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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
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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. 14 No. 4 (2025): October" : 19 Documents clear
From Geogebra to Canva: Systematic Literature Review on The Shift to Interactive Media Trends in Mathematical Literacy (2020 – 2025) Purnomo, Irfan; Yusuf, Yusfita; Rosita, Neneng Tita
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3539

Abstract

Penelitian ini bertujuan memetakan tren pengembangan media pembelajaran berbasis teknologi untuk meningkatkan literasi matematika serta menelaah karakteristik efektivitasnya pada publikasi tahun 2020–2025. Metode yang digunakan adalah systematic literature review dengan alur PRISMA. Artikel dikumpulkan melalui penelusuran literatur terstruktur, kemudian diseleksi berdasarkan kriteria inklusi dan eksklusi hingga diperoleh 28 artikel yang relevan. Data diekstraksi untuk mengidentifikasi jenis platform yang digunakan, jenjang pendidikan sasaran, serta temuan utama terkait validitas, kepraktisan, dan efektivitas media terhadap literasi matematika. Hasil kajian menunjukkan adanya pergeseran dari perangkat lunak yang kompleks menuju platform no-code dan gamifikasi, seperti Canva dan Wordwall. Implementasi media paling banyak dilaporkan pada jenjang SMP. Secara umum, media interaktif yang ditinjau dinilai valid dan praktis serta menunjukkan dampak peningkatan literasi matematika pada kategori sedang hingga tinggi. Efektivitas paling kuat muncul ketika media dirancang kontekstual dan mendorong keterlibatan kognitif siswa melalui aktivitas penalaran, pemodelan, dan interpretasi representasi. Temuan ini menegaskan bahwa keberhasilan media lebih ditentukan oleh kualitas desain pembelajaran daripada kecanggihan aplikasinya, serta merekomendasikan strategi integratif dengan memadukan no-code, gamifikasi, dan perangkat math-specific secara terarah sesuai tujuan belajar. This study aims to map trends in the development of technology-based learning media to improve mathematical literacy and examine their effectiveness characteristics in publications from 2020–2025. The method used was a systematic literature review with the PRISMA flow. Articles were collected through a structured literature search, then selected based on inclusion and exclusion criteria to obtain 28 relevant articles. Data were extracted to identify the type of platform used, the target educational level, and key findings related to the validity, practicality, and effectiveness of the media on mathematical literacy. The results of the study indicate a shift from complex software to no-code and gamification platforms, such as Canva and Wordwall. Media implementation was most commonly reported at the junior high school level. In general, the interactive media reviewed were deemed valid and practical and showed a moderate to high impact on improving mathematical literacy. The strongest effectiveness emerged when the media was designed contextually and encouraged students' cognitive engagement through reasoning, modeling, and interpretation of representations. These findings confirm that the success of media is more determined by the quality of the learning design than the sophistication of the application, and recommend an integrative strategy by combining no-code, gamification, and math-specific tools in a targeted manner according to learning objectives.
Didactical Design with Motion Graphics for Enhancing Conceptual Understanding of Geometric Translation Rosita, Cita Dwi; Noto, Muchamad Subali; Anggraini, Lilis Marina; Rahadi, Ikman Nurhakim
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3544

