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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.
Pengembangan Media Pembelajaran Interaktif Berbasis Google Sites Pada Materi Rasio Kelas VII Gifta Maudy Fahira; Surya Amami Pramuditya
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 8, No 1 (2026): February
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v8i1.8847

Abstract

Penelitian ini berawal dari pentingnya media pembelajaran interaktif untuk mengatasi kesulitan siswa dalam memahami konsep rasio di kelas VII. Tujuannya untuk mengembangkan dan mengevaluasi kelayakan media pembelajaran interaktif berbasis google sites pada materi rasio. Kebaruan penelitian ini terletak pada penggabungan evaluasi kelayakan yang  mencakup aspek pendagogis, teknis dan visual secara bersamaan dalam pembuatan media rasio berbasis googlesites yang sebelumnya yang berfokuskan pada aspek penggunaan media atau efektivitas hasil belajar tanpa mengevaluasi kelayakan media secara komprehensif yang mencakup aspek pendagogis, teknis dan visual secara bersamaan materi rasio kelas VII SMP. Penelitian ini menggunakan pendekatan Research and Development (R&D), melalui dua tahap yaitu peneliti membuat media pembelajaran yang interaktif dan mengumpulkan umpan balik dari dua guru serta 31 siswa dengan menggunakan angket terbuka dan angket tertutup. Dari data analisis secara deskriptif mendapatkan hasil evaluasi yang menunjukkan respons positif, dengan aspek pendagogis meraih skor tertinggi. Kesimpulannya media pembelajaran ini memiliki kelayakan dasar dan potensi baik namun memerlukan penyempurnaan media pembelajaran khususnya pada mengoptimalkan teknis, pendalaman materi dan penyempurnaan desain agar implementasinya lebih efektif
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.
Development of MilleaLab Virtual Reality Media to Enhance Middle School Students’ Mathematical Digital Communication Skills Surya Amami Pramuditya; Hanan Hanan; Laelasari Laelasari
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 3 (2025): July
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i3.3449

Abstract

Penelitian ini bertujuan untuk mengembangkan Virtual Reality (VR) Millealab untuk mendukung kemampuan komunikasi digital matematis siswa SMP. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE. Implementasi terbatas dilakukan kepada 6 siswa SMP, sedangkan uji praktikalitas melibatkan 19 responden yang terdiri atas mahasiswa, guru, dosen, siswa, dan masyarakat umum. Hasil observasi menunjukkan bahwa seluruh siswa mampu mengidentifikasi unsur-unsur aljabar, namun 4 dari 6 siswa masih mengalami kesulitan dalam menentukan koefisien dan 2 siswa menunjukkan keraguan dalam menyelesaikan soal aljabar secara mandiri. Meskipun demikian, siswa mampu mengomunikasikan pemahaman matematisnya melalui penyelesaian soal evaluasi setelah menggunakan media VR MilleaLab. Hasil uji praktikalitas menunjukkan bahwa mayoritas responden memberikan tanggapan positif terhadap penggunaan VR dalam pembelajaran matematika. Media ini dinilai menarik, membantu pemahaman konsep, dan meningkatkan minat belajar matematika. Dengan demikian, VR MilleaLab dinilai praktis dan berpotensi mendukung pengembangan kemampuan komunikasi matematis digital siswa SMP. This study aims to develop Virtual Reality (VR) learning media to support middle school students' mathematical digital communication skills. The study employed a Research and Development (R&D) approach using the ADDIE model. A limited implementation involved 6 middle school students, while the practicality test included 19 respondents from various backgrounds. The results showed that all students were able to identify algebraic elements; however, 4 out of 6 students experienced difficulties in determining coefficients and 2 students showed hesitation in solving algebraic problems independently. Nevertheless, students were able to communicate their mathematical understanding through evaluation tasks after using the MilleaLab VR media. The practicality test indicated that the majority of respondents responded positively to the use of VR in mathematics learning. The VR media was considered engaging, supportive of conceptual understanding, and effective in increasing learning interest. Therefore, MilleaLab VR is practical and has the potential to support the development of students’ mathematical digital communication skills.
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.
Pemanfaatan Google Sites sebagai Media Pembelajaran Digital Interaktif dalam Pembelajaran Matematika: Studi Kasus di Sekolah Menengah Atas : Utilizing Google Sites as an Interactive Digital Learning Media in Mathematics Learning: A Case Study in High School Jelita Fuji Khaebibah; Surya Amami Pramuditya
Jurnal Pendidikan Sains dan Komputer Vol. 6 No. 01 (2026): Artikel Riset, February 2026
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/jpsk.v6i01.7735

