cover
Contact Name
Christina Laamena
Contact Email
jumadika.math@gmail.com
Phone
+6285228807267
Journal Mail Official
jumadika.math@gmail.com
Editorial Address
Gedung Jurusan Pendidikan MIPA FKIP Program Studi Pendidikan Matematika Jl. Ir. M. Putuhena, Kampus Universitas Pattimura Poka-Ambon, Maluku, Indonesia
Location
Kota ambon,
Maluku
INDONESIA
Jurnal Magister Pendidikan Matematika (JUMADIKA)
Published by Universitas Pattimura
ISSN : 26571986     EISSN : 26848848     DOI : 10.30598/jumadikavol1iss1year2019page9-18
Core Subject : Education,
JUMADIKA (Jurnal Magister Pendidikan Matematika) is provided for writers, teachers, students, professors, and researchers, who will publish their research reports or their literature review articles (only for invited contributors) about mathematics education and its instructional. Start from Mey 2019, this journal publishes two times a year, in April and October. Besides regular writers, for each volume, the contents will be contributed by invited contributors who experts in mathematics education either from Indonesia or abroad. This journal encompasses original research articles, review articles, and short communications, including: Mathematics, Mathematics Education, Realistic Mathematics Education, Design Research, School Mathematics, PISA Problems
Articles 78 Documents
DEVELOPMENT OF INTERACTIVE LEARNING MULTIMEDIA BASED ON SMART APPS CREATOR ON PROBABILITY MATERIAL Santoso, Budi; Ratumanan, Tanwey G; Latuny, Jonny
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 6 No 2 (2024): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol6iss2year2024page68-79

Abstract

The mathematics learning outcomes of students in grade VIII of SMP Negeri 12 Buru during the odd mid-semester assessment in the 2022/2023 academic year were low. The use of mathematics learning media is limited and teachers rarely use interactive learning multimedia. It is deemed necessary to improve student absorption of probability material. The purpose of the research is to provide an interactive learning multimedia application based on Smart Apps Creator in improving the understanding of grade VIII students of SMP Negeri 12 Buru on the material of probability and determine the quality of the multimedia application. This research includes development research with the ASSURE model. Data collection techniques include learning outcome tests, observations, student and teacher response questionnaires, and validity and practicality assessments. Application provision includes installing the application, setting the device type, working in the workspace area, adding sections/pages, changing the background image, entering text, images, buttons, music/audio, video, animation, hotspots, and interaction to form the project into html5 and apk files. The quality of multimedia is determined by validity, practicality, and effectiveness. The validity was obtained from material and media experts with a percentage of 82.5% and 93.5%. The practicality of multimedia was obtained from mathematics teachers with a percentage of 95.0%. The effectiveness of multimedia was obtained from the average value of the learning outcomes test, student response questionnaire, and teacher response questionnaire with a value of 76.4 and a percentage of 93.6% and 100%. The resulting multimedia is valid, practical, and effective. This multimedia development can be made for other materials
ANALYSIS OF STUDENT’S DIFFICULTIES IN SOLVE CIRCULATION QUESTION IN CLASS VII SMP HARAPAN 2 MEDAN Narpila, Suci Dahlya; Elfina, Hetty; Wahyuni, Sri; Hasratuddin, Hasratuddin
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 6 No 2 (2024): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol6iss2year2024page80-88

Abstract

This research began with the researcher's anxiety regarding the low achievement in mathematics learning in class VII SMP Harapan 2 Medan. Considering the importance of mathematics lessons, it is necessary to carry out an analysis regarding the various difficulties students face when finding solutions to mathematical problems. This type of research is qualitative research with research subjects of as many as 14 students in class VII SMP Harapan 2 Medan. From the results of data analysis, it was found that there were four categories of student difficulties when solving mathematics problems on circle material, namely (1) difficulty understanding the concept of circles, radii finger, circumference, and various others; (2) Difficulty using mathematical tools (ruler) in solving mathematical problems; (3) Difficulty in understanding mathematical symbols; and (4) Not being careful in solving mathematics problems
ETHNOMATHEMATICS: THE CONCEPT OF WEIGHTED GRAPHS IN THE TRADITIONAL GAME OF DAM Bustan, Ariestha Widyastuty; Mahmud, Rauman; Gafur, Anuwar Kadil A; Salmin, Munazat
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 6 No 2 (2024): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol6iss2year2024page89-95

