Abdul Hamid Bachtiar
Pendidikan Matematika Universitas Wisnuwardhana, Malang Jawa Timur Indonesia

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Exploring the Impact of Discovery Learning and Self-Efficacy on Students' Critical Thinking Skills Abdul Hamid Bachtiar; Nukhan Wicaksana Pribadi; Fitria Khasanah
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 4 (2025): DECEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i4.7134

Abstract

Critical thinking is a crucial skill for academic and lifelong success, requiring educational strategies that actively engage students. The Discovery Learning model, rooted in constructivist theory, has been widely recognized for promoting higher-order thinking. This study investigates the effects of the Discovery Learning model and students’ self-efficacy on critical thinking skills, including the interaction between these variables. A quasi-experimental design was employed involving 60 first-semester students from the Indonesian Language Department. Participants were assigned to either an experimental group (Discovery Learning) or a control group (Problem-Based Learning). Self-efficacy levels were measured using a validated questionnaire, while critical thinking was assessed through a standardized test. Data were analyzed using two-way Analysis of Variance (ANOVA). The results showed that the Discovery Learning model significantly improved students’ critical thinking skills (F = 27.409, p 0.001). Self-efficacy also had a significant main effect on critical thinking performance (F = 46.780, p = 0.010). Additionally, a significant interaction was found between the instructional model and self-efficacy (F = 5.187, p = 0.027), indicating that the impact of Discovery Learning was stronger among students with higher self-efficacy. These findings highlight the combined importance of instructional strategies and learner beliefs. Discovery Learning not only enhances critical thinking but also synergizes with self-efficacy to optimize student performance. Educators are encouraged to implement learner-centered approaches that foster both cognitive skills and student confidence.
PENGEMBANGAN MEDIA INFOGRAFIS MATERI HIMPUNAN UNTUK MENINGKATKAN BERPIKIR KREATIF SISWA KELAS VII Lina Ferdiana; Muhammad Baidawi; Fitria Khasanah; Abdul Hamid Bachtiar
SECONDARY: Jurnal Inovasi Pendidikan Menengah Vol. 4 No. 4 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/secondary.v6i3.11368

Abstract

The low mathematical abilities of Indonesian students in the PISA 2022 study and limited creativity explain the concept behind this research. This problem is exacerbated by conditions at SMP IT Daar El-Qur'an, where teachers have not optimized digital media even though the majority of students are facilitated with Android devices. The focus of this research is to develop an infographic website media for collection material to improve the creative thinking of seventh-grade students. The research method applied is Research and Development (R&D) with the ADDIE model through five important stages: analysis, design, development, implementation, and evaluation. Quantitative data from the research results show the level of media validity from experts reached an average percentage of 85.18%, categorized as very valid. The practicality test by teachers and small groups of students obtained a score of 93.63%, categorized as very practical. Meanwhile, the media effectiveness test recorded a percentage of 61.68% in the effective category. The results of the measurement of students' creative thinking levels showed 2 students in the high category, 16 in the medium category, and 2 in the low category. The main conclusion of this development research confirms that the infographic website media for set material has been tested to be valid, practical, and effective, so it is very suitable and recommended for use in the mathematics learning process to spark students' creativity. ABSTRAK Rendahnya kemampuan matematika siswa Indonesia dalam studi PISA 2022 serta keterbatasan kreativitas menjelaskan konsep melatarbelakangi penelitian ini. Masalah tersebut diperkuat dengan kondisi di SMP IT Daar El-Qur'an, di mana guru belum mengoptimalkan media digital meski mayoritas siswa difasilitasi gawai android. Fokus penelitian ini adalah mengembangkan media website infografis materi himpunan untuk meningkatkan berpikir kreatif siswa kelas VII. Metode penelitian yang diterapkan adalah Research and Development (R&D) dengan model ADDIE melalui lima tahapan penting: analisis, desain, pengembangan, implementasi, dan evaluasi. Data kuantitatif hasil penelitian menunjukkan tingkat kevalidan media dari para ahli mencapai rata-rata persentase 85,18% dengan kategori sangat valid. Uji kepraktisan oleh guru dan siswa kelompok kecil memperoleh skor 93,63% sehingga dikategorikan sangat praktis. Sementara itu, uji keefektifan media mencatatkan persentase sebesar 61,68% dalam kategori efektif. Hasil pengukuran tingkat berpikir kreatif siswa menunjukkan 2 peserta didik berada pada kategori tinggi, 16 berkategori sedang, dan 2 berkategori rendah. Simpulan utama dari riset pengembangan ini menegaskan bahwa media website infografis materi himpunan teruji valid, praktis, serta efektif, sehingga sangat layak dan direkomendasikan untuk digunakan dalam proses pembelajaran matematika guna memantik daya kreativitas siswa.    
PENERAPAN MODEL PEMBELAJARAN DISCOVERY LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI BANGUN RUANG Dita Lazaini; Abdul Hamid; Yunita Oktavia Wulandari; Cynthia Tri Octavianti
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 4 No. 4 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v4i4.11707

