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The Impact of Mathematics Learning Using A STEM-PJBL Based Ethnomathematics Approach on Students' Creative Mathematical Thinking Aprillia Sabrina, Herra; Purbarini Kawuryan, Sekar; Sri Hasturi, Woro; Muhamad Firdaus, Fery; Razali, Fazilah; Mauluah, Luluk
Jurnal Pendidikan dan Pengajaran Vol 58 No 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v58i1.84490

Abstract

The problem underlying this research is the low level of students' creative mathematical thinking skills, which is still challenging in the mathematics learning process. Conventional learning approaches that are less contextual are often unable to stimulate creativity and innovative problem solving. This study aims to improve students' ability to think creatively in elementary school teacher education. The study subjects were second-semester students at a university in Yogyakarta. Data collection used a mathematical, creative thinking test as an instrument. The quasi-experimental method was chosen for quantitative research in this study with an unequal control group design because it was experimental, and the sample determination was not carried out randomly. Instead, it used a deliberate sampling technique on second-semester students of the elementary madrasah teacher education undergraduate program. In the test, the increase and effect of the treatment were observed as measured using the n-gain value. The study results showed that the ability to think creatively in mathematics of students in the experimental class exceeded the average score of the control class. It can be concluded that ethnomathematics-based PjBL-STEM effectively improves students' problem-solving ability in mathematics. The implementation of ethnomathematics-based STEM-PjBL is important to be used as a mathematics learning strategy by integrating local cultural elements to provide a more meaningful learning experience at the student level. The implications of this study can be used as a reference by educational policymakers in compiling a curriculum that encourages strengthening 21st-century skills.
RADEC AND READING COMPREHENSION: A QUASI-EXPERIMENTAL STUDY IN ELEMENTARY SCHOOL EDUCATION Syahrizal, Irvan; Adi, Banu Setyo; Firdaus, Fery Muhamad; Calik, Muammer
JMIE (Journal of Madrasah Ibtidaiyah Education) Vol 9, No 1 (2025): JMIE (JOURNAL OF MADRASAH IBTIDAIYAH EDUCATION)
Publisher : PD PGMI se Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32934/jmie.v9i1.733

Abstract

This study seeks to explore the impact of the RADEC education model on the reading comprehension abilities of fourth-grade students. This study adopts a quasi-experimental design involving pre-test and post-test measurements on unequal control groups. The research population consists of all fourth-grade students at SDN Sokowoten Baru and the sample was selected purposive sampling with a total of 50 students, 25 participants from the experimental and control groups. The data collection process involved the use of tests and data analysis using descriptive statistics and assumption tests. The normality test results showed that all groups had a significance value ? 0.05, indicating that the data distribution was normal. Furthermore, Levene's test for homogeneity showed a significance value of 0.876 > 0.05, meaning that the data was homogeneous. Analysis of the post-test results showed a Sig. of 0.000, so Ha is accepted. This indicates that the increase in post-test results in the RADEC group is significantly higher than in the Direct Instruction. Thus, the RADEC learning model contributes positively to students' reading comprehension skills. Theoretically, these findings support the constructivist learning approach and the development of reading strategies based on higher-order thinking skills. Practically, the RADEC model helps teachers create more interactive, structured, and meaningful reading learning experiences at the primary school level.
Using QR-Coded Geometry Cards to Improve Elementary School Students' Mathematics Learning Outcomes Tunjung Sabdarifanti; Fery Muhamad Firdaus; Setiawan Edi Wibowo
Jurnal Pedagogi dan Pembelajaran Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v8i1.89061

Abstract

Low mathematics learning outcomes and the lack of learning media are problems that should be considered. The purpose of this study is to create a QR coded geometry card learning media that is feasible, practical, and effective for learning mathematics on flat shapes. This study uses the R&D (Research and Development) research type with the ADDIE development method. The research was conducted at an elementary school involving grade II students. Data were collected through interviews, observations, media and material validation questionnaires, teacher and student response questionnaires, and learning outcome tests. The research data were analyzed using quantitative and qualitative analysis techniques. The results of the study showed that the media had been assessed as feasible by media experts and material experts with the criteria of "very feasible", the practicality test of teachers and students obtained a score criterion of "very practical" and the effectiveness test obtained an N gain score of 0.9253 with a high category. It can be concluded that the QR coded geometry card media is effective and efficient in improving mathematics learning outcomes. The implications of this study are that the innovation of the QR coded card media that has been developed can be used in learning so that students can understand geometry material well and improve students' mathematics learning outcomes.
Development of Virtual Reality (VR)-Based “Jelajah Geometri” Animation Media to Improve Critical Thinking Skills of Grade IV Elementary School Students Wahyuningrum, Fanny; Arifuddin, Ahmad; Andini, Wulan; Firdaus, Fery Muhamad
Jurnal Metaedukasi: Jurnal Ilmiah Pendidikan Vol 7, No 1 (2025): Metaedukasi
Publisher : Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/metaedukasi.v7i1.16482

