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AKSIOMA: Jurnal Program Studi Pendidikan Matematika
ISSN : 20898703     EISSN : 24425419     DOI : -
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AKSIOMA JOURNAL, e-ISSN: 2442-5419, p-ISSN: 2089-8703 is an information container has scientific articles in the form of research, the study of literature, ideas, application of the theory, the study of critical analysis, and Islāmic studies in the field of science Mathematics Education. AKSIOMA JOURNAL published two times a year, the period from January to June and July to December, published by the Scientific Publication Unit FKIP University of Muhammadiyah Metro.
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PENGEMBANGAN PERANGKAT PEMBELAJARAN BERBASIS PROBLEM BASED LEARNING BERBANTUAN MACROMEDIA FLASH UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH Novalisa Pratiwi; Yarman Yarman
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.9000

Abstract

This research was motivated by the suboptimal ability to solve mathematical problems of class VIII junior high school students.This research aims to produce learning tools in the form of lesson plans and worksheet based on problem based learning assisted by macromedia flash to improve students' mathematical problem solving abilities that are valid, practical and effective. This research is development research with a pilot model which consists of preliminary research, prototyping phase, and assessment phase. This research was conducted at Atthayyibah Kerinci Middle School. The results of the research show that the problem based learning tool with the help of Macromedia Flash that was developed is classified as very valid based on the expert review for the RPP, which is 3.77 and LKPD is 3.68. Meanwhile, the practicality results were 90.11% and 89.75% with very practical criteria. Apart from that, the effectiveness of the percentage of completeness of students who took the mathematical problem solving ability test for the small group stage obtained a complete percentage of 80.65% and at the field test stage obtained a complete percentage of 86.49% so it was categorized as effective. So it can be concluded that the learning tool based on problem based learning assisted by Macromedia Flash on relationship and function material is said to be valid, practical and effective.
PENGEMBANGAN E-MODUL BERBASIS PROYEK DESIGN THINKING BERBANTUAN AUGMENTED REALITY (AR) UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF Geni Puspita; Feri Tiona Pasaribu; Yelli Ramalisa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.8786

Abstract

Matematika cukup sulit untuk dipelajari oleh siswa, terutama konten geometri transformasi. Tantangan-tantangan ini dapat membatasi kemampuan siswa untuk berpikir orisinil. Selain itu, teknologi modern belum terintegrasi ke dalam proses belajar mengajar di kelas. Penelitian tersebut bertujuan untuk meningkatkan kemampuan berpikir kreatif matematis pada materi transformasi geometri dengan cara: (1) mengetahui proses pengembangan e-modul berbasis design thinking AR; dan (2) mengetahui kualitas e-modul berbasis design thinking AR. Penelitian ini diklasifikasikan sebagai penelitian pengembangan karena menggunakan teknik ADDIE. Partisipan penelitian ini adalah siswa kelas XI MIA 1 SMA Islam Al Falah Kota Jambi tahun ajaran 2022/2023. Temuan ini menunjukkan kualitas e-modul pembelajaran yang tinggi, dengan menggunakan standar validitas yang berasal dari hasil validasi materi yang menghasilkan persentase “cukup valid” sebesar 82%, dan hasil validasi desain yang menghasilkan persentase “sangat valid” sebesar 86%. Untuk kriteria kepraktisan, angket kepraktisan siswa memperoleh persentase 92,96% dengan kriteria “sangat praktis”, sedangkan angket kepraktisan guru memperoleh persentase 80% dengan kriteria “cukup praktis”. Analisis uji N-gain menghasilkan skor 78%, dengan kategori sangat efektif untuk kriteria keefektifan yang diperoleh dari kuesioner respon siswa, dan persentase 77,96% untuk kriteria “cukup efektif”. Temuan implementasi lebih lanjut menunjukkan bahwa e-modul berdasarkan proyek berpikir desain, dibantu oleh augmented reality, bermanfaat dalam meningkatkan kemampuan berpikir kreatif matematis yang dikembangkan.
DISSECTING STUDENT MISCONSTRUCTION IN TRANSFORMATIONAL ACTIVITIES SOLVES PROBLEMS THAT ALLOW COGNITIVE CONFLICT TO OCCUR Rosimanidar Rosimanidar; Purwanto Purwanto; Erry Hidayanto; I Made Sulandra
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.9457

