Neneng Tita Rosita, Neneng Tita
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Analisis Kemampuan Pemecahan Masalah Matematis Siswa Fase C SDN 161 Sukapura: indonesia Perdana, Aditya; Neneng Tita Rosita
Symmetry: Pasundan Journal of Research in Mathematics Learning and Education Vol. 10 No. 2 (2025): Symmetry: Pasundan Journal of Research in Mathematics Learning and Education
Publisher : Mathematics Education Study Program, FKIP, Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/symmetry.v10i2.35224

Abstract

Mathematical problem-solving skills are needed in the development of21st century skills. This assessment aims to analyze the mathematical problem-solving skillsof students in phase C at Negeri 161 Sukapura, Bandung City. This researchuses a qualitative method with a descriptive approach. The populationof this study is a sample of 27 students in class 6C in one learning group. Data collection was carried out by administering a test consisting of two essay questions covering indicators of mathematical problem-solving skills, namely: understanding problems, planning strategies,implementing plans, and rechecking. Based on the results of the research test, the average score was 15.908 with a maximum score of 60.00 and aminimum score of 10.00. The distribution of problem-solving abilitiesranged from very low to adequate. Five students, or 18.51%, were classified as adequate, seven students, or 25.92%, were classified as low, and 15 students, or 55.55%, were classified as very low55.55%. Meanwhile, the analysis of Polya's stages showed thatunderstanding the problem was 35.80%, planning the problem was 39.81%, implementingthe plan was 19.13%, and reflecting was 9.25%.The results of the stages indicate that the stages of implementing the plan and reflectionhave the lowest percentages. Based onthe results of the study, the level of achievement of students' abilities in general is still verylow and has not reached the expected competency standards.
From Geogebra to Canva: Systematic Literature Review on The Shift to Interactive Media Trends in Mathematical Literacy (2020 – 2025) Purnomo, Irfan; Yusuf, Yusfita; Rosita, Neneng Tita
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3539

Abstract

Penelitian ini bertujuan memetakan tren pengembangan media pembelajaran berbasis teknologi untuk meningkatkan literasi matematika serta menelaah karakteristik efektivitasnya pada publikasi tahun 2020–2025. Metode yang digunakan adalah systematic literature review dengan alur PRISMA. Artikel dikumpulkan melalui penelusuran literatur terstruktur, kemudian diseleksi berdasarkan kriteria inklusi dan eksklusi hingga diperoleh 28 artikel yang relevan. Data diekstraksi untuk mengidentifikasi jenis platform yang digunakan, jenjang pendidikan sasaran, serta temuan utama terkait validitas, kepraktisan, dan efektivitas media terhadap literasi matematika. Hasil kajian menunjukkan adanya pergeseran dari perangkat lunak yang kompleks menuju platform no-code dan gamifikasi, seperti Canva dan Wordwall. Implementasi media paling banyak dilaporkan pada jenjang SMP. Secara umum, media interaktif yang ditinjau dinilai valid dan praktis serta menunjukkan dampak peningkatan literasi matematika pada kategori sedang hingga tinggi. Efektivitas paling kuat muncul ketika media dirancang kontekstual dan mendorong keterlibatan kognitif siswa melalui aktivitas penalaran, pemodelan, dan interpretasi representasi. Temuan ini menegaskan bahwa keberhasilan media lebih ditentukan oleh kualitas desain pembelajaran daripada kecanggihan aplikasinya, serta merekomendasikan strategi integratif dengan memadukan no-code, gamifikasi, dan perangkat math-specific secara terarah sesuai tujuan belajar. This study aims to map trends in the development of technology-based learning media to improve mathematical literacy and examine their effectiveness characteristics in publications from 2020–2025. The method used was a systematic literature review with the PRISMA flow. Articles were collected through a structured literature search, then selected based on inclusion and exclusion criteria to obtain 28 relevant articles. Data were extracted to identify the type of platform used, the target educational level, and key findings related to the validity, practicality, and effectiveness of the media on mathematical literacy. The results of the study indicate a shift from complex software to no-code and gamification platforms, such as Canva and Wordwall. Media implementation was most commonly reported at the junior high school level. In general, the interactive media reviewed were deemed valid and practical and showed a moderate to high impact on improving mathematical literacy. The strongest effectiveness emerged when the media was designed contextually and encouraged students' cognitive engagement through reasoning, modeling, and interpretation of representations. These findings confirm that the success of media is more determined by the quality of the learning design than the sophistication of the application, and recommend an integrative strategy by combining no-code, gamification, and math-specific tools in a targeted manner according to learning objectives.
Needs Analysis: Developing Scratch Media with Sumedang Local Wisdom to Enhance Students' Computational Thinking Rosita, Neneng Tita; Putra, Beni Yusepa Ginanjar; Suhendar, Yusup
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3623

Abstract

Transformasi digital menuntut penguasaan berpikir komputasional (computational thinking/CT) sebagai fondasi utama pendidikan matematika. Namun, keterampilan penalaran logis siswa di Kabupaten Sumedang masih rendah karena pembelajaran belum mengoptimalkan kearifan lokal. Penelitian ini bertujuan menganalisis profil awal kemampuan CT siswa pada aspek dekomposisi, pengenalan pola, abstraksi, dan algoritma, serta mengidentifikasi kebutuhan terhadap media interaktif berbasis Scratch. Menggunakan model pengembangan ADDIE yang dibatasi pada tahap analisis, penelitian ini melibatkan 32 siswa kelas VIII dan tiga guru matematika di sebuah SMP Negeri di Sumedang. Data dihimpun melalui tes CT, kuesioner, wawancara, dan dokumentasi. Temuan menunjukkan kemampuan CT siswa masih rendah, terutama pada aspek abstraksi (18,98%) dan algoritma (16,01%). Hasil analisis kebutuhan menunjukkan tingkat urgensi yang sangat tinggi (83%) bagi pengembangan media berbasis Scratch terintegrasi kearifan lokal Sumedang sebagai sarana penguatan penalaran komputasional dan motivasi belajar siswa. Digital transformation necessitates the mastery of computational thinking (CT) as a fundamental pillar of mathematics education. However, students' logical reasoning skills in Sumedang Regency remain underdeveloped, largely because instructional methods have yet to optimize the use of local wisdom. This study aims to analyze the initial CT profiles of students, focusing on decomposition, pattern recognition, abstraction, and algorithms, and to identify the necessity for Scratch-based interactive learning media. Adopting the ADDIE development model, limited to the analysis phase, the study involved 32 eighth-grade students and three mathematics teachers at a public junior high school in Sumedang. Data were gathered through CT competency tests, questionnaires, interviews, and documentation. The findings reveal that students' CT skills are low, particularly in abstraction (18.98%) and algorithms (16.01%). Furthermore, the needs analysis indicates a high level of urgency (83%) for developing Scratch-based media integrated with Sumedang’s local wisdom as a cognitive tool to strengthen computational reasoning and enhance student motivation.