Abstract

This research aims to understand the development process of the "Jelajah Geometri" animation media based on virtual reality (VR) to enhance critical thinking skills in fourth-grade elementary school students, as well as to determine the students' responses after using the "Jelajah Geometri" animation media based on virtual reality (VR) to improve critical thinking skills in fourth-grade elementary school students on the topic of composition and decomposition of flat shapes. This research was conducted at SDN Penggung I, involving 20 fourth-grade students as respondents. The method used in this research is Research and Development (RD) based on the ADDIE development model, which consists of five main stages: 1) Analysis, 2) Design, 3) Development, 4) implementation, and 5) Evaluation. Based on the validation results from the expert team, the media feasibility levels are as follows: media expert 96%, language expert 100%, and material expert 95%, all of which fall into the very valid category. After revisions were made to the media and materials according to the suggestions from the validators, the researcher proceeded to the implementation stage, or trial, with 20 fourth-grade students. The implementation results indicate  that the media received a score of 76%, which falls into the "good" category.
Desain Pengembangan E-Modul IPAS Terintegrasi Educaplay pada Siswa Kelas III Sekolah Dasar Deniarti, Wikut; Kawuryan, Sekar Purbarini; Firdaus, Fery Muhamad
Ideguru: Jurnal Karya Ilmiah Guru Vol 10 No 2 (2025): Edisi Mei 2025
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1881

Abstract

This study deeply explores the development phase in creating an IPAS e-module integrated with Educaplay. The research is driven by the urgent need for innovative teaching materials, aiming to provide a solution for more effective and engaging learning. We adopted a Research and Development (R&D) approach, utilizing a mixed-methods design. The ADDIE model, as proposed by Branch, guided our development, consisting of five systematic stages: (1) Analyze, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. Our primary focus was specifically on the development stage. Here, we aimed to produce an initial prototype of the Educaplay-integrated IPAS e-module. This process involved conceptualizing the e-module, determining relevant IPAS content for third-grade elementary students, and seamlessly integrating Educaplay elements into its structure. The tangible outcomes of this research include a flowchart detailing the e-module's overall usage flow and a storyboard visualizing each page or section, including the placement of Educaplay activities. Both of these outputs serve as comprehensive initial designs for the Educaplay-integrated IPAS e-module, which will eventually be implemented in IPAS learning for third-grade elementary school students.
DEVELOPING AUGMENTED REALITY-BASED COMICS IN IMPROVING COMPUTATIONAL THINKING AND NUMERACY FOR ELEMENTARY SCHOOL STUDENTS Fatimatuzzahro; Fery Muhamad Firdaus
Jurnal Math-UMB.EDU Vol. 12 No. 3 (2025): JULY
Publisher : Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/mathumbedu.v12i3.8282

Abstract

This research aimed to produce augmented reality-based comics to determine the effectiveness, the worthiness, and the practicality of the comics produced in improving computational thinking and numeracy skill for fifth grade elementary school students. This research and development were carried out referring to the steps developed by Borg and Gali. Thus, indicatingthat a statement items were valid. Reliability test showed that the variables were reliable, with Cronbachs Alpha values exceeding 0,60. Reliability test for Computatinal thinking and numeracy showed reliability, with a Cronbachs Alpha value of 0,762>0,60. Data Analysis techniques included preliminary test such as normality test, homogeneity test, independent sample t-test hypothesis test and efective relative.  The results of the research are as follows: (1) augmented reality-based comics according to the assessment of material experts and media experts is very worthy of being tested in research to improve students' computational thinking and numeracy skills. (2)  augmented reality-based comics as media with a significance value of 0.00< 0,05. The Average pretest score for Computational Thinking and Numerasy is 48,66, while in the control class, it is 49,56. The average posttest score for Computational Thinking and Numerasy in the experimental class is 74,29, whereas, in the control class, it is 65,46. (3) Augmented reality-based comics obtained significant results in improving students' computational thinking and numeracy skills, based on the results of the t-test of post-test with a significance value of 0.00<0.05 students before and after using augmented reality-based comics. Keywords: media, comics, augmented reality, computational thinking, numeracy
Implementasi Proyek Penguatan Profil Pelajar Pancasila (P5) dalam Meningkatkan Keterampilan Seni Kriya dan Nilai Karakter Siswa Sekolah Dasar (Studi Kasus di SDN Sukomulyo, Magelang) Khoir, Muhammad; Sartono, E. Kus Eddy; Firdaus, Fery Muhamad
Ideguru: Jurnal Karya Ilmiah Guru Vol 10 No 2 (2025): Edisi Mei 2025
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1928