Abstract

This research integrates graph theory concepts with the traditional game of DAM originating from North Maluku, particularly in Ternate City. An ethnomathematics approach is employed to bridge mathematics education with the preservation of local culture. The DAM game is represented as a weighted graph, where game stones serve as vertices, and the lines connecting the stones represent edges with weights corresponding to the number of steps between stones. Using ethnographic methods, the study observes the rules, strategies, and mathematical aspects of the DAM game. Findings reveal that strategies for capturing opponent stones can be represented as vertex deletion and edge addition in the graph. Additionally, the shortest path with minimum weight in the weighted graph is used to determine optimal strategies for players to reach the opponent's first row. This research enriches mathematics education through cultural approaches while supporting the preservation of traditional games as local cultural heritage
THE EFFECT OF STRESS AND ACADEMIC RESILIENCE ON MATHEMATICAL PROBLEM-SOLVING ABILITY WITH LEARNING MOTIVATION AS AN INTERVENING VARIABLE Afidati, Mirzanul; Setiaji, Heru Agni
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 7 No 1 (2025): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol7iss1year2025page96-106

Abstract

The success of students in solving mathematical problem-solving tasks is influenced by several factors. Charles and Lester explain that the factors influencing mathematical problem-solving abilities are experiential factors, affective factors, and cognitive factors. The main objective of this research is to determine the effect of academic stress on learning motivation, the effect of academic resilience on learning motivation, the effect of academic stress on mathematical problem-solving ability, the effect of academic resilience on mathematical problem-solving ability, the effect of learning motivation on mathematical problem-solving ability, the effect of academic stress on mathematical problem-solving ability through learning motivation, and the effect of academic resilience on mathematical problem-solving ability through learning motivation. The method used is a quantitative approach, with the population consisting of all eighth-grade students at SMP Negeri 2 Lasem. The sample was taken using the simple random sampling technique, and the sample determination was done using the Slovin formula with a minimum sample of 111 students. The instruments used were questionnaires and test questions that had been validated. Data analysis was conducted using the SEM PLS method with the SmartPLS version 4 application. Based on the research results, it can be concluded that there is an influence of academic stress on learning motivation with a p-value of 0.005; there is an influence of academic resilience on learning motivation with a p-value of 0.001; there is no influence of academic stress on mathematical problem-solving ability with a p-value of 0.111; there is an influence of academic resilience on mathematical problem-solving ability with a p-value of 0.000; there is an influence of learning motivation on mathematical problem-solving ability with a p-value of 0.000; there is an influence of academic stress on mathematical problem - Solving ability through learning motivation with a p-value of 0.014; there is an influence of academic resilience on mathematical problems - Solving ability through learning motivation with a p-value of 0.007.
ANALISIS KESALAHAN SISWA DALAM MENYELESAIKAN SOAL CERITA PADA MATERI SISTEM PERSAMAAN LINEAR TIGA VARIABEL Kinyari, Henry R; Laamena, Christina M; Ngilawajan, Darma A
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 7 No 1 (2025): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol7iss1year2025page107-114

Abstract

This research is a qualitative descriptive study that aims to find out the types of errors made by students in completing the story of a three-variable system of equations in class X SMA Negeri 4 Maluku Tengah. This research was conducted in class X-2 of SMA Negeri 4 Maluku Tengah for the academic year 2021/2022 from May to June 2022. The data collection techniques used were tests, interviews and documentation. The research instrument is the researcher, the test sheet about the story of the three-variable linear equation system, guidelines and interviews. Data analysis test results to find out the types of errors in accordance with the procedure New people include comprehension error, transformation errors, process skills and encoding errors. The selection of subjects to be interviewed was 3 students, including 1 student with high ability, 1 student with moderate ability and 1 student with low ability. Of the three, based on the results of the interview, it was found that those with high abilities only made mistakes on question number 1, where the indicators of understanding errors and writing the final explanation were, while subjects with medium and low abilities made errors indicators on each question. The main thing that causes the emergence of some differences, because the ability of different subjects so that the ability to analyze is also different
EFEKTIVITAS PENERAPAN MODEL PEMBELAJARAN RME DALAM PEMECAHAN MASALAH MATEMATIS MATERI KELILING DAN LUAS LINGKARAN SISWA SD ALHILAAL NAMSINA DAN SD NEGERI 1 WAPLAU, KABUPATEN BURU Buton, La Alim; Ratumanan, Tanwey Gerson; Wattimanela, Henry Junus
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 7 No 1 (2025): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol7iss1year2025page143-148

