cover
Contact Name
Ekasatya Aldila Afriansyah
Contact Email
ekafrian@gmail.com
Phone
+628979550972
Journal Mail Official
mosharafajournal@institutpendidikan.ac.id
Editorial Address
Gedung B, Lantai 2, Program Studi Pendidikan Matematika Institut Pendidikan Indonesia (IPI) Garut Jalan Pahlawan No. 32 Sukagalih, Garut, Jawa Barat
Location
Kab. garut,
Jawa barat
INDONESIA
Mosharafa: Jurnal Pendidikan Matematika
ISSN : 20864280     EISSN : 25278827     DOI : https://doi.org/10.31980/mosharafa
Core Subject : Education,
Mosharafa: Jurnal Pendidikan Matematika (p-ISSN: 2086-4280 & e-ISSN: 2527-8827) mempublikasikan artikel ilmiah hasil penelitian dalam bidang pendidikan matematika yang belum pernah dipublikasikan. Penulis dapat berasal dari berbagai level, seperti mahasiswa (S1, S2, S3), guru, dosen, praktisi, maupun pemerhati pendidikan matematika. Mosharafa terbit tiga kali dalam satu tahun, yaitu pada bulan Januari, Mei, dan September. Penerbit Mosharafa adalah Program Studi Pendidikan Matematika Institut Pendidikan Indonesia.
Arjuna Subject : Umum - Umum
Articles 19 Documents
Search results for , issue "Vol. 12 No. 2 (2023): April" : 19 Documents clear
Mathematics Pre-Service Teachers’ Understanding on Oughtred and His Inventions Noto, Muchamad Subali; Putri, Anisyah Pratiwi; Harisman, Yulyanti; Harun, Lukman
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.776

Abstract

Penemuan William Oughtred berupa alat peraga yang disebut slide rule membuat matematika terus berkembang. Slide rule membantu para ilmuwan dan teknisi dalam melakukan perhitungan matematika kompleks, serta membuka jalan perkembangan teknologi baru. Tujuan penelitian untuk memotivasi, memberikan informasi, dan mengetahui pengetahuan mahasiswa calon guru mengenai matematikawan Oughtred dan penemuannya. Penelitian berjenis kualitatif dengan metode literature review dan studi kasus. Literatur review didapatkan dari beberapa jurnal yang berhubungan. Teknik pengumpulan data dilakukan dengan menelaah, menganalisis, dan mengelompokkan sehingga diperoleh kesimpulan. Studi kasus didapat dari wawancara terhadap subjek penelitian, yaitu 10 mahasiswa prodi pendidikan matematika. Instrumen berbentuk wawancara terbuka. Setiap mahasiswa diberikan pertanyaan mengenai pengetahuan tentang William Oughtred dan penemuannya. Analisis data dilakukan dengan meta analisis dan analisis tematik. Hasil penelitian menunjukan terdapat tiga kategori respon mahasiswa pendidikan matematika terhadap topik wawancara. Kategori tersebut yaitu Know History Oughtred, Forget History Oughtred, dan Indifferent to History Oughtred. William Oughtred's invention in the form of a teaching aid called the slide rule made mathematics continue to develop. Slide rules help scientists and technicians perform complex mathematical calculations and pave the way for new technological developments. The research aims to motivate, provide information, and find out the knowledge of prospective teacher students about the mathematician Oughtred and his findings. Qualitative research used literature review and case study methods. Literature reviews were obtained from several related journals. Data collection techniques are carried out by examining, analyzing, and grouping conclusions obtained. Case studies were obtained from interviews with research subjects, namely 10 students in a mathematics education study program. The instrument is in the form of an open interview. Each student is given questions regarding knowledge about William Oughtred and his discoveries. Data analysis was performed by meta-analysis and thematic analysis. The results showed that there were three categories of mathematics education students' responses to the interview topic. These categories are Know History Oughtred, Forget History Oughtred, and Indifferent to History Oughtred.
Exion Math: An Interactive Digital Question Bank Design for Middle School Mathematics Ikashaum, Fertilia; Wahyuni, Sri
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.777

