Trisna Wulandari
Sriwijaya University

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Matrix Material Learning Design Using Context of Bookshelf to Support High School Students Understand Concepts Trisna Wulandari; Zulkardi; Ely Susanti; Meryansumayeka Meryansumayeka
MATHEMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 7 No. 2 (2025): MATHEMA
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jm.v7i2.129

Abstract

Understanding concepts is something that students need to have because concepts in mathematics are interrelated with each other. The purpose of this study was to determine the learning design on matrix material using the concept of bookshelves (lockers) that can support the understanding of the matrix concept of high school students. The researcher designed a student activity sheet with the context of bookshelves (lockers) that are often found in the school environment that are used in learning. The subjects of the study were 35 high school students in grade XI at SMA Srijaya Negara Palembang. The research method used was design research through three stages, namely the preparation for the experiment, the design experiment, and retrospective analysis. Data collection through the results of student activity sheets and interviews. The data collected were analyzed descriptively. This study produced Hypothetical Learning Trajectory (HLT) which can support student understanding to the concept of matrices.
Developing a PMRI-based augmented reality learning trajectory to support students’ problem-solving skills in circle geometry Trisna Wulandari; Ely Susanti; Cecil Hiltrimartin
Jurnal Elemen Vol 12 No 1 (2026): January
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v12i1.32435

Abstract

This study reports a validation study within design research aimed at developing a PMRI-based augmented reality (AR) learning trajectory to support high school students’ problem-solving skills in circle geometry. The subjects of this study were 35 eleventh-grade students at a senior high school in Palembang. The research employed a design research methodology, specifically a validation study, consisting of three phases: preliminary design, design experiment, and retrospective analysis. Data were collected from worksheets, classroom observations, and problem-solving tests, and analyzed descriptively using qualitative and quantitative approaches. This study produced a learning trajectory consisting of a sequence of contextual and AR-assisted learning activities that guided students from exploring real-world circular situations to formal circle concepts. The implementation of this trajectory resulted in measurable improvements in students’ problem-solving skills, as indicated by an increase in mean test scores from 19.37 in the pre-test to 66.51 in the post-test. Students demonstrated strong performance in understanding problems, devising solution plans, and carrying out solution strategies, with achievement percentages ranging from 71% to 100% on these indicators. However, students’ evaluation and reflection skills remained relatively low, indicating the need for greater emphasis on reflective activities within the learning trajectory.