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Potret Minat Menulis Artikel Ilmiah Mahasiswa Tadris Matematika: Analisis Pengaruh Penggunaan Artificial Intelligence Sarassanti, Yumi; Sulisti, Hidayu; Wahidah, Andina Nurul
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 2 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i2.5306

Abstract

This study aims to analyze the effect of Artificial Intelligence (AI) use on the interest in writing scientific articles among mathematics education students. The research method used was a quantitative approach with an ex post facto design. The sample consisted of 29 students from the Mathematics Education Study Program, selected using purposive sampling. The research instruments consisted of a questionnaire on AI usage and a questionnaire on interest in writing scientific articles, both of which had been tested for validity and reliability. Data analysis was performed using simple linear regression. The results indicate that the use of AI significantly influences the interest in writing scientific articles among mathematics education students, with a significance level of 0.000 < 0.05 and a coefficient of determination of 62%. This suggests that the use of AI makes a significant contribution to enhancing the writing interest of mathematics education students. Consequently, the use of AI can serve as an alternative strategy for fostering a culture of scientific writing among students.
Integrasi Augmented Reality dan Etnomatematika: Inovasi Media Pembelajaran Interaktif Materi Bangun Ruang Sulisti, Hidayu; Zulkarnain, Zulkarnain; Septianawati, Desty; Suprianto, Agus; Setyaningrum, Vidya; Aditya, Farninda
PIONIR: JURNAL PENDIDIKAN Vol. 15 No. 1 (2026): PIONIR: JURNAL PENDIDIKAN
Publisher : Prodi PGMI FTK UIN Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/pjp.v15i1.33881

Abstract

The purpose of this study is to develop an interactive learning medium based on Augmented Reality (AR) and ethnomathematics for fifth-grade solid geometry at MIN 2 Pontianak, as well as to determine the validity and practicality of the developed medium. This study falls under the category of Research and Development (R&D), utilizing the 4D development model. The data sources for this study were fifth-grade teachers and students at MIN 2 Pontianak. Data collection techniques included interviews using a structured interview instrument as well as questionnaires consisting of a validity questionnaire and a practicality questionnaire. Data analysis techniques included validity analysis and practicality analysis. Based on the research results, during the definition phase, it was found that students require interactive visual media connected to the local cultural context. The design phase resulted in an AR-based media design that integrates traditional buildings such as the Pontianak Grand Mosque and the Radangk House to visualize the structures of cubes and blocks. The development phase demonstrated that this media is highly valid and practical, with a practicality score of 82.2%. During the dissemination phase, the media was distributed in the form of digital links via WhatsApp. Overall, this media is considered suitable for use because it effectively combines technology, culture, and students’ learning needs. Keywords: Media Development, Augmented Reality, Ethnomathematics, Spatial Construction
Kahoot Ethnomatematics: Innovative Interactive Quiz Media in Spatial Geometry Learning for Ninth Grade Students Agus Suprianto; Hidayu Sulisti
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.5313

Abstract

This study aims to develop an interactive Kahoot-based quiz tool that integrates ethnomathematics into the teaching of three-dimensional shapes. The background of this study is students’ difficulty in understanding concepts and formulas, as well as the limited use of technology-based learning tools that highlight local wisdom. The method used is Research and Development (R&D) with a 4-D development model modified into a 3-D model (Define, Design, Develop). The study subjects included 4 mathematics lecturers and 3 junior high school teachers at the Assalam Islamic Boarding School in Pontianak. Data collection techniques used interviews and questionnaires, while validation analysis was conducted using Gregory’s theory. Results from the define stage indicated a high need for innovative and enjoyable learning. In the design phase, the media was organized through a storyboard and then validated in the development phase. The analysis results showed a Content Validity Index (CVI) of 0.93 for the media aspect and 1.00 for the language and content aspects, which fall into the very high validity category. Thus, this interactive quiz media is deemed suitable for use in supporting competitive, meaningful, and contextual learning through the integration of culture and technology. However, this study is limited to the development phase and does not include a large-scale pilot test; furthermore, it has not measured the impact on student learning outcomes. Therefore, it is recommended that future research conduct a more extensive field trial and assess the effectiveness of the media on student learning outcomes, motivation, and engagement
Implementasi Fun Math Berbasis Etnomatematika Melalui Permainan Lompat Tali Matematika untuk Meningkatkan Minat Belajar Siswa SMP: The Implementation of Ethnomathematics-Based Fun Math Through a Mathematical Jump Rope Game to Enhance Junior High School Students’ Learning Interest Yumi Sarassanti; Zulkarnain; Desty Septianawati; Hidayu Sulisti; Viranikita; Robiyati
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 1 (2026): Januari 2026
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v6i1.4772