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya kumpulan soal terpadu yang dapat diakses siswa dengan mudah. Bahan ajar yang dimiliki siswa di sekolah tidak dapat memberikan umpan balik berupa skor akhir dan pembahasan dari setiap soal. Terlebih lagi lembar soal yang sering dimiliki siswa memiliki tampilan kurang menarik. Penelitian ini bertujuan untuk menghasilkan bank soal matematika SMP berbasis digital dan interaktif yang valid dan layak digunakan siswa. Bank soal tersebut berupa website yang dapat diakses oleh seluruh siswa tanpa berbayar. Penelitian ini merupakan penelitian design research tipe development study yang terdiri dari preliminary design dan formative evaluation. Data diperoleh melalui angket dan dianalisis menggunakan kategorisasi penilaian. Subjek penelitian terdiri dari dosen, guru, dan siswa sesuai tahap penelitian. Hasil penelitian menunjukkan web bank soal bernilai valid berdasarkan penilaian validator dan dapat digunakan oleh semua kalangan secara terbuka. A question bank is an accessible website provided for all students free of charge. This study was initiated due to the lack of a accessible collection of integrated questions banks. Teaching materials at school did not provide feedback such as a final score and explanation of each question. Furthermore, the question sheets showed an unattractive interface. This study aimed to produce interactive and digital-based math question banks for junior high school that met the validity and appropriateness for students to use. This design study was a development study encompassing preliminary design and formative evaluation. The data were obtained through questionnaires and analysis using assessment categorization. According to the research stages, the participants were lecturers, teachers, and students. The study results showed that the question bank web was valid based on the validator's assessment and able to be used by all groups openly.
Students' Computational Thinking Ability in Calculating an Area Using The Limit of Riemann Sum Approach Junaeti, Enjun; Herman, Tatang; Priatna, Nanang; Dasari, Dadan; Juandi, Dadang
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.778

Abstract

Melatih kemampuan berpikir komputasional mahasiswa membuka peluang untuk lebih menguasi konsep, menganalisis permasalahan, dan membangun solusi dunia nyata. Tujuan penelitian adalah menganalisis kemampuan berpikir komputational mahasiswa Pendidikan Ilmu Komputer berupa kemampuan abstraksi, dekomposisi, berpikir algoritmik, dan generalisasi. Metode penelitian yaitu studi kasus dengan pendekatan kualitatif deskriptif. Pembelajaran dilakukan kepada 40 mahasiswa semester 1 (satu) secara kolaboratif dalam penyelesaian masalah luas daerah dengan pendekatan limit. Pada akhir pembelajaran mahasiswa diberikan soal tes kemampuan berpikir komputasional mahasiswa. Jawaban tes setiap mahasiswa dianalisis dari segi sisi fungsi mental yang muncul untuk mengetahui karakteristik akusisi kemampuan penyelesaian masalah. Pada penelitian yang telah dilakukan mahasiswa dikategorikan dalam kelompok novice, advanced beginner, competent, proficient, dan expert berdasarkan karakter penyelesaian masalahnya. Pada umumnya setiap mahasiswa telah memiliki kemampuan berpikir algoritmik. Sebagian besar mahasiswa (kecuali kategori novice) juga telah mampu mengabstraksi dan mendekomposisi permasalahan. Sedangkan kemampuan pengenalan pola baru terlihat pada mahasiswa dengan kategori competent, proficient, dan expert. Training students' computational thinking ability provides opportunities to comprehend concepts, analyse problems, and build solutions in real-life contexts. The purpose of the study was to analyse the computational thinking abilities of Computer Science Education students, i.e., abstraction, decomposition, algorithmic thinking, and generalization abilities. The research method used was a case study with a descriptive qualitative approach. The learning process was conducted by 40 students for semester 1 (one) semester collaboratively in solving area problems using the limit approach. At the end of the lesson, the students were tested through students' computational thinking abilities. Each student's answers were analyzed in terms of the mental functions that emerged to determine the characteristics of the acquisition of problem-solving ability. In this study, the students were categorized into groups of novices, advanced beginner, competent, professional, and expert based on the natures of their problem solving. In general, every student had the ability to think algorithmically. Most students (except the novice category) were able to abstract and unravel the problems. Meanwhile, the ability to recognize new patterns were demonstrated by the students in the competent, professional, and expert categories.
Phet Assisted Trigonometric Worksheet for Students’ Trigonometric Adaptive Thinking Oktaviyanthi, Rina; Sholahudin, Usep
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.779