Abstract

Pembelajaran transformasi di sekolah menengah menghadapi rendahnya pemahaman konseptual siswa. Desain didaktis berbasis visual dinamis belum terintegrasi sistematis dengan analisis hambatan belajar. Penelitian ini bertujuan menganalisis penguatan pemahaman konseptual translasi melalui desain didaktis berbantuan motion graphic. Penelitian ini menggunakan pendekatan kualitatif dengan tiga fase DDR, yaitu analisis didaktis dan pedagogis, analisis metapedadidaktik, serta analisis retrospektif. Subjek penelitian terdiri dari 10 siswa yang dipilih secara purposif untuk memungkinkan pengamatan mendalam terhadap proses belajar, respons didaktis, dan regulasi hambatan belajar. Data dikumpulkan melalui observasi, wawancara, dan tugas tertulis. Hasil menunjukkan seluruh siswa memahami translasi sebagai pergeseran. Sebanyak 30% siswa mengalami hambatan epistemologis pada interpretasi vektor translasi negatif. Umpan balik visual motion graphic memungkinkan koreksi mandiri selama pembelajaran. Hambatan belajar bergeser dari epistemologis menuju didaktis pada aspek komunikasi matematis formal. Desain didaktis berbantuan motion graphic efektif meregulasi hambatan belajar translasi. Penelitian lanjutan perlu memperluas pada transformasi geometri lain. Learning transformations in secondary schools faces persistently low students’ conceptual understanding. Didactical designs based on dynamic visualization have not been systematically integrated with learning obstacle analysis. This study aims to analyze the strengthening of students’ conceptual understanding of translation through motion graphic–assisted didactical design. This study employed a qualitative approach with three phases of Didactical Design Research (DDR), namely didactical and pedagogical analysis, metapedadidactical analysis, and retrospective analysis. The participants consisted of ten purposively selected students to allow in-depth observation of learning processes, didactical responses, and the regulation of learning obstacles. Data were collected through observations, interviews, and written tasks. Retrospective analysis compared actual student responses with predicted didactical responses. Source triangulation ensured the credibility of research findings. Results show that all students understood translation as a rigid displacement. Thirty percent experienced epistemological obstacles in interpreting negative translation vectors. Visual feedback provided by motion graphics enabled self-correction during learning. Learning obstacles shifted from epistemological to didactical, particularly in formal mathematical communication. Motion graphic–assisted didactical design effectively regulates learning obstacles in translation. Future studies should extend to other geometric transformations.
Enhancing Creative Mathematical Thinking Skills using Creative Problem Solving Assisted by GeoGebra Sofyan, Deddy; Sundayana, Rostina; Maharani, Renita Putri; Puspitasari, Nitta
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3545

Abstract

Kemampuan berpikir kreatif matematis peserta didik di Indonesia masih tergolong rendah. Penyebab hal tersebut diantaranya penggunaan model pembelajaran dan media pembelajaran yang kurang mendorong tumbuhnya kemampuan berpikir kreatif matematis peserta didik, sehingga dibutuhkan pemilihan model dan media pembelajaran inovatif yang dapat menumbuhkan kemampuan berpikir kreatif matematis. Salah satunya adalah penggunaan model pembelajaran Creative Problem Solving (CPS) dan media pembelajaran software GeoGebra. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana peningkatan kemampuan berpikir kreatif matematis peserta didik yang pembelajarannya menggunakan model pembelajaran CPS dengan media GeoGebra dan model pembelajaran CPS dengan media PowerPoint. Selain itu, pada penelitian ini dikaji bagaimana perbedaan peningkatan kemampuan berpikir kreatif matematis kedua kelompok tersebut. Pada penggunaan media software GeoGebra diobservasi bagaimana respon peserta didik setelah penggunaan GeoGebra selama kegiatan pembelajaran. Hasil dari uji gain, uji-t dan uji mann-whitney dapat disimpulan penggunaan model CPS berbantuan GeoGebra dapat meningkatkan kemampuan berpikir kreatif. Sebagian besar respon peserta didik setelah penggunaan GeoGebra selama kegiatan pembelajaran adalah sangat baik. Students' mathematical creative thinking skills in Indonesia are still considered low. This is partly caused by the use of learning models and media that do not sufficiently encourage the growth of these skills; therefore, it is necessary to select innovative learning models and media that can foster mathematical creative thinking. One such approach is the use of the Creative Problem Solving (CPS) model and GeoGebra software. The purpose of this research is to determine the improvement of students' mathematical creative thinking skills through the implementation of the Creative Problem Solving (CPS) model assisted by GeoGebra compared to the CPS model assisted by PowerPoint. Furthermore, this study examines the difference in the improvement of creative thinking skills between the two groups. Regarding the use of GeoGebra, students' responses were observed after its implementation in learning activities. Based on the results of the N-gain test, t-test, and Mann-Whitney test, it can be concluded that the use of the CPS model assisted by GeoGebra can improve creative thinking skills. Moreover, the majority of students' responses toward the use of GeoGebra during learning activities were very good.
The Effectiveness of an ICON-Based Worksheet to Support Students’ Conceptual Understanding of Matrix Material Pratiwi, Tarizka Ozzi; Zulkarnaen, Rafiq; Effendi, Kiki Nia Sania
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3547

