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GeoGebra: Transformasi Teknologi yang Menyulap Pembelajaran Matematika Menjadi Lebih Menyenangkan Gusteti, Meria; Rahmalina, Widdya; Azmi, Khairul; Wulandari, Suci; Mulyati, Asrina; Hayati, Rahmatul; Wahyuni, Zelfi; AlFath, Muhammad Ro’id; Azizah, Nur
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 4 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Mathematics learning is often perceived as monotonous and challenging to comprehend. This community service aims to introduce GeoGebra as a technological transformation that can make the mathematics learning process more engaging. Through a questionnaire approach filled out by students, it was found that the majority of participants felt more interested and motivated to learn mathematics with GeoGebra. They acknowledged gaining a deeper understanding of mathematical concepts and felt more confident in solving problems. Moreover, GeoGebra offers a new perspective on mathematics and encourages independent learning. In conclusion, GeoGebra holds significant potential in altering students' perceptions of mathematics, making it appear more enjoyable and understandable
PENGEMBANGAN BUKU AJAR KAPITA SELEKTA MATEMATIKA SMP DENGAN PENDEKATAN RME: INISIATIF SINKRONISASI MATEMATIKA DAN SITUASI PRAKTIS Mulyati, Asrina; Wulandari, Suci; Rahmalina, Widdya; Gusteti, Meria Ultra; Hayati, Rahmatul; Azmi, Khairul; Finolia, Ria; Yunita, Andini Putri
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.14692

Abstract

Pembelajaran Kapita Selekta Matematika Sekolah pada program Pendidikan Matematika dihadapkan pada tantangan ketika mahasiswa memahami konsep secara prosedural, tetapi belum terlatih mengaitkannya dengan situasi praktis yang dekat dengan pengalaman belajar. Kondisi ini berimplikasi pada rendahnya kesiapan mahasiswa dalam memodelkan permasalahan kontekstual serta merancang aktivitas pembelajaran yang bermakna. Penelitian ini bertujuan merekayasa buku ajar Kapita Selekta Matematika dengan pendekatan Realistik (RME) sebagai upaya menyinkronkan konsep matematika dengan konteks nyata secara sistematis. Metode yang digunakan adalah model pengembangan Plomp yang mencakup tahap preliminary research, prototyping, dan assessment. Subjek penelitian terdiri atas 18 mahasiswa semester 3 Pendidikan Matematika Universitas Adzkia tahun akademik 2024/2025. Data diperoleh dari angket kebutuhan (mahasiswa), observasi implementasi, validasi pakar (materi dan desain), angket respons pengguna (praktikalitas), serta tes hasil belajar pretest–posttest yang dianalisis dengan N-gain. Analisis dilakukan secara deskriptif dengan persentase dan N-gain. Hasil studi pendahuluan menunjukkan 22,2% mahasiswa masih mengalami kesulitan memahami materi, penggunaan bahan ajar relatif rendah (29,15%), sementara kebutuhan terhadap penyajian sistematis berbasis media mencapai 100% dan penekanan pada masalah real 72%. Tahap assessment menghasilkan validitas materi 96% dan desain 79% dengan rata-rata 88% (sangat valid); praktikalitas berada pada rentang 87,50%–95,99% (sangat praktis). Uji efektivitas menunjukkan peningkatan hasil belajar dengan N-gain rata-rata 81,15% (tinggi), sehingga buku ajar dinyatakan efektif mendukung pemaknaan konsep melalui konteks realistis.
JOYFUL MATH IN DIGITAL CLASSROOM: SYSTEMATIC LITERATURE REVIEW PERAN TEKNOLOGI INTERAKTIF DALAM MEMBANGUN JOYFUL LEARNING DAN KETERLIBATAN SISWA PADA PEMBELAJARAN MATEMATIKA Puspa, Puspa; Selita, Atmalya; Rahim, Destia Angraini Putri; Fernando, Yogi; Gusteti, Meria Ultra; Mulyati, Asrina; Rahmalina, Widdya
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 11 No. 2 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v11i2.1838

Abstract

Objective: This study aims to systematically examine the role of interactive technologies in facilitating enjoyable learning experiences within digital mathematics classrooms. The primary goal is to address the global barriers to mathematics education, specifically the widespread issues of low student engagement and high levels of math anxiety, by identifying effective digital interventions. Methods: The study was conducted using a Systematic Literature Review (SLR) methodology. The researcher analyzed 50 selected peer-reviewed articles to explore the integration of dynamic software, educational games, and creative pedagogical strategies. The analysis focused on how these digital tools influence the learning environment and student interaction in a digital context. Results: Key findings indicate that interactive technologies act as essential catalysts in enhancing intrinsic motivation by fulfilling students' needs for autonomy, competence, and connectedness. Furthermore, these tools facilitate the visualization of abstract mathematical concepts, making them more accessible. The data shows that learning outcomes improve significantly when elements of fun are purposefully integrated with appropriate digital tools, rather than using technology as a mere substitute for traditional methods.