Maman Fathurrohman, Maman
Jurusan Pendidikan Matematika FKIP Universitas Sultan Ageng Tirtayasa

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Pengembangan Bahan Ajar Materi Pythagoras yang Berorientasi pada Kompetensi Abad 21 untuk Guru SMP Maryamah, Ida; Anriani, Nurul; Fathurrohman, Maman
SJME (Supremum Journal of Mathematics Education) Vol 3 No 1 (2019): January 2019
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v3i1.1490

Abstract

Tujuan penelitian ini adalah untuk menghasilkan produk berupa buku ajar matematika yang berorientasi pada kompetensi abad 21 pada materi Pythagoras kelas VIII semester genap yang valid. Jenis penelitian ini merupakan penelitian pengembangan yang melipiuti tujuh langkah pokok, yaitu: analisis kebutuhan, kemampuan peneliti sebagai pengembang, produk yang dikembangkan, konsep produk, pengembangan produk, uji ahli, dan uji coba lapangan. Hasil penelitian berupa buku ajar matematika yang berorientasi pada kompetensi abad 21 pada materi Pythagoras kelas VIII yang valid. Kevalidan buku ajar diperoleh berdasarkan data dari angket penilaian para ahli, yaitu ahli materi, ahli bahasa, dan ahli media. Penilaian ahli materi mencapai kategori baik, ahli bahasa mencapai kategori sangat baik, dan ahli media mencapai kategori sangat baik. Sedangkan keterbacaan dan kepraktisan buku ajar diperoleh dari data angket penilaian guru matematika yang hasilnya mencapai kategori sangat baik.  Jadi dapat disimpulkan bahwa buku ajar matematika yang berorientasi pada kompetensi abad 21 pada materi Pythagoras layak digunakan dalam kegiatan pembelajaran matematika. DOI: https://doi.org/10.31235/osf.io/9z27d
PENGGUNAAN LABIRIN; THE BOARD GAME TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA SMK DITINJAU DARI KEMAMPUAN AWAL MATEMATIKA Putra, Deni Dwi; Fathurrohman, Maman; Nindiasari, Hepsi; Novaliyosi, Novaliyosi
Pedagogy: Jurnal Pendidikan Matematika Vol. 10 No. 4 (2025): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/pedagogy.v10i4.7240

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan Labirin; The Board Game terhadap kemampuan pemecahan masalah matematis siswa SMK dengan mempertimbangkan kemampuan awal matematika. Penelitian dilaksanakan di SMKS Al Husna tahun pelajaran 2025/2026 dengan metode kuasi eksperimen menggunakan desain nonequivalent control group design. Subjek penelitian terdiri atas dua kelas, yaitu kelas eksperimen yang belajar menggunakan Labirin; The Board Game dan kelas kontrol yang belajar tanpa media tersebut, masing-masing berjumlah 30 siswa. Instrumen penelitian meliputi tes kemampuan pemecahan masalah matematis, angket kemampuan awal matematika (KAM), dan pedoman wawancara. Analisis data dilakukan melalui uji normalitas, homogenitas, uji t, dan ANAVA dua jalur, disertai analisis kualitatif hasil wawancara. Hasil penelitian menunjukkan adanya perbedaan signifikan antara kemampuan pemecahan masalah matematis siswa yang menggunakan Labirin; The Board Game dengan siswa yang belajar tidak menggunakan Labirin; The Board Game. Kemampuan awal matematika juga berpengaruh signifikan terhadap hasil belajar, dan terdapat interaksi antara media pembelajaran dan kemampuan awal. Wawancara mengungkap bahwa siswa berkemampuan awal tinggi dan sedang lebih reflektif dalam berpikir, sedangkan siswa berkemampuan rendah mengalami peningkatan motivasi dan partisipasi. Secara keseluruhan, Labirin; The Board Game efektif meningkatkan kemampuan pemecahan masalah matematis dan menciptakan pembelajaran aktif, kolaboratif, serta menyenangkan.
Pemahaman Konsep Matematika dengan Teknik Scaffoldıng: Systematic Literature Review Bawadi, Sanggiti; Pujiastuti, Heni; Fathurrohman, Maman
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 9 No 1 (2023)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202391.400

Abstract

Understanding mathematical concepts is one of the basics in learning mathematics, so scaffolding is part of the basic technique for building and developing strategies in learning. This study aims to conduct a literature review related to the effectiveness of the scaffolding technique in understanding mathematical concepts in mathematics learning. The research method chosen in this study is the Systematic Literature Review (SLR) method. Data collection was carried out by documenting and reviewing all articles related to mathematics education published between 2012 and 2022. The articles used in the studywere found to be 809 articles and after being selected there were 14 articles that met the inclusion criteria for analysis in accredited national and international journals obtained from Sinta Indonesia, Google Scholar, Digital Reference Center (Garuda) and Education Resources Information Center (ERIC), CiteSeerx, Indonesia one Search (IOS). Based on this study, it was found that the scaffolding technique was able to improve understanding of concepts in mathematics learning and could be developed from kindergarten to college for students.
PENGARUH PENDEKATAN JOYFUL LEARNING BERBASIS AUGMETED REALITY TERHADAP KECEMASAN MATEMATIKA SISWA: SYSTEMATIC LITERATURE REVIEW Izatunnisa; Nindiasari, Hepsi; Fathurrohman, Maman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.51193

Abstract

This study aims to analyze the effect of a joyful learning approach based on augmented reality on students' mathematics anxiety through a systematic literature review (SLR) method. Literature searches were conducted systematically using the keywords "augmented reality in mathematics learning", "joyful learning mathematics", and "mathematics anxiety" across various online scientific journal databases, including Google Scholar, Garuda, Scopus, and Sinta Kemdiktisaintek, covering nationally indexed journals (Sinta 2–Sinta 4) and reputable international journals published between 2020 and 2025. Based on the application of inclusion and exclusion criteria using the PRISMA method, which includes the stages of identification, screening, eligibility, and included, a total of 6 relevant articles were obtained, with research subjects predominantly consisting of junior and senior high school students. The findings indicate that augmented reality helps visualize abstract concepts, thereby facilitating students' understanding, while joyful learning creates an enjoyable learning atmosphere and reduces academic pressure. The integration of both approaches has been proven to enhance motivation and self-confidence as well as significantly reduce mathematics anxiety, making this approach a potentially effective and innovative learning strategy for improving the quality of mathematics education.
PENGEMBANGAN GAME PENDIDIKAN MATEMATIKA BERBASIS ROBLOX UNTUK MENINGKATKAN MOTIVASI BELAJAR MATEMATIKA SISWA SMP Septiandi, Muhammad; Fathurrohman, Maman; Ihsanudin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.55280

Abstract

This study aims to develop a valid, practical, and effective Roblox-based mathematics educational game to improve junior high school students’ learning motivation. Conducted at SMP Negeri 7 Kota Serang, this Research and Development (R&D) study applied the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The trial involved eighth-grade students, specifically class VIII F for instrument testing and VIII J for product implementation. Instruments included needs questionnaires, interview guides, validation sheets, response questionnaires, and motivation scales. Data were analyzed using descriptive quantitative analysis and N-Gain calculations after completing all ADDIE stages. The results showed that the Math Battle! game obtained feasibility scores of 86% from material experts and 88% from media experts (highly feasible). Product practicality reached 82% from teacher responses and 81% from student responses (highly practical). Product effectiveness was demonstrated by an increase in the average learning motivation score from 34.9 to 47.7, with an N-Gain score of 0.61 (medium category). Thus, this game is feasible as an interactive learning medium to enhance students’ mathematics learning motivation.