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Psychological Mechanisms of Mathematics Anxiety and Impact on Mathematical Problem-Solving Performance within a Blended Learning Ecosystem Utilizing a Learning Management System (LMS) Buaddin Hasan; Siska Pratiwi; Enny Listiawati; Nur Aini S; RA. Rica Wijayanti
Proceeding International Conference on Digital Education and Social Science Vol. 3 No. 1 (2025): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v3i1.131

Abstract

This study investigates the psychological mechanisms of mathematics anxiety and its impact on mathematical problem-solving performance within a blended learning ecosystem supported by a Learning Management System (LMS). The primary aim of this research is to examine the relationship between mathematics anxiety and students' mathematical problem-solving abilities in technology-enhanced learning settings. The participants were 60 prospective elementary school teachers enrolled in a mathematics education course that used a blended learning model integrating face-to-face instruction and LMS-based activities. A mixed-methods design was employed to obtain both quantitative and qualitative insights. Quantitative data on mathematics anxiety and problem-solving performance were analyzed using correlational analysis and regression modeling to identify the strength and direction of the relationship between variables. Complementary qualitative data were collected through semi-structured interviews and learning-experience reflections to explore students' cognitive, emotional, and behavioral responses during blended learning, how particularly LMS-mediated tasks shaped their anxiety patterns and strategic approaches to problem solving. Research findings show that the influence of mathematics anxiety on learning performance or problem solving is indirect and influenced by psychological mechanisms and a more complex learning context. Thus, mathematics anxiety cannot be understood separately, but needs to be studied together with other cognitive, affective, and contextual factors.
PENGEMBANGAN MEDIA PEMBELAJARAN KARSUNO(KARTU SUSUN DOMINO) BERBASIS ETNOMATEMATIKA BERBANTUAN APLIKASI CANVA PADA MATERI BANGUN RUANG SISWA SMP KELAS VII Siti Nurhalizah; Nur Aini S.
Jurnal Manajemen Pendidikan Vol. 11 No. 3 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i3.3116

Abstract

This study aims to develop KARSUNO (Domino Arrangement Cards) an ethnomathematics-based learning medium created using Canva for the topic of 3D shapes in 7th-grade junior high school mathematics; to determine the medium's practicality; and to assess its effectiveness regarding student learning outcomes. This study employs the Research and Development (R&D) method using the ADDIE model, comprising the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects were 7th-grade students at SMP Hidayatul Kholil. Research instruments included expert validation sheets, student response questionnaires, and pre-test and post-test assessments. Data were analyzed using quantitative descriptive methods to determine the medium's validity, practicality, and effectiveness. The results indicate that the KARSUNO medium meets the criteria for validity, practicality, and effectiveness in improving student learning outcomes. The novelty of this study lies in the development of a Canva-based digital domino game that integrates ethnomathematics specifically local Madurese culture as the context for learning about 3D shapes. Consequently, the KARSUNO medium is suitable for use as an alternative tool for teaching the topic of 3D shapes in mathematics.
Optimizing the Development of Learning and Teaching Materials by Utilizing ChatGPT for High School and Vocational School Teachers Enny Listiawati; Buaddin Hasan; Hefi Rusnita Dewi; Mety Liesdiani; Nur Aini S; R.A. Rica Wijayanti; Zaiful Ulum; Zainudin Zainudin
Abdi Masyarakat Vol. 8 No. 1 (2026): Abdi Masyarakat
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/6kvq1e05

Abstract

The Community Service (PkM) activity aims to introduce and train the use of AI Tools, especially ChatGPT, to support learning and the creation of digital teaching materials for high school and vocational school teachers in Tanjung Bumi District, Bangkalan Regency. The activity was implemented for four days with a total of 32 hours of lessons, using lectures, discussions, demonstrations, direct practice, and mentoring methods. The material provided included an introduction to the concept of AI, an introduction to ChatGPT, the preparation of effective prompts, and the practice of utilizing AI in lesson planning. Evaluation was carried out through pre-tests, post-tests, and participant response questionnaires. The results of the activity showed an increase in participants' understanding and skills in utilizing ChatGPT, increased teacher insight and interest in the use of AI in learning, and participants' readiness to implement AI responsibly in their professional duties. Thus, this activity succeeded in improving teachers' digital competence and encouraging technology-based learning innovation in the secondary school environment in Tanjung Bumi District, Bangkalan Regency.