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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.
PENGEMBANGAN FILM ANIMASI MATEMATIKA BERILUSTRASI UPACARA ADAT JAMBI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA Laily, L4ily; Sabil, Husni; Novferma, Novferma
Pedagogy: Jurnal Pendidikan Matematika Vol. 11 No. 1 (2026): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/zsd6kq96

Abstract

Pembelajaran matematika yang bermakna memerlukan media yang mampu melibatkan siswa secara aktif dan mengembangkan kemampuan berpikir kritis. Salah satu alternatif yang dapat digunakan adalah media visual yang kontekstual. Penelitian ini bertujuan untuk mengembangkan dan menilai kelayakan film animasi matematika yang mengintegrasikan budaya lokal upacara adat sebagai sarana untuk meningkatkan kemampuan berpikir kritis siswa. Penelitian menggunakan metode Research and Development. Penelitian ini dilakukan di SMP Negeri 2 Sarolangun dengan subjek dalam penelitian ini meliputi dosen Pendidikan Matematika Universitas Jambi sebagai tim ahli, yang terdiri atas ahli materi dan ahli desain. Selain itu, penelitian juga melibatkan guru matematika SMP pada tahap uji coba perorangan, 9 orang siswa kelas VII A pada uji coba kelompok kecil. Berdasarkan hasil penilaian yang dilakukan oleh ahli materi dan ahli media, media film animasi yang dikembangkan dinyatakan sangat layak digunakan dalam pembelajaran matematika dengan tingkat kelayakan masing-masing sebesar 87% dan 93,3%. Selain itu, hasil uji coba perorangan yang melibatkan guru matematika menunjukkan bahwa film animasi tersebut mampu meningkatkan keterlibatan siswa selama proses pembelajaran. Meskipun demikian, terdapat beberapa saran perbaikan, terutama pada kejelasan instruksi serta penambahan variasi soal. Oleh karena itu, film animasi matematika yang dikembangkan diharapkan dapat dimanfaatkan sebagai media pembelajaran yang efektif dan menarik, sekaligus berpotensi membantu meningkatkan kemampuan berpikir kritis siswa serta mengenalkan nilai budaya lokal Jambi kepada siswa.
PENGEMBANGAN FILM ANIMASI 3D BERBASIS BUDAYA JAMBI TERINTEGRASI PROFIL PELAJAR PANCASILA DALAM KURIKULUM MERDEKA UNTUK MENINGKATKAN KEMAMPUAN LITERASI DAN MINAT BELAJAR SISWA Novferma; Febbry Romundza; Asih Nur Ismiatun
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42947

Abstract

This study aimed to develop and examine the feasibility and effectiveness of FILAD (3D Animated Film) based on Jambi local culture integrated with the Pancasila Student Profile in improving students’ literacy skills and learning interest at SMPN 7 Muaro Jambi. The research employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, Disseminate) involving 32 eighth-grade students and three expert validators. Research instruments included validation sheets, a literacy test, a learning interest questionnaire, and observation sheets. Data were analyzed using Aiken’s V, Cronbach’s Alpha, N-Gain, and paired sample t-test at a significance level of 0.05. The results indicated that FILAD was categorized as highly valid (mean score = 4.45; Aiken’s V = 0.86) and highly practical (88.5%). Empirically, students’ literacy skills significantly improved, with the mean score increasing from 58.20 to 82.40 and an N-Gain of 0.62 (moderate–high category). Students’ learning interest also increased significantly, as reflected by the rise in the high-interest category from 18% to 68% (p < 0.05). These findings demonstrate that integrating 3D animation, local cultural context, and character education effectively enhances both cognitive and affective learning outcomes while supporting the implementation of the Merdeka Curriculum within the framework of digital educational transformation.
Integrating Pancasila Values into Ethnomathematics: A Project-Based Approach to Strengthening Problem-Solving Skills Kamid, Kamid; Asrial, Asrial; Maison, Maison; Novferma, Novferma
Edumatica : Jurnal Pendidikan Matematika Vol 15 No 3 (2025): Edumatica: Jurnal Pendidikan matematika (Desember 2025)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/edumatica.v16i3.48309