Abstract

Fakta menunjukkan kesulitan dalam belajar geometri di universitas yaitu kesulitan menentukan fungsi Trigonometri untuk sudut negatif atau lebih besar dari 90 derajat, dan kesulitan menerjemahkan beberapa representasi fungsi Trigonometri. Masalah yang melibatkan kemampuan berpikir Trigonometri dapat diselesaikan dengan menampilkan perekayasaan informasi gambar, diagram atau animasi. Salah satu media dengan yang dapat menstimulasi berpikir Trigonometri adalah PhET Simulation. Media digital dapat menunjukkan performa yang lebih baik jika didukung lembar kerja untuk memandu proses pengikatan ilmu pengetahuan. Tujuan penelitian ini adalah bagaimana proses perancangan worksheet yang mengintegrasikan pemanfaatan media interaktif Phet Simulation. Penelitian pengembangan dijadikan sebagai pendekatan penelitian yang meliputi tiga bagian yakni problem and design solution analysis, product specification and development, serta prototype evaluation and limited test. Pengujian validator ahli memiliki indikasi bahwa lembar kerja yang dikembangkan memenuhi standar pengujian ahli untuk digunakan dalam menyelesaikan masalah Trigonometri. Pengujian terbatas pada subjek penelitian menunjukkan instrumen yang diuji memenuhi standar valid dan reliabel. The facts show that the difficulties in learning geometry at university was difficulty to determine Trigonometry functions for negative angles or greater than 90 degrees, and difficulty to translate some representations of Trigonometry functions. Problems involving Trigonometry thinking skills are most likely solved by presenting manipulated images, diagrams and animations. One media to stimulate Trigonometry thinking is PhET Simulation. Additionally, a digital media is believed to improve the performance if it is supported by worksheets to guide the knowledge construction process. Therefore, the purpose of the study was to investigate the designing process of integrating the use of interactive media Phet Simulation. Developmental research was used as the research approach encompassing three sections, namely problem and design solution analysis, product specification and development, and prototype evaluation and limited test. The expert validator tests indicated the worksheet developed met the requirement as a solution in solving Trigonometry problems. Limited test to the research subjects confirmed that the instruments were tested valid and reliable.
Innovation in The Development of an Electronic Practicum Book of IT-Based Learning Media Oriented to The Team-Based Project Siregar, Budi Halomoan; Kairuddin; Mansyur, Abil; Yusoff, Nazhatul Sahima Mohd
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.780

Abstract

Belum terdapat buku praktikum yang memenuhi standar kualitas tinggi (valid, praktis dan efektif) yang dapat digunakan sebagai panduan belajar untuk mengembangkan media IT. Penelitian ini bertujuan untuk menghasilkan satu buku praktikum media IT yang terintegrasi dengan prinsip-prinsip pembelajaran Team-Based Project yang memenuhi standar. Untuk menghasilkan produk yang diinginkan, maka dilakukan penelitian R&D dengan model 4D yang terdiri dari empat fase: pendefinisian, desain, pengembangan dan penyebarluasan. Subjek penelitian ini adalah mahasiswa calon guru pada matakuliah media pembelajaran berbasis IT yang terdiri dari 63 orang (kelas A dan B). Untuk memperoleh data yang diperlukan, maka digunakan beberapa instrumen: lembar observasi, lembar validasi, lembar kepraktisan, dan lembar keefektifan berupa essay test dan lembar respon mahasiswa, kemudian data dianalisis secara kualitatif dan kuantitatif. Berdasarkan hasil penelitian, buku tersebut memenuhi 3 standar kualitas yang ditentukan, dan terbukti adanya peningkatan kemampuan mahasiswa dalam menghasilkan produk media IT yang relevan dengan kebutuhan siswa sebagai yang termasuk pada warga digital. There are no practicum books that are valid, practical, and of good quality that can be utilized as study aids for creating IT media. This study aims to create an IT media practicum book that is integrated with team-based project principles that meet quality standards. R&D research is conducted using a 4D model, which consists of four processes, to produce the desired product: (1) define, (2) design, (3) develop and (4) disseminate. The subjects of this research are students who are prospective mathematics teachers and are taking IT-based learning media courses consisting of 63 people (classes A and B). The research data was obtained through several instruments: (1) observation sheets, (2) validation sheets, (3) practicality sheets, and (4) effectiveness sheets in the form of essay tests and student response sheets, then the data were analyzed qualitatively and quantitatively. Based on the research findings, the book has met the three specified quality standards, and it is proven that there is an increase in students' ability to understand development concepts and create IT media that are relevant to the needs of native digital learners.
Students' Higher Order Thinking Process in Solving Math Problems by Gender Herawati, Tutik; Hidayati, Wiwin Sri; Iffah, Jauhara Dian Nurul
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.781

