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INDONESIA
MUST: Journal of Mathematics Education, Science and Technology
ISSN : 25416057     EISSN : 25414674     DOI : -
Core Subject : Science, Education,
MUST is a journal of mathematics education, science, and technology published by the Faculty of Teacher Training and Education, Muhammadiyah University of Surabaya. This journal focuses on the publication of research results and scientific articles on mathematics education, science, and technology. MUST Journal is published twice in a year, on July and December.
Arjuna Subject : -
Articles 216 Documents
P Pengaruh Penerapan Game Based Learning Terintegrasi Desmos Terhadap Peningkatan Kemampuan Numerasi Siswa Pada Materi Eksponen Seftiawati Nuriyatun Nikmah; Nani Ratnaningsih; Elis Nurhayati
MUST: Journal of Mathematics Education, Science and Technology Vol 10 No 2 (2025): DECEMBER
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v10i2.31488

Abstract

Numeracy is an essential skill in understanding and applying mathematical concepts in everyday life, but in exponent material this skill still needs to be improved. This study aims to examine the improvement and influence of the application of Desmos integrated Game Based Learning on students' numeracy skills, using a quantitative approach with a pre-experimental method of one group pretest-posttest design on class X.E-12 students of SMA Negeri 3 Tasikmalaya. Data were analyzed through descriptive statistics, Shapiro-Wilk test, Paired Sample t-Test, N-Gain, and Cohen's d. The results showed an increase in students' numeracy skills, evidenced by the calculated t value (46.400) ≥ t table (2.032), so that the posttest score was better than the pretest. The average N-Gain was 0.6995 (moderate), with 57.14% of students in the moderate category and 42.86% in the high category. The increase per indicator includes the use of numbers and basic mathematical symbols in everyday life of 0.8263 (high), analysis of information from various forms of data presentation of 0.7035 (high), and interpretation of analysis results to predict & make decisions of  0.6269 (moderate) with a very large influence category based on the Cohen's d value obtained.
Pengembangan Media Pembelajaran Website MathMart Berbasis Realistic Mathematics Education (RME) untuk Meningkatkan Pemahaman Matematis Siswa SMP Zakiya Amalia Hartanto Putri; Heni Pujiastuti
MUST: Journal of Mathematics Education, Science and Technology Vol 11 No 1 (2026): JULI
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v11i1.31620

Abstract

This study aims to develop a website-based learning media called MathMart by integrating the Realistic Mathematics Education (RME) approach on Social Arithmetic material for eighth-grade junior high school students. The method used is Research and Development (R&D) with the 4D development model (Define, Design, Develop, Disseminate). Validation was conducted by three expert validators, namely media, language, and material experts, using a Likert scale 1-5 validation sheet. The validation results showed an overall average score of 92% in the very valid category, consisting of media expert 96%, language expert 92%, and material expert 86%, with all three validators stating the media can be used without revision. The practicality test through a response questionnaire from 32 students of Class VIII B SMP IT Al-Mubarok yielded a practicality score of 91.91%, categorized as very practical, while the effectiveness test using N-Gain showed an average of 0.578 in the medium category, marked by an increase in average pre-test scores from 38.02% to 73.18% on the post-test. The study concludes that the MathMart website is valid, practical, and effective as an RME-based learning media to improve the mathematical understanding of junior high school students on Social Arithmetic material.
Global Research Trends on Immersive Technology in Education: A Bibliometric Analysis (2007-2025) Ahmad Susilo; Irwanto Irwanto; Ucu Cahyana
MUST: Journal of Mathematics Education, Science and Technology Vol 11 No 1 (2026): JULI
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v11i1.31928

