cover
Contact Name
Usmiyatun
Contact Email
jtlm@umm.ac.id
Phone
+6282354744848
Journal Mail Official
jtlm@umm.ac.id
Editorial Address
Jl. Raya Tlogomas No.246, Babatan, Tegalgondo, Kec. Lowokwaru, Kota Malang, Jawa Timur 65144
Location
Kota malang,
Jawa timur
INDONESIA
Journal of Teaching and Learning Mathematics (JTLM)
ISSN : jtlm@umm     EISSN : 3025745x     DOI : prefix 10.22219
Core Subject : Education,
Journal of Teaching and Learning Mathematics covers problems. Research on the subject of Teaching and Learning Mathematics. Focuses on Information Technology-based mathematics teaching and learning
Articles 21 Documents
Bloom Anderson's Taxonomy-Based Cognitive Level Analysis of Grade 10 Interactive Mathematics Book Questions Samsudi, Moh; Gafrillia, Annisa Lathifa; Hazarika, Anurag
Journal of Teaching and Learning Mathematics Vol. 1 No. 2 (2024): Journal of Teaching and Learning Mathematics (January)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v1i2.28783

Abstract

This research examines the distribution of cognitive abilities within the interactive mathematics textbook designed for 10th-grade students. The study recognizes the significance of mathematics education in nurturing students' cognitive skills. However, it also acknowledges the presence of ineffective methods that impede students' grasp of concepts and their capacity to solve problems. Employing a qualitative research approach, the study identifies and resolves questions in the interactive mathematics book. It explains each cognitive skill used to solve these questions and categorizes these skills according to Bloom's taxonomy. The findings reveal an uneven allocation of cognitive skills in both chapters. Questions falling under the application category (C3) are predominant, while those demanding higher-order thinking, such as creation (C6), are limited in number. This lack of diversity and balance underscores the necessity for incorporating a broader array of questions spanning various cognitive levels. The interactive mathematics book for 10th-grade students enhances comprehension and reinforces core principles. Nevertheless, it necessitates refinement in cognitive skill distribution, especially by including more questions that require advanced thinking. Rectifying this disparity would empower the book to foster students' critical thinking and problem-solving skills.
Contemporary Mathematics Learning: Instagram-based math learning medium increased elementary school students' math literacy Darmawati, Besse; Darmayanti, Rani; Santiago, Paulo Vitor da Silva
Journal of Teaching and Learning Mathematics Vol. 1 No. 2 (2024): Journal of Teaching and Learning Mathematics (January)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v1i2.31310

Abstract

 Modern education has shifted from teacher-centred to student-centred. This transition occurs because educators today work as instructional designers, facilitators, trainers, and learning administrators. Globalization and millennial students are destroying traditional schooling. Technology use is rising. This has adverse effects since youngsters are unwilling to utilize books to improve their mathematical literacy. This happens when pupils need help conceiving, applying, and comprehending mathematical concepts. To improve students' mathematical literacy, a teacher must create modern materials. This study is about R&D. This research produced a math learning tool for 12th-graders. The software emphasizes three-dimensional materials and is based on GeoGebra and Instagram. This study uses the Four-D development model: definition, design, development, and deployment. Modern three-dimensional educational materials made with Canva are the results of this research study. These contents will then be posted on Instagram. This essay will comprehensively analyze data collection, analysis, and Instagram content publishing. Currently, this research is in development, not distribution. Test sheets and questionnaires are used. Observation, interviews, questionnaires, and testing collect data. After observation and interviews, a questionnaire is distributed to finish the study. Pre- and post-tests assessed how GeoGebra Instagram content affected students' understanding of "point-to-point distance" in three-dimensional material. The article will detail this media's methods and results.
Application of zathura mathematics media to improve critical thinking ability Nurkhofifah, Watini; Choirudin, Choirudin; Ningsih, Eka Fitria; Anwar, M. Saidun; Setiawan, Agus
Journal of Teaching and Learning Mathematics Vol. 1 No. 2 (2024): Journal of Teaching and Learning Mathematics (January)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v1i2.31626

