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PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BOARD GAME MAGIC SHOP PADA MATERI ARITMATIKA SOSIAL Qisma, Nina; Afifah, Ani; Bahasa Indonesia, Bahasa Indonesia
Jurnal PEKA (Pendidikan Matematika) Vol. 8 No. 1 (2024): Jurnal PEKA (Pendidikan Matematika)
Publisher : Program Studi Pendidikan Matematika Universitas Muhammadiyah Sukabumi (UMMI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/jp.v8i1.2540

Abstract

This research has an impact on the development of board game media which is developed not only in the form of monopoly and snakes and ladders. The "magic shop" board game media is a game board media that contains a summary of material in the form of social arithmetic sub-chapter formulas and a game board that contains practice questions that students must complete. This research uses an R&D research development model which includes 6 steps, namely potential and problems, data collection, product design, design validation, design revision, product testing. The research subjects were grade 7 junior high school students. The level of media practicality was based on a questionnaire filled out by students and was assessed as having very practical results with an average score of 82.70% and the level of media effectiveness based on tests that had been given had very effective results with an average score. 85.67%.
Pengaruh Pendekatan Etnomatematika Berbasis Proyek terhadap Peningkatan Efikasi Diri Siswa SMA pada Materi Limit Fungsi Aljabar Afifah, Ani; Setiawan , Agus; Dita Anggraeni, Aulia; Darmayanti, Rani
Delta-Phi: Jurnal Pendidikan Matematika Vol. 1 No. 2 (2023): Delta-Phi: Jurnal Pendidikan Matematika (August)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v1i2.202

Abstract

Penelitian ini bertujuan untuk menguji pengaruh Project-Based Learning (PBL) terhadap peningkatan Self-Efficacy siswa SMA pada materi Limit Fungsi Aljabar. Rendahnya self-efficacy siswa yang menjadi tantangan utama dalam penguasaan matematika abstrak menjadi latar belakang penelitian ini. Penelitian ini menggunakan rancangan quasi eksperimen (Nonequivalent Pretest-Posttest Control Group Design) dengan sampel dibagi menjadi kelompok eksperimen (yang memperoleh PjBL Ethnomathematics, menggunakan konteks media Pizza/Potato Chips) dan kelompok kontrol (pembelajaran konvensional). Instrumen utama yang digunakan adalah Mathematical Self-Efficacy Questionnaire yang dikembangkan berdasarkan teori Bandura. Hasil Independent Sample T-test pada skor posttest menunjukkan adanya perbedaan yang sangat signifikan (p < 0,05) antara kedua kelompok, dengan skor rata-rata kelompok eksperimen lebih tinggi. Analisis Skor Penguatan Ternormalisasi (N-Gain) mengonfirmasi bahwa peningkatan efikasi diri pada kelompok eksperimen berada dalam kategori "Tinggi" (N-Gain > 0,70), jauh melebihi kelompok kontrol. Disimpulkan bahwa Pendekatan Etnomatematika Berbasis Proyek efektif dalam meningkatkan efikasi diri siswa karena memberikan penguasaan dan pengalaman tidak langsung melalui proyek kontekstual dan kolaboratif. Temuan ini menekankan pentingnya peningkatan dimensi afektif dalam pembelajaran matematika, sejalan dengan SDG 4 (Pendidikan Berkualitas).
The Role of TPACK in Strengthening Geometrical Thinking and Numeracy Literacy through Contextual Manipulative Media: A Qualitative Study Integrating Climate Literacy Nadilah , Intan; Afifah, Ani; Supriyo, Supriyo; Darmawan, Puguh
Assyfa Journal of Multidisciplinary Education Vol. 3 No. 2 (2025): Assyfa Journal of Multidisciplinary Education (September)
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/ajme.v3i2.768