Abstract

Keterampilan proses berpikir tingkat tinggi dalam menyelesaikan masalah matematika diperlukan siswa dalam pembelajaran. Tujuan penelitian mendeskripsikan proses berpikir tingkat tinggi siswa laki-laki dan perempuan level menganalisis (C4), mengevaluasi (C5), dan mencipta (C6) dalam menyelesaikan masalah. Subjek penelitian 1 siswa laki-laki dan 1 siswa perempuan. Instrumen utama peneliti sendiri, instrumen pendukung tes berpikir tingkat tinggi dan pedoman wawancara. Teknik pengumpulan data mengunakan tes dan wawancara. Keabsahan data menggunakan triangulasi waktu. Teknik analisis data melalui reduksi, penyajian data, dan menarik kesimpulan. Hasil penelitian subjek laki-laki (C4), mengenali, menyebutkan hal penting, dan membuat rencana solusi. (C5), memeriksa kebenaran pekerjaan, membuktikan kesamaan luas lahan dan memberikan penilaian. (C6), membuat dua gambar berbeda dari solusi jawaban yang pertama serta membuktikan kesamaan luas. Subjek perempuan (C4), mengenali hal penting dan tidak penting, membuat rencana solusi dengan menggambar lahan, membuktikan kesamaan luas dengan menghubungkan materi sumbu simetri dan rumus luas bangun trapesium. (C5), memeriksa kebenaran hasil pekerjaan dengan menghitung luas lahan serta memberikan penilaian, dan menghubungkan konsep materi sumbu simetri. (C6), membuat satu gambar yang berbeda, tidak membuktikan kebenaran kesamaan luas, dan menghitung panjang pagar. Higher-order thinking process skills in solving mathematical problems are necessary in the learning process. The purpose of the study was to describe the high order thinking process of male and female students at analyzing (C4), evaluating (C5), and creating (C6) in problem solving. The participants were 1 male student and 1 female student. The main instrument was the researcher himself, and the supporting instruments were higher order thinking tests and interview guidelines to collect the data. To validate the data, this study utilized time triangulation. The data analysis was processed through data reduction, presentation, and conclusion. The findings of the study revealed that the male subject could (C4), identify the problem, mention important things, and plan the solutions, (C5) evaluate the work, prove the similarity of the land area and provide an assessment, (C6) make two different pictures of the first answer's solution and prove the broad similarity. The female subject could (C4), recognize important and unimportant things, make a solution plan by drawing the land, prove the similarity of areas by connecting the material axes of symmetry and the formula of ​​a trapezoid area, (C5) evaluate the answer by calculating the land area and providing an assessment, and connecting the material concept of the axial symmetry, (C6) make a different picture, not prove the truth of the area similarity, and calculate the length of the fence.
Computational Thinking of Prospective Mathematics Teacher Viewed from Entrepreneur Character Aminah, Neneng; Maat, Siti Mistima; Sudarsono
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.782