Abstract

Penelitian ini bertujuan untuk mengembangkan lembar kerja peserta didik (LKPD) berbasis ICON pada materi matriks serta mengkaji validitas, kepraktisan, dan efektivitasnya. ICON merujuk pada model desain Interpretation–Construction, yang menekankan proses peserta didik dalam menginterpretasikan permasalahan kontekstual dan mengonstruksi konsep matematika. Penelitian ini menggunakan model pengembangan Plomp yang meliputi tahap pendahuluan, perancangan, dan penilaian, dengan evaluasi formatif melalui validasi ahli, uji coba satu-satu, uji coba kelompok kecil, dan uji lapangan. Hasil penelitian menunjukkan bahwa LKPD mencapai tingkat cukup valid berdasarkan penilaian ahli terhadap aspek isi, konstruk, dan bahasa serta direvisi sesuai hasil validasi awal. LKPD juga menunjukkan kepraktisan karena mudah dipahami oleh peserta didik. Efektivitas ditunjukkan oleh 22 dari 34 peserta didik yang mencapai Kriteria Ketercapaian Tujuan Pembelajaran (KKTP). Temuan ini menunjukkan bahwa LKPD berbasis ICON layak digunakan dengan revisi untuk mendukung pemahaman konseptual peserta didik pada materi matriks. This study aims to develop an ICON-based student worksheet (LKPD) on matrix material for high school students and to examine its validity, practicality, and effectiveness. ICON refers to the Interpretation–Construction design model, which emphasizes students’ processes of interpreting contextual problems and constructing mathematical concepts. The research employed the Plomp development model consisting of the preliminary, prototyping, and assessment phases, supported by formative evaluation through expert review, one-to-one trials, small-group trials, and field test. The results indicate that the LKPD achieved a fairly valid level based on expert evaluations of content, construct, and language and was revised accordingly. The worksheet also demonstrated practicality, as students found the instructions and activities easy to understand. Effectiveness was indicated by 22 out of 34 students achieving the Learning Objective Achievement Criteria (KKTP). These findings suggest that the ICON-based worksheet is feasible for use with revisions to support students’ conceptual understanding of matrix concepts.
Integration And Evaluation of Computational Thinking in Mathematics Education: A Systematic Review of Research 2016-2025 Romandoni, Hendrisa Rizqie; Nurhasanah, Farida; Maharani, Swasti
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3548

