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PKM Implementasi Numerasi pada Pembelajaran bagi Guru MGMP Matematika SMA Kabupaten Semarang Setyawati, Rina Dwi; Shodiqin, Ali; Pramasdyahsari, Agnita Siska; Endahwuri, Dhian; Agustina, Ferina
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 1 (2025): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

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Abstract

The "Implementation of Numeracy in Mathematics Learning" training was designed for members of the Mathematics MGMP with the aim of strengthening skills in applying numeracy concepts in the learning process. This training introduces various practical methods for integrating numeracy in mathematics learning, including the application of numeracy in the STEM (Science, Technology, Engineering, and Mathematics) curriculum. Technology is also introduced in this training, with the use of software such as Wolfram Mathematica. This software provides sophisticated tools for data visualization and manipulation, which can enrich the mathematics learning experience interactively and deeply (Wolfram, 2020). In addition, this training discusses effective numeracy assessment methods to measure student understanding and progress, such as practical assignments, tests, and constructive feedback (Shute, 2008). During the training, participants discuss challenges and solutions in implementing numeracy, as well as sharing best practices and experiences between participants (Sowder, 2007). Group activities are also carried out to design and test numeracy-based lesson plans, allowing participants to apply the concepts learned in real learning situations (Tharp & Gallimore, 1988). The purpose of this training is to improve the effectiveness of mathematics teaching, support the development of students' numeracy, and facilitate the application of numeracy in daily learning. The Community Partnership Program (PKM) focuses on two main activities: first, providing training to teachers on the application of numeracy in learning, and second, training teachers to design learning tools that integrate numeracy. Thus, this training is expected to optimize mathematics teaching and strengthen students' numeracy skills through an approach based on interactive teaching, technology, and effective assessment.
Developing engaging STEAM-geometry activities: Fostering mathematical creativity through the engineering design process using Indonesian cuisine context Pramasdyahsari, Agnita Siska; Rubowo, Maya Rini; Nindita, Velma; Astutik, Iin Dwi; Pant, Binod Prasad; Dahal, Niroj; Luitel, Bal Chandra
Jurnal Infinity Vol 14 No 1 (2025): VOLUME 14, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i1.p213-234

Abstract

Enhancing mathematical creativity requires more learning activities that foster creative thinking. However, teachers need more resources and activities to nurture students' creativity in mathematics effectively. Therefore, this study aimed to design STEAM-based geometry activities using the Engineering Design Process (EDP) to explore how such projects can enhance students' mathematical creativity. In this study, creativity focuses on how students use geometric principles to design Wingko Babat as an Indonesian cuisine, making culturally meaningful connections and solving design challenges. The study involved research and development using the analysis, design, development, implementation, and evaluation (ADDIE) model, continuing with a descriptive qualitative approach. The activities designed for the STEAM-Geometry projects allow students to think creatively and elaborate on the engineering design process. Through expert reviews that involved multiple educators, the design activities on the STEAM-Geometry project are reliable and valid. The findings show that the EDP on Geometry project enables students to think creatively. The findings imply that teaching geometry can develop the students' mathematical creativity through the engineering design process in STEAM activities. Furthermore, it indicates that the design activities encompass more than just understanding geometry; they also nurture creativity by applying STEAM principles in the engineering design process. Integrating STEAM principles within culturally meaningful, geometry-based tasks enhances students' critical thinking, creativity, collaboration, and real-world problem-solving skills, preparing them to tackle complex challenges beyond the scope of mathematics.
Developing engaging STEAM-geometry activities: Fostering mathematical creativity through the engineering design process using Indonesian cuisine context Pramasdyahsari, Agnita Siska; Rubowo, Maya Rini; Nindita, Velma; Astutik, Iin Dwi; Pant, Binod Prasad; Dahal, Niroj; Luitel, Bal Chandra
Jurnal Infinity Vol 14 No 1 (2025): VOLUME 14, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i1.p213-234