Abstract

The transformative activity was crucial for problem-solving. In resolving problems, cognitive conflicts could arise, characterized by construction errors marked by deviations or differences from scientific concepts. Eight of the 106 students who experienced cognitive conflicts made construction errors in transformative activities. These errors were categorized into four groups. This research aimed to describe students' construction errors in transformative activities when solving problems that might lead to cognitive conflicts. The research design was phenomenological, with four subjects selected and one student from each group. Student responses and interview results served as research data, analyzed through narrative text analysis. The research findings revealed four forms of construction errors in students during transformative activities in problem-solving that might lead to cognitive conflicts: (1) pseudo construction "correct," occurring when students provide a correct answer to a problem, but upon closer examination, it was found that the clarification of the answer was incorrect; (2) pseudo construction "incorrect," happening when students gave an incorrect answer to a problem, but upon closer examination, the students had a correct thought process and could provide the right answer; (3) hole construction errors, occurring when there were inconsistencies in the construction process of concepts in students' minds; and (4) mis-analogical construction errors, occurring when students made errors in analogizing a problem with representations of other concepts. These four construction errors occurred in transformative activities based on incomplete rule-based systems. Examining these construction errors allowed instructors to improve students' transformative thinking activities according to linear equations with one variable.Aktivitas transformasional sangat penting dalam menyelesaikan masalah. Dalam penyelesaian masalah kemungkinan terjadi konflik kognitif, yaitu kesalahan konstruksi yang ditandai ada penyimpangan atau perbedaan dengan konsep ilmiah. Mahasiswa mengalami konflik kognitif sebanyak 106 orang dan 8 mahasiswanya telah melakukan kesalahan konstruksi dalam aktivitas transformasional. Penelitian ini bertujuan untuk mendeskripsikan kesalahan konstruksi mahasiswa dalam aktivitas transformasional menyelesaikan masalah yang memungkinkan terjadi  konflik kognitif. Jenis penelitian ini adalah fenomenologi dengan dipilih 4 subjek penelitian yang masing-masing 1 mahasiswa dari setiap kelompok tersebut. Jawaban mahasiswa dan hasil wawancara digunakan sebagai data penelitian. Data penelitian dianalisis melalui analisis teks naratif. Temuan penelitian diperoleh bahwa ada empat bentuk kesalahan konstruksi mahasiswa yang dibedah dalam aktivitas transformasional menyelesaikan masalah yang memungkinkan terjadi konflik kognitif, yaitu (1) pseudo construction “benar” yang terjadi saat mahasiswa memberikan jawaban benar terhadap suatu permasalahan, namun ketika ditelusuri, ternyata mahasiswa salah dalam memberikan klarifikasi jawaban; (2) Kesalahan pseudo construction “salah” yang terjadi saat mahasiswa memberikan jawaban salah terhadap suatu permasalahan, namun ketika ditelusuri mahasiswa mempunyai cara berpikir yang benar dan dapat memberikan jawaban yang benar; (3)Kesalahan lubang konstruksi (hole construction) yang terjadi saat proses konstruksi konsep dalam pikiran mahasiswa ada yang tidak sesuai;  dan (4) kesalahan mis-analogical construction yang terjadi saat mahasiswa membuat kesalahan dalam menganalogikan masalah dengan representasi konsep lain. Keempat kesalahan konstruksi tersebut terjadi pada aktivitas transformasional berbasis aturan tidak lengkap (incomplete rule-based). Penelaahan kesalahan konstruksi ini dijadikan dasar bagi dosen untuk memperbaiki aktivitas berpikir transformasional mahasiswa sesuai konsep persamaan linier satu variabel
E-COMIC MATHEMATICS OF LAMPUNG FOLKLORE “BUAYA PEROMPAK” FOR CHILDREN WITH DYSCALCULIA Binti Anisaul Khasanah; Susilo Hartono; Siti Khoiriyah
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.9809