Abstract

Penelitian ini bertujuan memetakan bagaimana computational thinking (CT) diintegrasikan dalam pendidikan matematika serta bagaimana CT dan hasil belajar matematika dievaluasi dalam studi empiris terindeks Scopus periode 2016–2025. Tinjauan disusun mengikuti pedoman PRISMA 2020 melalui penelusuran Scopus; penelusuran awal menghasilkan 149 artikel dan 54 artikel memenuhi kriteria inklusi untuk dianalisis. Data diekstraksi lalu dianalisis menggunakan analisis deskriptif dan tematik untuk mengidentifikasi pola integrasi CT–matematika dan pendekatan evaluasinya. Hasil menunjukkan tren publikasi meningkat dengan puncak produktivitas sekitar 2022–2023. Sebaran penelitian didominasi konteks Global North, sehingga transfer model integrasi ke konteks berdaya dukung terbatas perlu dikaji lebih hati-hati. Integrasi CT paling sering berorientasi alat. Dari sisi evaluasi, studi menggunakan beragam asesmen, namun ditemukan ketidakkonsistenan indikator CT dan capaian matematika, penggunaan instrumen yang berdiri terpisah, serta keterbatasan validasi lintas konteks dan jenjang pendidikan, sehingga asesmen autentik yang secara eksplisit mengukur keterkaitan CT dan capaian matematika dalam satu kerangka tugas masih terbatas. Temuan ini menegaskan perlunya pergeseran dari integrasi yang tool-driven menuju concept-driven serta pengembangan asesmen CT–matematika yang lebih autentik dan adaptif, termasuk untuk konteks Indonesia. This study mapped how computational thinking (CT) has been integrated into mathematics education and how CT and mathematics learning outcomes have been evaluated in empirical Scopus-indexed research from 2016 to 2025. A systematic review was conducted following PRISMA 2020 guidelines. The initial search retrieved 149 records, and 54 studies met the inclusion criteria for analysis. Data were extracted and analyzed using descriptive and thematic approaches. Findings show a rising publication trend with peak productivity around 2022–2023. Studies were dominated by Global North contexts, raising concerns about transferability to resource-limited settings. CT integration was most often tool-oriented, while unplugged and concrete-manipulative approaches emerged as feasible alternatives. From an assessment perspective, studies employed diverse approaches; however, inconsistencies in CT and mathematics indicators, fragmented measurement of the two domains, and limited cross-context and cross-level validation were evident, indicating that authentic assessments jointly capturing CT and mathematics achievement within a single task framework remain scarce.
Dunia Geometri 3D: Developing an AR-Integrated Website to Enhance Students' Conceptual Understanding of Spatial Geometry Azizah, Mazia; Lisnani, Lisnani; Alia, Hilma; Rizwan, Muhammed; Renanda, Ana
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3552

Abstract

Penelitian ini mengembangkan media pembelajaran berbasis website terintegrasi multimedia interaktif untuk materi bangun ruang menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan subjek penelitian siswa SMP kelas VII yang berjumlah 34 orang. Instrumen penelitian mencakup angket dan tes. Teknik analisa data berdasarkan analisis kevalidan, kepraktisan, dan keefektifan media yang dikembangkan. Website "Dunia Geometri 3D" mengintegrasikan visualisasi 3D, video pembelajaran, pameran virtual AR Step, quiz interaktif Google Form, dan game edukatif Wordwall. Hasil penelitian ini yaitu media pembelajaran berbasis website terintegrasi multimedia interaktif untuk materi bangun ruang yang valid, praktis, dan efektif. Analisis peningkatan pemahaman konsep menggunakan uji N-Gain menunjukkan skor 0,45 dengan kategori sedang, mengindikasikan bahwa media pembelajaran ini efektif meningkatkan pemahaman konsep geometri ruang siswa secara signifikan. Media pembelajaran ini berkontribusi terhadap transformasi pembelajaran geometri di era digital dengan memfasilitasi literasi digital dan pembelajaran mandiri abad 21. This study developed a website-based learning media integrated with interactive multimedia for spatial geometry material using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model with 34 seventh-grade junior high school students as research subjects. The research instruments included questionnaires and tests. Data analysis techniques were based on the analysis of the validity, practicality, and effectiveness of the developed media. The "Dunia Geometry 3D" website integrates 3D visualization, learning videos, AR Step virtual exhibitions, interactive Google Form quizzes, and Wordwall educational games. The results of this study are website-based learning media integrated with interactive multimedia for spatial geometry material that is valid, practical, and effective. Analysis of the increase in conceptual understanding using the N-Gain test showed a score of 0.45 in the moderate category, indicating that this learning media is effective in significantly improving students' understanding of spatial geometry concepts. This learning media contributes to the transformation of geometry learning in the digital era by facilitating digital literacy and independent learning in the 21st century.
Unpacking Students' Lack of Flexibility: A Descriptive Analysis of Mathematical Creative Thinking in High School Susilawati, Susilawati; Sukestiyarno, Yohanes Leonardus; Pujiastuti, Emi; Asih, Tri Sri Noor
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3553