Abstract

Computational Thingking (CT) dan entrepreneurship membutuhkan pemikiran matematika, begitu pula pada pembelajaran matematika membutuhkan pola pikir CT dan karakter entrepreneurship. Penelitian ini bertujuan mengekplorasi potensi CT dilihat dari karakter entrepreneur. Penelitian menggunakan pendekatan kualitatif deskriptif. Tiga mahasiswa calon guru Matematika menjadi subyek terpilih dari duapuluh subyek penelitian. Pengambilan data melalui data tes, angket dan wawancara. Hasil penelitian mengungkapkan bahwa aktivitas CT dari karakter entrepreneur tinggi dan sedang ditemukan aktivitas CT dengan komponen abstraksi, algoritma, kreativitas, dekomposisi, dan generalisasi. Kuatnya karakter enterpenur berupa kreativitas memunculkan komponen baru dalam menyelesaikan masalah matematika. Kreativitas direkomendasikan menjadi salah satu komponen CT dalam pembelajaran matematika. Computational Thinking (CT) and entrepreneurship require mathematical thinking, as well as learning mathematics requires a CT mindset and entrepreneurial character. This research reports on an educational research study that explores the potential of CT in terms of entrepreneurial character. Research using a descriptive approach. Three prospective mathematics teacher students were selected from the twenty subjects of this study. Data collection through data tests, questionnaires and interviews. The results of the study revealed that CT activity had a high entrepreneurial character and moderate CT activity was found with components of abstraction, algorithm, creativity, decomposition, and generalization. The strong character of the entrepreneur in the form of creativity raises a new component in solving mathematical problems. Creativity is recommended to be a component of CT in learning mathematics.
Analysis of Middle School Students' Mathematical Representation Ability on Triangle Material Based on Learning Style Rahmayani, Sekar Ayu; Susanto; Suwito, Abi
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.783

Abstract

Perlu adanya penelitian yang dapat mendeskripsikan kemampuan representasi matematis siswa ditinjau dari gaya belajar mereka. Penelitian ini menggunakan pendekatan kualitatif deskriptif. Subjek dari penelitian ini adalah 20 siswa kelas VII-D SMPN 4 Jember. Pengambilan sampel subjek dengan menggunakan teknik purposive sampling. Teknik pengumpulan data melalui angket gaya belajar, tes kemampuan representasi matematis dan wawancara. Analisis data dilakukan dalam tiga langkah yaitu reduksi data, penyajian data, dan penarikan kesimpulan. Siswa yang memiliki gaya belajar visual dominan pada kemampuan representasi visual, dan siswa yang memiliki gaya belajar auditori dominan pada kemampuan representasi verbal. Sedangkan pada siswa yang memiliki gaya belajar kinestetik terlihat dominan pada kemampuan simbolik. Sehingga pembelajaran matematika yang memperhatikan gaya belajar siswa diperlukan, agar dapat mempermudah guru untuk memberikan stimulus yang tepat pada setiap kelompok sehingga memperoleh respon positif dari siswa dalam merepresentasikan ide-ide matematikanya. There is a need for research that can describe students' mathematical representation abilities in terms of their learning styles. This study uses a descriptive qualitative approach. The subjects of this study were 20 students of class VII-D SMPN 4 Jember. The subject sampling was by using purposive sampling technique. Data collection techniques through learning style questionnaires, mathematical representation ability tests and interviews. There were 3 steps of data analysis, namely data reduction, data presentation, and drawing conclusions. Students who have a visual learning style are dominant in visual representation abilities, and students who have an auditory learning style are dominant in verbal representation abilities. Meanwhile, students who have a kinesthetic learning style are dominant in symbolic abilities. So that learning mathematics that pays attention to student learning styles is needed, in order to make it easier for teachers to provide the right stimulus to each group so as to get a positive response from students in representing their mathematical ideas.
Realistic Mathematics Textbook Toward The Students’ Mathematical Generalization Skills Suwanto, Fevi Rahmawati; Wijaya, Ariyadi; Aprisal; Fauzi, Asri; Tobondo, Yunda Victorina
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.784

