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Contact Name
Risna Mira Bella Saragih
Contact Email
siswady12smile@gmail.com
Phone
+6285358389013
Journal Mail Official
siswady12smile@gmail.com
Editorial Address
Jl. Sisingamangaraja km. 5,5 no. 10, Harjosari I, Kec. Medan Amplas, Kota Medan, Sumatera Utara 20217
Location
Kota medan,
Sumatera utara
INDONESIA
OMEGA: Jurnal Keilmuan Pendidikan Matematika
ISSN : 2964769X     EISSN : 28288645     DOI : https://doi.org/10.47662/jkpm.v1i3.341
Core Subject : Education,
OMEGA: Jurnal Keilmuan Pendidikan Matematika adalah jurnal yang memuat hasil-hasil penelitian dan pembahasan di bidang pendidikan matematika yang meliputi pendidikan dan pengajaran, strategi pembelajaran, kurikulum, media pengajaran, metode pembelajaran, teknik pembelajaran. Jurnal ini diterbitkan oleh Pendidikan Matematika FKIP UNIVA Medan setiap bulan Januari, Mei dan November (3 edisi pertahunya)
Articles 23 Documents
Search results for , issue "Vol. 4 No. 2 (2025): OMEGA" : 23 Documents clear
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF CANVA TERHADAP KEMAMPUAN LITERASI MATEMATIKA BERBASIS BUDAYA MELAYU DENGAN MODEL PEMBELAJARAN STAD Nawangsih, Khairin; Saragih, Risna Mira Bella; Simamora, Minta Ito
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.923

Abstract

This study aims to produce a valid, practical and effective Canva Interactive Learning Media product based on Malay culture on the material of linear equation systems and inequalities of one variable. Also to determine the level of mathematical literacy skills at SMP Negeri 3 Tanjung Beringin. This type of research is a Research and Development (R&D) development study. The subjects used in this study were 32 students of class VIII SMP Negeri 3 Tanjung Beringin. The analysis of the Canva interactive learning media value from media validator experts was 78.5% with very good or valid criteria for use. For material experts with a percentage of 78%, the category is Very valid. The classification of the teacher's practicality questionnaire meets very practical with a percentage of 94% and the student response questionnaire score gets an average of 90% categorized as very practical to use. Effectiveness is obtained from the results of the N-Gain calculation, a comparison value of 0.75 is obtained with a high or very good effective category. In other words, the development of Canva interactive learning media is said to be developing with a percentage of 90%. The level of literacy ability before being given learning media with an average value of 66.37 is classified as low, but after being given learning media, students were given a post-test so that the average score of students was 91.875. It can be concluded that the level of mathematical literacy ability in students of SMP Negeri 3 Tanjung Beringin is classified as high.
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) TERHADAP KEMAMPUAN KOMUNIKASI MATEMATIS SISWA BERBANTUAN APLIKASI FLIPHTML5 Syahirani, Siti; Rizqi, Nur Rahmi; Matondang, Khoiruddin
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.928

Abstract

This research aims to investigate the effect of the Problem-Based Learning (PBL) learning model on the mathematical communication skills of class XI MAS students at the UNIVA Medan Project, with the help of the FlipHTML5 application. The method used in this research is quasi-experimental with a factorial design. Data collection was carried out through mathematical communication skills tests and statistical analysis to test hypotheses. The results showed that there was a significant increase in the mathematical communication skills of students in the experimental group compared to the control group. The average posttest score for the experimental group was 85.52, while the control group was 78.04. It is indicated that this difference did not occur by chance, but rather was the result of differences in the treatment applied. In addition, the FlipHTML5 application was proven to be effective in improving students' mathematical communication skills with an average score percentage of 73.63% in the experimental class compared to 71.37% in the control class. These results indicate that the use of the FlipHTML5 application in learning with the PBL model makes a positive contribution to improving students' mathematical communication skills.
IMPLEMENTASI PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS TEKNOLOGI AUGMENTED REALITY PADA PEMBELAJARAN MATEMATIKA DALAM MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA KELAS IV MI SUNAN BONANG II Fauziah, Jeni; Zainuddin, Zainuddin; Amalia, Nur Fitri
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.936