Abstract

The need to improve the quality of education (SDG 4) urges the integration of global sustainability issues, such as climate literacy, into the core curriculum, particularly mathematics. This study stems from the urgency of improving students' geometric thinking and numeracy literacy, which remains a challenge, while emphasizing the importance of teachers' roles as learning designers. Objective: This study aims to explore in-depth the role of teachers' TPACK (Technological Pedagogical Content Knowledge) in planning, implementing, and reflecting on the use of contextual manipulative media that integrates climate literacy to strengthen students' conceptual understanding of geometry and numeracy. This study uses a qualitative approach with a case study design. Data were collected through in-depth classroom observations, semi-structured interviews with teachers and students, and analysis of learning documents (Lesson Implementation Plans and student artifacts) from teachers who implemented the TPACK framework. The findings indicate that the TPACK framework significantly guides teachers in selecting mathematically relevant climate content (PCK), designing effective and adaptive manipulative media (TCK/TPK), and facilitating critical discussions (PK) that link mathematical calculations (numeracy) to climate-based solutions. The role of TPACK enables a shift from passive learning to active and meaningful learning. Conclusion: The integration of climate literacy through contextual manipulative media, facilitated by strong TPACK mastery, not only successfully strengthens understanding of geometry and numeracy but also increases students' awareness and ability to apply mathematical knowledge to sustainability issues. These results provide important implications for teacher professional development in the digital and sustainability era.
PENGUATAN KAPASITAS KADER POSYANDU DALAM IMPLEMENTASI INTEGRASI LAYANAN PRIMER Novika, Revi Gama Hatta; Afifah, Ani; Saputro, Dedi Ari; Damayanti, Emmy; Wandansari, Novia Erliana; Ramadhani, Linda Alfath
SEMAR : Jurnal Sosial dan Pengabdian Masyarakat Vol. 3 No. 4 (2025): Semar : Jurnal Sosial dan Pengabdian Masyarakat
Publisher : CV. Kalimasada Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59966/semar.v3i4.2308

Abstract

Primary Health Care Transformation positions health cadres as key actors in implementing Integrated Primary Care (IPC). Although flipcharts are widely used in health education, evidence on their effectiveness in improving cadre readiness for IPC remains limited. This study aimed to assess the effectiveness of flipcharts in increasing Posyandu cadres’ IPC knowledge. A quasi-experimental one-group pre-test–post-test design without a control group was conducted among 30 purposively selected cadres in Sragen Regency in September 2025. IPC knowledge was measured using a structured questionnaire and analyzed with the Wilcoxon Signed Ranks Test. The mean knowledge score increased from 9.17 to 9.97, with a Wilcoxon test result of p = 0.002 (p < 0.05), indicating a significant improvement. These findings support previous evidence on the usefulness of simple visual media in strengthening cadre comprehension. Flipcharts are a practical educational tool to enhance cadre capacity and support IPC implementation at the community level.
Meningkatkan Hasil Belajar Matematika Siswa melalui Pendekatan Komputasi dan Pendekatan Pemecahan Masalah Polya Chusniah, Risa; Afifah, Ani
Delta-Phi: Jurnal Pendidikan Matematika Vol. 3 No. 2 (2025): Delta-Phi: Jurnal Pendidikan Matematika (August)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v3i2.934

Abstract

This study aims to analyze the improvement of students' mathematics learning outcomes through the application of the Computational Thinking approach and the Polya problem-solving approach. This study used a quasi-experimental method with a Non-Equivalent Control Group Design. The subjects were 28 students of class VIII A of SMP Negeri 4 Pasuruan as the experimental group and 23 students of class VIII B as the control group. The instruments used were pretest and posttest tests on the data centering material. Data analysis was carried out using the Wilcoxon Signed Rank test because most of the data were not normally distributed. The test results showed a significant improvement in both groups after treatment. However, the improvement achieved by students in the Computational Thinking group was higher than that of the Polya group. This proves that Computational Thinking is more effective in encouraging students to think systematically, analytically, and reflexively in solving mathematical problems.
Analisis Siswa Dalam Mengatasi Kecemasan Matematis Terhadap Pemecahan Masalah Di Tinjau Dari Teori Polya Nisa’, Fatma Zahrotun; Fuat; Afifah, Ani
JPNM Jurnal Pustaka Nusantara Multidisiplin Vol. 4 No. 1 (2026): February : Jurnal Pustaka Nusantara Multidisiplin (ACCEPTED)
Publisher : SM Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59945/jpnm.v4i1.982

Abstract

Kecemasan matematis merupakan faktor yang dapat menghambat kemampuan siswa dalam pemecahan masalah matematika, khususnya yang membutuhkan penalaran sistematis. Penelitian ini bertujuan menganalisis bagaimana siswa mengatasi kecemasan tersebut berdasarkan langkah-langkah Polya: memahami masalah, merencanakan, melaksanakan rencana, dan memeriksa kembali. Menggunakan pendekatan kualitatif dengan studi kasus, penelitian ini dilakukan di MTs Yayasan Tarbiyah Islam Nguling. Subjek penelitian adalah 15 siswa kelas VIII B yang mengikuti tes pemecahan masalah, di mana tiga siswa dengan gejala kecemasan dipilih untuk wawancara mendalam. Instrumen penelitian mencakup tes berbasis langkah-langkah Polya, lembar observasi, dan pedoman wawancara. Hasil penelitian menunjukkan bahwa kecemasan siswa muncul pada aspek kognitif, afektif, dan psikomotorik. Meskipun demikian, siswa memilikicara mengatasi diri, seperti menenangkan diri, membaca ulang soal, menghubungkan dengan konsep yang dikuasai, serta mencari bantuan dari teman atau guru. Dapat disimpulkan bahwa cara pengendalian diri ini mampu membantu siswa menyelesaikan soal sesuai dengan tahapan Polya meskipun kecemasan matematis memengaruhi proses pemecahan masalah mereka.
Statblithz Game Media Development to Train Students' Mathematical Problem-Solving Skills Afifah, Ani; Wulandari, Alya; Darmayanti, Rani; Santiago, Paulo Vitor da Silva; Karim, Samuel
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 10, No 1 (2026): January
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v10i1.35179