Abstract

Generalisasi merupakan ciri siswa dapat berpikir matematis. Guru dapat mengembangkan bahan ajar berbentuk buku teks untuk memfasilitasi kemampuan generalisasi. Penelitian ini merupakan hasil pengembangan model ADDIE yaitu tahap penerapan dan evaluasi, dengan produk berupa buku teks matematika kelas VIII semester genap yang berorientasi pada kemampuan generalisasi matematis siswa. Buku teks dengan pendekatan Pendidikan Matematika Realistik (RME) ini memuat lima prinsip meliputi eksplorasi fenomenologi, menjembatani dengan instrumen vertikal, kontruksi dan produksi siswa, interaktivitas, dan keterkaitan. Melalui alur kegiatan pemberian lebih dari satu konteks permasalahan, identifikasi kesamaan pola atau strategi hingga penarikan kesimpulan terkait materi, serta pemberian latihan soal pemodelan, buku teks ini telah memfasilitasi kemampuan generalisasi matematis. Berdasarkan hasil penerapan buku teks yang melibatkan 30 siswa kelas VIII salah satu SMP Negeri di Yogyakarta, persentase banyaknya siswa pada kategori good memenuhi batas minimal 75% yaitu mencapai 93,33%. Generalization is a feature that students can think mathematically. Teachers can develop teaching materials in the form of textbooks to facilitate generalization abilities. This study was the developmental stage of ADDIE model, namely the implementation and evaluation. The study produced a textbook for 8th grade even semester which was oriented to students' mathematical generalization skills. The textbook integrating a realistic mathematics education approach contained five principles including phenomenological exploration, bridging by vertical instruments, pupils’ own constructions and productions, interactivity, and intertwining. The flow of activities provided more than one problem context, identifying similarities in patterns or strategies to draw conclusions related to the material as well as modeling exercises to facilitate students' mathematical generalization abilities. Based on the results of textbook implementation involving 30 8th grade students from one of a state junior high school in Yogyakarta, the percentage of students in good category met the minimum point of 75%, which reached 93.33%.
Digital Learning Media Integrated with Malay Culture to Improve Students’ Numeration Ability and Motivation Nofriyandi; Abdurrahman; Andrian, Dedek
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.785

Abstract

Media pembelajaran yang terintegrasi dengan budaya suatu daerah merupakan sarana penting dalam mentransfer materi dan melestarikan budaya. Penelitian ini bertujuan untuk mengembangkan Media Pembelajaran Matematika Digital Terpadu Budaya Melayu. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan (R&D). Model pengembangan yang digunakan adalah model ADDIE yang terdiri dari 5 tahap dan dimodifikasi menjadi tiga tahap yaitu Analysis, Design, dan Development. Produk yang dikembangkan adalah media pembelajaran Adobe Animate CC yang akan diimplementasikan melalui materi spasial. Subyek penelitian adalah seluruh siswa sekolah dasar di Pekanbaru Provinsi Riau. Instrumen penelitian berupa lembar validasi untuk melihat apakah media pembelajaran sudah valid dan praktis. Teknik analisis data yang digunakan dalam penelitian ini adalah deskriptif kuantitatif untuk melihat apakah media yang dikembangkan valid dan praktis sesuai dengan kriteria yang telah ditetapkan oleh ahli pengembangan. Hasil analisis menunjukkan bahwa media pembelajaran digital yang terintegrasi dengan budaya melayu adalah valid dan praktis. Menurut para ahli dan praktisi, media pembelajaran mengandung nilai-nilai budaya melayu yang dapat meningkatkan motivasi dalam pembelajaran budaya, meningkatkan kemampuan berhitung siswa. Learning media that is integrated with the culture of a region is an essential means of transferring material and preserving a culture. This study aims to develop Malay Culture Integrated Digital Mathematics Learning Media. The research method used in this study is the research and development (R&D) method. The development model used is the ADDIE model consisting of 5 stages and modified into three stages: Analysis, Design, and Development. The product being developed is Adobe Animate CC learning media which will be implemented through spatial materials. The research subjects were all elementary school students in Pekanbaru, Riau Province. The research instrument is a validation sheet to see whether the learning media is valid and practical. The data analysis technique used in this research is descriptive quantitative to see whether the media developed is valid and practical according to the criteria set by development experts. The analysis results show that digital learning media integrated with Malay culture is valid and practical. According to experts and practitioners, learning media contain Malay cultural values, which can increase motivation in a learning culture, improve students' numeracy skills.

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