Norma Nasir
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PEMBELAJARAN MATEMATIKA MENGGUNAKAN MEDIA AJAR INOVASI BERBASIS PJBL DAN GAMIFIKASI PADA SISWA SMP Nurhana; Norma Nasir
Afore : Jurnal Pendidikan Matematika Vol 5 No 1 (2026): Afore : Jurnal Pendidikan Matematika
Publisher : Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/afore.v5i1.4127

Abstract

This study aims to develop an innovative learning media called “Detective Data” as a tool to enhance students’ motivation and understanding in learning statistics, particularly the concepts of mean, median, and mode. The development of this media was driven by findings indicating that many students perceive statistics as abstract and uninteresting. Therefore, the Project-Based Learning approach was combined with gamification elements to create an investigative learning experience through real data collection activities and statistical analysis. The research was conducted with 33 eighth-grade students at SMP Negeri 33 Makassar. A descriptive approach with a limited trial was employed, using observation sheets, student response questionnaires, and product assessment rubrics as instruments. The results showed that the use of “Detective Data” successfully increased students’ learning motivation, engagement in the learning process, and their ability to analyze data. The investigative posters produced by students demonstrated a solid understanding of data presentation and statistical analysis. Thus, this media can be effectively implemented as a project-based learning tool for statistics instruction.
PEMBELAJARAN MATEMATIKA MENGGUNAKAN MEDIA AJAR INTERAKTIF BERBASIS MISTERI BOKS ANGKA ALJABAR PADA SISWA SMP Kasmawati; Norma Nasir
Afore : Jurnal Pendidikan Matematika Vol 5 No 1 (2026): Afore : Jurnal Pendidikan Matematika
Publisher : Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/afore.v5i1.4129

Abstract

This study aims to explore the effectiveness of the Algebra Number Mystery Box (MBAA) as an interactive, group-based game learning media in enhancing students’ learning motivation and understanding of algebra concepts at the Junior High School level. MBAA is designed as an educational media that combines elements of mystery and challenge in the form of games, thereby encouraging active engagement of students both individually and in groups. The study was conducted through a trial of the learning media with 33 students, collecting data through observations of enthusiasm, learning motivation, social interaction, as well as assessments of algebra concept comprehension before and after using MBAA. The results show that the use of MBAA significantly improves learning motivation, active participation in group activities, and social interaction among students, while creating a more enjoyable and challenging learning experience. Further analysis reveals that the combination of mystery and collaborative elements supports the principles of gamification and constructivist theory, which emphasize active, experience-based learning. In conclusion, MBAA has the potential as an innovative solution to address challenges in mathematics learning, particularly in algebra at the junior high school level. This study recommends further development to enhance accessibility, activity variation, and integration with digital technology to broaden the effectiveness of this learning media in wider educational contexts