Abstract

This study aims to increase students' critical thinking ability through applying Zathura Mathematics media. This research is quantitative research with an experimental approach. The research was conducted at the MTs Mathla'ul Anwar Rawa Selapan school with samples from classes VII B and VII C. The data collection instrument was a validation sheet—assessment, sheet posttest, and documentation. The average value of the results Study or the mean is 47.68 and 57.59. Therefore, descriptive statistics can conclude that there is a difference between learning using Zathura Mathematics media and not using media. Sig value. (2-tailed) of 0.086 > 0.05, it is concluded that H0 is accepted and H1 is rejected, which means there is no significant difference between learning using Zathura Mathematics media and learning not using media. This research concludes that there is no significant difference between learning and using Zathura Mathematics media and learning without media. External variables may influence the research results but cannot be controlled by the researcher. However, descriptive statistics can conclude that there is a difference between learning using Zathura Mathematics media and not using media. With the results of this research, it can be said that there is an influence on the use of learning media. Zathura Mathematics can improve students' critical thinking abilities.
Analyzing mathematics formative test questions for higher-order thinking skills utilizing the Rasch model Avrinda, Clarisa Aurelia; Slazenny, Amelline; Ghani, Fahad Abdul
Journal of Teaching and Learning Mathematics Vol. 1 No. 2 (2024): Journal of Teaching and Learning Mathematics (January)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v1i2.31627

Abstract

In the present day, education is anticipated to cultivate individuals who possess the 4C competencies, which encompass creative thinking, critical thinking and problem-solving, communication, and teamwork. In the 21st century, education is of growing significance in equipping students with learning aptitude, creativity, and proficiency in using technology and information media, enabling them to thrive and adapt. This research aims to examine and explain the attributes of questions that assess higher-order thinking skills using the Rasch Item Response Theory (IRT) method. This study is a Descriptive quantitative research. This study focused on analyzing the response patterns of 70 class XI students from SMA Negeri 3 Tuban towards a formative test instrument that consisted of five answer choices. The test set is derived from the execution of formative assessments. The Rasch model was utilized for data analysis with the assistance of ConQuest. The analysis results indicate that all items conform to the Rasch model. Based on the difficulty level, 15% of the items fell into the troublesome category, while 85% were classified as moderate. The difficulty level values go from -1,094 to 1,250.
Use of Real Object Media to Improve Students' Multiplication Learning Outcomes in Elementary School Classes Hasanah, Diana Agustina; Usmiyatun, Usmiyatun; James, Mathew Lowa
Journal of Teaching and Learning Mathematics Vol. 2 No. 1 (2024): Journal of Teaching and Learning Mathematics (July)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v2i1.31629