Abstract

The development of digital technology is driving the transformation of learning toward the use of interactive, flexible, and student-centred learning media, particularly in mathematics instruction in Senior High Schools (SMA). Challenges that are still frequently encountered include limited face-to-face time, limited variety of learning media, and the need for readily accessible independent learning resources. This study aims to analyse the accessibility of Google Sites-based mathematics learning media and to evaluate user feedback and experience with these media, developed as a digital learning hub. The study used a descriptive-evaluative approach with a single-case design. The research subjects included three peers serving as expert assessors, one mathematics teacher, and three high school students as actual users. The research instrument was a Likert-scale questionnaire covering technical, pedagogical, aesthetic, and interactivity aspects, supplemented by open-ended comments. Data were analysed descriptively and thematically. The results showed that the media received an average peer-assessment score of 4.25, categorised as "Very Good," particularly in the technical and learning feasibility aspects. User feedback indicated an average score of 4.76 from teachers, and 4.50 from students, both categorised as "Very Good." The media was deemed accessible, visually engaging, and helpful in understanding mathematical concepts. However, the evaluation indicated a need for improvement in conceptual interactivity, instructional clarity, and the provision of formative feedback. Overall, Google Sites was deemed effective as an interactive digital learning tool that supports independent mathematics learning at the high school level.
THE INFLUENCE OF MATHEMATICS ACHIEVEMENT ON FURTHER STUDY PLANS IS REVIEWED FROM LEARNING INTEREST AND LEARNING MOTIVATION Lusi Luthfiati Ramdliyani; Surya Amami Pramuditya
Journal Of Education Vol 3 No 02 (2026): Jurnal Pendidikan Multidispliner
Publisher : Journal of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65353/frs4cw95

Abstract

Mathematics achievement is one of the important indicators in assessing students' academic readiness to continue their education to a higher level. This study aims to analyze the influence of mathematics achievement on students' further study plans, both directly and indirectly through learning interests and learning motivation as mediating variables. This study uses a quantitative approach with the type of explanatory research. The subject of the study was 80 students of grade XII Science in one of the state aliyah madrasas. Mathematics achievement data was obtained from the report cards of Compulsory Mathematics and Advanced Mathematics, while data on learning interests, learning motivation, and further study plans were collected through a Likert scale questionnaire. Data analysis was carried out using Partial Least Squares - Structural Equation Modeling (PLS-SEM). The results of the study showed that mathematics achievement had a positive and significant effect on students' learning interests, learning motivation, and further study plans. Learning motivation has a significant effect on further study plans and acts as a partial mediating variable in the relationship between mathematics achievement and further study plans. On the other hand, interest in learning had no significant effect on the further study plan and did not function as a mediating variable. These findings confirm that learning motivation has a more dominant role than learning interest in determining students' further study planning.
Analysis of Student Perceptions on the Use of Interactive Mathematics Learning Media Utami Dewi; Atik Prihatini; Surya Amami Pramuditya; Neneng Aminah
International Journal of Educational Research Excellence (IJERE) Vol. 3 No. 2 (2024): July-December
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v3i2.1147

Abstract

This study analyzes students' perceptions of using Quizizz as an interactive mathematics learning media in the classroom. Quizizz media was chosen because Quizizz is the most popular among teachers and students. Using a quantitative descriptive method, the study involved 60 grade X high school students who had used Quizizz. Data were collected through a Likert-scale-based closed questionnaire, measuring ease of use, learning benefits, and student engagement. The analysis showed that students had positive perceptions of Quizizz, with 80% stating that the platform was easy to use, 75% feeling that Quizizz helped them understand the material, and 70% feeling more motivated. Linear regression tests showed a significant relationship between ease of use, learning benefits, and student engagement in learning motivation. Most students felt more active and motivated while using Quizizz, most likely due to the competitive elements such as the leaderboard and point system. These elements not only boost students' intrinsic motivation but also generate extrinsic motivation through healthy competition among students. The more positive students' perceptions of Quizizz, especially in ease of use and learning benefits, the higher their motivation to participate in the learning process. This study concluded that Quizizz is an effective mathematics learning media, improves learning outcomes, and motivates students to be more actively involved in learning.
How is the Implementation of Realistic Mathematics Education on Mathematical Literacy Skills? A Systematic Literature Review Ida Hamidah; Zulkardi Zulkardi; Ratu Ilma Indra Putri; Surya Amami Pramuditya
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.v13i3.2089