Abstract

This research is motivated by the low geometry learning outcomes of seventh-grade students due to the use of conventional teaching strategies that are monotonous, abstract, and teacher-centered. The focus of this research is directed at improving students' mathematics learning outcomes through the implementation of the discovery learning model on spatial geometry. The type of research applied is Classroom Action Research (CAR), conducted collaboratively in two cycles at SMPK Wignya Mandala Tumpang. The operational procedures in each cycle are carried out systematically through the stages of action planning, discovery syntax implementation, classroom activity observation, and periodic reflection. Data collection techniques include participatory observation, documentation, and cognitive learning outcome tests in the form of multiple-choice and essay questions, which are analyzed descriptively qualitatively. The research findings indicate that the application of the discovery learning model with the aid of spatial teaching aids is effective in gradually boosting academic achievement. Quantitative data recorded an average pre-action score of only 45 with a classical completion percentage of 12.5 percent. This achievement jumped in cycle I to an average of 70 with a 50 percent completion rate, and peaked in cycle II with an average class score of 87.5 and a classical completion rate of 87.5 percent. The main conclusion confirms that this model successfully fosters cognitive independence and student learning motivation. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar geometri siswa kelas VII akibat penggunaan strategi pengajaran konvensional yang monoton, abstrak, dan berpusat pada guru. Fokus masalah dalam riset ini diarahkan pada upaya peningkatan hasil belajar matematika siswa melalui pengimplementasian model pembelajaran discovery learning pada materi bangun ruang. Jenis penelitian yang diterapkan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan secara kolaboratif dalam dua siklus di SMPK Wignya Mandala Tumpang. Prosedur operasional pada setiap siklus dijalankan secara sistematis melalui tahapan perencanaan tindakan, pelaksanaan sintaks penemuan, observasi aktivitas kelas, dan refleksi berkala. Teknik pengumpulan data ditempuh melalui observasi partisipatif, dokumentasi, serta tes hasil belajar kognitif berbentuk pilihan ganda dan esai yang dianalisis secara deskriptif kualitatif. Temuan penelitian menunjukkan bahwa penerapan model discovery learning berbantuan alat peraga ruang efektif mendongkrak capaian akademis secara bertahap. Data kuantitatif mencatat nilai rata-rata pra-tindakan hanya sebesar 45 dengan persentase ketuntasan klasikal 12,5 persen. Capaian ini melonjak pada siklus I menjadi rata-rata 70 dengan tingkat ketuntasan 50 persen, dan mencapai puncaknya pada siklus II dengan rata-rata nilai kelas 87,5 serta tingkat ketuntasan klasikal menyentuh 87,5 persen. Simpulan utama menegaskan bahwa model ini sukses menumbuhkan kemandirian kognitif dan motivasi belajar siswa.  
How game–project learning enhances creative thinking in elementary geometry? Anton Prayitno; Abdul Hamid; Nanik Sulistiyah
International Journal of Evaluation and Research in Education (IJERE) Vol 15, No 2: April 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v15i2.38692

Abstract

The rapid advancement of technology and the demands of 21st-century competencies require mathematics instruction to move beyond procedural learning toward strengthening students’ creative mathematical thinking. However, elementary students’ creative thinking remains low, particularly in geometry problem solving. Although gamification and project-based learning (PjBL) have shown positive effects, empirical studies integrating both approaches to foster creative mathematical thinking in elementary geometry are still limited. This study examined the effect of game–project-based learning (GPBL) on fifth-grade students’ creative mathematical thinking in geometric problem solving. A quantitative quasi-experimental pretest–post-test control group design was employed involving 84 students assigned to an experimental group and a control group. The experimental group received GPBL supported by game and project activities, while the control group received direct instruction. Data were collected using a creative mathematical thinking test and analyzed using repeated measures analysis of variance (ANOVA). The results showed significantly greater improvement in the experimental group than in the control group, indicated by significant time effects, a significant time×group interaction, and significant between-group differences with medium-to-large effect sizes. These findings suggest that GPBL promotes progressive concept exploration and encourages solution strategies. Therefore, GPBL can be integrated into elementary geometry instruction to foster students’ creative mathematical thinking.
PENGEMBANGAN SISTEM PEMBELAJARAN CERDAS SEBAGAI MEDIA PEMBELAJARAN PADA MATERI PENJUMLAHAN Maria Relis Rambu Wada; Abdul Hamid Bachtiar; Cynthia Tri Octavianti; Yunita Oktavia Wulandari; Fitria Khasanah
INDOPEDIA (Jurnal Inovasi Pembelajaran dan Pendidikan) Vol. 4 No. 2 (2026): JUNI 2026
Publisher : Media Inovasi Pendidikan dan Pembelajaran

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

Abstract

Perkembangan teknologi informasi mendorong pemanfaatan sistem pembelajaran cerdas sebagai inovasi dalam pembelajaran matematika. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Intelligent Tutoring System (ITS) pada materi penjumlahan pecahan serta mengetahui kelayakan media yang dikembangkan untuk digunakan dalam proses pembelajaran. Penelitian menggunakan metode Research and Development (R&D) dengan tahapan analisis kebutuhan, perancangan produk, validasi ahli, revisi produk, dan uji coba terbatas. Subjek penelitian adalah siswa kelas VII SMP Katolik Wignya Mandala. Instrumen penelitian meliputi lembar validasi ahli materi, lembar validasi ahli media, angket respons peserta didik, lembar observasi aktivitas peserta didik, dan tes hasil belajar. Analisis data dilakukan secara deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis sistem pembelajaran cerdas memenuhi kriteria valid berdasarkan penilaian ahli serta praktis digunakan dalam pembelajaran. Media yang dikembangkan mampu memberikan umpan balik secara langsung, membantu siswa belajar sesuai kemampuan masing-masing, serta meningkatkan pemahaman konsep penjumlahan pecahan. Dengan demikian, media pembelajaran berbasis Intelligent Tutoring System layak digunakan sebagai alternatif media pembelajaran matematika pada jenjang sekolah menengah pertama.