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Postulat : Jurnal Inovasi Pendidikan Matematika
ISSN : 27230597     EISSN : 27230600     DOI : http://dx.doi.org/10.30587/postulat.v1i1
Core Subject : Education,
Postulat: Jurnal Inovasi Pendidikan Matematika (e-ISSN: 2723-0600; p-ISSN: 2723-0597) is a scientific, peer-reviewed and open-access journal which has been established for the dissemination of state-of-the-art knowledge in the field of mathematics education. This journal managed and published by Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Muhammadiyah Gresik, Gresik, Indonesia. Postulat publishes two times a year. The journal consists of high-quality technical manuscripts on advances in the state-of-the-art of mathematics education; both theoretical approaches and practical approaches are encouraged to submit. Submitted papers must be written in Bahasa or English for the initial review stage by editors and further review process by at least two anonymous reputable reviewers. The journal provides a forum for the sharing, dissemination, and discussion of research, experience, and perspectives across a wide range of education, teaching, development, instruction, educational projects and innovations, learning methodologies, and new technologies in mathematics education for authors and readers worldwide. The focus and scope of Mathematics Education Journal include the following topics Realistic Mathematics Education (RME) or Pendidikan Matematika Realistik Indonesia, Design/Development Research in Mathematics Education, Mathematics Ability, and PISA Task
Articles 102 Documents
Pengaruh Self-Efficacy Terhadap Kemandirian Belajar dan Kemampuan Komunikasi Matematis Siswa SMP Nafis, Afinta Wardatin; Zawawi, Irwani
Postulat : Jurnal Inovasi Pendidikan Matematika Vol. 6 No. 1 (2025): Juli 2025
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/postulat.v6i1.10434

Abstract

This research is a correlational study with a quantitative approach which aims to determine the influence of self-efficacy on the self-regulated learning and mathematical communication abilities of class VII middle school students. The data analysis used is Structural Equation Modeling (SEM) using AMOS 23. The results of this research show that: (1) There is a positive and significant influence between self-efficacy and student self-regulated learning and C.R. scores. 6.942≥1.967 with a significance level of 0.000≤0.05. (2) There is an influence between self-efficacy and students' mathematical communication skills and C.R. scores. amounting to 2,851≥1,967 with a significance level of 0.004≤0.05. (2) There is a positive and significant influence between self-regulated learning and students' mathematical communication skills and C.R. scores. amounting to 2,752≥1,967 with a significance level of 0.006≤0.05. (4) Because all variables directly influence each other, this research did not find any intervening variables or intermediary variables.
Pengaruh Model Game Based Learning berbantuan Quizwhizzer terhadap Pemecahan Masalah Matematis berdasarkan Self Efficacy Hafidh, Muhammad Abdullah; Faridah, Luluk; Aini, Khafidhoh Nurul
Postulat : Jurnal Inovasi Pendidikan Matematika Vol. 6 No. 1 (2025): Juli 2025
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/postulat.v6i1.10436

Abstract

Abstract This study aims to determine the effect of the game-based learning model assisted by the QuizWhizzer application on students’ mathematical problem-solving abilities in the topic of linear equations, viewed from different levels of self-efficacy. This research employed a quantitative method with a quasi-experimental design of the non-equivalent control group type. The population consisted of eighth-grade students at SMP Negeri 1 Baureno in the 2024/2025 academic year, with class VIII J as the experimental group and class VIII F as the control group. The research instruments included a self-efficacy questionnaire, tests (pretest and posttest), student worksheets (LKPD), teaching modules, and learning materials. Data analysis was conducted using SPSS 27 through prerequisite tests (normality, homogeneity, and linearity) and hypothesis testing (Independent Samples t-Test). The results showed a significant effect of the game-based learning model assisted by QuizWhizzer compared to conventional learning on students’ mathematical problem-solving abilities, viewed from high (sig. 0.023), moderate (0.048), and low (0.049) self-efficacy levels, all of which were < 0.05. The average posttest scores of students in the experimental class, based on self-efficacy levels, were higher than those in the control class. Therefore, this model is effective as an alternative interactive learning approach to improve students’ mathematical problem-solving skills. Keywords: Game based learning model, Quizwhizzer, Mathematical problem solving, Self efficacy Abstrak Penelitian ini bertujuan guna mengetahui pengaruh model game based learning berbantuan aplikasi quizwhizzer terhadap pemecahan masalah matematis siswa materi persamaan garis lurus ditinjau dari tingkat self efficacy. Penelitian menggunakan metode kuantitatif desain quasi experiment bertipe the non-equivalent control group design. Populasi penelitian meliputi siswa kelas VIII SMP Negeri 1 Baureno tahun pelajaran 2024/2025, dengan sampel terdiri dari kelas VIII J (eksperimen) dan kelas VIII F (kontrol). Penelitian menggunakan instrumen yang meliputi angket self efficacy, tes (pretest dan posttest), LKPD, modul ajar, dan bahan ajar. Analisis data dilakukan menggunakan SPSS 27 melalui uji prasyarat (normalitas, homogenitas, linearitas) dan uji hipotesis (Independent Samples t-Test). Hasil dari penelitian ini membuktikan terdapat pengaruh signifikan model game based learning berbantuan quizwhizzer dibandingkan pembelajaran konvensional terhadap pemecahan masalah matematis siswa ditinjau dari self efficacy tinggi (sig. 0,023), sedang (0,048), dan rendah (0,049), yang semuanya < 0,05. Rata-rata posttest siswa berdasarkan self efficacy kelas eksperimen lebih unggul daripada kelas kontrol. Dengan demikian, model ini efektif digunakan sebagai alternatif pembelajaran interaktif dalam meningkatkan pemecahan masalah matematis siswa. Kata kunci: Model game based learning, Quizwhizzer, Pemecahan masalah matematis, Self efficacy

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