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 1,070 Documents
Integration And Evaluation of Computational Thinking in Mathematics Education: A Systematic Review of Research 2016-2025 Hendrisa Rizqie Romandoni; Farida Nurhasanah; Swasti Maharani
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.
Integrated Non-Digital Media Innovation ‘Space Capsule’ to Train Spatial Visualization Skills in Solid Geometry for Students Hilma Alia; Lisnani Lisnani; Hesti Widyawati; Justin Walker; Riza Haikal Azhar
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3551

Abstract

Tujuan penelitian ini menghasilkan media pembelajaran non-digital terintegrasi bernama "Kapsul Ruang" untuk melatih kemampuan visualisasi spasial materi bangun ruang siswa SMP. Studi ini dirancang menggunakan pendekatan model 4D, yang mencakup fase Define, Design, Develop, dan Disseminate yang melibatkan validator ahli materi dan media, serta siswa SMP sebagai subjek uji coba melalui tahapan one-to-one, small group, dan field test. Informasi dikumpulkan serta dievaluasi berdasarkan standar validitas, kegunaan praktis, dan dampak efektif dari bahan ajar non-digital yang sedang dalam proses pembuatan. Media non digital terbukti memiliki tingkat kevalidan 85% dengan kategori sangat valid, kepraktisan tinggi dengan persentase 89,3%, dan efektif meningkatkan pemahaman konsep geometri tiga dimensi, terutama bagi sekolah dengan keterbatasan akses teknologi digital. Media non digital ini berimplikasi bagi pembelajaran matematika sebagai sepaket media pembelajaran dengan integrasi pendekatan visual, manipulatif, dan game-based learning sehingga yang memberikan alternatif solusi praktis yang responsif. The purpose of this study is to produce an integrated non-digital learning media called "Space Capsule" to train the spatial visualization ability of junior high school students' spatial geometry material. The study was crafted using the 4D development framework, which includes the stages of Define, Design, Develop, and Disseminate used by involving expert validators of material and media, as well as junior high school students as trial subjects through one-to-one, small group, and field test stages. Information was gathered and evaluated based on the standards of validity, practicality, and effectiveness for the non-digital media currently in development. Non-digital media is proven to have a validity level of 85% with a very valid category, high practicality with a percentage of 89.3%, and is effective in increasing the understanding of three-dimensional geometry concepts, especially for schools with limited access to digital technology. This non-digital media has implications for mathematics learning as a package of learning media with an integration of visual, manipulative, and game-based learning approaches, thus providing alternative responsive practical solutions.
Dunia Geometri 3D: Developing an AR-Integrated Website to Enhance Students' Conceptual Understanding of Spatial Geometry Mazia Azizah; Lisnani Lisnani; Hilma Alia; Muhammed Rizwan; Ana Renanda
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; Yohanes Leonardus Sukestiyarno; Emi Pujiastuti; Tri Sri Noor Asih
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 Dian Anggraeni Maharbid; Tatang Herman; Mubiar Agustin; Cepi Riyana; Ejen Jenal Mutaqin
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.
Instructional Strategies for Fostering Mathematical Literacy in Junior High School: A Systematic Literature Review Syutaridho Syutaridho; Ratu Ilma Indra Putri; Zulkardi Zulkardi; Darmawijoyo Darmawijoyo
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 3 (2025): July
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i3.3557

Abstract

Proses pembelajaran yang baik tentu mempertimbangkan bagaimana memulai pembelajaran dengan baik. Banyak studi yang mengatakan penggunaan konteks dalam pembelajaran mampu menggiring siswa dalam pemahaman masalah yang baik. Begitu juga dengan literasi matematika, dimana dalam mengungkap kemampuan literasi matematika harus bermula dari problem in context. Penyusunan SLR dalam penelitian ini mengikuti pedoman PRISMA. Pemilihan metode PRISMA sebagai upaya untuk menyeleksi jurnal-jurnal terindeks scopus dan Mathematical literacy menjadi kata kunci. Terbitan artikel yang disaring yaitu tahun 2019-2023, dimana artikel yang ditemukan dari databese berjumlah 210 artikel, artikel setelah duplikasi dihapus berjumlah 170 artikel, artikel yang melewati penyaringan awal sebanyak 130 artikel, kemudian artikel yang dinilai kelayakannya sebanyak 40 artikel, dan pada akhirnya ada 25 artikel final yang dianalisis. Kemampuan literasi matematika yang ingin diungkap adalah kemampuan literasi matematika pada level junior high school. Pada level SMP merupakan level yang paling tepat untuk melakukan penelitian yang berkaitan dengan kompetensi literasi matematika. Kemudian penggunaan konteks dunia nyata sebagai awal untuk pengenalan matematika dalam memulai proses pembelajaran, sehingga literasi matematika yang dimau adalah yang dimulai dari penggunaan konteks hingga pada akhirnya siswa mampu mengaplikasikan ilmunya untuk menyelesaikan masalah matematika dan juga mewujudkan kemampuan seseorang untuk memformulasikan, menggunakan, dan menafsirkannya dalam permasalahan matematika pada berbagai konteks kehidupan. A good learning process certainly considers how to start learning well. Many studies say that using context in learning can guide students to a good understanding of the problem. The same goes for mathematical literacy, where revealing mathematical literacy skills must start from problems in context. The SLR in this study follows the PRISMA guidelines. The PRISMA method was chosen to select Scopus-indexed journals, and mathematical literacy was used as the keyword. The articles published were from 2019 to 2023. A total of 210 articles were found in the database. After removing duplicates, there were 170 articles. A total of 130 articles passed the initial screening, and 40 articles were assessed for suitability. Finally, 25 articles were analyzed. The mathematical literacy skills to be revealed were mathematical literacy skills at the junior high school level. Junior high school is the most appropriate level for conducting research related to mathematical literacy competence. Then, the use of real-world contexts as a starting point for introducing mathematics in the learning process, so that the desired mathematical literacy begins with the use of contexts until students are ultimately able to apply their knowledge to solve mathematical problems and also realize their ability to formulate, use, and interpret mathematics in mathematical problems in various contexts of life.
Metacognitive Scaffolding in Problem-Based Learning: A Pathway to Developing Higher-Order Thinking Skills Masta Hutajulu; Andri Setiyawan; Devi Nurul Yuspriyati
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3558

Abstract

Kemampuan Berpikir Tingkat Tinggi (HOTS) siswa dalam pembelajaran matematika masih rendah, khususnya pada kemampuan menganalisis, mengevaluasi, dan mencipta. Penelitian ini bertujuan menguji pengaruh Problem-Based Learning yang diperkaya dengan scaffolding metakognitif (PBL-MS) terhadap peningkatan HOTS siswa. Penelitian kuasi-eksperimental dengan desain pretest–posttest control group melibatkan 60 siswa kelas X SMA Negeri 15 Bandung yang dibagi ke dalam kelompok eksperimen (PBL-MS) dan kontrol (PBL). Data kemampuan HOTS dikumpulkan melalui tes tertulis berbentuk esai berdasarkan taksonomi Bloom revisi. Hasil penelitian menunjukkan bahwa peningkatan HOTS siswa pada kelompok PBL-MS berada pada kategori sedang (N-Gain = 0,51), sedangkan kelompok PBL berada pada kategori rendah (N-Gain = 0,30), dengan perbedaan yang signifikan (Sig. 2-tailed < 0,05). Temuan ini menunjukkan bahwa integrasi scaffolding metakognitif dalam PBL lebih efektif dalam meningkatkan kemampuan HOTS siswa. Students’ Higher-Order Thinking Skills (HOTS) in mathematics learning remain low, particularly in analyzing, evaluating, and creating skills, indicating the need for instructional strategies that can better support students’ thinking processes. This study aimed to examine the effect of Problem-Based Learning enriched with metacognitive scaffolding (PBL-MS) on improving students’ HOTS. A quasi-experimental study with a pretest–posttest control group design was conducted at SMA Negeri 15 Bandung, involving 60 tenth-grade students divided into an experimental group (PBL-MS) and a control group (PBL). HOTS data were collected using an essay-based written test developed based on the revised Bloom’s taxonomy, covering analyzing, evaluating, and creating indicators. The results showed that the improvement in HOTS of students taught using PBL-MS was in the moderate category (N-Gain = 0.51), while students taught using PBL alone achieved a low category (N-Gain = 0.30). Statistical analysis indicated a significant difference between the two groups (Sig. 2-tailed < 0.05). These findings indicate that integrating metacognitive scaffolding into Problem-Based Learning provides a stronger effect on improving students’ higher-order thinking skills.
Development of Contextual Teaching and Learning-Based E-LKPD Mathematics with Malay Context to Improve Students' Mathematical Skills in Cube and Block Material Syutaridho Syutaridho; Harisman Nizar; Dyah Rahmawati; Muktir Rotul Rodoh; Risky Amelia; Salsabilla Fitri; Salsa Nur Asma
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.v14i4.3563

Abstract

Tuntutan kurikulum yang mengharuskan siswa memiliki kemampuan kritis dan bernalar yang baik dalam menyelesaikan masalah matematik, mengharuskan guru memiliki kemampuan mendesain pembelajaran, dalam penelitian ini memadukan teknologi dalam lembar kerja peserta didik menjadikan E-LKPD sebagai Solusi yang dapat digunakan dalam proses pembelajaran. Penelitian ini bertujuan menghasilkan E-LKPD materi kubus dan balok menggunakan Pendekatan CTL dengan Konteks Melayu yang valid dan praktis serta memiliki efek potensial terhadap kemampuan matematis siswa. Hasil penelitian memberikan gambaran bahwa ada capaian 61,1 % atau ada 22 siswa kemampuan matematis siswa kategori sangat baik,  19,4 % atau ada 7 siswa kategori Baik, 11,1% atau ada 4 siswa kategori cukup, dan  8,3% atau ada 3 siswa kategori kurang. Sehingga efektivitas E-LKPD berbasis pendekatan Contextual Teaching and Learning (CTL) yang dikembangkan dalam meningkatkan kemampuan pemahaman matematis siswa dapat disimpulkan memberikan efek potensial yang baik terhadap kemampuan pemahaman matematis siswa. Curriculum requirements that require students to have good critical and reasoning skills in solving mathematical problems require teachers to have the ability to design learning. In this study, integrating technology into student worksheets makes E-LKPD a solution that can be used in the learning process. This study aims to produce E-LKPD materials on cubes and blocks using the CTL approach with a valid and practical Malay context that has a potential effect on students' mathematical abilities. The results of the study show that 61,1% or 22 students achieved a very good level of mathematical ability, 19,4% or 7 students achieved a good level, 11,1% or 4 students achieved an adequate level, and 8,3% or 3 students achieved a poor level. Therefore, the effectiveness of E-LKPD based on the Contextual Teaching and Learning (CTL) approach developed to improve students' mathematical comprehension skills can be concluded to have a potentially positive effect on students' mathematical comprehension skills.
Reflection on Learning and Mathematics Learning Outcomes of Vocational High School Students: An Empirical Study on Several Materials Widiharti Widiharti; Surya Amami Pramuditya
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.v14i4.3564

