cover
Contact Name
Adi Ihsan imami
Contact Email
adi.ihsan@fkip.unsika.ac.id
Phone
+6281220279357
Journal Mail Official
redaksi_supremum@unsika.ac.id
Editorial Address
Jl HS Ronggowaluyo, TelukJambe Timur, Karawang
Location
Kab. karawang,
Jawa barat
INDONESIA
SJME (Supremum Journal of Mathematics Education)
ISSN : 25493639     EISSN : 25488163     DOI : https://doi.org/10.35706/sjme
Core Subject : Education,
The Journal invites original research articles and not simultaneously submitted to another journal or conference. The whole spectrum of research in mathematics education are welcome, which includes, but is not limited to the following topics: Design/Development Research in Mathematics Education Educational design research is perceived as the systematic study of designing, developing and evaluating educational interventions (programs, teaching-learning strategies, and materials, products, systems) as solutions to such problems. It also aims at advancing our knowledge about the characteristics of these interventions and the processes to design and develop them. Authors could submit their work, either a validation study or a development study in mathematics education, with a comprehensive description and analysis of every stage. Mathematics Ability Mathematics ability refers to the ability (a human construct) to obtain, to process, and to retain mathematical information (cognitive) and to solve mathematics problems (pragmatic). To maintain the focus of this journal, the scope of mathematics ability includes the following abilities: reasoning, connection, communication, representation, and problem-solving. A paper is eligible for this topic if it comprehensively discusses those abilities. Affects in mathematics teaching and learning The scope deals with a basic question, how mathematics-related affects contribute to the teaching and learning of mathematics? The affects in mathematics education can be various topics such as application of models and approaches mathematics learning, beliefs, emotions, self-efficacy, confidence, motivations, identity, mathematics anxiety, etc. ICT in Mathematics Education The advance of information and communication technology (ICT) has been the concern of all human life, including in education. When all students use technology, education must be the first one to utilize it for the sake of effectiveness and attractiveness.
Articles 167 Documents
Pengembangan Bahan Ajar Interaktif Berbantuan Aplikasi Book Creator dengan Model Problem Based Learning Nisa, Sefiya Khoirun; Yohanie, Dian Devita; Darsono, Darsono
SJME (Supremum Journal of Mathematics Education) Vol 8 No 2 (2024): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v8i2.11553

Abstract

The objective of this research is to develop interactive learning materials supported by the Book Creator application. Leveraging advancements in information technology is essential for enhancing interactivity in school learning processes. Book Creator facilitates the creation of interactive digital books for classroom use or independent study by students. The research employed a development method, or R&D, utilizing the 4D model. The research instrument uses a questionnaire and test. Expert assessments in media, material, and practitioner confirmed the product's validity with scores of 85.5%, 85%, and 92,3%, signifying a very high validity level. The practicality and effectiveness of the product is proven through testing on students. Average score of 89% from students in limited testing. Subsequent broader testing showed an average score of 86.7%, underscoring the material's practicality. Effectiveness is seen based on the increase in the number of students who have scores above the KKM with an initial percentage of 40% to 84%, indicating that teaching materials have effective criteria.
Kemampuan Representasi Matematis Siswa Kelas VII Menggunakan Problem Based Learning Berbantuan E-LKPD Fatrina, Adisyah; Nuraeni, Zuli; Mulyono, Budi; Yukans, Septy Sari; Mansur , Nabilah
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.187