Abstract

Penelitian ini bertujuan untuk menguji pengaruh model pembelajaran Realistic Mathematics Education (RME) terhadap pemecahan masalah matematika pada materi luas dan keliling lingkaran. Metode penelitian yang digunakan adalah pretest-posttest dengan kelas eksperimen yang menggunakan model pembelajaran RME dan kelas kontrol yang menggunakan model pembelajaran konvensional. Analisis deskriptif dilakukan terhadap hasil pretest dan posttest dari kedua kelas. Berdasarkan hasil analisis, atau hasil pretest kelas eksperimen memiliki nilai minimum 27, maksimum 65, rata-rata 49.72, dan standar deviasi 9.815. Hasil posttest kelas eksperimen memiliki nilai minimum 48, nilai maksimum 95, nilai rata-rata 76.72, dan standar deviasi 13.446. Hasil pretest kelas kontrol memiliki nilai minimum 25, maksimum 65, rata-rata 39.94, dan standar deviasi 10.602. Hasil posttest kelas kontrol memiliki nilai minimum 35, maksimum 86, rata-rata 60.89, dan standar deviasi 15.556. Hasil uji normalitas menunjukkan bahwa data dari kedua kelas berdistribusi normal. Uji paired sample t-test menunjukkan adanya perbedaan yang signifikan antara hasil belajar siswa sebelum dan sesudah mengikuti model pembelajaran, baik pada kelas eksperimen maupun kelas kontrol. Hasil uji independent sample t-test menunjukkan adanya perbedaan yang signifikan antara hasil belajar siswa antara kelas eksperimen dengan kelas kontrol. Hasil belajar siswa pada kelas eksperimen dengan model pembelajaran RME mengalami peningkatan yang lebih signifikan dibandingkan dengan kelas kontrol yang menggunakan model pembelajaran konvensional. Dengan demikian, dapat disimpulkan bahwa model pembelajaran RME efektif dalam meningkatkan hasil belajar siswa pada materi luas dan keliling lingkaran dibandingkan dengan model pembelajaran konvensional.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ISPRING SUITE 9 UNTUK MENINGKATKAN KEMAMPUAN PEMBELAJARAN MATEMATIKA DI SEKOLAH DASAR Buton, La Alim; Laurens, Theresia; Latuny, Jonny
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 7 No 1 (2025): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol7iss1year2025page131-142

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis iSpring Suite 9 untuk materi keliling segitiga di kelas V SD Alhilaal Namsina, Kabupaten Buru, guna meningkatkan motivasi belajar matematika siswa. Pengembangan menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Pada tahap analisis, ditemukan bahwa pembelajaran sebelumnya hanya menggunakan buku teks dan ceramah tanpa media interaktif. Pada tahap perancangan, media interaktif iSpring Suite 9 dibuat dan divalidasi oleh ahli. Hasil penelitian menunjukkan bahwa media ini dinilai sangat layak dan efektif. Ahli materi memberikan skor 83% dan ahli media 87%, keduanya dalam kategori sangat layak. Evaluasi dari pendidik menunjukkan peningkatan dari 84% pada uji coba pertama menjadi 94% pada uji coba kedua. Respon peserta didik juga sangat positif, dengan peningkatan skor dari uji coba pertama ke kedua dalam aspek kualitas isi (86% ke 94%), kualitas media (86% ke 96%), tampilan media (92% ke 94%), perasaan terhadap penggunaan media (82% ke 96%), rasa ingin tahu (84% ke 98%), dan motivasi (86% ke 98%). Media ini dinyatakan valid, layak, dan efektif dalam memotivasi serta mendukung pembelajaran matematika.
STEM AND STEAM EDUCATION IN 1st DECADE: A BIBLIOMETRIC ANALYSIS (2014-2025) Tupamahu, Pieter Zakarias; Dasari, Dadan; Priatna, Nanang; Lethulur, Nelma Dortje
Jurnal Magister Pendidikan Matematika (JUMADIKA) Vol 7 No 1 (2025): Jurnal Magister Pendidikan Matematika (JUMADIKA)
Publisher : Prodi Magister Pendidikan Matematika Pascasarjana Universitas Pattimura Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jumadikavol7iss1year2025page115-130

Abstract

STEM and STEAM education has become a strategic learning approach in addressing global challenges in the Industrial Revolution 4.0 and Society 5.0 era, focusing on developing 21st-century skills, such as creativity, critical thinking, problem-solving and collaboration. This study used bibliometric analysis of 535 articles from the Scopus database published between 2014 and 2025 to explore research trends, dominant keywords, geographical contributions, and author and institutional impact. Data analysis conducted with RStudio, VOSviewer, and Excel identified four main clusters: skills development, educational approaches, utilization of STEM in various fields, and use of learning-based tools such as AR and VR. STEM and STEAM education effectively increased student engagement and built cross-disciplinary skills. However, challenges such as gaps in technology access and teacher training still need to be addressed. These results provide important insights for curriculum development, teacher professional training and education policies supporting technology-based learning transformation.