Abstract

The rapid advancement of science and technology has accelerated the integration of immersive technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), into educational practices. Although research on immersive learning has grown substantially, a comprehensive bibliometric mapping that systematically reveals global research trends, intellectual structures, and emerging directions remains limited. This study addresses this gap by providing an up-to-date bibliometric overview of immersive educational technology research. Data were retrieved from the Scopus database for publications published between 2007 and 2025. An initial search identified 1,849 records, which were screened using predefined inclusion and exclusion criteria, resulting in 618 publications for analysis. Bibliometric analysis was conducted using VOSviewer and Biblioshiny (R package) to examine publication growth, keyword co-occurrence, citation performance, co-authorship networks, leading journals, influential authors, institutions, and country contributions. The results indicate a substantial increase in research output, with publication activity peaking in 2024 (177 publications). The dominant research themes were virtual reality, immersive learning, and augmented reality, reflecting a strong emphasis on technology-enhanced learning environments. The most productive publication outlets were Education and Information Technologies, Journal of Chemical Education, and Frontiers in Education. This study contributes a comprehensive bibliometric mapping of immersive educational technology by integrating multiple bibliometric indicators to identify research hotspots, collaboration patterns, and emerging trends. The findings provide valuable evidence for researchers, educators, and policymakers in identifying future research opportunities and supporting the effective integration of immersive technologies into education.
Development of the Ruangverse Interactive Website Based on Project-Based Learning and Deep Learning to Enhance Students’ Understanding of Solid Geometry Concepts Aulyanissa Tsaqifa Maharshall; Heni Pujiastuti
MUST: Journal of Mathematics Education, Science and Technology Vol 11 No 1 (2026): JULI
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v11i1.32178

Abstract

This study aimed to develop and evaluate the feasibility of the RuangVerse interactive website, which integrates Project-Based Learning (PjBL) and Deep Learning principles for learning solid geometry to support students’ conceptual understanding. This study employed a Research and Development (R&D) approach using the ADDIE model, consisting of the analysis, design, development, implementation, and evaluation stages. The research participants included three expert validators (content, media, and language experts) and 33 seventh-grade students at SMPN 1 Bayah. Data were collected using validation sheets, teacher and student response questionnaires, and a conceptual understanding test. The results showed that the RuangVerse website achieved a validity score of 91%, indicating that it was highly valid for learning use. The practicality assessment yielded scores of 99% from teachers and 90% from students, both categorized as very practical. Furthermore, students’ conceptual understanding improved after using RuangVerse, as reflected by an average N-Gain score of 0.89, which falls into the high category. These findings indicate that RuangVerse has the potential to support the improvement of students’ conceptual understanding of solid geometry through interactive, project-based, and meaningful learning experiences. Therefore, RuangVerse can serve as an innovative mathematics learning medium that supports active and contextual learning in the digital era.
Analisis Learning Obstacle Siswa pada Materi Peluang Berbasis Literasi Matematis dengan Pendekatan Didactical Design Research Rachmawati Khaerun Nisa; Lukman Lukman; Sufyani Prabawanto
MUST: Journal of Mathematics Education, Science and Technology Vol 10 No 2 (2025): DECEMBER
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v10i2.32981

Abstract

Mathematical literacy is a fundamental competency for the twenty-first century; however, students continue to experience significant learning obstacles in probability. This study aims to conduct an in-depth analysis of the learning obstacles encountered by eleventh-grade senior high school students in probability within the context of PISA-based mathematical literacy using the Didactical Design Research (DDR) approach. The study was conducted at a senior high school in Kuningan Regency, West Java, Indonesia, involving 36 students who participated in the diagnostic test stage. Using purposive sampling based on the variation of learning obstacle typologies (ontogenic, didactical, and epistemological), 10 students were selected for in-depth interviews. The data were analyzed qualitatively through data triangulation, including data reduction, data display, and conclusion drawing. The findings revealed that, at the formulate stage, students experienced epistemological and ontogenic obstacles characterized by difficulties in abstracting verbal situations into formal mathematical models and by mathematical anxiety. At the employ stage, substantial epistemological obstacles emerged due to inadequate prerequisite knowledge of set theory, procedural errors in fraction operations, and excessive reliance on memorizing formulas. Meanwhile, at the interpret stage, students were unable to relate numerical results back to their real-world contextual meanings. The novelty of this study lies in its simultaneous mapping of learning obstacles across the three PISA mathematical literacy processes—formulate, employ, and interpret—which served as the foundation for designing Didactical Pedagogical Anticipation (DPA) and reconstructing the recommended Hypothetical Learning Trajectory (HLT) from three to six instructional sessions.
Development of Assemblr Edu-Based Augmented Reality Learning Media to Overcome Elementary School Students' Misconceptions on Light Material Syahrul Khoir Al Mubarok; Subuh Anggoro
MUST: Journal of Mathematics Education, Science and Technology Vol 11 No 1 (2026): JULI
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v11i1.32607

