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ELEKTRONIK LEMBAR KERJA PESERTA DIDIK (E-LKPD) BERBASIS DISCOVERY LEARNING UNTUK MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIS Caesavitri, Adelia; Marsitin, Retno; Yuwono, Timbul
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 6 No. 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

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

Abstract

Discovery learning is a learning model that is useful for developing students' mathematical reasoning skills. This research aims to develop E-LKPD based on discovery learning that are valid, practical, and effective. This research uses the ADDIE approach (Analysis, Design, Development, Implementation, and Evaluation). Product testing carried out included limited field trials to 10 students and extensive field trials to 24 students of SMP Negeri 1 Gondanglegi, Malang Regency. Data collection techniques utilize expert validation sheets, E-LKPD practicality questionnaires, and mathematical reasoning test sheets. The product validity tests conducted by experts (material, learning, and media experts) are declared valid with a score of 3.44. The product practicality test's results based on student responses obtained a score of 3.42 so it’s declared practical. The product effectiveness test's results obtained a completeness percentage of 70.8% and declared effective in learning activities. Students' reasoning ability is said to improve based on their test results. This study concludes that the E-LKPD based on Discovery Learning is valid, practical, and effective and can improve the students’ mathematical reasoning ability. It’s hoped that the E-LKPD developed used as mathematics teaching materials.
Development Of Urban Legend-Based Story Jumper Media To Enhance Elementary School Students’ Numeracy Skills Sumartono Sumartono; Timbul Yuwono; Rahaju Rahaju; Nensy Megawati Simanjuntak
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 5 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i5.2559

Abstract

The development of literacy and numeracy competencies is a primary concern in elementary education, particularly in fostering students’ ability to understand, interpret, and apply mathematical concepts in everyday contexts. However, numeracy learning in elementary schools is often presented through conventional approaches that lack contextual and culturally relevant learning resources. Integrating local cultural narratives, such as urban legends, into digital learning media offers an innovative strategy to enhance students’ engagement and numeracy skills. Therefore, this study aimed to develop a Story Jumper-based learning media utilizing urban legend content to improve elementary school students’ numeracy abilities. This research employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The participants involved elementary school students, teachers, and expert validators. Data were collected through validation sheets, observation, questionnaires, and numeracy tests. Quantitative data were analyzed descriptively, while qualitative data were examined through content analysis. The findings revealed that the developed Story Jumper media met the criteria of validity, practicality, and effectiveness. Expert validation indicated that the media was highly feasible for classroom implementation. The practicality assessment demonstrated positive responses from both teachers and students regarding usability, attractiveness, and accessibility. Furthermore, the effectiveness test showed a significant improvement in students’ numeracy performance after using the media. The integration of urban legend narratives provided meaningful contexts that facilitated students’ understanding of numerical concepts and problem-solving processes. In conclusion, the Story Jumper-based urban legend media is a valid, practical, and effective learning resource for enhancing numeracy skills among elementary school students. The media also contributes to preserving local cultural heritage while supporting innovative digital learning practices in primary education.  
Development of STEAM-Based Project-Based Learning (PjBL) Mathematics Learning Tools to Improve Students’ Critical Thinking Lilik Dian; Timbul Yuwono; Tatik Retno Murniasih
JMPM: Jurnal Matematika dan Pendidikan Matematika Vol 11 No 1 (2026): Vol. 11 No. 1 (2026): March - August 2026
Publisher : Prodi Pendidikan Matematika Universitas Pesantren Tinggi Darul Ulum Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/jmpm.v11i1.6304

Abstract

This study aims to develop and evaluate the feasibility of STEAM-based mathematics learning tools integrated with Project-Based Learning (PjBL) to enhance students’ critical thinking skills in probability learning. This research employed a Research and Development (R&D) design using the 4-D model (Define, Design, Develop, Disseminate). The developed products consisted of lesson plans, student worksheets (LKPD), and critical thinking assessment instruments. The validity of the instruments was evaluated through expert judgment, while practicality and effectiveness were tested through classroom implementation using a pretest–posttest design.The results indicated that the learning tools achieved a high level of validity (mean score = 97%) and demonstrated good reliability (ICC = 0.778). The practicality results showed that all stages of PjBL implementation were conducted optimally. The effectiveness analysis revealed a moderate improvement in students’ critical thinking skills (N-Gain = 0.59). Furthermore, a paired sample t-test indicated a statistically significant difference between pretest and posttest scores (p < 0.05). These findings confirm that STEAM-based PjBL learning tools are effective in improving students’ critical thinking skills.
PENGEMBANGAN LKPD BERBASIS PROBLEM BASED LEARNING PADA MATERI LAPORAN KEUANGAN UNTUK MENINGKATKAN KEMAMPUAN NUMERASI SISWA SMK Defti Maulindra; Rosita Dwi Ferdiani; Timbul Yuwono; Irawati Irawati
MUST: Journal of Mathematics Education, Science and Technology Vol 10 No 2 (2025): DECEMBER
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v10i2.30862

Abstract

Vocational high school students' numeracy skills in financial statement topics remain relatively low due to the limited availability of contextual teaching materials and the lack of learning activities that actively engage students in solving real-world problems. This study aimed to develop a Problem-Based Learning (PBL)-based Student Worksheet (LKPD) on financial statement materials to support the improvement of students' numeracy skills at SMKS Maarif NU 4 Pakis. The study employed a Research and Development (R&D) approach using the ADDIE development model, which consists of the analysis, design, development, implementation, and evaluation stages. The research participants were eleventh-grade students at SMKS Maarif NU 4 Pakis. The research instruments included expert validation sheets, student response questionnaires, and a numeracy skills test. The data were analyzed using descriptive quantitative techniques based on percentage scores to evaluate the validity, practicality, and effectiveness of the developed product. The results showed that the developed worksheet achieved a validity score of 94%, categorized as very valid, a practicality score of 81.26%, categorized as very practical, and a learning mastery level of 81.48% in the large-scale field trial. These findings indicate that the developed PBL-based Student Worksheet (LKPD) met the criteria of validity, practicality, and effectiveness according to the indicators used in this study. Therefore, it is suitable for use as instructional material to support the learning of financial statement topics and to enhance students' numeracy skills.