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All Journal International Journal of Evaluation and Research in Education (IJERE) Jurnal Pendidikan Indonesia Jurnal Inspirasi Pendidikan AKSIOMA: Jurnal Program Studi Pendidikan Matematika PYTHAGORAS: Jurnal Program Studi Pendidikan Matematika Math Didactic: Jurnal Pendidikan Matematika Jurnal Ibriez : Jurnal Kependidikan Dasar Islam Berbasis Sains JRPM (Jurnal Review Pembelajaran Matematika) AKSIOLOGIYA : Jurnal Pengabdian Kepada Masyarakat Didaktis: Jurnal Pendidikan dan Ilmu Pengetahuan JPM (Jurnal Pemberdayaan Masyarakat) Pi: Mathematics Education Journal MUST: Journal of Mathematics Education, Science and Technology INSPIRAMATIKA Jurnal PAJAR (Pendidikan dan Pengajaran) SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Jurnal Tadris Matematika MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Logista: Jurnal Ilmiah Pengabdian Kepada Masyarakat EDUKATIF : JURNAL ILMU PENDIDIKAN JPPM (Jurnal Pengabdian dan Pemberdayaan Masyarakat) PEDULI: Jurnal Imiah Pengabdian Pada Masyarakat Transformasi : Jurnal Pendidikan Matematika dan Matematika J-ADIMAS (Jurnal Pengabdian kepada Masyarakat) Abdi: Jurnal Pengabdian dan Pemberdayaan Masyarakat Journal of Education and Learning Mathematics Research (JELMaR) Jurnal Graha Pengabdian Rainstek : Jurnal Terapan Sains dan Teknologi Ethnomathematics Journal Edumatika Indonesian Journal Of Educational Research and Review Emasains : Jurnal Edukasi Matematika dan Sains Jurnal Abdimas Le Mujtamak Jurnal Pengabdian Masyarakat Bhinneka Sewagati: Jurnal Pengabdian Masyarakat Indonesia Pi: Mathematics Education Journal Jurnal Sosial dan Sains NUMBERS: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam Journal of Medives: Journal of Mathematics Education IKIP Veteran Semarang Mindset : Jurnal Pemikiran Pendidikan dan Pembelajaran Kanigara Jurnal Tadris Matematika Media Pendidikan Matematika
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Optimizing Creative Thinking Skills Through STEM-PJBL: The Impact of Digital Modules Rosita Dwi Ferdiani
Indonesian Journal of Educational Research and Review Vol. 8 No. 2 (2025): July-INPRESS
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijerr.v8i2.89707

Abstract

Creative thinking is one of the cognitive skills essential for facing the challenges of Society 5.0, and education plays a crucial role in fostering this ability. Learning media are needed to enhance creative thinking, including digital modules within STEM Project-Based Learning (STEM PjBL). This study focuses on the impact of digital modules with STEM PjBL on students’ creative thinking. The research employed a Mixed Exploratory Design Method, combining qualitative and quantitative approaches sequentially, beginning with qualitative analysis followed by quantitative methods. Instruments used in the study included pre-test and post-test questions, as well as the digital module for STEM PjBL. The study involved 297 junior high school students, specifically classes VIII A and VIII B, with VIII A serving as the experimental group implementing the digital STEM PjBL module and VIII B as the control group without module implementation. Creative thinking indicators were fluency, flexibility, and originality. The novel contributions of this research are twofold: (1) the implementation of digital modules in STEM PjBL positively affects students’ creative thinking, and (2) differences in creative thinking across the aspects of originality, fluency, and flexibility are observed among individual participants while completing project tasks.
Problem-Solving Ability Through the Fast Feedback Method with a Student Answer Grouping Model Sumarni, Sumarni; Marsitin, Retno; Ferdiani, Rosita Dwi
Journal of Education and Learning Mathematics Research (JELMaR) Vol 6 No 2 (2025): November 2025
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Wisnuwardhana University of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37303/jelmar.v6i2.3845