Abstract

Media pembelajaran sudah menjadi suatu kebutuhan utama untuk mendukung tercapainya suatu tujuan pembelajaran. Perkembangan teknologi juga mempengaruhi keberagaman media pembelajaran, begitu juga media pembelajaran yang dibutuhkan oleh siswa diskalkulia. Karakteristik siswa diskalkulia membutuhkan media yang bersifat kontekstual dan mudah dipahami melalui pengemasan yang menarik dan imajinatif. Oleh sebab itu, e-comic cerita rakyat buaya perompak menjadi sangat tepat untuk dikembangkan sehingga dapat digunakan untuk mendukung proses belajar siswa diskalkulia. Pengembangan e-comic dilakukan menggunakan tahapan ADDIE yaitu Analyze, Design, Develop, Implementation, and Evaluation. Metode. Melalui tahapan tersebut diperoleh hasil bahwa rata-rata penilaian oleh validator ahli materi, desain, dan komunikasi sebesar 4,12 dengan kriteria layak. Penilaian oleh pengguna sebesar 3,8 dengan kriteria layak. Perolehan rata-rata skor N-Gain score yaitu 4,4 dengan kriteria sedang atau efektif. Perolehan respon positif guru sebesar 98% dan respon positif siswa sebesar 69,33%  dengan kriteria efektif. Dengan demikian dapat dismpulkan bahwa media e-comic cerita rakyat “Buaya Perompak” layak dan efektif untuk digunakan bagi siswa diskalkulia di SD N 2 Sukoharjo III.Learning media has become a primary need to support the achievement of learning goals. Technological developments also influence the diversity of learning media, as well as the learning media needed by students with dyscalculia. The characteristics of dyscalculic students require media that is contextual and easy to understand through attractive and imaginative packaging. Therefore, the e-comic folklore of the pirate crocodile is very appropriate to develop so that it can be used to support the learning process of students with dyscalculia. E-comic development is carried out using the ADDIE stages, namelyAnalyze, Design, Develop, Implementation, and Evaluation. Metode. Through these stages, the results obtained are:The average assessment by material, design and communication expert validators was 4.12 with appropriate criteria. Rating by users is 3.8 with appropriate criteria. The average N-Gain score was 4.4 with moderate or effective criteria. The teacher's positive response was 98% and the student's positive response was 69.33% with effective criteria. Thus it can be concluded thatThe e-comic media of the “Buaya Perompak” folklore is suitable and effective for use for dyscalculic students at SD N 2 Sukoharjo III.
DEVELOPMENT OF E-LEARNING OF MATHEMATICS NUMERACY TO IMPROVE STUDENTS' NUMERACY ABILITY Reza Muhamad Zaenal; Sofhian Fazrin Nasrullah; Evan Farhan Wahyu Puadi
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.8832

