphere. Students reported increased conceptual understanding through concrete activities, increased self-confidence, strengthened cooperation, and changes in more systematic mindsets in solving mathematical problems. The Joyful Learning approach was proven effective in increasing positive perceptions, conceptual understanding, and student engagement in learning block material mathematics in junior high school.   Keywords: Joyful Learning, Student Perception, Learning Block Material.
Reflection on Learning and Mathematics Learning Outcomes of Vocational High School Students: An Empirical Study on Several Materials Widiharti Widiharti; Surya Amami Pramuditya
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3564

Abstract

Pembelajaran matematika di Sekolah Menengah Kejuruan (SMP) memiliki karakteristik yang berbeda dibandingkan dengan pendidikan umum. Penelitian ini bertujuan untuk mengintegrasikan data dari tiga studi independen yang dilakukan di SMKN 1 Lelea. Penelitian ini menggunakan pendekatan kuantitatif dengan desain analisis lintas studi. Subjek penelitian adalah 65 (kelas 11) dan 90 (kelas 12) siswa dari SMKN 1 Lelea, Kabupaten Indramayu. Instrumen penelitian meliputi kuesioner refleksi pembelajaran skala Likert dan tes hasil belajar matematika. Teknik analisis yang digunakan adalah analisis Partial Least Squares (PLS) menggunakan program Smart PLS versi 4.1.1.6 untuk menganalisis variabel eksogen (Usia, Jenis Kelamin, Tingkat Kelas), variabel endogen (Refleksi Pembelajaran, Hasil Belajar), dan variabel mediasi (Refleksi Pembelajaran). Berdasarkan hasil studi empiris yang meneliti refleksi pembelajaran dalam pembelajaran matematika SMA Kejuruan, dapat disimpulkan bahwa refleksi pembelajaran belum menunjukkan dampak langsung yang konsisten terhadap hasil belajar matematika yang diukur secara kognitif. Mathematics learning in Vocational High Schools (SMK) has different characteristics compared to general education. This study aims to integrate data from three independent studies conducted at SMKN 1 Lelea. This study used a quantitative approach with a cross-study analysis design. The subjects were 65 (11th) and 90 (12th) grade students from SMKN 1 Lelea, Indramayu Regency. The research instruments included a Likert-scale learning reflection questionnaire and a mathematics learning outcome test. The analysis technique used Partial Least Squares (PLS) analysis using the Smart PLS program version 4.1.1.6 to analyze exogenous variables (Age, Gender, Grade Level), endogenous variables (Learning Reflection, Learning Outcomes), and the mediating variable (Learning Reflection). Based on the results of empirical studies examining learning reflection in vocational high school mathematics learning, it can be concluded that learning reflection has not shown a consistent direct impact on mathematics learning outcomes measured cognitively.