Abstract

Penelitian ini bertujuan untuk mengkaji implementasi Proyek Penguatan Profil Pelajar Pancasila (P5) sebagai bagian dari penguatan pembelajaran Pendidikan Pancasila di SDN Sukomulyo, dengan menekankan seni kriya sebagai media kontekstual dalam menginternalisasi nilai-nilai luhur Pancasila. Fokus utama penelitian diarahkan pada kontribusi nyata P5 dalam meningkatkan kualitas pembelajaran karakter berbasis nilai. Penelitian ini menggunakan pendekatan kualitatif dengan desain studi kasus. Teknik pengumpulan data meliputi observasi partisipatif, wawancara mendalam dengan guru, kepala sekolah, dan siswa, serta dokumentasi proses perencanaan hingga hasil karya siswa. Hasil penelitian menunjukkan bahwa P5 berperan penting dalam membentuk karakter siswa melalui pembelajaran berbasis proyek yang menekankan pada nilai gotong royong, kemandirian, tanggung jawab, dan kepedulian sosial. Nilai-nilai tersebut diaktualisasikan secara konkret dalam praktik seni kriya, yang tidak hanya melatih keterampilan motorik halus dan kreativitas, tetapi juga menjadi wadah refleksi nilai-nilai Pancasila. SDN Sukomulyo merespons tantangan tersebut dengan strategi kolaboratif. Penelitian ini menegaskan pentingnya sinergi antara mata pelajaran Pendidikan Pancasila, seni, dan proyek P5 dalam menciptakan lingkungan belajar yang membina keterampilan abad ke-21 dan karakter kebangsaan siswa. Temuan ini memberikan kontribusi terhadap pengembangan model pembelajaran Pendidikan Pancasila yang lebih kontekstual melalui seni kriya sebagai media penguatan nilai dan ekspresi budaya lokal di tingkat sekolah dasar.
Co-Authors Adi Suryanto Afani, Aqila Shofia Afifah, Farah Nabila Nur Ahmad Arifuddin Akalili, Awanis Al Mega, Resta Amalia Rizki Ardiansyah Aman Aman Aman Aman Amanah, Dita Noor Amir Pada, Amir Amir, Fadila Amrih Setyo Raharjo Andi Kurniadi, Andi Andini, Wulan Anggit Pangestu Anis Fuadah Z Anisa Khayati Nur Kafah Anita Dwi Yani Astuti Anwar Senen Aprillia Sabrina, Herra Ardiansyah, Muhammad Nurwidya Ariefa Efianingrum Arina Septianingtias Aris Suharyadi Aryna Hana Rahmanda Asbah, Jamilahtul Banu Setyo Adi Bintan Munjiyah Zahroh Budiawan, Budiawan Calik, Muammer Danuri Devie Anggita Akbaresti Diana Peggy Putinella Dika Afianti Diyya Fathya Jannah Fajrina, Zharfa Nur Farid Bashirudin Yusuf Fathurrohman Fathurrohman Fatika Chandra Annisa FATIMATUZZAHRO Fatkhul Arifin Fatkhur Rizki Raharjo Fauzi Yuberta Fauziah, Rihlah Firmanti, Pipit Hanaris, Rianti Hassan, Nurulhuda Md Herra Aprillia Sabrina Herwin Hidayat, Andi Reza Hilya Puspita Ida Wuri Handayani Ika Nur Azizah Insani, Zakiyah Irfan Wahyu Prananto Irman Artobatama Jannah, Diyya Fathya Jatmiko Utomo Kadir Khalimi Khalimi, Khalimi Khoir, Muhammad Khoirun Nisa Kus Eddy Sartono Lantip Diat Prasojo Latif Pertiwi Lenia Dwi Normayani Lia Yuliana Lia Yuliana Luluk Mauluah Lusiana, Heni Marwan Maulana Arafat Lubis Meilina Bustari Muhammad Nur Wangid Musyarofah, Naifatul Nashran Azizan Nirmala Arum Pratiwi Nisha Marina Nora Idiawati Nur Fadhilah Nurfauzan, Prayogi Nurtanio Agus Purwanto Nurul Badriyah Nurul Badriyah Oktiana Damayanti Prastya, Budi Pratiwi Pujiastuti Rahayu Condro Murti Rahayu, Wiwin Noviyati Rahmat Fadhli Raisah, Nur Razali, Fazilah Razali, Fazilah binti Ririn Novita Sari Riuddani, Auliyah Lisyuffah Rizki Cahya Rossy Arlinda Safitri, Amalia Dyah Safril Haskin Sekar Purbarini Kawuryan Sendi Ramdhani Septia, Nur Septia Isma Gunarti Setiawan Edi Wibowo Setyawati, Risha Sigit Wibowo Sonia Pritin Sri Dewi Nirmala Sri Hasturi, Woro Sri Riyani Sri Rochadi Sri Utami stuti, Elfa Dwi A Sunyono Syahrizal, Irvan Tika Aprilia Tria Puspasanti Tunjung Sabdarifanti Unik Ambar Wati Unik Ambarwati Utami, Nadia Nur Vaziana Qatrunnada Salmawati Verrill Adha Vi Viantorus Vi Viantorus, Verrill Adha Viviani Nurmala Wahyuningrum, Fanny Widia Murni Wijaya Wikut Deniarti, Wikut Wuryandari, Indriana Trisoma Yoppy Wahyu Purnomo