Abstract

This research is motivated by the high level of misconceptions among elementary school students regarding the topic of light. This study aims to develop an Augmented Reality (AR)-based learning media using the Assemblr EDU platform on light material for fifth-grade elementary school students, as well as to determine its validity and effectiveness. The research design used Research and Development (R&D) with the ADDIE model. Data collection was carried out through a three-tier diagnostic tests, student response questionnaires, expert appraisal and interviews. Data were analyzed using descriptive statistics to calculate the percentage of media feasibility, and the N-Gain test to measure the effectiveness of the media in reducing misconceptions. The field trial subjects were 27 fifth-grade students in one of the elementary schools in Banyumas Regency. The results showed that the media was successfully developed through five stages of ADDIE. The media validity based on media, material, and language experts obtained an average percentage of 88.33% with a very feasible category. Small group trials involving 15 students obtained a percentage of 90.91% with a very good category. The effectiveness of the media was shown by an increase in the average pretest score (38.89) to posttest (92,59), an N-Gain value of 0.88 (high category), and a reduction in misconceptions from 51,85% to 4,94%. The conclusion of this study is that AR-based learning media showed potential to reduce misconceptions of fifth-grade elementary school students on the topic of light.
Literatur Review: Keterampilan Matematis Dengan Model Project Based Learning Pada Pembelajaran Matematika Marizka Aulia Fahma; Ahmad Rizal Saqibul Fiqri; Ira Nur Azizah; Savitri Wanabuliandari
MUST: Journal of Mathematics Education, Science and Technology Vol 7 No 1 (2022): JULY
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v7i1.13590

Abstract

Tujuan penyususnan artikel tentang Keterampilan matematis dengan model project based learning pada pembelajaran matematika adalah untuk mendeskripsikan mengenai keterampilan matematis dengan memanfaatkan model project based learning. Penelitian dengan metode literature review berdasarkan kajian penelitian-penelitian terdahulu yang relevan mengenai keterampilan matematis dan model projetc based learning. Hasil penelitian menunjukkan bahwa melalui model project based learning dapat meningkatkan dan melatih siswa dalam menyelesaikan masalah yang terkait dengan matematika. Salah satu keterampilan yang harus dimiliki siswa adalah harus memiliki 4 keterampilan yaitu keterampilan berpikir kritis (critical thinking), berpikir kreatif (creative thinking), keterampilan komunikasi (communication), dan keterampilan kolaborasi (collaboration).
ANALISIS MODEL SEASONAL AUTOREGRESSIVE INTEGRATED MOVING AVERAGE (SARIMA) UNTUK MEMPREDIKSI JUMLAH PENUMPANG KEBERANGKATAN DOMESTIK DI BANDARA SOEKARNO-HATTA Nabila Asyahidah; Gusmi Kholijah; Gusmanely Z
MUST: Journal of Mathematics Education, Science and Technology Vol 7 No 1 (2022): JULY
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v7i1.13688