Abstract

When compared to reading and science skills, Indonesian students' numeracy skills always receive the lowest average scores. On the PISA test, 71% of students do not meet the minimum numeracy competency level. Because education and technological advancement are inseparable, a technology-based initiative that can improve students' numeracy skills is required. The creation of an e-learning numeracy application known as "E-learningNumeration," which is anticipated to offer a substitute for enhancing students' numeracy abilities. The purpose of this study is to ascertain whether the developed E-learningNumeration application is reliable, efficient, and applicable for assisting students in developing their mathematical numeracy skills. The students in class VIII at SMP IT Najib Rasyid served as the study's subjects. In this study, one type of R&D research method is the Software Development Life Cycle with a prototyping approach model. The Independent Samples Test analysis reveals that the E-learningNumeration application is effective in improving students' mathematical numeracy, as evidenced by the sig. value (2-tailed) Equal variances assumed to be 0.016  0.05. The developed application is deemed valid and usable. With an average score of 77.50 on the student questionnaire, the E-learning Numeracy application is also said to be useful. This study suggests that the E-learning Numeracy application should assist students in improving their numeracy skills.Kemampuan berhitung siswa Indonesia secara konsisten memperoleh hasil rata-rata terendah jika dibandingkan dengan kemampuan membaca dan sains mereka. Sekitar 71% siswa gagal memenuhi tingkat kemahiran minimal dalam berhitung sebagaimana dinilai oleh ujian PISA. Korelasi antara pendidikan dan kemajuan teknologi tidak dapat disangkal. Oleh karena itu, sangat penting untuk menggunakan pendekatan berbasis teknologi untuk meningkatkan kemahiran berhitung siswa. Tujuannya adalah untuk membuat aplikasi e-learning berhitung yang disebut "E-learningNumeration" yang akan berfungsi sebagai metode alternatif untuk meningkatkan kemampuan berhitung siswa. Tujuan dari penelitian ini adalah untuk menilai validitas, efikasi, dan kepraktisan aplikasi E-learningNumeration dalam meningkatkan kemampuan berhitung matematika siswa. Partisipan dalam penelitian ini terdiri dari siswa kelas delapan di SMP IT Najib Rasyid. Penelitian ini memanfaatkan Software Development Life Cycle dengan model pendekatan prototyping, yang merupakan teknik penelitian di bidang R&D. Program E-learningNumeration yang dirancang dinilai valid dan praktis untuk digunakan. Lebih jauh lagi, terbukti berhasil meningkatkan kemampuan berhitung matematika siswa, sebagaimana ditunjukkan oleh hasil analisis Independent Samples Test, di mana nilai signifikansi terlihat. (Bilateral) Asumsi varians yang sama terpenuhi pada tingkat signifikansi 0,016, yang lebih rendah dari ambang batas 0,05. Aplikasi E-learning Numeracy dinilai praktis, sebagaimana ditunjukkan oleh skor rata-rata 77,50 yang diperoleh dari evaluasi kuesioner siswa. Penelitian menunjukkan bahwa aplikasi E-learning Numeracy kemungkinan dapat meningkatkan kemampuan berhitung siswa.
INVESTIGATING PRE-SERVICE TEACHERS’ (PST) MATHEMATICAL THINKING TRAJECTORIES (MTT) IN SOLVING SYSTEM OF LINEAR EQUATIONS PROBLEMS Sudirman Sudirman; Ahmad Hasan Saifurrisal; Pradina Parameswari; Nego Linuhung
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.10388

Abstract

Linear algebra is an area of mathematics that is widely considered challenging. One of the subjects covered is the system of linear equations in two variables. During their first year of college, Pre-Service Teachers (PST) study this subject using increasingly sophisticated approaches and theories. The objective of this qualitative study is to classify and describe the Mathematical Thinking Trajectories (MTT) of PST in solving a system of linear equations in two variables problems. Thirty-three PST majoring in mathematics education who enrolled in the Errors and Misconceptions in Mathematics course participated in this study, which used written answers as research data. The Three Worlds of Mathematics theory framework is used in this study. Seven MTT classifications were identified by the research findings: (1) embodied, (2) symbolic, (3) embodied-symbolic, (4) symbolic-embodied, (5) formal, (6) embodied-symbolic-embodied, and (7) symbolic-embodied-symbolic. “Embodied” refers to how PST applies mathematical ideas that focus on actual objects, “symbolic” focuses on symbols, operations, and their properties, and “formal” focuses on definitions, theorems, and logical procedures. In learning practices, the results of this study can be applied to create learning that is meaningful and that fosters the growth of algebraic thinking abilities.
QUR'AN-BASED MATHEMATICS LEARNING DESIGN ON THE SET MATERIAL FOR JUNIOR HIGH SCHOOL STUDENTS Rahmy Zulmaulida; Dwi Syifa Kusumawati; Mahdalena Mahdalena
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.6662