Abstract

Along with the development of the times, technology in education is also increasingly developing, especially in improving students' critical thinking skills. Mathematics is one of the compulsory subjects studied in elementary school which is able to improve students' critical thinking skills. In the process, teachers play a very important role in creating a learning atmosphere that can stimulate students' critical thinking skills. This study aims to describe how the use of Augmented Reality technology in mathematics lessons improves the critical thinking skills of grade IV students of MI Sunan Bonang II. This type of research is qualitative research, namely the researcher describes how the use of Augmented Reality technology in mathematics lessons to improve students' critical thinking skills. The subjects in this study were the principal, subject teachers and all grade IV students of MI Sunan Bonang II in the 2024/2025 academic year with a total of 15 students consisting of 8 female students and 7 male students. Data collection techniques in this study used observation, interview and documentation techniques. The results of the study showed that there was a significant change, namely that students' critical thinking skills increased after the use of Augmented Reality technology in mathematics lessons.
PENGEMBANGAN MEDIA PEMBELAJARAN APLIKASI POKAMATHH (POWER POINT KAHOOT MATEMATIKA) MATERI ALJABAR KELAS VII SMP IT DOD MEDAN Nazaruddin, Ilham; Mahmud S, Ronald; Mardianto, Mardianto; Marta, Satria Ami; Samudra, Bayu; Sari, Ery Novita
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.937

Abstract

The objective of creating this POKAMATH media is to evaluate the effectiveness and usability of educational media employing the ADDIE framework, which includes: (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. The inspiration for this study stems from the students' lack of concentration during classroom instruction when the teacher presents material. The media's validity was assessed by three different validators: experts in media, subject matter, and language. To evaluate its practicality, student feedback surveys were administered, with participants being pupils from SMP IT DOD Medan selected through simple random sampling methods. The overall score from the validity review, covering content, media, and language, reached a perfect score of 100%, categorizing it as highly valid. Meanwhile, the practicality evaluation in a smaller class setting yielded a score of 90%, placing it in the very practical category. Consequently, the POKAMATH media developed is both valid and suitable for seventh-grade students at SMP IT DOD Medan.
PENGARUH PENERAPAN ALGORITMA TERHADAP PEMBELAJARAN PEMROGRAMAN KOMPUTER Mahmud S, Ronald; Nazaruddin, Ilham; Mardianto, Mardianto; Nasution, Ibnu Hajar; Syahputra, Angga
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.941

Abstract

The advancement of information and computer technology is currently increasingly advanced, all fields of science require computer skills, so for students an understanding of mathematical logic and computer learning is very important because the two are interrelated. Based on the experience of learning computer programming courses, there are still many students who have not mastered the course. To overcome this, research was conducted by applying mathematics in computer programming learning. This research can be a qualitative research that aims to see the effect of the application of mathematics on student learning outcomes in computer programming learning. The research sample was students of STKIP AMAL BAKTI Medan in the 2024/2025 academic year consisting of two classes (experimental class and control class). After conducting the research, the following results were obtained: 1) The learning outcomes of students after applying mathematics to each programming class were better than students who received normal learning in terms of students in general; 2) The learning outcomes of students after applying calculations to each program structure were much better than students who received normal learning in terms of KAM (high, medium, and young)
PEMANFAATAN MEDIA DADU BERGAMBAR PADA PELAJARAN MATEMATIKA UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V DALAM MENYAJIKAN DATA Fahry, Ahmad Syaiful; Ardianti, Sekar Dwi
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.943

Abstract

This study aims to improve the learning outcomes of fifth-grade students at SD Muhammadiyah 1 Kudus in mathematics, particularly in the competence of presenting data through the utilization of picture dice media. The research method employed is Classroom Action Research (CAR) based on the Kemmis and McTaggart model, consisting of four stages: planning, action, observation, and reflection. The subjects were 18 fifth-grade students in the 2024/2025 academic year. Data were collected through observation, tests, interviews, and documentation, and analyzed using descriptive quantitative and qualitative techniques. The results showed an improvement in students' learning outcomes from the pre-cycle, first cycle, to the second cycle. In the pre-cycle, the students’ mastery level was only 56%, increased to 72% in the first cycle, and reached 83% in the second cycle. The use of picture dice media proved effective in enhancing students' motivation, conceptual understanding, and learning outcomes in data presentation. Thus, concrete media like picture dice can serve as an innovative alternative to improve the quality of mathematics learning in elementary schools.
PENGGUNAAN MEDIA PUZZLE DAN TUBOPIN UNTUK MENINGKATKAN PEMAHAMAN KONSEP BANGUN DATAR PADA KELAS IV SEKOLAH DASAR Akmal, Arina Zawani; Manurung, Asrar Aspia; Irvan, Irvan; Simare-mare, Lydia Doris Fransiska
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.949