Abstract

Penelitian ini difokuskan untuk  menganalisis  kemampuan  berpikir  kreatif matematis siswa SMA dalam  menyelesaikan  masalah  matematika. Metode yang digunakan adalah pendekatan kualitatif deskriptif dengan melibatkan 34 siswa kelas X di salah satu sekolah di Kabupaten Cirebon. Teknik pengumpulan  data  dilakukan  melalui  tes, observasi, dan wawancara. Data yang diperoleh dianalisis menggunakan reduksi data, penyajian data, dan penarikan kesimpulan. Temuan penelitian menunjukkan bahwa secara keseluruhan siswa berada pada kategori sedang yang memenuhi indikator kelancaran, orisinalitas, dan elaborasi. Hanya  1 siswa  dengan  kategori  tinggi, 30 siswa  kategori  sedang, dan 3 siswa kategori  rendah. Dominannya kategori sedang disebabkan oleh keterbatasan siswa dalam mengembangkan strategi penyelesaian alternatif. Indikator  dengan rata  rata tertinggi adalah kelancaran, sedangkan indikator terendah adalah fleksibilitas. Temuan ini menunjukkan bahwa siswa cukup mampu menghasilkan ide, tetapi masih kurang fleksibel dalam menggunakan strategi pemecahan masalah. Sehingga, Kemampuan ini perlu ditingkatkan agar siswa dapat memecahkan masalah dengan berbagai solusi dan memenuhi tuntutan pembelajaran abad ke  21. This study focused on analyzing the¬  mathematical  creative  thinking  abilities of high school students  in solving  mathematical problems. The method used was a descriptive qualitative approach involving 34 grade 10 students  in  one of the schools in Cirebon Regency. Data collection techniques were carried out through tests, observations, and  interviews. The  data  obtained  were  analyzed  using  data reduction, data presentation, and drawing conclusions. The research findings showed  that overall students were in the medium category that met the indicators of fluency, originality, and elaboration. Only 1 student was in the  high category, 30 students were in the medium category,   and 3 students  were in the low  category. The dominance of the medium  category was caused by students' limitations in developing alternative solution strategies. The indicator with the highest average was fluency, while the lowest indicator was flexibility. These findings indicate that students are quite capable of generating ideas, but still lack flexibility in using problem  solving strategies. Therefore, this ability needs  to  be improved so  that  students can solve problems with  various solutions  and meet the demands of 21st  century learning.
Multidimensional Analysis in the Development of Augmented Reality-Based Digital Ethnomathematics Module: A Case Study at Keraton Kasepuhan Cirebon Maharbid, Dian Anggraeni; Herman, Tatang; Agustin, Mubiar; Riyana, Cepi; Mutaqin, Ejen Jenal
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3554