Abstract

Matematika merupakan ilmu dasar yang esensial dalam kehidupan sehari-hari dan pendidikan. Kemampuan representasi matematis menjadi salah satu kompetensi penting yang perlu dikuasai siswa untuk memahami konsep matematika, mengkomunikasikan ide, dan memodelkan situasi kehidupan nyata. Namun, rendahnya kemampuan representasi matematis siswa kerap menjadi kendala dalam pembelajaran. Penelitian ini bertujuan untuk menganalisis kemampuan representasi matematis siswa kelas VII SMP Muhammadiyah 4 Palembang dengan menggunakan model Problem-Based Learning (PBL) berbantuan E-LKPD berbasis Wizer.me pada materi himpunan. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan subjek siswa kelas VII.U.1 yang dipilih secara purposive sampling berdasarkan rekomendasi guru. Instrumen penelitian meliputi tes tertulis dan wawancara semi-terstruktur. Hasil penelitian menunjukkan bahwa rata-rata kemampuan representasi matematis siswa berada pada kategori sedang (74,19%). Sebanyak 60,71% siswa masuk kategori tinggi, sedangkan 39,29% siswa berada pada kategori sedang. Tiga indikator representasi yang dianalisis adalah representasi simbolik, verbal, dan visual. Penggunaan PBL berbantuan E-LKPD terbukti meningkatkan antusiasme siswa melalui aktivitas kelompok dan media pembelajaran interaktif. Namun, masih ditemukan beberapa kekurangan, seperti kurangnya kelengkapan informasi dan ketepatan dalam menggambarkan diagram Venn. Penelitian ini merekomendasikan pengembangan lebih lanjut media pembelajaran berbasis teknologi untuk meningkatkan kemampuan representasi matematis siswa.
Kemampuan Representasi Matematis Siswa dalam Pembelajaran Pemodelan Matematika pada Materi Aplikasi Program Linear Muharani, Ade; Kurniadi, Elika; Araiku, Jeri
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.186

Abstract

Kemampuan representasi matematis memungkinkan siswa dapat menciptakan dan menggunakan representasi untuk mengutarakan ide-ide, memecahkan suatu masalah, memodelkan serta menginterpretasikan suatu fenomena-fenomena sehingga kemampuan ini menjadi aspek yang sangat penting dari pembelajaran matematika sekolah. Penelitian ini merupakan penelitian deskriptif kualitatif yang bertujuan untuk mengetahui kemampuan representasi matematis siswa dalam pembelajaran pemodelan matematika pada materi aplikasi program linear. Penelitian dilaksanakan di SMA Sriguna Palembang dengan subjek penelitiannya yaitu 35 siswa kelas XI. Metode pengumpulan data untuk penelitian ini yaitu pemberian soal tes kemampuan representasi matematis sebanyak 3 soal yang digunakan untuk melihat kemampuan representasi matematis siswa, serta pelaksanaan wawancara yang digunakan untuk mengetahui pemikiran dan kesulitan siswa dalam menyelesaikan permasalahan. Dari hasil analisis jawaban siswa serta wawancara dapat disimpulkan bahwa ketercapaian pada indikator menyajikan kembali informasi 72%; merumuskan masalah ke dalam bentuk model matematika 66%; menggunakan representasi visual untuk menyelesaikan permasalahan 34%; menuliskan interpretasi matematis 15%; dan melakukan verifikasi hasil 10%. Ini menunjukkan bahwa kemampuan representasi matematis siswa dalam pembelajaran pemodelan matematika perlu ditingkatkan lagi, terutama pada penyelesaian masalah dan melakukan representasi bentuk visual.
Optimalisasi Kemampuan Pemecahan Masalah Matematika melalui Implementasi Pembelajaran Problem Based Learning (PBL): Systematic Literature Review Siswanto, Eko; Rahayu, Wardani; Meiliasari, Meiliasari
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.185

Abstract

Model Problem Based Learning (PBL) memberikan peluang bagi siswa untuk mengasah keterampilan berpikir kritis, analitis, dan kemampuan memecahkan masalah melalui partisipasi aktif dalam pembelajaran matematika. Penelitian ini bertujuan untuk mengeksplorasi implementasi PBL dalam meningkatkan kemampuan pemecahan masalah matematika siswa. Metodologi yang diterapkan dalam penelitian ini adalah Systematic Literature Review (SLR) dengan mengikuti Protokol PRISMA. Hasil analisis menunjukkan bahwa PBL merupakan pendekatan yang sangat efektif dalam memperbaiki kemampuan pemecahan masalah matematis siswa. Berbagai studi menunjukkan bahwa PBL secara konsisten menghasilkan performa yang lebih baik dibandingkan metode pembelajaran tradisional dalam meningkatkan kemampuan pemecahan masalah matematika di berbagai jenjang pendidikan, mulai dari dasar hingga menengah atas. PBL terbukti menjadi metode pembelajaran yang ampuh dalam meningkatkan kemampuan pemecahan masalah matematika siswa melalui partisipasi aktif, penerapan konteks nyata, peran guru sebagai fasilitator, serta penguatan kemandirian dan kemampuan berpikir kritis siswa.
Pengembangan E-Modul Matematika Interaktif dengan Canva dan Flipping Book: Meningkatkan Aktivitas Belajar Siswa Materi Geometri Ekasari, Shelvina Mei; Chrisnawati, Henny Ekana; Kurniawati, Ira
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.184