Abstract

Penelitian ini bertujuan untuk mengkaji penerapan pendidikan matematika realistis (RME) dalam meningkatkan keterampilan literasi matematika dan mengidentifikasi kesenjangan serta rekomendasi untuk penelitian lebih lanjut dalam meningkatkan keterampilan literasi matematika. Melalui metode tinjauan pustaka sistematis, penelitian ini mengkaji 18 artikel relevan dari Scopus yang diambil dalam periode 2018-2023 menggunakan aplikasi Publish or Perish. Analisis data dalam penelitian ini dilakukan menggunakan kerangka kerja PIECES (Planning, Identifying, Evaluating, Collecting/Elaborating, Explaining, dan Summarizing). Hasil analisis menunjukkan bahwa RME dapat secara signifikan meningkatkan literasi matematika siswa dengan mendorong keterlibatan aktif, pemahaman yang mendalam, dan transferabilitas pengetahuan dalam berbagai konteks. Selain itu, penelitian ini menyoroti kesenjangan penelitian dan menawarkan wawasan untuk penelitian di masa mendatang. Temuan-temuan ini memberikan kontribusi penting bagi pengembangan metode pembelajaran matematika berbasis literasi di berbagai tingkat pendidikan.This research aims to examine the application of realistic mathematics education (RME) in improving mathematical literacy skills and identify gaps and recommendations for further research in improving mathematical literacy skills. Through a systematic literature review method, this research examines 18 relevant articles from Scopus taken in the 2018-2023 period using the Publish or Perish application. Data analysis in this research was carried out using the PIECES framework (Planning, Identifying, Evaluating, Collecting/Elaborating, Explaining, and Summarizing). The analysis results show that RME can significantly improve students' mathematical literacy by encouraging active engagement, deep understanding, and transferability of knowledge in various contexts. Additionally, this study highlights research gaps and offers insights for future research. These findings provide an important contribution to the development of literacy-based mathematics learning methods at various levels of education.
Persepsi Dan Dukungan Orang Tua terhadap Game edukasi Matematika Siswa Sekolah Menengah Atas Fitri Anggraeni; Surya Amami Pramuditya; Sri Asnawati
Teorema: Teori dan Riset Matematika Vol 11, No 2 (2026): September
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/teorema.v11i2.25288

Abstract

Game edukasi matematika menawarkan dukungan interaktif bagi pemahaman siswa, namun penerapannya di rumah masih sangat bergantung pada keputusan orang tua, terutama pada siswa sekolah menengah berusia 15–17 tahun. Penelitian ini mengkaji bagaimana sikap orang tua terhadap teknologi pendidikan dan persepsi spesifik mereka terhadap game edukasi matematika berhubungan dengan dukungan orang tua terhadap penggunaannya. Analisis dilakukan menggunakan Structural Equation Modeling (SEM) dengan SmartPLS terhadap data kuesioner skala Likert tertutup yang dikumpulkan dari orang tua melalui teknik purposive sampling. Model pengukuran memenuhi kriteria validitas konvergen, dan model struktural menunjukkan bahwa persepsi orang tua terhadap manfaat akademik game edukasi berpengaruh positif dan signifikan terhadap dukungan orang tua (T-Statistic = 3,461; P-Value = 0,001). Sebaliknya, sikap positif secara umum terhadap teknologi pendidikan tidak berpengaruh signifikan terhadap persepsi spesifik maupun dukungan nyata. Temuan ini menunjukkan bahwa dukungan praktis terhadap media digital matematika lebih ditentukan oleh keyakinan spesifik terhadap manfaat game daripada keterbukaan teknologi secara umum. Oleh karena itu, sekolah dan guru perlu merancang strategi terarah untuk menguatkan persepsi orang tua tentang nilai akademik game edukasi matematika melalui bukti nyata capaian belajar siswa.
Co-Authors Abelia Ayuni Andi Nurdiyana Anggita Maharani Anisa Oktaviani Anisa, Putri Mutiara APRILIANI, MALA Artisa Indariani Artisa Indariani Atik Prihatini Atik Prihatini Atina Sabila Khodijah Ayni, Nur Cita Dwi Rosita Cita Dwi Rosita Citra Dwi Rosita Dede Syaefullah Diding Yadi Sahputra Elinda, Elinda Entit puspita Feriatna, Troynanda Firda Luthfiatika Jannah Fitri Anggraeni Fuji Azzumar Gifta Maudy Fahira Gina Putri Aulia Gina Putri Aulia Hanan Hanan Handayani, Via Dwi Handayani, Via Dwi Hasan Rahmat Henri Purwono Herri Sulaiman Hidayat, Yandi Wahyu Ida Hamidah Ida Hamidah Ida Hamidah Ika Wahyuni Indariani, Artisa Indrasari, Peti Intania Siti Aisyah Intania Siti Aisyah Iwan Supriadi Jajo Firman Raharjo Jelita Fuji Khaebibah Khodijah, Atina Sabila Laelasari Laelasari Latifa, Ulfa Lusi Luthfiati Ramdliyani Luthfiati Ramdliyani, Lusi Mohammad Dadan Sundawan, Mohammad Dadan Muchamad Subali Noto Muthia Rildha Maghfira Neneng Aminah Neneng Aminah Neneng Aminah Nida Nur'azizzah Nur Ayni Nurazizzah, Nida Prihatini, Atik Pujakusuma, Gina Kustina Purwono, Henri Ratu Ilma Indra Putri Rian Nazaruddin Azhar Rini Marwati Risnina Wafiqoh Saenih, Saenih SAID AKHMAD MAULANA Samsul Maarif Setiyani Setiyani Setiyani Siska Firmasari Siska Firmasari Siska Firmasari, Siska Siti Khodijah Sri Asnawati Sri Asnawati, Sri Sri Pitriayana Sutrisna, Nia Toto Subroto Trisna Roy Pradipta Trisna Roy Pradipta, Trisna Roy Utami Dewi Utami Dewi Via Dwi Handayani Via Dwi Handayani Widiharti Widiharti Yudrick Maulana Fiqri Yundha Ratnasari Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi