cover
Contact Name
Evangelista Lus Windyana Palupi
Contact Email
evangelistapalupi@unesa.ac.id
Phone
-
Journal Mail Official
mathedunesa@unesa.ac.id
Editorial Address
Gedung C8 lantai 1FMIPA UNESA Ketintang 60231 Surabaya Jawa Timur
Location
Kota surabaya,
Jawa timur
INDONESIA
MATHEdunesa
ISSN : 23019085     EISSN : 26857855     DOI : https://doi.org/10.26740/mathedunesa.v12n1
Core Subject : Education,
MATHEdunesa is a scientific journal of mathematics education published by the Mathematics Department of Faculty of Mathematics and Natural Sciences of Universitas Negeri Surabaya. MATHEdunesa accepts and publishes research articles and book review in the field of Education, which includes: ✅ Development of learning model ✅ Problem solving, creative thinking, and Mathematics Competencies ✅Realistic mathematics education and contextual learning, ✅Innovation of instructional design ✅Learning media development ✅ Assesment and evaluation in Mathematics education ✅ Desain research in Mathematics Education
Articles 325 Documents
Analisi Tingkat Kecemasan Matematika Siswa SMA Terhadap Sudden Test Matematika Ditinjau dari Tingkat Kemampuan Matematika Siswa Wibowo, Angga Setiawan Adi; Ismail, Ismail
MATHEdunesa Vol. 13 No. 2 (2024): Jurnal Mathedunesa Volume 13 Nomor 2 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n2.p420-432

Abstract

Mathematics anxiety is a feeling of anxiety, tension, or fear that interferes with your ability to do mathematics and chooses to avoid situasions related to mathematics. Mathematics anxiety is experienced by students who are not good at mathematics or who are good at mathematics. Factors that make atudents experience mathematics anxiety include daily tests, class promotion exam, sudden test, and so on. The research conducted aims to desribe the level of high schol students mathematics anxiety towards sudden mathematics test in terms of the level of students mathematics ability. This research is a descriptive research with a qualitative approach. The subjects in this study were 3 students with different levels of mathematics ability. The research was conducted using instruments including mathematics test worksheets, and interview guidelines. The results of this study showed that students with high levels of mathematics ability experienced very low mathematics anxiety, students with moderate levels of mathematics ability experienced low mathematics anxiety, and students with low levels of mathematics ability experienced high mathematics anxiety.
Proses Berpikir Kreatif Siswa SMP dalam Menyelesaikan Soal Open Ended Ditinjau dari Kemampuan Matematika pada Materi Segiempat Safitri, Windy Irma; Rahaju, Endah Budi
MATHEdunesa Vol. 13 No. 2 (2024): Jurnal Mathedunesa Volume 13 Nomor 2 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n2.p514-534

Abstract

Mathematics is one of the disciplines and is a very important knowledge, especially in today's era of sophisticated technology. Creative thinking is a person's mental activity that produces new ideas that are relatively different from previously held knowledge that is useful for solving a problem at hand. Each student has different mathematical abilities that affect students' creative thinking process in solving math problems. The purpose of this study is to describe the creative thinking process of junior high school students based on high, medium, and low levels of mathematical ability in solving open ended problems on quadrilateral material. This research uses a qualitative approach with descriptive research type. This research was conducted on seventh grade students at Junior High School 2 Kesamben in the even semester of the 2022/2023 school year. Indicators of the stages of the creative thinking process in this study are synthesizing ideas, building ideas, planning the application of ideas, and determining ideas. The results of this study are students with high mathematics ability in (1) synthesizing ideas, namely by understanding, reading the problem two to three times, and identifying what is known in the problem; (2) building ideas, namely by sketching and imagining a rectangular flat shape as a first step to bring up the idea; (3) planning the application of ideas, namely by considering the ease of the method and using alternative ideas; (4) applying ideas, namely by writing down the steps that have been planned. For students with moderate mathematics ability in (1) synthesizing ideas by understanding, reading the problem twice, and identifying what is known in the problem; (2) in constructing ideas, namely by imagining the shape of a rectangular flat shape as a first step to bring up the idea; (3) planning the application of ideas by considering convenience and using alternative ideas; (4) implementing ideas by writing down the steps that have been planned. For students with low mathematics ability in (1) synthesizing ideas by understanding, reading the problem twice; (2) building ideas by imagining and describing the shape of a rectangular flat shape (3) planning the application of ideas carefully because they are sure they can solve the problem; (4) applying ideas by writing down the planned steps.
Eksplorasi Etnomatematika Pada Peninggalan Sejarah Dan Budaya Sumenep Alvianto, Achmad Luthfi; Setianingsih, Rini
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p234-254