Abstract

Tujuan penelitian ini adalah untuk membuat e-modul interaktif yang membantu siswa meningkatkan aktivitas belajarnya. Banyak penelitian yang menyatakan adanya korelasi positif antara aktivitas belajar dan hasil belajarnya. Lalu, bagaimana mengaktifkan siswa? Tentunya dengan memfasilitasi kegiatan belajar siswa, salahsatunya menyediakan sumber belajar. E-modul interaktif adalah suatu media pembelajaran yang memanfaatkan teknologi informatika untuk menampilkan teks, gambar, grafik, audio, animasi, dan video dalam proses pembelajaran, yang termuat dalam satu modul yang meliputi materi, metode, batasan dan sistem penilaian. Analisis, desain, pengembangan, implementasi, dan evaluasi yang digunakan dalam penelitian ini adalah model ADDIE. Hasil penelitian menunjukkan bahwa e-modul interaktif valid (dengan nilai rerata sebesar 0,9167 dari penilaian ahli materi dan rerata sebesar 0,8556 dari ahli media, yang berarti masuk dalam kategori sangat tinggi dan tinggi), pada penilaian kepraktisan e-modul oleh guru, rerata prosentase penilaian guru adalah 95,25% , sedangkan kepraktisan dari peserta didik, diperoleh rata-rata prosentase 98,25% yang termasuk dalam kategori sangat praktis. Untuk efektivitas, berdasar uji t , menunjukkan bahwa siswa dalam kelas eksperimen aktif dibandingkan dengan kelas kontrol. Hal tersebut, artinya e-modul interaktif ini berfungsi sebagai alternatif media pembelajaran bermanfaat untuk meningkatkan aktivitas siswa, terutama berkaitan dengan materi sifat-sifat bangun geometri yang ada di kelas VIII SMP.
Developing Android-Based Educational Games to Improve Students' Literacy in Whole Number Susanti, Ely; Aisyah, Nyimas; Suryani , Eka
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.183

Abstract

(During the learning process, the use of media and teaching materials, as well as non-routine questions, can help students improve their understanding and literacy in mathematics. One of them is game-based media designed or created to stimulate thinking skills to improve concentration and problem-solving, with attractive features such as audio, text, images, and moving animations, utilizing only links and tools on each individual's Android phone. This is also in line with the use of technology-based media in learning as formulated by the Ministry of Education and Culture through the Merdeka Curriculum. This research aims to produce valid and practical educational math game materials in the form of an Android-based game and to describe students' responses after using the game. The subjects of this research are 33 seventh-grade students from SMP SRIJAYA Palembang. The research method used is Development Research, with the model applied in the learning process being the Plomp model, which consists of 2 stages: preliminary research and prototyping. The data collection techniques are questionnaires, observations, interviews, and tests. The questionnaire is used to assess the validity and practicality of the teaching materials. Observation is used to measure learning effectiveness, while tests are used to measure students' mathematical literacy. The data analysis technique used in this research is descriptive, both quantitative descriptive and qualitative descriptive. Based on the results of the data analysis, it was found that the developed Android-based game is categorized as valid when viewed from the aspects of content, construct, language, and ICT. In addition, the Android-based game has also been categorized as practical when viewed from the aspects of ease of use, attractiveness, challenge, and its applicability in mathematics learning
Desain e-didaktis Aljabar untuk Mengatasi Learning Obstacle Siswa MTs Meika, Ika; Mulyanah, Mulyanah; Sartika, Nenden Suciyati; Sujana, Asep
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.119