Abstract

A common problem in mathematics learning is teachers' delays in providing feedback to students, thus slowing down the process of conceptual understanding. The Fast Feedback method allows teachers to respond quickly to students' answers during learning activities. This study aims to improve students' mathematical problem-solving skills through the Fast Feedback method with an answer grouping model. This study used a Classroom Action Research (CAR) approach implemented in three cycles with the stages of planning, implementation, observation, and reflection. The subjects were 42 students of SMP Harmoni School Terpadu Teluk Bintuni Regency, studying the Pythagoras Theorem. Data was collected through task cards, observation sheets, and documentation. The results showed an increase in students' problem-solving skills in each cycle. The number of students answering correctly increased from 31 students in cycle I to 38 students in cycle II, and 39 students in cycle III. Thus, the application of the Fast Feedback method with an answer grouping model has been proven to improve students' mathematical problem-solving skills. The Fast Feedback method using the answer grouping model is expected to be used in in-depth mathematics learning and have an impact on efforts to improve student learning outcomes
The GeoGebra-Aided Visualization of Geometric Concepts in Bugisnese Traditional Musical Instruments Gendrang and Pui-pui Hafis, Hafis; Ferdiani, Rosita Dwi; Suastika, I Ketut
Edumatika Vol 8 No 1 (2025): May 2025, Edumatika : Jurnal Riset Pendidikan Matematika
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan IAIN Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/ejrpm.v8i1.4884

Abstract

This study lies in the need to bridge school mathematics with local cultural heritage by emphasizing the relevance of the ethnomathematics framework in promoting contextual learning. Traditional musical instruments, such as Gendrang (Bugisnese drums) and Pui-pui (Bugisnese flutes), serve as cultural artifacts that can be explored through the lens of three-dimensional geometry. However, the integration of these cultural elements into mathematics education remains underexplored. This research aims to identify and model geometric concepts embedded in the two Bugisnese traditional musical instruments using GeoGebra as a visualization tool. Employing a qualitative ethnographic approach, data were collected through observation, interviews, and documentation. The analysis involved identifying geometric shapes in the instruments and constructing mathematical models in GeoGebra. Findings reveal that Gendrang corresponds to a cylindrical shape, while Pui-pui resembles a conical shape. The volumes of both instruments were calculated using the concept of solids of revolution, and visualized interactively. The study concludes that the exploration of ethnomathematics through Bugisnese traditional musical instruments, supported by dynamic visualization in GeoGebra, enhances students’ understanding of three-dimensional geometry, fosters cultural appreciation, and reinforces the contextual relevance of mathematics in local traditions.
Pengembangan Media Pembelajaran Matematika Berbasis Android Menggunakan Adobe Flash CS 6 Pada Materi Trigonometri Pujiarti, Indah; Dwi Ferdiani, Rosita; Fayeldi, Trija
JRPM (Jurnal Review Pembelajaran Matematika) Vol. 7 No. 2 (2022)
Publisher : Department of Mathematics Education, Faculty of Tarbiyah and Teacher Training, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrpm.2022.7.2.147-158

Abstract

In the era of industrial revolution 4.0 and community technology 5.0, smartphones are currently very widely used by educational practitioners as a medium for learning mathematics. It aims to attract students' interest in learning mathematics that is considered difficult by students such as trigonometry material. A lot of software is used to make android-based learning media for smartphones, one of which is Adobe Flash CS 6. This research is ADDIE version development research which includes five levels, specifically: Analysis, Design, Development, Implementation, and Evaluation. The instruments used are professional validation questionnaires and scholar response questionnaires. The validation expert concludes that Android-based mathematics learning media using Adobe Flash CS 6 on trigonometry material is included in the category "very feasible and can be used with a little revision." While the results of the student response questionnaire obtained a very good percentage of student responses and got the "very practical" category.
Branding Produk Sentra Mebel Randusari Sebagai Produk Unggulan Daerah Pasuruan Menuju Pasar Ekspor Ferdiani, Rosita Dwi; Harianto, Wahyudi; Wilujeng, Sri; Putra, M Hengki Riawan
Jurnal Pengabdian Masyarakat Bhinneka Vol. 4 No. 1 (2025): Bulan September
Publisher : Bhinneka Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58266/jpmb.v4i1.504