Abstract

Penelitian ini bertujuan untuk mengamati penggunaan media benda nyata dalam meningkatkan hasil belajar siswa pada materi perkalian di kelas II Sekolah Dasar. Latar belakang penelitian ini adalah rendahnya hasil belajar matematika siswa pada materi perkalian yang masih di bawah Kriteria Ketuntasan Minimal (KKM). Subjek penelitian ini adalah siswa kelas II SDN 1 Sukamanah yang berjumlah 20 orang, yang terdiri dari 10 orang siswa laki-laki dan 10 orang siswa perempuan. Penelitian Tindakan Kelas (PTK) ini dilaksanakan pada semester ganjil tahun pelajaran 2023/2024 dengan menggunakan media benda nyata yang terdiri dari dua siklus. Metode pengumpulan data dilakukan melalui evaluasi, dan alat yang digunakan untuk mengumpulkan data adalah tes tulis pilihan ganda. Analisis data dilakukan secara mekanis dengan menggunakan persentase data kuantitatif yaitu hasil belajar. Hasil penelitian menunjukkan adanya peningkatan yang signifikan hasil belajar matematika pada materi perkalian di kelas II Sekolah Dasar. Berdasarkan analisis ketuntasan hasil belajar siswa, data awal menunjukkan presentase ketuntasan sebesar 35% dengan rata-rata kelas mencapai 57,5 ​​yang belum mencapai KKM yang ditetapkan yaitu 70. Setelah menggunakan alat peraga berupa media benda nyata pada siklus I ketuntasan mencapai 30% dengan nilai rata-rata 57,5. Pada siklus II ketuntasan meningkat menjadi 70% dengan nilai rata-rata 72,5. Oleh karena itu, siklus PTK yang dilaksanakan secara berulang menunjukkan bahwa penggunaan benda nyata efektif dalam meningkatkan hasil belajar siswa pada konsep perkalian. Dengan melibatkan media benda nyata, pembelajaran perkalian menjadi lebih menyenangkan dan relevan bagi siswa sehingga dapat mencapai hasil belajar yang lebih baik.
Interactive quiz media based on the Kahoot educational game to increase student motivation and learning outcomes Latifah, Aslihatul; Choirudin, Choirudin; Ningsih, Eka Fitria
Journal of Teaching and Learning Mathematics Vol. 2 No. 1 (2024): Journal of Teaching and Learning Mathematics (July)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v2i1.32909

Abstract

The aim of this research is to evaluate impact use of quiz media interactive educational game based on Kahoot motivation and achievement Study student before and after implementing the Kahoot game. This research uses method quantitative experimental, with variables being measured through tests, questionnaires, and interviews structured to ensure the data collected nature numeric and can analyzed in a way statistics. This research also applies technique taking sample use cluster random sampling method. Data collection techniques involve use tests and questionnaires. Data analysis was carried out using analysis variance Multivariate using Wilk's Lambda test. Research results using test description of 5 pretests and 5 posttests in class VIII A Mts Mathla'ul Anwar Rawa Selapan show that Kahoot gaming media has a significant impact to enhancement motivation and results Study student. The results of MANOVA analysis show mark significance of 0.000 for Wilk's Lambda test, which is more small from level established significance​ previously. Hence, hypothesis​ zero rejected, implies that the use of Kahoot gaming media has a significant impact on motivation and results Study student
Analysis of Student's Difficulty in Solving Mathematical Problems in Linear Programs Fitrieyah, Imamah Dien; Mabrouk, Anouar Ben
Journal of Teaching and Learning Mathematics Vol. 2 No. 1 (2024): Journal of Teaching and Learning Mathematics (July)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v2i1.33680

Abstract

This research aims to analyze students' difficulties in solving mathematical problems on linear programming material using qualitative descriptive methods based on the Polya heuristic. This research involved students with high, medium, and low abilities through analysis of written tests and student interviews. Data was collected from 30 class XI students at SMA X using specially designed written tests and in-depth interviews. Data analysis was carried out using thematic analysis techniques. The research results show that students with high abilities do not experience difficulties in working on contextual problems in linear programming material. Students with moderate abilities experience difficulty in determining the sign of inequality and the set of solution areas. Meanwhile, students with low abilities experience difficulties in various aspects, including understanding basic concepts and applying problem-solving steps. Specific examples of difficulties experienced include errors in drawing graphs and determining intersection points. As a recommendation, teachers are advised to introduce and explain problem-solving according to Polya's heuristics more concretely and systematically. For example, using Polya steps in varied practice sessions and providing specific feedback at each stage of problem-solving. In this way, students' understanding of linear programming material can be significantly improved.
Transformation of Learning Media Through TikTok: A Qualitative Study of the Influence of Viral Media "UBUR-UBUR" Vedianty, Adinda Syalsabilla Aidha; Lestari , Andika Setyo Budi; Rayungsari, Maya
Journal of Teaching and Learning Mathematics Vol. 2 No. 1 (2024): Journal of Teaching and Learning Mathematics (July)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v2i1.34482

