Ayufauziyah, Nur
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Effectiveness of Math Universe on Students' Combinatorics Understanding for Mathematics Olympiad Preparation Ayufauziyah, Nur; Utami, Anita Dewi; Suwarman, Ramdhan Fazrianto
Jurnal Pendidikan Edutama Vol 13 No 1 (2026): January 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i1.5270

Abstract

Mathematics olympiads require higher-order thinking skills, logical reasoning, and mastery of non-routine material, one of which is combinatorics, a topic often considered difficult by students. Limitations in face-to-face coaching have encouraged the need for structured independent learning media that align with the characteristics of olympiad problems. This study aims to examine the effectiveness of the Math Universe application on students’ conceptual understanding of combinatorics in mathematics olympiads. The study employed a quantitative approach with a one-group pre-test–post-test design. The research subjects consisted of 40 students who were members of the Komunitas Pecinta Matematika (KPM). The research instrument was an olympiad-level combinatorics test administered before and after the use of the Math Universe application. Data were analyzed using a paired sample t-test. The results showed a significant difference in learning outcomes before and after the use of the Math Universe application. These findings indicate that Math Universe is effective in improving combinatorics learning outcomes through independent learning based on self-directed learning and mobile learning. This application has the potential to serve as a supporting medium for mathematics olympiad training, particularly for materials with a high level of complexity.
Fostering students’ spatial ability in learning polyhedra using augmented reality-based android 3D interactive learning media Utami, Anita Dewi; Rahma, Fathia Yasmin Aulia; Ningseh, Sinta Agustin; Ayufauziyah, Nur
Journal of Advanced Sciences and Mathematics Education Vol. 6 No. 1 (2026): Journal of Advanced Sciences and Mathematics Education
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jasme.v6i1.1233

Abstract

Background: The low level of spatial ability is one of the main factors contributing to students’ difficulty in understanding geometry, particularly polyhedra. This difficulty is evident in recognizing shapes, visualizing shape transformations and rotations of objects, understanding the relationships between parts of an object, and determining the relative positions of objects Aims: The purpose of this study is to describe the process of developing a 3D interactive learning tool based on augmented reality for an Android app, featuring polyhedra content that supports the development of valid, practical, and effective spatial ability. Methods: This research method employs the Research and Development approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) proposed by Dick and Cary. Result: The results of this study show that in the needs and problem analysis phase, issues were identified through observation and interviews. The design phase included developing learning objectives, scenarios, media design, content, and assessment tools based on the analysis results. In the development stage, the initial design was transformed into a product validated by experts, achieving 78.4% from media experts and 78.8% from content experts. During implementation, the media was applied and obtained an 81.9% practicality rating and 81.25% effectiveness, indicating its effectiveness in enhancing students’ spatial ability in polyhedra material. The evaluation phase further analyzed student responses comprehensively. Conclusion: Based on this description, it can be concluded that the 3D Android application is valid, practical, and effective for use in learning.