Abstract

Enhancing mathematical creativity requires more learning activities that foster creative thinking. However, teachers need more resources and activities to nurture students' creativity in mathematics effectively. Therefore, this study aimed to design STEAM-based geometry activities using the Engineering Design Process (EDP) to explore how such projects can enhance students' mathematical creativity. In this study, creativity focuses on how students use geometric principles to design Wingko Babat as an Indonesian cuisine, making culturally meaningful connections and solving design challenges. The study involved research and development using the analysis, design, development, implementation, and evaluation (ADDIE) model, continuing with a descriptive qualitative approach. The activities designed for the STEAM-Geometry projects allow students to think creatively and elaborate on the engineering design process. Through expert reviews that involved multiple educators, the design activities on the STEAM-Geometry project are reliable and valid. The findings show that the EDP on Geometry project enables students to think creatively. The findings imply that teaching geometry can develop the students' mathematical creativity through the engineering design process in STEAM activities. Furthermore, it indicates that the design activities encompass more than just understanding geometry; they also nurture creativity by applying STEAM principles in the engineering design process. Integrating STEAM principles within culturally meaningful, geometry-based tasks enhances students' critical thinking, creativity, collaboration, and real-world problem-solving skills, preparing them to tackle complex challenges beyond the scope of mathematics.
Enhancing elementary student’s numeracy skills through ethnomathematics-based learning: An analysis of minimum competency assessment results Larasati, Izah; Pramasdyahsari, Agnita Siska; Harun, Lukman
Journal of Honai Math Vol. 8 No. 1 (2025): Journal of Honai Math
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jhm.v8i1.861

Abstract

The persistent issue of low numeracy skills among elementary school students remains a critical challenge in mathematics education, particularly in contexts where conventional pedagogical approaches fail to connect mathematical concepts to students' lived experiences. Despite growing advocacy for culturally responsive teaching, limited empirical evidence exists regarding the integration of ethnomathematics within the Mathematics Contextual Approach (MCA) to address this gap. This study introduces a novel instructional strategy by embedding ethnomathematics-based learning into the MCA framework to enhance numeracy skills through culturally and contextually relevant mathematics instruction. The research aimed to examine the effectiveness of this integrated approach at SD Negeri 04 Temuireng using a quasi-experimental one-group pretest-posttest design involving 30 fifth-grade students. Data were collected through test and non-test instruments, with numeracy assessments based on the government-developed MCA test. Statistical analysis utilizing a paired sample t-test revealed a significant improvement in students’ numeracy skills, with mean scores increasing from 27.83 (pretest) to 56.17 (posttest), a Sig. (2-tailed) value of 0.000, and an average N-gain of 0.3696. These findings underscore the potential of ethnomathematics-based learning to foster a deeper understanding of mathematical concepts by leveraging students' cultural knowledge and real-world experiences. The results contribute to the discourse on curriculum innovation by highlighting the role of ethnomathematics in developing meaningful, contextualized, and equitable mathematics education practices.
Pelatihan Komik Edukasi Berbasis Web bagi Komunitas Seni Kota Semarang Wardani, Theodora Indriati; Purwosetiyono, FX. Didik; Pramasdyahsari, Agnita Siska; Setyawati, Rina Dwi
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 3 (2025): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

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Abstract

In the city of Semarang, as it continues to grow into the fifth-largest metropolitan area in Indonesia, various communities have emerged with specific activities aimed at fostering a sense of love and care for the city, particularly in support of its future development. One such group is an art community based in Semarang that creates works dedicated to the city. This art community operates under the organization Hysteria, an art collective originating from Semarang. Within Hysteria, there is a management structure and a network of individuals consisting of painters and art students. However, when it comes to showcasing their work and sharing information in the form of images and texts with the public or those around their working spaces, they still design comics manually. In this digital era, where skills and expertise in communication technology are increasingly necessary, the comics produced by the art community are still typically conventional or manual in nature—drawn and arranged on paper to eventually be printed as comic books. As a result, the information in these comics does not reach a wide audience and requires significant resources in terms of cost, time, and labor to produce the printed versions, leading to inefficiencies. Therefore, it became necessary to find a way for the community members to independently utilize applications to distribute their comics and convey the comic narratives—particularly educational comics—through internet-based websites in a more engaging way. This led to the idea of a community partnership program by providing training on web-based educational comic creation using the Google Sites software application, eliminating the need for printed illustrations, thereby reducing costs, time, and effort, and accelerating the dissemination of information via the internet for the wider network of art communities spread across Semarang.
Stimulating Students’ Critical Mathematical Thinking through STEAM-Based Mitigation Learning Activities: Design and Validation Pramasdyahsari, Agnita Siska; Setyawati, Putri; Setyawati, Rina Dwi; Dahal, Niroj
RANGE: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2025): Range Juli 2025
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v7i1.9673