Abstract

Technological developments have brought significant changes in learning methods. This research aims to explore the transformation of mathematics learning media through TikTok with a focus on the influence of viral content with the theme "Ubur-uber". The research methodology used is qualitative with a phenomenological approach. Data was collected through direct observation and analysis of relevant TikTok content. From the results of observations, 50 Ubur-uber-themed videos were selected based on the criteria of popularity and user interaction. Data were analyzed using thematic analysis techniques to identify main patterns and themes. The focus of the research lies in the use of Ubur-Ubur content in mathematics learning media and its impact on the teaching and learning process. The findings show that TikTok is an effective platform in the world of education, where viral Ubur-Ubur content has succeeded in making mathematics learning more interesting and efficient for students and educators. Concrete examples include increased student participation in class discussions and a better understanding of the material. The results of this research show that learning media innovation through platforms such as TikTok can make a positive contribution to the world of education. However, it was discovered that the Ubur-Ubur content on TikTok has never been researched and published in a national or international journal to test its effectiveness in terms of the validity of the media used, etc. This shows that this media is only a learning innovation, especially mathematics. By leveraging the viral nature of Ubur-Ubur content, educators can create more dynamic and interactive learning experiences. This research provides insight into the potential of TikTok as an effective educational tool and opens up opportunities for further exploration of the use of social media for educational purposes, especially in mathematics subjects.
Exploring Mathematical Creativity in the Crafting of Hex Flange Nuts: Drawing Regular Hexagons Fuat, Fuat; Senja, Maya; Labh, Ashor
Journal of Teaching and Learning Mathematics Vol. 2 No. 2 (2025): Journal of Teaching and Learning Mathematics (January)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v2i2.29600

Abstract

To realize the vision of Indonesia Emas, where digitalization is transforming various fields, it is crucial to develop computational thinking skills through mathematics learning. In this context, Scratch has emerged as an effective learning media relevant to enhancing these skills. This study aims to conduct a literature review on the application of Scratch as a mathematics learning tool to bolster students' computational thinking abilities. The research method employed is a literature study comprising three stages: organizing, synthesizing, and identifying. The findings indicate that using Scratch as a mathematics learning medium significantly influences the development of students' computational thinking skills. This impact is demonstrated by the enhancement of computational thinking abilities facilitated through Scratch as a medium for learning mathematics. The study suggests that further research is essential to explore the use of Scratch in mathematics education, focusing on students' computational thinking abilities to achieve more innovative and optimal outcomes.
Enhancing High School Students' Mathematical Problem-Solving Skills through Interactive Media: A Classroom Action Research Approach Choirudin, Choirudin; Lubis, Maesaroh; Masuwd, Mowafg Abrahem
Journal of Teaching and Learning Mathematics Vol. 2 No. 2 (2025): Journal of Teaching and Learning Mathematics (January)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v2i2.31685

Abstract

To realize Indonesia Emas, where digitalization is prevalent across various fields today, it is essential to cultivate computational thinking skills through mathematics learning. This study evaluates the effectiveness of interactive media in enhancing mathematical problem-solving skills among senior high school students. Utilizing a Classroom Action Research (CAR) approach, 60 grade XII students from a high school in Jakarta participated in this research over one semester. Interactive media, including computer applications and educational games like "MathQuest" and "Puzzle Logic," were employed to make learning more engaging and challenging. Data collection methods included classroom observations, in-depth interviews with students and teachers, and analysis of pre- and post-intervention test results. The findings indicated a significant improvement in problem-solving skills, with a 25% increase in the average final test scores compared to initial tests. Additionally, 85% of students reported heightened motivation to learn. The study underscores the importance of integrating interactive media into mathematics teaching strategies to improve students' problem-solving abilities. It recommends incorporating technology into the learning process to maximize the academic potential of students. More research is suggested on the use of interactive media in mathematics learning to achieve innovative and optimal results.

Page 2 of 3 | Total Record : 21