Abstract

This study aims to improve the understanding of flat shape concepts among fourth-grade students at SD Negeri 065853 Medan through the use of Puzzle and Tubopin media. The research method used is Classroom Action Research (CAR), consisting of two cycles. Each cycle includes the stage of planning, implementation, observation, and reflection. The research instruments include observation, tests, and documentation. The results of the study indicate an improvement in students’ conceptual understanding, with the average score increasing from 55.50 in the pre-cycle to 78.75 in the second cycle. The percentage of students meeting the Minimum Mastery Criteria (KKM) also increased from 30% to 85%. This proves that the use of Puzzle and Tubopin media is effective in making the learning process more enjoyable, interactive, and meaningful.
PENGGUNAAN MEDIA PAPAN PERKALIAN UNTUK MENINGKATKAN PEMAHAMAN KONSEP PERKALIAN PADA SISWA KELAS II SD Widayati, Ayu; Saragih, Mandra; Irvan, Irvan; Silalahi, Irayanti Masta M
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.950

Abstract

This study aims to improve the understanding of multiplication concepts among second-grade students at SDN 060857 Medan through the use of a concrete instructional medium called the Multiplication Board, which integrates local cultural elements. The background of the research highlights the students’ low comprehension of basic multiplication concepts, as shown by the pre-cycle results where only 25% of students achieved mastery. This research is a Classroom Action Research (CAR) using the Kemmis and McTaggart model, conducted in two cycles. Each cycle consisted of planning, action, observation, and reflection stages. The subjects of the study were 16 second-grade students. Data were collected through observation, interviews, and learning outcome tests. The results showed a significant increase in students’ understanding. Mastery learning rose from 25% in the pre-cycle to 43% in Cycle I, and then to 93% in Cycle II. These findings indicate that the Multiplication Board was effective in helping students understand multiplication concepts in a meaningful and contextual way. It also enhanced student engagement and interest in learning mathematics.
PENGGUNAAN MEDIA PAPAN PENJUMLAHAN BERSUSUN UNTUK MENINGKATKAN KEMAMPUAN DASAR PENJUMLAHAN SISWA KELAS 1 SD Nadira, Dinda; Saragih, Mandra; Irvan, Irvan; Hadijah, Siti
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.951

Abstract

This study aims to improve the basic addition skills of Grade 1 elementary school students through the use of stacked addition board media. The background of this research is the low understanding of students regarding the concept of addition, as indicated by the learning evaluation results, with a mastery percentage of only 35%. The study was conducted in Grade 1 of UPT SDN 060857 Medan using the Classroom Action Research (CAR) method, which consisted of two cycles. In Cycle I, the use of lecture methods and written exercises did not provide satisfactory results, with a mastery percentage of 65%. Therefore, in Cycle II, improvements were made by implementing stacked addition board media combined with visual videos. The research results showed a significant improvement, with the mastery percentage reaching 90% in Cycle II. The use of stacked addition board media has proven to be effective in helping students understand the concept of addition gradually and in an enjoyable manner. This media not only enhances students' understanding but also increases their engagement and enthusiasm in the learning process.
MENINGKATKAN PEMAHAMAN KONSEP BANGUN DATAR MENGGUNAKAN MEDIA FLASHCARD STEM LIDI PADA SISWA KELAS V SD Pohan, Elviza Nabilla; Rahman, Arief Aulia; Irvan, Irvan; Hasibuan, Anggi Tri Dhani
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.952

Abstract

This Classroom Action Research (CAR) aimed to improve the understanding of plane figure concepts among fifth-grade students at SDN 066054 Medan through the use of STEM Stick Flashcard media. The research was conducted in two cycles, each consisting of the stages of planning, implementation, observation, and reflection, using a Culturally Relevant Teaching (CRT) approach. In the pre-cycle stage, learning was conducted conventionally, and only 40% of students achieved the Minimum Mastery Criteria (KKM). After improvements through discussion-based approaches in Cycle I, the mastery level increased to 60%. In Cycle II, learning incorporated STEM Stick Flashcards that combined visual representations of plane figures and traditional Ulos cloth motifs. The results showed that 90% of students reached mastery and demonstrated increased participation, confidence, and more meaningful conceptual understanding. Thus, the STEM Stick Flashcard media proved to be effective in enhancing students' understanding of plane figures while creating a fun and contextual learning environment.

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