Abstract

Integrating Science, Technology, Engineering, Art, and Mathematics (STEAM) with real-world issues, such as disaster mitigation in mathematics education, has the potential to foster students’ critical thinking through interdisciplinary and problem-based learning. However, existing instructional designs often lack contextual relevance and do not fully incorporate STEAM principles or the Engineering Design Process (EDP). This study employed a research and development approach using the 4D model (Define, Design, Develop, Disseminate) to create STEAM-based mathematics learning activities centred on disaster mitigation topics. Ten ninth-grade mathematics teachers from junior high schools in Semarang and Blora were involved in the development and validation process. Data were collected through expert validation sheets and teacher questionnaires, and analyzed using the Rasch model with the Winstep application. The developed learning activities demonstrated high reliability with a Rasch reliability coefficient of 0.90, indicating strong internal consistency and practical relevance. Expert validation confirmed the content and construct validity of the materials, supporting their feasibility for classroom implementation.  The validation results suggest that the design is potentially suitable for classroom implementation, based on expert judgment and instrument validation outcomes. The study provides a validated and practical design for STEAM-based mathematics instruction that contextualizes disaster mitigation to enhance students’ critical thinking. Moreover, this innovative integration of STEAM and EDP offers a validated, practical STEAM-based mathematics learning design that supports teachers and enhances students’ critical thinking through real-world contexts. Its novelty is that it integrates STEAM and the EDP into disaster-themed mathematics learning to contextualize problem-solving and enhance students’ critical thinking.
Kemampuan Pemecahan Masalah Soal Cerita Pola Bilangan Ditinjau dari Kemampuan Penalaran Matematis Tyas, Dinda Ari Margahayuning; Pramasdyahsari, Agnita Siska; Endahwuri, Dhian; Buchori, Achmad
Jurnal Pendidikan Matematika Vol. 14 No. 2 (2023): July 2023
Publisher : Jurusan Pendidikan Matematika FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/jpm.v14i2.88