Abstract

In a culture that is spread across various societies, mathematical concepts are applied in it. The mathematical concept contained in this folk culture is called ethnomathematics. This study aims to find and describe mathematical concepts spread in the historical and cultural heritage of the Sumenep district community. This research is a qualitative descriptive study using an ethnographic approach. The research data were obtained from related literature, observations, interviews, documentation, and field notes. The informants in this study were a historian, a tourism ambassador, a royal family, three market traders, a Tong-tong activist, a traditional dancer, a batik entrepreneur, and a keris craftsman. The results showed that in daily activities and the culture in the Sumenep district, mathematical concepts are used by the people of Sumenep district. The Sumenep people use geometric concepts, namely straight lines, curved lines, parallels, triangles, squares, rhombuses, trapezoids, circles, cubes, beams, prisms, pyramids, cones, balls, and tubes in building designs and traditional games. The community also uses the concept of geometric transformation, namely congruence, translation, dilation, rotation, and reflection on the batik motifs they make. Also found the concept of set and comparison; these concepts are used in traditional Sumenep dance. With the study of mathematics in this culture, mathematics learning becomes more varied and contextual so that students will more easily understand abstract mathematical concepts.
Keterampilan Berpikir Kritis Siswa SMP dalam Menyelesaikan Masalah pada Materi Lingkaran Ditinjau dari Gaya Belajar Siswa Izzati, Rafika Annisa'Elya; Masriyah, Masriyah
MATHEdunesa Vol. 13 No. 2 (2024): Jurnal Mathedunesa Volume 13 Nomor 2 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n2.p318-334

Abstract

Keterampilan berpikir kritis siswa dengan menggunakan kurikulum 2013 terjadi karena pembiasaan dalam menyelesaikan masalah dan lingkaran sering digunakan dalam berbagai penyelesaian masalah kehidupan sehari-hari. Selain itu, gaya belajar menjadi faktor pendorong untuk mencapai keterampilan berpikir kritis. Adapun rumusan masalah pada penelitian ini adalah bagaimana hasil keterampilan berpikir kritis siswa SMP dengan gaya belajar visual, auditorial, dan kinestetik dalam menyelesaikan masalah materi lingkaran. Penelitian ini menggunakan pendekatan kualitatif. Subjek penelitian ini adalah 3 siswa yang terdiri dari 1 perwakilan siswa dari setiap gaya belajar. Metode pengumpulan data pada penelitian ini menggunakan angket gaya belajar siswa, tugas menyelesaikan masalah materi lingkaran (TMMML) dan wawancara. Hasil Penelitian ini adalah (1) subjek dengan gaya belajar visual kurang dalam keterampilan berpikir kritis indikator analisis, (2) subjek dengan gaya belajar auditorial kurang dalam keterampilan berpikir kritis indikator interpretasi dan analisis, (3) subjek dengan gaya belajar kinestetik kurang dalam keterampilan berpikir kritis indikator analisis dan evaluasi.
Pengembangan Game Edukasi Berbasis Android dengan Articulate Storyline Pada Materi Sistem Koordinat Ulum, Qoidatul; Manoy, Janet Trineke; Fiangga, Shofan
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p16-41

Abstract

There are still many learners who have difficulty in coordinate system material. Efforts to overcome the difficulties of students in mathematics lessons coordinate system material, one of which is the use of learning media. One of the media that can be used in learning in the current era is interactive learning media. However, there are many obstacles experienced by teachers in making interactive learning media. Currently, interactive learning media is needed that allows students to learn material that can be accessed by students anywhere independently and without teacher assistance. Educational games can be developed in the form of applications that run using smartphones to make them more practical and easy to use by students. But more students use smartphones just for fun, such as playing games that have nothing to do with learning. In order for a smartphone to be used, an operating system such as Android is needed. Based on the description above, a new and easy to work Android-based educational game is needed, so researchers chose Articulate Storyline software to create an Android-based educational game. Related to what has been described above, researchers developed an Android-based educational game with Articulate Storyline on the Coordinate System material. This study aims to describe the process of developing Android-based educational games with Articulate Storyline on Coordinate System material and describe the results of developing Android-based educational games with Articulate Storyline on valid, practical, and effective Coordinate System material. The method used in this research is development research (Reasearch and Development). The development model used in this research is the ADDIE model which includes Analysis, Design, Development, Implementation, and Evaluation. Validity instruments in the form of validation questionnaires, practical instruments in the form of student response questionnaires, and effectiveness instruments carried out pre-test and post-test. This Android-based educational game is implemented for students of grade VIII J SMPN 26 Surabaya. The results showed that, this educational game obtained a validity percentage value of 90.25% so that it can be categorized as very valid. Educational games are said to be practical because the results obtained from the student response questionnaire obtain a percentage value 89,425 % so it is categorized as very practical. The results of using this educational game are also effective because the N-gain results obtained are 0.92505847 which is in the high category.
Kemampuan Pemecahan Masalah Kontekstual Materi Statistika Ditinjau dari Adversity Quotient Hidayah, Ninik Nihayatul; Setyaningsih, Rini
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p132-144

Abstract

Problem solving competence is the ability of a person to carry out the problem solving process. This is he one of the skills a student must master after learning mathematics. Different students have different solutions when solving problems in statistical context. This is because each student has a different level of intelligence to solve problems. This intelligence is called Adversity Quotient (AQ). There are three AQ levels for him: Climber, Camper and Climber. The purpose of this study is to illustrate the ability of AQ to solve contextual problems of statistical material. This study was a descriptive study with a qualitative approach and was conducted in her 8th grade consisting of 3 of her students with different AQ levels. The research equipment used consisted of ARP, TPMS, and an interview guide. The results of this study suggested that, at the level of problem understanding, subjects who abandoned the problem were able to retell in their own language, which was different from that of the subjects who abandoned the problem, giving the language of the question a different meaning. During the planning stage, professional mountaineers understand the relationship between problems and statistical concepts and daily life and develop a very coherent and clear plan, whereas professional mountaineers and promoters develop a plan with a good understanding of the relationship between statistical concepts and daily life. During the execution phase of planning, professional movers and campers can find the right answers, but professional movers can also find the wrong answers. In the hindsight stage, the climber double-checks to reach the correct conclusion, but the climber and the climber can make fairly accurate conclusions without double-checking. Therefore, it is important for students and teachers to know problem-solving skills in the context of statistical material in order to improve comprehension and information comprehension in making logical conclusions using statistical ideas derived from statistical information about everyday problems.
Pengembangan E-Modul Interaktif Berbasis Android untuk Siswa Kelas VII SMP Materi Penyajian Data Fitriyah, Awwalul; Manoy, Janet Trineke; Fiangga, Shofan
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Program Studi S1 Matematika UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p1-15

