Claim Missing Document
Check
Articles

PENGARUH MEDIA PEMBELAJARAN FILM ANIMASI TERINTEGRASI BUDAYA JAMBI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH SISWA Stella Regina Hutahaean; Gugun Manosor Simatupang; Mujahidawati Mujahidawati; Novferma
Jurnal Ilmiah Matematika Realistik Vol. 6 No. 1 (2025): JURNAL ILMIAH MATEMATIKA REALISTIK
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/ji-mr.v6i1.259

Abstract

Kemampuan pemecahan masalah menjadi aspek krusial dalam proses belajar matematika yang memiliki relevansi luas dalam berbagai bidang kehidupan. Keterampilan ini bukan hanya terbatas pada konteks akademik, tetapi juga memiliki peran untuk membantu individu menghadapi permasalahan hidupnya. Pemecahan masalah menuntut siswa dalam memahami permasalahan secara menyeluruh, menganalisis informasi yang tersedia, merumuskan strategi penyelesaian yang tepat, melakukan prosedur yang sesuai, serta mengevaluasi kembali solusi yang diperoleh. Oleh karenanya, kemampuan ini perlu perhatian khusus untuk dikembangkan dalam proses pembelajaran agar siswa dapat berpikir secara kritis, logis, dan tersistem ketika menyelesaikan berbagai permasalahan. Hasil observasi awal menunjukkan bahwasanya kemampuan siswa dalam memecahkan masalah matematika berada dalam kategori rendah. Penelitian yang dilakukan memiliki tujuan dalam mengkaji dampak dari media pembelajaran berupa film animasi yang terintegrasi dengan budaya Jambi pada kemampuan siswa kelas XI di SMPN 10 Kota Jambi dalam memecahkan masalah matematika. Metode yang dipakai ialah kuantitatif dengan desain quasi-experimental menggunakan model non-equivalent control group pretest posttest. Materi pembelajaran yang digunakan adalah transformasi geometri (translasi dan pencerminan) yang dikemas dalam film animasi berbasis budaya lokal. Penelitian yang dilakukan memberikan hasil bahwa implementasi media film animasi untuk proses pembelajaran berpengaruh signifikan pada kemampuan pemecahan masalah siswa. Peningkatan capaian belajar ditunjukkan dari kelompok kelas eksperimen. Temuan ini menjadi bukti bahwasanya media pembelajaran berbasis animasi kearifan lokal efektif dalam meningkatkan capaian belajar siswa serta menjadikan suasana belajar matematika terasa hidup.
Development of a Mathematics Game Illustrated with Jambi Weaving Art to Improve Students’ Critikal Thinking Abilities Sari, Natasya Rahma; Simatupang, Gugun Manosor; Novferma
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i1.p67-77

Abstract

This study aimed to develop a mathematics game illustrated with Jambi weaving art on the topic of curved-surface solid geometry to train the critical thinking skills of Grade IX students. The study employed the Research and Development (R&D) method using the ADDIE model, which in this article was limited to the Development stage. The development process included needs analysis, design, and development of an adventure-based game equipped with reasoning problems, clues, and answer explanations. Product quality was evaluated through validation by content experts and media experts, as well as practicality testing by teachers and students. The results indicate that the developed game falls into the highly feasible category, with content expert validation of 93% and media expert validation of 88%, and is categorized as highly practical based on practicality tests by teachers (84%) and students (92.67%). Therefore, the mathematics game illustrated with Jambi weaving art is deemed feasible and practical for use as an interactive and contextual mathematics learning medium.
Development of a Mathematics Game Illustrated with Jambi Weaving Art to Improve Students’ Critikal Thinking Abilities Sari, Natasya Rahma; Simatupang, Gugun Manosor; Novferma
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026 (In Press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i1.p67-77

Abstract

This study aimed to develop a mathematics game illustrated with Jambi weaving art on the topic of curved-surface solid geometry to train the critical thinking skills of Grade IX students. The study employed the Research and Development (R&D) method using the ADDIE model, which in this article was limited to the Development stage. The development process included needs analysis, design, and development of an adventure-based game equipped with reasoning problems, clues, and answer explanations. Product quality was evaluated through validation by content experts and media experts, as well as practicality testing by teachers and students. The results indicate that the developed game falls into the highly feasible category, with content expert validation of 93% and media expert validation of 88%, and is categorized as highly practical based on practicality tests by teachers (84%) and students (92.67%). Therefore, the mathematics game illustrated with Jambi weaving art is deemed feasible and practical for use as an interactive and contextual mathematics learning medium.