cover
Contact Name
Rani Darmayanti
Contact Email
ranidarmayanti1990@gmail.com
Phone
+6282245549135
Journal Mail Official
editorjurnal@assyfa.com
Editorial Address
https://www.journal.assyfa.com/index.php/dpjpm/EditorialTeams
Location
Kab. pasuruan,
Jawa timur
INDONESIA
Delta-Phi Jurnal Pendidikan Matematika
ISSN : 29880696     EISSN : 29880696     DOI : https://doi.org/10.61650/dpjpm
Core Subject : Education, Social,
Delta-Phi Jurnal Pendidikan Matematika is a primary source for academics and professionals in the fields of learning development throughout the world. This Journal receives and publishes articles about theoretical perspectives, methodological developments and high-quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training. Delta-Phi Jurnal Pendidikan Matematika has the Open Journal System (OJS) is a mathematical education journal published three times a year in April, Auguts and December by CV. Bimbingan Belajar Assyfa Pasuruan. Delta-Phi Jurnal Pendidikan Matematika publishes original article of research result in mathematics education, problem solving, creative thinking, contextual learning, learning innovation, learning evaluation, learning media, didactic / methodology of mathematics learning. Delta-Phi Jurnal Pendidikan Matematika concerning Mathematics Education field.
Articles 50 Documents
Interactive Digital Media PanPinRu as an Effort to Increase Interest in Learning Students in Linear Equations of One Variable Afifah, Ani; Ainiyah, Dewi; Hamzah Dehham, Sabeeha
Delta-Phi: Jurnal Pendidikan Matematika Vol. 2 No. 3 (2024): Delta-Phi: Jurnal Pendidikan Matematika (December)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v2i3.109

Abstract

This study aims to evaluate the effectiveness of interactive digital-based PanPinRu (Segment Moving Board) media in increasing the learning interest of class VII A students at SMP Darul Ulum 5 Grati on One Variable Linear Equations. The research method used is Design-Based Research, which emphasizes the iterative process of media development and implementation through collaboration between researchers, teachers, and students in a real classroom environment. PanPinRu media was developed as an interactive digital application that allows students to manipulate variables and constants virtually. It is equipped with automatic feedback features and game-based challenges (gamification). Data were collected through observations, learning interest questionnaires, interviews, and learning outcome tests, then analyzed qualitatively and quantitatively. The results showed that integrating interactive digital-based PanPinRu media significantly increased students' learning interest, with an average student response score of 65.57 (increased category) and an average student learning outcome of 84.74, which exceeded the Learning Objective Achievement Criteria. This finding confirms that interactive technology in mathematics learning media can be an innovative solution to improve student motivation and learning outcomes in the One Variable Linear Equation material
The Influence of the Use of Interactive Digital Media in Sewing Pattern Activities on Students' Cognitive Aspects and Mathematical Abilities Ahmed, Muhammedalameen; Darmayanti, Rani; Purnamasari, Purnamasari
Delta-Phi: Jurnal Pendidikan Matematika Vol. 2 No. 3 (2024): Delta-Phi: Jurnal Pendidikan Matematika (December)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v2i3.114

Abstract

-Cognitive abilities are critical for children to develop knowledge through sensory experiences. This study aims to determine the effect of the use of interactive digital media in sewing pattern activities on the cognitive development and creativity of children in Group B at Idhata Bucinri Kindergarten, Pangkajene Regency. This study used a quasi-experimental method with a pretest-posttest control group design. The subjects of the study were 17 children in Group B, where each child had an equal opportunity to participate in this activity, such as in the concept of probability. The children were divided into two groups: an experimental group that used interactive digital media as a sewing guide, and a control group that used conventional methods. The study was conducted for 10 days, with cognitive and creative aspects measured before and after treatment. The results showed that the group that used interactive digital media experienced a significant increase in cognitive and creative aspects compared to the control group. This increase can be expressed as asignificant difference between the averages of the two groups. The use of interactive digital media as media content in sewing pattern activities has proven effective in supporting students' cognitive development.
Exploring the Use of the "Quadratic Equation Board" Teaching Aid to Improve Seventh-Grade Students' Understanding of Quadratic Fatra, Maifalinda; Dhakal, Amrit
Delta-Phi: Jurnal Pendidikan Matematika Vol. 2 No. 3 (2024): Delta-Phi: Jurnal Pendidikan Matematika (December)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v2i3.119

Abstract

-This study aims to explore the impact of using the Quadratic Equation Board in improving seventh-grade students' understanding of quadratic equations through a qualitative research approach. Unlike previous studies that used experimental methods, this study relied on in-depth interviews, classroom observations, and document analysis to obtain a comprehensive overview of students' learning experiences and teachers' perceptions of the use of this innovative tool. Data were collected from students and teachersdirectly involved in the learning process using the Quadratic Equation Board. The results indicate that this tool can increase student engagement, facilitate understanding of the abstract concept of quadratic equations, and encourage active participation in classroom discussions. These findings emphasize the importance of integrating innovative learning media based on concrete teaching aids into mathematics lessons to create a more interactive and meaningful learning environment. This study recommends that mathematics teachers consider using similar tools to improve the quality of classroom instruction.
Visual Analysis and Interactivity of Board Games as an Innovation in Sequence and Series Learning: A Phenomenological Study of Junior High School Students Choirudin, Choirudin; Astuti, Puji; Hazarika, Anurag
Delta-Phi: Jurnal Pendidikan Matematika Vol. 2 No. 3 (2024): Delta-Phi: Jurnal Pendidikan Matematika (December)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v2i3.146

Abstract

This study aims to analyze in-depth students' experiences using board games specifically designed for learning sequences and series at the junior high school level. This study adopted a phenomenological method to explore students' perceptions, motivations, and interactions during the learning process. The board game not only presents a summary of formulas and practice problems but also emphasizes visual aspects and interactivity as part of the media content integrated into the learning. Data were collected through participant observation, in-depth interviews, and student reflections after the board game learning session. The results showed that the attractive visual design and interactive elements of the board game increased enthusiasm, engagement, and a more meaningful understanding of social arithmetic concepts. Students felt more motivated and active in group discussions and were able to relate mathematics material to real-life situations through play. These findings emphasize the importance of innovative game-based learning media that emphasizes visual aspects and interactivity to create enjoyable and effective learning experiences.
Effectiveness Of Square Board Media for Quadratic Equations on Improving Student Learning on Quadratic Equations In'am, Akhsanul; Umezurike John, Ezugwu; Eko Setiawan, Ruly
Delta-Phi: Jurnal Pendidikan Matematika Vol. 2 No. 3 (2024): Delta-Phi: Jurnal Pendidikan Matematika (December)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v2i3.100

Abstract

This study investigates the effectiveness of the square board as a teaching tool to improve students' learning outcomes in quadratic equations. This research is motivated by persistent global challenges in mathematics education, particularly regarding students' difficulties in understanding and solving quadratic equations due to their abstract and complex nature. The square board, which provides a visual and interactive approach, is designed to help students concretely visualize completing the square and the structure of quadratic equations. Using a quasi-experimental design, this study involved high school students divided into experimental and control groups. The experimental group received instruction using the square board, while the control group was taught using conventional methods. Data were collected through pre-tests and post-tests to measure conceptual understanding and problem-solving abilities. The results showed that students taught with the square board demonstrated significantly higher improvements in conceptual understanding and procedural fluency than those in the control group. These findings suggest that the square board increases engagement and motivation and addresses common misconceptions and procedural challenges associated with quadratic equations. This study contributes to the growing literature on innovative mathematics teaching methods by providing empirical evidence for using concrete manipulatives in algebra learning. This study also highlights the need for further research on integrating visual and interactive media in mathematics classrooms to support deeper learning and improve student learning outcomes.
Identification of Junior High School Students' Experiences in Using Question Card Media for Algebra Learning Qomaria, Nur; Afifah, Ani; Manivannan, Rathish
Delta-Phi: Jurnal Pendidikan Matematika Vol. 3 No. 1 (2025): Delta-Phi: Jurnal Pendidikan Matematika (April)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v3i1.105

Abstract

This study aims to explore junior high school students' experiences in using Question Card media in algebra learning. Using a qualitative approach, this study involved 26 students of grade VII B at SMP Darul Ulum 5 Rebalas as the main participants. Data were collected through classroom observations, interviews, and student response questionnaires to understand perceptions, engagement, and challenges faced during the learning process using Question Cards. The results showed that Question Card media was able to increase students' interest, attention, and engagement in algebra learning. Most students stated that using Question Cards made learning more interactive, enjoyable, and helped them understand abstract algebraic concepts. Data analysis showed that the level of student learning interest was in the high category (74.7%), with indicators of engagement and attention also showing high percentages. However, there were some students who still felt more comfortable with conventional methods, so further adaptation was needed. These findings confirm that Question Card media can be an innovative alternative in mathematics learning, especially algebra, to enhance students' learning experiences actively and meaningfully. This study recommends the development of similar media and training for teachers to optimize the use of interactive media in mathematics learning at the junior high school level.
Exploration of Students' Experiences with Mobile-Based Mathematics Learning Media: A Study of MTs Students in Pasuruan Ariansyah, Fitroh; Muhammad Yousaf Farooq, Syed; Munif, Ahmad
Delta-Phi: Jurnal Pendidikan Matematika Vol. 3 No. 1 (2025): Delta-Phi: Jurnal Pendidikan Matematika (April)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v3i1.107

Abstract

-In today's digital era, educational innovation is crucial for improving student learning, particularly in mathematics, which is often perceived as challenging. This study explores students' experiences and perceptions of the use of mobile-based mathematics learning media at the Madrasah Tsanawiyah (MTs) level in Pasuruan Regency. Using a qualitative approach, nine ninth-grade students were selected as primary participants. Data were collected through in-depth interviews, participant observation, and focus group discussions (FGDs), allowing researchers to understand the dynamics of students' interest, engagement, and challenges during mobile learning. Data analysis was conducted thematically to identify patterns in student experiences, perceived ease of use, and the impact of mobile media on understanding mathematical concepts such as algebra and geometry. The results showed that the majority of students experienced increased interest and engagement in learning thanks to the interactive features and flexible access offered by mobile media. Students also reported improved understanding of previously difficult material. However, several challenges remained, such as the need for technical assistance and adaptation to new methods. This study emphasizes the importance of a qualitative approach in understanding student learning experiences and provides recommendations for developing digital learning media that are responsive to student needs. These findings are expected to serve as a reference for educators and educational technology developers in designing more effective and meaningful learning innovations.
Pengaruh Pendekatan Etnomatematika Berbasis Proyek terhadap Peningkatan Efikasi Diri Siswa SMA pada Materi Limit Fungsi Aljabar Afifah, Ani; Setiawan , Agus; Dita Anggraeni, Aulia; Darmayanti, Rani
Delta-Phi: Jurnal Pendidikan Matematika Vol. 1 No. 2 (2023): Delta-Phi: Jurnal Pendidikan Matematika (August)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v1i2.202

Abstract

Penelitian ini bertujuan untuk menguji pengaruh Project-Based Learning (PBL) terhadap peningkatan Self-Efficacy siswa SMA pada materi Limit Fungsi Aljabar. Rendahnya self-efficacy siswa yang menjadi tantangan utama dalam penguasaan matematika abstrak menjadi latar belakang penelitian ini. Penelitian ini menggunakan rancangan quasi eksperimen (Nonequivalent Pretest-Posttest Control Group Design) dengan sampel dibagi menjadi kelompok eksperimen (yang memperoleh PjBL Ethnomathematics, menggunakan konteks media Pizza/Potato Chips) dan kelompok kontrol (pembelajaran konvensional). Instrumen utama yang digunakan adalah Mathematical Self-Efficacy Questionnaire yang dikembangkan berdasarkan teori Bandura. Hasil Independent Sample T-test pada skor posttest menunjukkan adanya perbedaan yang sangat signifikan (p < 0,05) antara kedua kelompok, dengan skor rata-rata kelompok eksperimen lebih tinggi. Analisis Skor Penguatan Ternormalisasi (N-Gain) mengonfirmasi bahwa peningkatan efikasi diri pada kelompok eksperimen berada dalam kategori "Tinggi" (N-Gain > 0,70), jauh melebihi kelompok kontrol. Disimpulkan bahwa Pendekatan Etnomatematika Berbasis Proyek efektif dalam meningkatkan efikasi diri siswa karena memberikan penguasaan dan pengalaman tidak langsung melalui proyek kontekstual dan kolaboratif. Temuan ini menekankan pentingnya peningkatan dimensi afektif dalam pembelajaran matematika, sejalan dengan SDG 4 (Pendidikan Berkualitas).
Meningkatkan Hasil Belajar Matematika Siswa melalui Pendekatan Komputasi dan Pendekatan Pemecahan Masalah Polya Chusniah, Risa; Afifah, Ani
Delta-Phi: Jurnal Pendidikan Matematika Vol. 3 No. 2 (2025): Delta-Phi: Jurnal Pendidikan Matematika (August)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v3i2.934

Abstract

This study aims to analyze the improvement of students' mathematics learning outcomes through the application of the Computational Thinking approach and the Polya problem-solving approach. This study used a quasi-experimental method with a Non-Equivalent Control Group Design. The subjects were 28 students of class VIII A of SMP Negeri 4 Pasuruan as the experimental group and 23 students of class VIII B as the control group. The instruments used were pretest and posttest tests on the data centering material. Data analysis was carried out using the Wilcoxon Signed Rank test because most of the data were not normally distributed. The test results showed a significant improvement in both groups after treatment. However, the improvement achieved by students in the Computational Thinking group was higher than that of the Polya group. This proves that Computational Thinking is more effective in encouraging students to think systematically, analytically, and reflexively in solving mathematical problems.
Pengembangan E-Modul Interaktif Berbasis Articulate Storyline Dengan Konteks Kewirausahaan Bisnis Laundry Untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa Salsabila, Sahna Shofa; Darmayanti, Rani; Farooq, Syed Muhammad Yousaf
Delta-Phi: Jurnal Pendidikan Matematika Vol. 3 No. 3 (2025): Delta-Phi: Jurnal Pendidikan Matematika (December)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v3i3.936

Abstract

Penelitian pengembangan ini berlatar belakang pada kebutuhan mendesak untuk meningkatkan Kemampuan Pemecahan Masalah Matematika (PPM) siswa yang masih rendah, melalui intervensi media pembelajaran digital yang kontekstual dan relevan dengan dunia kewirausahaan, dengan memilih bisnis laundry sebagai fokus studi kasus. Tujuan penelitian ini adalah menghasilkan cetak biru (blueprint) E-Modul Interaktif berbasis Articulate Storyline yang valid untuk meningkatkan PPM siswa, yang difokuskan pada perumusan spesifikasi produk. Metode Penelitian yang digunakan adalah desain Research and Development (R&D) model 4D (Define, Design, Develop, Disseminate), yang dibatasi hanya sampai tahap Definisi (Analisis Kebutuhan) dan Perancangan. Teknik Pengumpulan Data melibatkan tinjauan literatur, observasi langsung pada operasional usaha laundry, dan dokumentasi data operasional serta data jurnal empiris yang relevan. Instrumen utama yang digunakan adalah pedoman observasi, panduan dokumentasi, dan matriks review literatur. Analisis data pada tahap Definisi menggunakan Sintesis Tematik untuk mengintegrasikan temuan Analisis Awal, Siswa, Konsep, dan Tugas, yang kemudian dikelompokkan menjadi tema-tema kebutuhan desain produk. Temuan utamanya adalah: 1) Urgensi penggunaan media interaktif berbasis teknologi; 2) Justifikasi pemilihan Articulate Storyline; dan 3) Perumusan tema desain (Pedagogis, Teknologi, Kontekstual) yang memandu pembuatan konten matematika (seperti Sistem Persamaan Linier Dua Variabel) berbasis skenario laba/rugi bisnis laundry. Output akhirnya berupa Story Board rinci E-Modul dan kisi-kisi instrumen evaluasi