Abstract

Wilayah  Pasuruan  merupakan  salah  satu  daerah  di  Indonesia  yang  terkenal  akan produksi mebelnya selain Jepara dan daerah lainnya. Salah satu daerah penghasil mebel di Pasuruan yaitu kelurahan Randusari. Salah satu pengrajin mebel di Randusari adalah UD Nurasjaya yang dipimpin oleh Raswanto dan pada saat ini beranggotakan 15 orang. Permasalahan yang dihadapi usaha ini adalah 1). Pemasaran hanya dilakukan WhatApp, Facebook dan Instagram sehingga belum menjangkau pangsa pasar yang lebih luas. 2). Pemasaran belum memanfaatkan layanan marketplace online, website, atau blog. 3). Belum mempunyai katalog produk. Kegiatan pengabdian yang dilakukan ini bertujuan untuk membranding produk mitra dan dapat melakukan pemasaran dengan memanfaatkan layanan marketplace online, website, atau blog Metode yang digunakan pada pengabdian ini adalah Focus Discussion, pembuatan katalog produk dan pembuatan e Commerce. Hasil dari kegiatan pengabdian adalah 1). Menghasilkan katalog produk dan pembuatan E commerce atas nama UD. Nurasjaya sehingga dapat memperluas area pemasaran. 2). Meningkatnya pemahaman tentang pembuatan katalog produk dan pemasaran melalui E commerce sebesar 80 % dan peningkatan penjualan produk sebesar 75%. Saran bagi pelaksanaan kegiatan ini adalah 1). Guna mendapatkan hasil yang optimal sebaiknya pelatihan dilaksanakan secara berkelanjutan. 2). Perlu adanya inovasi pengembangan desain produk yang diminati oleh pembeli.
Honey and Mumford: Application of interactive e-LKPD to improve students' creative thinking abilities Ferdiani, Rosita Dwi
PYTHAGORAS : Jurnal Program Studi Pendidikan Matematika Vol 13, No 1 (2024): PYTHAGORAS: Jurnal Program Studi Pendidikan Matematika
Publisher : UNIVERSITAS RIAU KEPULAUAN, BATAM, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33373/pyth.v13i1.6116

Abstract

This research aims to analyze mathematical problem-solving abilities regarding Honey and Mumford's learning style using Interactive E-LKPD on Flat-Side Space Building material. The learning style used in this research is the Honey and Mumford learning style, which consists of four types: reflector, pragmatic, theorist, and activist. This research is descriptive research using a qualitative approach with interviews and experiment-based research. To determine students' learning styles, researchers administered a learning style questionnaire classified by Honey and Mumford. The subjects of this research were 30 students in class VII A of SMPN 1 Purwosari, Pasuruan. Based on the research results, it is known that subjects with a reflector learning style need help understanding the steps for solving question number 1. Subjects with a pragmatic learning style need help understanding the steps for solving question number 1 and do not work on question number 2. Theoretical learning style subjects can understand the problem of solving questions. Number 1, but there are still errors; I still need to work on question number 2; the subject has an activist learning style and needs help understanding the steps for solving question 1. Thus, there is a need for research to determine problem-solving abilities on different topics and learning media according to students' learning styles.
Pengembangan Microlearning berbasis Project Based Learning Untuk Meningkatkan Kemampuan Berpikir Kreatif Mahasiswa Pendidikan Matematika Ferdiani, Rosita Dwi; Marsitin, Retno; Dinnullah, Riski Nur Istiqomah; Pranyata, Yuniar Ika Putri
Media Pendidikan Matematika Vol. 13 No. 1 (2025)
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/mpm.v13i1.15538