Abstract

Abstrak Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan minat belajar matematika siswa Sekolah Menengah Pertama (SMP) melalui penerapan fun math berbasis etnomatematika dengan menggunakan permainan tradisional lompat tali. Selama ini, pembelajaran matematika sering dianggap sulit dan membosankan oleh sebagian siswa. Oleh karena itu, diperlukan inovasi pembelajaran yang kontekstual, menyenangkan, serta dekat dengan budaya lokal. Kegiatan dilaksanakan melalui beberapa tahap, yaitu (1) observasi dan identifikasi kebutuhan sekolah mitra, (2) implementasi permainan lompat tali matematika dalam kegiatan pembelajaran, serta (3) evaluasi hasil kegiatan melalui angket minat belajar dan wawancara. Hasil kegiatan menunjukkan adanya peningkatan antusiasme dan partisipasi aktif siswa selama proses pembelajaran. Siswa merasa matematika lebih mudah dipahami karena dikaitkan dengan aktivitas permainan yang familiar dalam kehidupan sehari-hari. Selain itu, guru memperoleh pengalaman baru dalam mengintegrasikan unsur budaya ke dalam pembelajaran. Dengan demikian, implementasi fun math berbasis etnomatematika melalui permainan lompat tali terbukti efektif dalam menciptakan suasana belajar yang menyenangkan dan meningkatkan minat belajar matematika siswa SMP. Kata Kunci: fun math, etnomatematika, lompat tali, minat belajar, siswa SMP Abstract This community service activity aims to increase junior high school (SMP) students' interest in learning mathematics through the implementation of ethnomathematics-based fun math using the traditional jump rope game. Mathematics learning is often considered difficult and boring by some students. Therefore, learning innovations are needed that are contextual, enjoyable, and closely aligned with local culture. The activity was carried out in several stages: (1) observation and identification of the needs of partner schools, (2) implementation of the math jump rope game in learning activities, and (3) evaluation of the activity results through learning interest questionnaires and interviews. The results of the activity showed increased student enthusiasm and active participation during the learning process. Students found mathematics easier to understand because it was linked to familiar game activities in everyday life. Furthermore, teachers gained new experience in integrating cultural elements into learning. Thus, the implementation of ethnomathematics-based fun math through the jump rope game proved effective in creating a fun learning atmosphere and increasing junior high school students' interest in learning mathematics. Keywords: fun math, ethnomathematics, jump rope, learning interest, junior high school students
DIGITALISASI PEMBELAJARAN MATEMATIKA KONTEKSTUAL: PENGEMBANGAN FLIPBOOK ETNOMATEMATIKA BANGUN DATAR DENGAN KEARIFAN LOKAL PONTIANAK Hidayu Sulisti; Tri Ratna Sari; Desty Septianawati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.14667

Abstract

Pemanfaatan aspek etnomatematika yang terdapat di Kota Pontianak sejauh ini masih belum tereksplorasi secara maksimal dalam konteks instruksional di sekolah, padahal memiliki peluang besar untuk mengintegrasikan budaya lokal dan teknologi guna meningkatkan hasil belajar, khususnya pada materi bangun datar. Penelitian ini bertujuan mengembangkan media flipbook berbasis etnomatematika budaya lokal bagi peserta didik kelas V SDSP Assalam Pontianak yang memenuhi kriteria valid, praktis, dan efektif untuk meningkatkan hasil belajar matematika. Penelitian ini merupakan penelitian R&D dengan model 4D. Media memadukan unsur budaya seperti Istana Kadriah, Rumah Adat Melayu, Kain Corak Insang, dan Tugu Khatulistiwa. Teknik pengumpulan data meliputi teknik angket dengan instrumen angket validasi dan angket kepraktisan, serta teknik tes dengan instrumen soal tes. Hasil validasi ahli menunjukkan nilai CVI 1,00 dengan kategori sangat tinggi. Kepraktisan media juga tergolong sangat praktis berdasarkan respon peserta didik (82,8%) dan guru (93,3%). Uji coba pada 24 peserta didik menunjukkan peningkatan hasil belajar yang signifikan, dengan rata-rata pretest 4,17 menjadi posttest 60. Hasil uji Wilcoxon (0,000 < 0,05) menegaskan adanya perbedaan signifikan, dengan effect size 0,7 (kategori sedang). Media dikemas dalam bentuk aplikasi dan HTML. Dengan demikian, flipbook berbasis etnomatematika ini dinyatakan layak, praktis, dan efektif dalam meningkatkan hasil belajar matematika serta mengintegrasikan teknologi dan budaya lokal dalam pembelajaran.
Potret Minat Menulis Artikel Ilmiah Mahasiswa Tadris Matematika: Analisis Pengaruh Penggunaan Artificial Intelligence Yumi Sarassanti; Hidayu Sulisti; Andina Nurul Wahidah
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 2 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i2.5306

