cover
Contact Name
Sri Hariyani
Contact Email
pi@unikama.ac.id
Phone
+6281332496234
Journal Mail Official
srihariyani@unikama.ac.id
Editorial Address
Universitas PGRI Kanjuruhan Malang Jl. Supriadi No 48 Malang. Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Pi: Mathematics Education Journal
ISSN : 25975161     EISSN : 25976915     DOI : https://doi.org/10.21067/pmej
Core Subject : Education,
Pi: Mathematics Education Journal is issued as an academic journal and devoted to the publication of research papers in the field of mathematics education. Mathematics education should be interpreted to mean the whole field of human ideas and activities that could affect the teaching and learning of mathematics. We welcome authors for original research articles aims on Mathematics Education. Subjects suitable for publication include, but are not limited to the following fields: 1. Learning mathematics 2. Media development of mathematics 3. Assesment and evaluation in mathematics 4. Mathematics curriculum 5. Thinking Process
Articles 103 Documents
Development of Adventure-Based Educational Games to Improve Critical Thinking Skills and Interest in Learning Regan Moro, Fabianus; Zamzam, Kenys Fadhilah
Pi: Mathematics Education Journal Vol. 8 No. 2 (2025): October
Publisher : Program Studi Pendidikan Matematika Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/pmej.v8i2.12263

Abstract

Games are widespread in society, not only among children but adults also play games. It is not uncommon for school-age children to play this game until late at night which of course interferes with their study time. In this study, the researcher developed an educational game called "Math Adventure".  This educational game makes students learn while playing because, on the one hand, students play but on the other hand it is also useful to provide education or lessons for students. The educational game "Math Adventure" developed by the researcher contains questions from the two-variable linear equation system material.  The game "Math Adventure" is a type of adventure game in a maze where the character will look for the correct answer in a box or room in a maze. There are 4 answers available and are spread across 4 different rooms. The game "Math Adventure" has gone through a validation process by two validators and has been tested on 5 students. In the validation process, the game "Math Adventure" was declared valid and worth testing. Based on the results of the students' responses after being tested the game "Math Adventure" received a good response from the students.  The game "Math Adventure" can be used as an alternative for teachers to improve students' critical thinking skills and students' interest in learning in mathematics lessons.
Development Realistic LKPD on Exponential Material to Improve Grade X Students' Ability to Think Critically Uday, Muhammad Ali; Handayani, Ucik Fitri
Pi: Mathematics Education Journal Vol. 8 No. 2 (2025): October
Publisher : Program Studi Pendidikan Matematika Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/pmej.v8i2.11922

Abstract

The aim of this study is to produce realistic mathematics education (RME)-based learner worksheets (LKPD) on exponent material to improve critical thinking skills of grade X students that are valid, practical and effective. The method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation and evaluation. The results showed that the realistic based LKPD on exponent material was very valid based on the results of expert validation with a score of 87.5%, the practicality of realistic-based LKPD learning media was considered practical based on teacher and student responses with a score of 79.7%. In addition, its effectiveness can be seen from the increase in student learning outcomes with an average post-test score of 85.38%. The statistical test results show a significance value of 0.001 (two-tailed), indicating a significant difference between the pre-test and post-test results. Therefore, it can be concluded that the development of realistic-based worksheets improves students' critical thinking skills. The Realistic Mathematics Education approach links mathematical concepts to real-life situations, motivating students and helping them to understand exponential material more deeply. This study makes a valuable contribution to mathematics education by improving students' analytical and reasoning skills and facilitating a more meaningful, contextualised learning of exponents.
Games in Junior High School Mathematics Learning: Sematic Literature Rivew Kusumayoni, Ni Made Sri Utami; Sariyasa; I Gusti Putu , Suharta
Pi: Mathematics Education Journal Vol. 9 No. 1 (2026): April (In Press)
Publisher : Program Studi Pendidikan Matematika Universitas PGRI Kanjuruhan Malang

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

Abstract

Mathematics learning at the junior high school (SMP) level requires an approach that is able to bridge abstract concepts with students' learning experiences. One such approach is the use of games. Therefore, this study aims to systematically examine the form, innovation, research variables, methodological approaches, roles, and advantages and disadvantages of games in mathematics learning. The method used is Systematic Literature Review (SLR) with a qualitative descriptive approach, based on the PRISMA 2020 protocol. Data sources are obtained from relevant scientific articles published in Indonesian or English between 2016 and 2025. The results of the study showed that the games applied were very varied, namely: educational games, quiziz, matrig, multimedia, android-based, character-based math games, snake and ladder games, interactive word wall-based, web-based games, monopoly, unomath, online games, and ludo. In conclusion, games in mathematics learning have the potential to foster independent and meaningful learning and can be an alternative learning strategy that is adaptive to current developments, for example games: education, quiziz, matrig, multimedia, android-based, character-based, snake and ladder games, interactive word wall-based, web, monopoly, unomath, online games, and ludo. It is suggested that further research can design games to make learning more innovative.

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