Abstract

This study aims to determine the impact of the e-didactical design of algebra material adapted to the learning barriers experienced by Madrasah Tsanawiyah (MTs) students. This research was conducted using a qualitative method with a Didactial Design Research (DDR) approach involving three stages, namely: didactical situation analysis before learning, metapedidactic, and retrospective. The research was conducted at MTs Mathla'ul Anwar Baros, Banten with the research subjects being class VII students consisting of twelve students. The results of the preliminary study show that MTs students experience barriers to learning mathematics, indicated by the existence of several difficulties, namely difficulties in algebraic operations, difficulty in solving problems that require the application of mathematical concepts, difficulty solving story problems, and operating multiplication and division. The solution to overcome these learning barriers requires e-didactic design in the form of teaching materials that contain daily problems based on these student learning barriers. The results showed that the e-didactical design given can overcome the learning barriers of MTs students, where the results of the competency test show that the learning barriers experienced by students can be minimized, this is indicated by the average value of student learning outcomes of 96.67% and a standard deviation of 8.5.
Integration of Artificial Intelligence in Mathematics Learning : Systematic Literature Review : Integrasi Artificial Intelligence (AI) dalam Pembelajaran Matematika : Systematic Literature Review Sutomo, Woro Anglia Banda; Turmudi, Turmudi
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.100

Abstract

The integration of artificial intelligence (AI) in mathematics learning introduces a new paradigm in mathematics education by utilizing technology to broaden and enrich students learning experience. This study is a systematic literature review. The objective of this study is to provide in-depth insights into the integration of artificial intelligence in mathematics education and to establish a foundation for further research and development in this field. Based on the analysis of publication status, we found five research articles that examine the use of artificial intelligence (AI) in mathematics education across various educational levels, published in 11 international journals indexed by Scopus. One of the commonly used approaches is AI-driven game-based learning, alongside various other AI technologies. In the context of educational levels, unior high school stands out as the primary focus for the implementation of AI technology. Therefore, this Systematic Literature Review (SLR) provides valuable insights for further development in the integration of AI in mathematics education.
Pembelajaran Matematika dengan STEAM dalam Persepsi Siswa Arin, Arin; Aisyah, Nyimas; Susanti, Ely; Nuraeni, Zuli
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.98

Abstract

STEAM is one of the learning approaches that can be used to support students' understanding and knowledge of science, technology, engineering, art, and mathematics can increase, so that this understanding can be used to solve problems and make decisions for the progress of students. However, STEAM is still underutilized in schools. The purpose of this survey research is to describe students' perceptions of learning mathematics using STEAM. The participants in this study were 90 grade 9 students at SMP Negeri 13 Palembang. Participants were selected using voluntary and random sampling techniques. Data were collected using a questionnaire consisting of two parts, namely closed and open statements. Data were analyzed using descriptive statistics with qualitative methods. The results showed that students gave positive and negative responses to the application of STEAM in learning. Students agree that STEAM can increase their motivation and activity in learning. On the other hand, some students choose to apply learning without media because they prefer learning directly delivered by the teacher. This contributes to students' difficulties in mastering math concepts. The results of this study provide useful insights for future research in learning approaches used in teaching.
Analisis Kemampuan Literasi Numerasi Siswa dalam Menyelesaikan Soal AKM Ditinjau dari Gaya Belajar dan Self Esteem Mardhiyana, Dewi; Najibufahmi, Muhamad
SJME (Supremum Journal of Mathematics Education) Vol 9 No 1 (2025): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v9i1.97

Abstract

This study aims to analyze students' numeracy literacy skills in solving AKM questions in terms of learning style and self-esteem. Apart from that, to find out the factors that cause students' difficulties in solving numeracy literacy skills questions when viewed from varying learning styles and self-esteem. This research is qualitative research with a descriptive approach. Data collection methods were carried out using tests, questionnaires and interviews. The test is used to measure students' numeracy literacy skills which consists of 4 domains and each domain consists of 3 questions, so there are 12 questions. The questionnaire is used to determine students' learning styles according to David Kolb and students' self-esteem categories. Interviews is used to determine factors causing students' difficulties in solving numeracy literacy skills questions. The data analysis technique uses concepts according to Miles and Huberman, namely data reduction, data display, and conclusion drawing/verification. The research results showed that students' numeracy literacy skills in solving AKM questions are in the quite good category. The factors that cause students' difficulties in solving numeracy literacy skills questions are that students are not careful enough, don't want to try, don't understand the questions, can't find a way to solve them, can't solve problems, and make mistakes when doing calculations.