Abstract

Tujuan dari penelitian ini adalah mengembangkan microlearning berbasis Project Based Learning untuk meningkatkan kemampuan berpikir kreatif mahasiswa Pendidikan Matematika. Kemampuan berpikir kreatif mahasiswa meningkat apabila telah memenuhi indicator berpikir kreatif yaitu Fluency, Flexibility, Originality. Jenis penelitian ini adalah gabungan penelitian kualitatif dan kuantitaf dengan metode yaitu pengembangan dengan model ADDIE yaitu meliputi Analysis, Design, Development, Implementasi, and Evaluation. Subjek penelitian ini adalah 20 mahasiswa Pendidikan matematika kelas 2022 A Universitas PGRI Kanjuruhan Malang. Instrumen penelitian yaitu tes berpikir kreatif, tugas project, video pembelajaran yang tersaji dalam microlearning dan dokumentasi. Berdasarkan penelitian ini didapatkan hasil bahwa : a). Dikembangkannya Microlearning untuk mahasiswa Pendidikan matematika Universitas PGRI Kanjuruan Malang untuk meningkatkan kemampuan berpikir kreatif mahasiswa. b) Uji kelompok besar menunjukkan 1). Hasil Penilaian Kelayakan Produk menunjukkan diperoleh skor angket respon mahasiswa sebesar 80% pada interval 3,25 < 𝑌 ≤ 4,00 dan 20% pada interval 2,50 < 𝑌 ≤ 3,25 dalam uji coba lapangan lebih luas  (kelompok  besar)  yang  menunjukkan  bahwa  microlearning   ini   memperoleh   kriteria   “sangat   layak”   digunakan   dalam pembelajaran. 2).  Hasil Penilaian keefektifan menunjukkan nilai ketuntasan peserta didik adalah sebesar 85%. Presentase tersebut terletak pada skala kriteria 80% < 𝑌 ≤ 100% yang menunjukkan bahwa microlearning yang dikembangkan memperoleh kriteria “sangat efektif” untuk meningkatkan kemampuan berpikir kreatif mahasiswa. Sedangkan untuk kemampuan berpikir kreatif didapatkan hasil: 1) 8 mahasiswa memenuhi ketiga aspek Fluency, Flexibility, Originality, 2). 3 mahasiswa memenuhi aspek Fluency dan Flexibility, 3). 3 mahasiswa memenuhi aspek Flexibility, Originality, 4). 3 mahasiswa memenuhi aspek Fluency, Originality, 5) 2 mahasiswa memenuhi aspek Flexibility, dan 6). 1 mahasiswa memenuhi aspek Fluency. Keterbatasan penelitian ini hanya diterapkan pada mata kuliah pengembangan media pembelajaran matematika, untuk itu saran bagi peneliti lanjutan adalah perlunya dikembangkan penelitian menggunakan media pembelajaran berbasis teknologi untuk pembelajaran matematika yang lain.
Analisis Kemampuan Berpikir Kreatif Siswa SMP Bergaya Belajar Theoris dalam Mengajukan dan Memecahkan Masalah Bangun Ruang Sisi Tegak Pranyata, Yuniar Ika Putri; Ferdiani, Rosita Dwi; Farida, Nur
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 9 No 1 (2023)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202391.429

Abstract

This study will reveal the analysis of creative thinking skills of junior high school students with theoretical learning styles in solving vertical side-space problems. The process of creative thinking includes students with a type of theoretical learning style. This student's creative thinking process can be seen from the behavior of students in posing and solving problems that can describe their mental actions. This research was conducted at SMP Al Inayah Purwosari Pasuruan. The research subjects were the 8th grade students of SMP Al Inayah Purwosari Pasuruan.Based on the research results it is known that the subject has fulfilled the aspects of novelty, fluency, and flexibility as indicators of creative thinking ability. The subject is able to fulfill the novelty aspect because it can cause problems that are different from the problems raised previously. The subject is able to fulfill aspects of fluency because it can cause problems that are diverse and different from other students. The subject is able to fulfill the aspect of flexibility because it uses a different solution than usual.