Abstract

This study investigated the integration of Pancasila values into ethnomathematics-based learning through a project-based learning approach to enhance students’ problem-solving skills. A quasi-experimental design with a pretest–posttest non-equivalent control group was conducted at SMAN 8 Muaro Jambi, involving 62 grade XI students. The instruments consisted of a mathematical problem-solving test, observation sheets, and rubrics for assessing Pancasila values during learning activities. Data were analyzed using paired and independent sample t-tests, normalized gain (N-Gain), and effect size. The findings revealed that the posttest mean score of the experimental class, taught by using the PjBL integrated with ethnomathematics contexts including weaving patterns and local architectuaral designs,was significantly higher than that of the control one (78.94 compared to 69.48). The N-gain of the experimental group (0.61) belonged to medium-high, while that of the control group was only 0.32. Cohen’s d for effect size was 0.82, which was classified as a large effect. Qualitative results also described that collaboration, tolerance, and responsibility in the experimental class were higher, which indicated the implementation of Pancasila values in project activities. The results of this study show that an integration of ethnomathematics and Pancasila values in PjBL can enhance the both student’s problem-solving skills and character.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS VIDEO ANIMASI MENGGUNAKAN APLIKASI PLOTAGON STORY UNTUK MENINGKATKAN SELF-EFFICACY GURU SMP Huda, Nizlel; Johari, Asni; Yelianti, Upik; Naswir, Naswir; Syaiful, Syaiful; Novferma, Novferma
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 7, No 2 (2024): NOVEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v7i2.6321

Abstract

ABSTRACTThe development of digital technology requires teachers to be able to create innovative and interactive learning media. However, many teachers have not yet optimally utilized technology, particularly in developing animation-based video media. This community service activity aims to enhance teachers’ ability to create animated learning videos using the Plotagon Story application, as well as to improve their self-efficacy in utilizing educational technology. The methods employed include workshops, demonstrations, discussions, and mentoring. The participants consisted of 32 junior high school teachers in Muaro Jambi. The instruments used were response questionnaires and observations conducted during the training process. The results indicate a significant improvement in teachers’ self-efficacy, with an average achievement of 93%. In addition, teachers were able to produce creative and interactive animated learning videos. Therefore, this training is effective in enhancing both teachers’ technological competence and their confidence in developing digital-based learning media..Keywords: Animated Video, Plotagon Story, Self-Efficacy, Learning MediaABSTRAKPerkembangan teknologi digital menuntut guru untuk memiliki kemampuan literasi digital dan keterampilan mengembangkan media pembelajaran inovatif. Namun, masih banyak guru yang mengalami kendala dalam mengintegrasikan media digital interaktif ke dalam praktik pembelajaran. Untuk menjawab tantangan tersebut, dilaksanakan program pengabdian masyarakat di SMPN 7 Muaro Jambi berupa pelatihan pembuatan e-modul majalah digital interaktif berbantuan Augmented Reality (AR) dengan pendekatan Problem Based Learning (PBL). Pelatihan diikuti oleh 25 guru SMP dan dilaksanakan melalui workshop berbasis praktik dengan model ADDIE. Peserta diperkenalkan pada aplikasi AR, dibimbing dalam merancang e-modul dengan skenario PBL, serta didampingi dalam menghasilkan produk media pembelajaran digital. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada literasi digital guru, dengan skor rata-rata meningkat dari 3,12 sebelum pelatihan menjadi 4,35 setelah pelatihan. Selain itu, 85% peserta berhasil menghasilkan e-modul yang memenuhi kriteria validitas media, meliputi kejelasan konten, keterpaduan visual, dan interaktivitas. Guru juga menunjukkan motivasi tinggi untuk mengintegrasikan AR dan PBL dalam pembelajaran. Dengan demikian, pelatihan ini efektif dalam meningkatkan kompetensi guru, memperkuat literasi digital, serta mendukung implementasi Kurikulum Merdeka melalui pembelajaran kontekstual berbasis teknologi.Kata Kunci: Video Animasi, Plotagon Story, Self-efficacy, Media Pembelajaran