Abstract

Penelitian ini bertujuan menganalisis pengembangan modul digital etnomatematika berbasis augmented reality (AR) melalui sebuah pendekatan analisis multidimensional yang komprehensif. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE. Data dikumpulkan melalui kuesioner terhadap 23 responden yang terdiri dari 13 guru dan 10 siswa, observasi langsung, dan wawancara mendalam. Kebaruan penelitian ini terletak pada pengembangan kerangka analisis multidimensional yang mengintegrasikan teori Technology Acceptance Model (TAM), teori perkembangan kognitif Piaget, dan perspektif etnomatematika D'Ambrosio untuk validasi kebutuhan pengembangan media pembelajaran inovatif. Hasil penelitian menunjukkan bahwa dari 13 bangunan di Keraton Kasepuhan, teridentifikasi 84 bangun ruang dan berbagai bangun datar yang dapat diintegrasikan dalam pembelajaran geometri. Sebanyak 100% guru menyatakan media berbasis AR dapat meningkatkan keterlibatan siswa, sementara 90% siswa menunjukkan antusiasme tinggi terhadap pembelajaran berbasis budaya lokal. Implikasi teoretis penelitian ini berkontribusi pada pengembangan kerangka konseptual integrasi teknologi-budaya dalam pendidikan matematika, sedangkan implikasi praktis menyediakan landasan empiris sebagai cetak biru (blueprint) untuk pengembangan media pembelajaran yang kontekstual dan bermakna. This study aims to analyze the development of an augmented reality (AR)-based digital ethnomathematics module through a comprehensive multidimensional analysis approach. The research employs Research and Development (R&D) methodology with the ADDIE model. Data were collected through questionnaires administered to 23 respondents (13 teachers and 10 students), direct observations, and in-depth interviews. The novelty of this research lies in the development of a multidimensional analysis framework that integrates the Technology Acceptance Model (TAM), Piaget's cognitive development theory, and D'Ambrosio's ethnomathematics perspective to validate the need for innovative learning media development. The findings reveal that among 13 buildings in Keraton Kasepuhan, 84 solid figures and various plane figures were identified for integration into geometry learning. All teachers (100%) agreed that AR-based media could enhance student engagement, while 90% of students demonstrated high enthusiasm for culturally-based learning. The theoretical implications contribute to the conceptual framework development for technology-culture integration in mathematics education, while practical implications provide an empirical foundation that serves as a blueprint for developing contextual and meaningful learning media.
Junior High School Students' Analogical Reasoning in Geometry: A Preliminary Study for Learning Model Development Mulyani, Eva; Jailani, Jailani; Hartono, Hartono
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 4 (2025): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i4.3572

Abstract

Studi pendahuluan ini bertujuan untuk menganalisis penalaran analogi siswa SMP pada materi bangun ruang sisi datar sebagai dasar untuk mengembangkan model pembelajaran matematika yang lebih efektif. Penalaran analogi memiliki peran penting dalam mendukung berpikir matematis tingkat tinggi dan pemahaman konseptual, namun kemampuan siswa di bidang ini masih tergolong rendah. Penelitian deskriptif kualitatif ini melibatkan tiga siswa kelas IX dari 3 SMPN yang berada di Kota Tasikmalaya. Subjek dipilih secara purposive yaitu masing-masing satu orang siswa dari 3 sekolah yang memiliki nilai rata-rata matematika tertinggi. Pengumpulan data dilakukan melalui tes penalaran analogi, wawancara semi terstruktur, dan dokumentasi dengan fokus pada empat komponen utama penalaran analogi yaitu encoding, inferring, mapping, dan applying. Hasil penelitian menunjukkan bahwa penalaran analogi siswa secara umum masih tergolong rendah, terutama pada komponen inferring,  mapping dan applying. Temuan ini mengindikasikan bahwa kesulitan siswa tidak hanya bersumber pada lemahnya penguasaan konsep, melainkan juga akibat minimnya strategi pembelajaran berbasis analogi yang eksplisit dan sistematis di kelas sehingga diperlukan pengembangan model pembelajaran yang efektif untuk mengembangkan penalaralan analogi. This preliminary study aims to analyze junior high school students' analogical reasoning on the material of flat-sided solid shapes as a basis for developing a more effective mathematics learning model. Analogous reasoning has an important role in supporting high-level mathematical thinking and conceptual understanding, but students' abilities in this area are still relatively low. This qualitative descriptive research, involving three ninth-grade students from three junior high schools in Tasikmalaya City. The subjects were selected purposively, namely one student each from 3 schools who had the highest average mathematics score. Data collection was carried out through analogical reasoning tests, semi-structured interviews, and documentation with a focus on the four main components of analogical reasoning, namely encoding, inferring, mapping, and applying. The results show that students' analogical reasoning is generally still relatively low, especially in the inferring, mapping and applying components. This finding indicates that students' difficulties do not only stem from weak conceptual mastery, but also from the lack of explicit and systematic analogy-based learning strategies in the classroom, so that it is necessary to develop effective learning models to develop analogical reasoning.

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