Abstract

This study aims to develop a valid and effective Al-Qur'an-based mathematics learning design to be used as a choice of teaching materials for educators. The method used is the research and development method according to Borg and Gall, with the steps contained in this study: 1) Potential and Problems; 2) Data Collection; 3) Product Design; and 4) Product Validation and Trial. The study was conducted on three junior high schools with high, medium, and low levels. Each school was taken one class to be tested.  The results showed: This learning is different from ordinary mathematics learning, because it will increase understanding of the verses of the Qur'an that contain mathematical concepts. Based on the results of the product validation test (RPP, learning books, and LKPD) obtaining a percentage score above 76 and being included in the very feasible category, the product is valid. The student's response to the product gets a percentage score of ≥ 60, which is included in the positive category; the product can be said to be practical. While the effectiveness of learning is assessed from the activities of students with a very good category, namely the percentage value ≥ 90, and the learning outcomes of students individually and classically get good results, So it can be concluded that the learning design developed is effective to use.Penelitian ini bertujuan untuk mengembangkan desain pembelajaran matematika berbasis Al-Qur'an yang valid dan efektif untuk digunakan sebagai pilihan bahan ajar bagi tenaga pendidik. Metode yang digunakan adalah metode penelitian dan pengembangan menurut Borg and Gall, dengan langkah-langkah yang terdapat dalam penelitian ini: 1) Potensi dan Permasalahan; 2) Pengumpulan Data; 3) Desain Produk; dan 4) Validasi dan Uji Coba Produk. Penelitian dilakukan pada tiga sekolah menengah pertama dengan tingkat tinggi, sedang, dan rendah. Setiap sekolah diambil satu kelas untuk diuji.  Hasil penelitian menunjukkan: Pembelajaran ini berbeda dengan pembelajaran matematika biasa, karena akan meningkatkan pemahaman ayat-ayat Al-Qur'an yang memuat konsep-konsep matematika. Berdasarkan hasil uji validasi produk (RPP, buku pembelajaran, dan LKPD) memperoleh skor persentase di atas 76 dan masuk dalam kategori sangat layak, produk tersebut valid. Respon siswa terhadap produk mendapatkan skor persentase ≥ 60, yang termasuk dalam kategori positif; Produk tersebut bisa dikatakan praktis. Sedangkan efektivitas pembelajaran dinilai dari aktivitas siswa dengan kategori sangat baik yaitu nilai persentase ≥ 90, dan hasil belajar siswa secara individu dan klasik mendapatkan hasil yang baik, Sehingga dapat disimpulkan bahwa desain pembelajaran yang dikembangkan efektif untuk digunakan.
KEMAMPUAN LITERASI MATEMATIS SISWA SEKOLAH DASAR DENGAN PEMBELAJARAN PROBLEM BASED INSTRUCTION (PBI) Buyung Buyung; Erdi Guna Utama; Putri Nur Asikin
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.7636

Abstract

 Abstrak Kemampuan literasi matematis ialah kemampuan merumuskan dan menafsirkan serta menekan penalaran sistematis siswa dalam menerapkan konsep, prosedur, fakta, sebagai alat dalam mendeskribsikan sebuah permasalahan atau fenomena. Pentingnya literasi matematis‚ maka pembelajaran matematika memerlukan strategi yang mampu mengembangkan kemampuan literasi matematis, yaitu model Problem Based Instruction (PBI). Penelitian ini bertujuan: (1) Mengetahui perbedaan tingkat kemampuan literasi matematis siswa dengan menggunakan model pembelajaran PBI dan model pembelajaran langsung; (2) Mengetahui besarnya pengaruh model pembelajaran PBI terhadap kemampuan literasi matematis siswa; (3) Mengetahui respon siswa terhadap pembelajaran matematika menggunakan model pembelajaran PBI. Jenis penelitian ini yaitu quasi eksperimental design dengan desain penelitian nonequivalent control group design. Teknik pengumpulan data yaitu teknik tes berupa uraian soal kemampuan literasi matematis serta angket respon siswa. Teknik analisis data menggunakan uji t dua sampel, uji effect size dan uji persentase. Hasil penelitian menunjukkan bahwa: (1) Adanya perbedaan tingkat kemampuan literasi matematis siswa antara menggunakan model pembelajaran PBI dengan model pembelajaran langsung; (2) Model pembelajaran PBI berpengaruh besar terhadap kemampuan literasi matematis siswa; dan (3) Respon siswa positif terhadap pembelajaran matematika menggunakan model pembelajaran PBI. Dengan demikian diharapkan model pembelajaran PBI dapat diterapkan dalam pembelajaran matematika untuk meningkatkan kemampuan literasi matematis siswa.Kata kunci: Kemampuan literasi matematis; Model pembelajaran; Problem Based Instruction.Abstract Mathematical literacy is the ability to formulate and interpret and suppress students systematic reasoning in applying consepts, procedures, fact, as a tool to describe a phenomena or event. The importance of this ability‚ mathematics learning requires strategies that can develop mathematical literacy skills, one of which is Problem Based Instruction (PBI). The purpose of this study aims to: (1) Konowing the difference in the level of students mathematical literacy skills  using the PBI  learning model and direct learning; (2) Knowing the effect of PBI learning model on students mathematical literacy skills; and (3) Knowing students responses to mathematics learning using using PBI learning model. This type of research is a quasy-eksperimental design with a research design of nonequivalent control group design. The data collection technique used a technique in the form of a description of mathematical literacy skills and non-test in the form of a student response questionnaire. Data analysis technique used two-sample t test, effect size test, and percentage test. The result showed that: (1) There is a difference in the level of students mathematical literacy skills between between using the PBI learning model and direct learning; (2) PBI learning model has a major effect on students mathematical literacy skills and; (3) Students responses are positive towards learning mathematic using PBI learning model. Thus, it is expected that the PBI learning model can be applied in mathematics learning to develop improve mathematical literacy skills. Keywords:Mathematical literacy skills; Learning Model; Problem Based Instruction.
DEVELOPING AN INTERACTIVE PROJECT-BASED LEARNING E-LKPD TO FACILITATE CREATIVE MATHEMATICAL THINKING SKILLS Andi Saputra Mandopa; Adek Nilasari Harahap; Puspa Riani Nasution
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.8859