Abstract

Pembelajaran matematika di Sekolah Menengah Kejuruan (SMP) memiliki karakteristik yang berbeda dibandingkan dengan pendidikan umum. Penelitian ini bertujuan untuk mengintegrasikan data dari tiga studi independen yang dilakukan di SMKN 1 Lelea. Penelitian ini menggunakan pendekatan kuantitatif dengan desain analisis lintas studi. Subjek penelitian adalah 65 (kelas 11) dan 90 (kelas 12) siswa dari SMKN 1 Lelea, Kabupaten Indramayu. Instrumen penelitian meliputi kuesioner refleksi pembelajaran skala Likert dan tes hasil belajar matematika. Teknik analisis yang digunakan adalah analisis Partial Least Squares (PLS) menggunakan program Smart PLS versi 4.1.1.6 untuk menganalisis variabel eksogen (Usia, Jenis Kelamin, Tingkat Kelas), variabel endogen (Refleksi Pembelajaran, Hasil Belajar), dan variabel mediasi (Refleksi Pembelajaran). Berdasarkan hasil studi empiris yang meneliti refleksi pembelajaran dalam pembelajaran matematika SMA Kejuruan, dapat disimpulkan bahwa refleksi pembelajaran belum menunjukkan dampak langsung yang konsisten terhadap hasil belajar matematika yang diukur secara kognitif. Mathematics learning in Vocational High Schools (SMK) has different characteristics compared to general education. This study aims to integrate data from three independent studies conducted at SMKN 1 Lelea. This study used a quantitative approach with a cross-study analysis design. The subjects were 65 (11th) and 90 (12th) grade students from SMKN 1 Lelea, Indramayu Regency. The research instruments included a Likert-scale learning reflection questionnaire and a mathematics learning outcome test. The analysis technique used Partial Least Squares (PLS) analysis using the Smart PLS program version 4.1.1.6 to analyze exogenous variables (Age, Gender, Grade Level), endogenous variables (Learning Reflection, Learning Outcomes), and the mediating variable (Learning Reflection). Based on the results of empirical studies examining learning reflection in vocational high school mathematics learning, it can be concluded that learning reflection has not shown a consistent direct impact on mathematics learning outcomes measured cognitively.
Exploring Self-Efficacy Profiles and Their Influence on Undergraduate Students' Geometry Problem-Solving Processes: A Qualitative Case Study Jainuddin Jainuddin; Endang Cahya Mulyaning Asih; Muhammad Khatami
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3566

Abstract

Pemecahan masalah geometri menuntut integrasi antara kemampuan kognitif dan aspek afektif, khususnya efikasi diri. Penelitian ini bertujuan mengidentifikasi profil efikasi diri mahasiswa pendidikan matematika serta menganalisis pengaruhnya terhadap proses pemecahan masalah geometri berdasarkan tahapan Polya. Menggunakan desain studi kasus kualitatif, penelitian ini melibatkan 33 mahasiswa. Data dikumpulkan melalui skala efikasi diri, tes geometri berbasis empat tahap Polya, dan wawancara semi-terstruktur dengan subjek yang merepresentasikan tingkat efikasi diri tinggi, sedang, dan rendah. Hasil penelitian mengungkap tiga profil berbeda: mahasiswa dengan efikasi diri tinggi mampu menunjukkan pemahaman mendalam hingga evaluasi reflektif; mahasiswa dengan efikasi diri sedang mampu melaksanakan prosedur namun tidak stabil pada tahap perencanaan dan evaluasi; sedangkan mahasiswa dengan efikasi diri rendah kesulitan dalam merumuskan strategi dan verifikasi hasil. Temuan ini menegaskan bahwa efikasi diri berpengaruh signifikan terhadap kualitas pemecahan masalah geometri, sehingga perlu diintegrasikan dalam perancangan pembelajaran matematika yang komprehensif. Geometric problem-solving demands the integration of cognitive abilities and affective readiness, notably self-efficacy. This study aims to identify the self-efficacy profiles of mathematics education students and analyze their influence on the geometric problem-solving process based on Polya’s stages. Employing a qualitative case study design, the research involved 33 students. Data were collected through a self-efficacy scale, geometric problem-solving tests structured according to Polya’s four stages, and semi-structured interviews with subjects representing high, moderate, and low self-efficacy levels. The findings reveal three distinct profiles: students with high self-efficacy demonstrate deep understanding followed by reflective evaluation; those with moderate self-efficacy execute procedures correctly but show instability during the planning and evaluation stages; while students with low self-efficacy struggle with strategy formulation and result verification. These findings underscore that self-efficacy significantly influences the quality of geometric problem-solving, highlighting the necessity of integrating affective factors into the design of comprehensive mathematics instruction.

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