Abstract

Mathematical problem-solving skills are essential for students to succeed in the 21st century, yet many struggle to apply mathematical concepts in real-life situations. This research addresses the need for innovative learning media by developing Statblithz Game, an educational game designed to train and enhance students’ mathematical problem-solving abilities. The study employed a Research and Development approach using the ADDIE model, involving stages of analysis, design, development, implementation, and evaluation. Participants included middle school students who engaged with the prototype and provided feedback through questionnaires, expert validations, and pre- and post-tests measuring problem-solving performance. The results indicated that Statblithz Game is highly feasible, with expert validation scores averaging 89%. Moreover, students’ problem-solving test scores improved by an average of 25% after using the game. In conclusion, the Statblithz Game effectively enhances mathematical problem-solving skills and offers an engaging alternative to traditional mathematics instruction. The impact of this research lies in providing educators with an innovative and interactive tool that can foster critical thinking and improve student learning outcomes in mathematics.
Developing Mathematical Creativity in Early Grades: Impact Analysis of Geometric Problem Solving on Student Cognitive Levels Afifah, Ani; Karim, Samuel
Jurnal Pendidikan Anak Vol 7 No 3 (2025): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v7i3.8424

Abstract

In today's digital era, critical and creative thinking skills are crucial for students to adapt to the demands of the 21st century. Creative and effective teaching, such as geometric problem solving, is considered an attractive strategy to enhance these skills. This study was conducted to evaluate the impact of geometric problem solving teaching on students' cognitive development at the elementary level, where previous research has focused more on the development of cognitive and psychomotor skills. The main objective of this study was to analyze the level of mathematical creativity of early grade students in solving geometric problems involving triangles and quadrilaterals. Using a qualitative descriptive approach, this study involved three students with different levels of mathematical ability. Data were collected through validated problem-solving tasks, in-depth interviews, and documentation, then analyzed based on indicators of fluency, flexibility, originality, and elaboration. The results showed significant differences in students' cognitive levels: students with high ability achieved Creative Thinking Level (CTL) 4, students with medium ability achieved CTL 2, and students with low ability achieved CTL 0. The integration of non-routine geometric problems from the early grades is crucial for mapping and stimulating students' creative potential. These findings provide practical implications for educators in designing inclusive learning interventions to accelerate the achievement of basic numeracy literacy and 21st-century skills in accordance with the global mandate of the SDGs.
Pengembangan Media Pembelajaran Transformasi Fungsi untuk Mengukur Kreativitas Siswa Kelas XI SMA 2 Pasuruan Puspitasari, Bhunga Anggrainy; Afifah, Ani; Supriyo, Supriyo
Jurnal Pendidikan Tambusai Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v10i1.37231

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis GeoGebra Classroom pada materi transformasi fungsi untuk mengukur dan meningkatkan kreativitas siswa. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE, yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek uji coba adalah siswa kelas XI di SMA Negeri 2 Pasuruan. Instrumen penelitian mencakup lembar validasi dari ahli materi dan ahli media, serta tes kreativitas berupa pretest dan posttest. Hasil validasi menunjukkan bahwa media memiliki tingkat kevalidan yang sangat baik, yaitu sebesar 89,38% dari ahli media dan 88,10% dari ahli materi. Penggunaan GeoGebra Classroom juga menunjukkan adanya peningkatan signifikan dalam aspek kreativitas siswa, ditunjukkan dengan kenaikan rata-rata skor dari 68,33 pada pretest menjadi 92,33 pada posttest. Hal ini menunjukkan bahwa media pembelajaran yang dikembangkan efektif dalam memfasilitasi pemahaman konsep secara visual dan interaktif, serta mampu mendorong siswa untuk berpikir kreatif. Dengan demikian, GeoGebra Classroom dapat menjadi alternatif inovatif dalam pembelajaran matematika yang selaras dengan tuntutan pembelajaran abad ke-21.