Abstract

Technological developments in the world of education are growing rapidly, one of which is electronic modules (e-modules) which can be alternative learning media used in the teaching and learning process. This study aims to develop Android-based interactive e-module learning media that meets valid, practical, and effective criteria. It uses the ADDIE model, which consists of five stages: analysis by performance, students, curriculum, and media. The design stage involves material preparation, instrument manufacturing, flowcharts, and storyboards. The development phase involves interactive e-modules based on Android, media validation, revision, and limited trials. The implementation phase involves implementing the e-module for class VII students at SMPN 26 Surabaya. The Evaluation stage is carried out by analyzing the results of the research that has been done.The results of the development of this media are suitable for use based on predetermined criteria. The first criterion is that learning media has been declared very valid with a score of 82.7% for the design, a score of 81.2% for the material, and the validity of the test questions which get a score of 86.1%. The second criterion is that learning media is declared practical by the percentage of student response questionnaires of 77.7%. The third criterion is that the learning media is declared effective and there is a significant difference between the results of student scores before and after using the e-module as evidenced by the average N-Gain score of 0.79.
Kemampuan Pemecahan Masalah Kolaboratif Siswa SMP dalam Menyelesaikan Masalah Kontekstual Persamaan Linear Satu Variabel Khoiriyah, Siti; Siswono, Tatag Yuli Eko
MATHEdunesa Vol. 13 No. 3 (2024): Jurnal Mathedunesa Volume 13 Nomor 3 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n3.p674-693

Abstract

Collaborative problem solving is an important skill to be mastered in education and work. Collaborative problem solving helps reduce the failure of individual problem solving. This type of research is a descriptive qualitative research that aims to describe the collaborative problem solving ability of grade 7 junior high school students in solving contextual problems of linear equations of one variable. The subjects in this study were six students who were divided into two heterogeneous groups, namely: a group of students consisting of one student each with high, medium and low mathematics abilities. The other group consisted of 2 students with low math ability and 1 student with high math ability.The results showed that the high, medium, and low math ability groups were more successful in solving the given problems than the low and high math ability groups. Both heterogeneous groups designed and implemented problem-solving activities fairly well. But for more complex problems, both groups could not solve well. Students with high mathematical abilities in both groups dominated and contributed more to the solution. Medium ability students are encouraged to be actively involved and contribute to problem solving. While students with low ability are more likely to be passive but one of the low ability students in the high and low groups is quite encouraged and contributes enough in problem solving.
Berpikir Reflektif Siswa SMP dalam Menyelesaikan Soal AKM Numerasi Ditinjau dari Gaya Kognitif Sistematis-Intuitif 'Aini, 'Adiilah Qurratul; Susanah, Susanah
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p283-299

Abstract

Penyelesaian Soal Cerita Peserta Didik SMP Ditinjau dari Gaya Belajar Rosiandi, Annafi; Masriyah, Masriyah
MATHEdunesa Vol. 13 No. 1 (2024): Jurnal Mathedunesa Volume 13 Nomor 1 Tahun 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathedunesa.v13n1.p69-93

Abstract

Solving story problems is one of the processes related to learning to solve problems. Therefore the process of solving story problems can also be said as a problem solving process. The purpose of this study is to describe solving story problems for junior high school students who have visual, auditory, and kinesthetic learning styles. This research is a descriptive study using a qualitative approach. The subjects in this study were class VIII students of SMP Negeri 1 Plumpang. The instruments used in this study were a learning style questionnaire, a math ability test, story questions, and an interview guide. The subject of this study is one student from each of the visual, auditory, and kinesthetic learning styles by equalizing mathematical abilities. Analysis of the results of the research data was carried out based on the results of filling out story questions by each subject which were adjusted to the stages of problem solving according to Polya. The results of this study indicate that at the stage of understanding the problem, student with visual and kinesthetic learning styles write down data that is known precisely and concisely but do not write down the data that is asked. Auditory learning style student write down data that is known correctly and incompletely and write down the data that is asked correctly. In the problem solving planning stage, student with visual, auditory, and kinesthetic learning styles explain the relationship between problems and experiences they have and use the same method or strategy in solving problems. The ability to solve problems must be mastered by each student in learning mathematics. At the planning implementation stage, student with visual and kinesthetic learning styles solve problems according to plan and check each step of work, while student with auditory learning styles solve problems not according to plan and are less thorough in checking each step of work. At the review stage, visual learning style student write conclusions correctly and check the results of answers, auditory and kinesthetic learning style student write conclusions inaccurately and do not check the results of answers.