Abstract

Kemampuan pemecahan masalah sebagai sebuah hal terpenting pada matematika. Tujuan penelitian ini untuk memberikan deskripsi kemampuan pemecahan masalah siswa dalam memecahkan soal cerita pola bilangan ditinjau dari kemampuan penalaran matematis. Jenis penelitiannya yaitu penelitian kualitatif deskriptif yang diadakan di SMP Negeri 2 Plantungan. Subjek pada penelitian ini ialah seluruh peserta didik kelas VIII dengan tes kemampuan penalaran matematis, selanjutnya diambil masing- masing dua siswa yang mempunyai kemampuan penalaran matematis tinggi, rendah, dan sedang. Teknik penghimpunan data yang diterapkan yaitu wawancara, tes kemampuan penalaran matematis, serta tes kemampuan pemecahan masalah. Teknik analisis data yang dipergunakan ialah merangkum data, menyajikan data, serta pembuatan kesimpulan. Hasilnya yaitu: (1) Subjek berkemampuan penalaran matematis tinggi dalam memecahkan masalah cerita pola bilangan bisa mencapai setiap indikator yang terdapat dalam keempat tahap penyelesaian soal matematika, yakni memahami permasalahan, merencanakan penyelesaian, menjalankan rencana pemecahan, serta mengecek ulang hasil penyelesaian soal, (2) Subjek yang mempunyai kemampuan penalaran matematis sedang dalam memecahkan masalah soal cerita pola bilangan telah melakukan tahapan memahami masalah serta menyusun pemecahan, namun belum menjalankan rencana penyelesaian serta pemeriksaan ulang hasil penyelesaian soal, (3) Subjek yang mempunyai kemampuan penalaran matematis rendah dalam memecahkan soal cerita pola bilangan sudah melaksanakan tahap memahami permasalahan, namun belum melaksanakan tahap membuat rencana penyelesaian, menjalankan rencana pemecahan, serta mengecek lagi penyelesaian soal
Co-Authors Achmad Buchori Achmad Buchori Adinda Juniasani agenes lita Agustina, Ferina Aini, Sindi Nur Ali Shodiqin Ali Shodiqin Amalia Mareta Pungkasari Amelia Okta Viyani Anak Agung Istri Sri Wiadnyani Andi Priyolistiyanto Anggraini, Annisa Putri Anindhitya, Anindhitya Anis Widyastuti Aries Tika Damayani Arum, Julia Puspita Aryo Andri Nugroho Astutik, Iin Dwi Atussilmi, Rifqi Binod Prasad Candra Kusuma Nurjanah Dahal, Niroj Delina Febriani Delina Putri Devi Laely Wahyu Utami Dewi Wulandari Dhian Endahwuri, Dhian Dhian Endawuri Dina Prasetyawati Donis Sanjaya Edy Santoso Elfa Mawadati Emi Yulifa Ervina Eka Subekti Espiyati Estiyani Evik Kumala Sari Faisa Marsha Anindya Farida Nursyahidah Farida, Rina Nur Fenny Roshayanti Fitri Ratnasari FX. Didik Purwosetiyono Gunawan, Oktaviant Wahyu Handayani, Evi Suprihatin Hartati Hartati Harya Giri Kusuma Henry Januar Saputra, Henry Januar Ida Dwijayanti Iin Dwi Astutik Ismiyana, Novida Jayaningtyas, Zulhijjati Joko Siswanto Joko Sulianto . . Julia Puspita Arum Kholidatul Muna Khusnul Fajriyah Kurniatin, Yuni Larasati, Izah Lianti Lilik Poncowati Lita, Agnes Luitel, Bal Chandra Lukman Harun Lutfiyana Lutfiyana M. Anas Dzakiy MARDLIYAH, SITI Maryam Nabila Bilqist Maya Rini Rubowo Mellania Nur 'Aisyah Mina Tika Selviana Muhammad Nur Cahya Muhammad Prayito Muhammad Saifuddin Zuhri Muqibaturrohmah, Anna Bahrena Nafiatuz Zuliah Nandiriyanti, Gema Nurul Ninik Sijamtini Nisa, Rida Khoirin Nizaruddin Nizaruddin Nor Muhammad Ali Noviana Dini Rahmawati Noviana Dini Rahmawati Noviana Dini Rahmawati, Noviana Dini Nurina Happy Nusuki, Ukima Oktavian Wahyu Gunawan Pant, Binod Prasad Paryati Paryati Praptining Rahayu ., Praptining Rahayu Pudjiati, Sri putri setyawati Putri Setyowati Putri Wulan Agustina Rahmatika Diah Silvia Rahmawati, Rahajeng Rasiman Rasiman Ratnayake, Iresha Rina Dwi Setyawati Rina Dwi Setyawati Rina Dwi Setyawati Rina Dwi Setyawati Rina Riska, Ganang Iqbal Rivanna Citraning Rachmawati, Rivanna Citraning Rizky Esti Utami, Rizky Esti Rustrianingsih, Dina Septi Salmah, Ummy Selvita Erviandita Sindi Nur Aini Sinta Amillia Siti Hidayatus Sholehah Siti Indahsari Siti Ita Ruhmawati Sri Suneki Sudargo Sugiyanti Sugiyanti Suharno Suharno Supandi Susi Handayaningsi Susilo Adi Saputro Susilowati, Anis Sutrisno Sutrisno Trihara, Putri Ayu Tyas, Dinda Ari Margahayuning Ukima Nusuki Ulin Nikmah Ummy Salmah Utami, Salma Millenia Utami, Vica Amifa Velma Nindita, Velma Veryliana Purnamasari Vina Dyah Miswati Viviana, Desi Wahyu Widodo Wardani, Theodora Indriati Yerlina Oktavianita Ardi Yuris Setyadi Yuris Setyoadi Zuhrotun Nisa Zuliah , Nafiatuz