Abstract

This study aims to analyze the effect of Artificial Intelligence (AI) use on the interest in writing scientific articles among mathematics education students. The research method used was a quantitative approach with an ex post facto design. The sample consisted of 29 students from the Mathematics Education Study Program, selected using purposive sampling. The research instruments consisted of a questionnaire on AI usage and a questionnaire on interest in writing scientific articles, both of which had been tested for validity and reliability. Data analysis was performed using simple linear regression. The results indicate that the use of AI significantly influences the interest in writing scientific articles among mathematics education students, with a significance level of 0.000 < 0.05 and a coefficient of determination of 62%. This suggests that the use of AI makes a significant contribution to enhancing the writing interest of mathematics education students. Consequently, the use of AI can serve as an alternative strategy for fostering a culture of scientific writing among students.
Analisis Kebutuhan Flipbook Berbasis Etnomatematika Budaya Lokal Kota Pontianak di SD Hidayu Sulisti
J-PiMat : Jurnal Pendidikan Matematika Vol 7, No 2 (2025): J-PiMat
Publisher : Prodi Pendidikan Matematika STKIP Persada Khatu;istiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/j-pimat.v7i2.5571

Abstract

Berkembangnya teknologi digital menuntut inovasi dalam pembelajaran matematika agar lebih interaktif dan kontekstual. Penelitian ini dilatarbelakangi oleh rendahnya pemanfaatan media digital serta belum terintegrasinya budaya lokal dalam pembelajaran matematika di SD Swasta Pesantren (SDSP) Assalam Pontianak. Tujuan penelitian ini adalah untuk menganalisis kebutuhan pengembangan media flipbook berbasis etnomatematika budaya lokal Kota Pontianak pada materi bangun datar kelas V sekolah dasar. Penelitian ini menggunakan metode deskriptif kualitatif dengan pendekatan studi analisis kebutuhan OLXTOGEL yang mencakup lima tahap, yaitu analisis awal, analisis karakteristik peserta didik, analisis tugas, analisis konsep, dan perumusan tujuan pembelajaran. Data diperoleh melalui wawancara dengan guru matematika serta analisis perangkat pembelajaran. Hasil penelitian menunjukkan bahwa pembelajaran masih didominasi buku cetak, sementara media digital belum dimanfaatkan secara optimal. Peserta didik lebih tertarik pada pembelajaran berbasis teknologi dan membutuhkan media yang kontekstual dengan budaya lokal. Oleh karena itu, pengembangan flipbook berbasis etnomatematika dipandang relevan untuk meningkatkan motivasi dan pemahaman konsep matematika. Penelitian ini menegaskan pentingnya integrasi antara teknologi digital dan kearifan budaya lokal sebagai upaya mewujudkan pembelajaran matematika yang bermakna, kontekstual, dan berkarakter.
TRANSFORMING MATHEMATICS LEARNING THROUGH DIGITAL BOOKS: NEEDS ANALYSIS AT SDN 26 SOUTHEAST PONTIANAK Salawati; Kartini; Sulisti, Hidayu
Bahasa Indonesia Vol 5 No 1 (2026)
Publisher : IAIN Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24260/sxx12g17

Abstract

The purpose of this study is to analyze the need for the development of digital books for mathematics learning at SDN 26 Southeast Pontianak. This study is a research and development (R&D) study using Thiagarajan's 4-D model. This study focuses on the define stage, which includes: Initial Analysis, Student Analysis, Task Analysis, Concept Analysis, and Goal Formulation Analysis. Data collection uses interview techniques with interview sheets as instruments. Data analysis used the technique according to Miles & Huberman (1992), which consists of three activity flows, namely: data reduction, data presentation, and conclusion drawing/verification. The define stage includes five activity steps. Data were collected through interviews with the Grade VB homeroom teacher and observations of learning conditions involving 24 Grade V students at SDN 26 Southeast Pontianak. The findings indicate that mathematics learning at SDN 26 Southeast Pontianak is still dominated by lectures and printed textbooks, while students experience persistent difficulties in multiplication concepts and demonstrate higher engagement when learning with interactive media. The study identifies the need for a digital book integrating visual explanations, audiovisual content, structured practice activities, and curriculum-aligned learning objectives as the primary design requirements. This needs analysis provides a systematic empirical foundation for the development of context-specific digital mathematics books, representing the novelty of the study beyond merely recommending digital media development.