Abstract

Indonesia adalah negara kepulauan terbesar di dunia yang memiliki letak geografis yang berjauhan antar pulaunya. Banyaknya pulau yang tersebar di Indonesia menyebabkan mobilitas penduduk yang tinggi. Sehingga dibutuhkan suatu transportasi yang efektif dan efisien. Salah satunya yakni transportasi udara melalui Bandara Soekarno-Hatta yang termasuk sebagai bandara di dunia dengan jumlah penumpang yang meningkat ketika periode tertentu. Sehingga menyebabkan adanya ketidakseimbangan antara jumlah tiket keberangkatan dengan penumpang yang akan berangkat dari Bandara Soekarno-Hatta. Sehingga diperlukan suatu prediksi untuk memaksimalkan penjualan tiket ketika periode lonjakan penumpang dengan metode Seasonal Autoregresive Integrated Moving Average (SARIMA), sehingga dapat membantu pihak terkait dalam mengambil keputusan. Data yang dipakai yakni data sekunder yang bersumber dari Badan Pusat Statistik Indonesia (BPS) dari bulan Januari 2016 sampai bulan Desember 2021. Model terbaik yang didapatkan yakni 12. Berdasarkan model didapatkan prediksi jumlah penumpang keberangkatan domestik di Bandara Soekarno-Hatta meningakat dari periode sebelumnya yakni di tahun 2021, dengan jumlah penumpang tertinggi terjadi pada bulan Desember.
Kemampuan Komunikasi Matematis Tertulis Mahasiswa dalam Menyelesaikan Masalah Numerasi AKM Nurma Wahyu Utami; Lathiful Anwar; Makbul Muksar
MUST: Journal of Mathematics Education, Science and Technology Vol 7 No 2 (2022): DECEMBER
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v7i2.15084

Abstract

Tujuan dari penelitian ini ialah mendeskripsikan kemampuan komunikasi matematis tertulis mahasiswa dalam menyelesaikan masalah numerasi AKM. Metode yang digunakan adalah kualitatif deskriptif dengan data utama mengenai kelengkapan dan keakuratan komunikasi matematis tertulis pada mahasiswa berdasarkan indikator berupa kata-kata. Indikator komunikasi matematis tertulis pada penelitian ini berupa menulis (writing), ekspresi matematika (mathematical expression) dan menggambar (drawing). Subyek penelitian terdiri dari tiga mahasiswa dengan masing-masing mahasiswa memiliki kategori kemampuan komunikasi matematis tertulis tinggi, sedang, dan rendah. Instrumen yang digunakan berupa masalah numerasi AKM mengenai peluang. Hasil dari penelitian yang dilakukan menunjukkan bahwa mahasiswa dengan kemampuan komunikasi matematis tinggi dapat menyelesaikan masalah dengan tepat dan menerapkan tiga indikator komunikasi matematis tertulis secara lengkap. Pada mahasiswa dengan kemampuan komunikasi matematis tertulis sedang hanya dapat menyelesaikan sebagian masalah dengan tepat dan menerapkan ketiga indikator komunikasi secara singkat. Untuk mahasiswa dengan kemampuan komunikasi matematis rendah tetap menuliskan tiga indikator komunikasi, tetapi tidak dapat menyelesaikan masalah dengan tepat.
Understanding Cybercrime And Cases That Occur In Indonesia Made Dwi Bayu Laksana; I Made Hery Suryawan
MUST: Journal of Mathematics Education, Science and Technology Vol 7 No 1 (2022): JULY
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v7i1.15972

Abstract

The dissemination of information today is very easy to circulate due to the existence of technology and the internet. Variousproblems arise due to the misuse of these technologies, such as cybercrime and the spread of hoax news. Information control is essential to evaluate the credibility of information as well as its umber. This research mentions how to overcome cybercrime and hoaxes through the selection of appropriate information. However, research shows that cybercrime and the spread of hoax information still occur even today. there are 3 threats of the ITE Law in Indonesia that have the potential to hit cybercrime perpetrators by utilizing social media namely the threat of violation of decency article 27 paragraph (1), humiliation or defamation of article 27 paragraph (3), and the spread of hatred based on ethnicity, religion, race and inter-group (SARA) article 28 paragraph (2). Efforts to prevent cybercime can be done using how to protect the computer from viruses, maintain privacy, secure e-mail, protect Id / Account, generate data backups, and always be up to date with news. There are several factors that must be considered in selecting the origin of news from the internet in order to avoid the dangers of cybercrime, namely, relevance, accuracy, reputation authority, objectivity, currentness, coverage and strong evidence.