Abstract

The urgency of this research is due to the limited learning resources that support the development of creative thinking in mathematics, which is an essential skill in the 21st century. This research aims to develop an interactive E-LKPD based on Project Based Learning (PjBL) that is valid, practical and effective in facilitating creative mathematical thinking skills in junior high school students.. The method used is research and development (R&D) by applying the 4-D model which includes the stages of defining, designing (design), development, and dissemination. The resulting product was tested for validity by a team of material and design experts with an average score of 3.28, and its practicality and effectiveness were assessed through student and teacher responses with an average total practical score of 3.5. Evaluation of improving mathematical creative thinking abilities using PjBL-based E-LKPD shows an average score of 80.86, which is included in the very high category with a completeness level reaching 89.65%. Thus, the PjBL-based E-LKPD is suitable for use because it meets the criteria of being valid, practical and effective. The implication of this research is the need for further development of the model used to produce products that are higher quality and more effective in supporting the creative mathematical learning process.Urgensi penelitian ini dikarenakan masih terbatasnya sumber belajar yang mendukung pengembangan berpikir kreatif dalam matematika, yang merupakan keterampilan esensial di abad 21. Penelitian ini bertujuan untuk mengembangkan E-LKPD interaktif berbasis Project Based Learning (PjBL) yang valid, praktis, dan efektif dalam memfasilitasi kemampuan berpikir kreatif matematis pada siswa SMP. Metode yang digunakan adalah research and development (R&D) dengan mengaplikasikan model 4-D yang meliputi tahapan pendefinisian (define), perancangan (design), pengembangan (develop), dan penyebaran (disseminate). Produk yang dihasilkan diuji melalui validitas oleh tim ahli materi dan desain dengan skor rata-rata 3,28, serta kepraktisan dan keefektivannya yang dinilai melalui respon peserta didik dan guru dengan rata-rata total nilai praktis 3,5. Evaluasi peningkatan kemampuan berpikir kreatif matematis menggunakan E-LKPD berbasis PjBL menunjukkan skor rata-rata 80,86, yang termasuk dalam kategori sangat tinggi dengan tingkat ketuntasan mencapai 89,65%. Dengan demikian, E-LKPD berbasis PjBL layak digunakan karena telah memenuhi kriteria valid, praktis, dan efektif. Implikasi dari penelitian ini adalah perlunya pengembangan lebih lanjut pada model yang digunakan untuk menghasilkan produk yang lebih berkualitas tinggi dan efektif dalam mendukung proses pembelajaran kreatif matematis.
DEVELOPMENT OF ANIMATED VIDEO BASED ON CONTEXTUAL TEACHING AND LEARNING USING ANIMAKER ON THE MATERIAL OF EQUAL AND INVERSE VALUE COMPARISON Umi Farihah; Ita Nurafita
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.8911

Abstract

The results of needs analysis show that 51% of students prefer video-based learning. The results of mathematics teacher interview show that students have difficulty in differentiating the equal and inverse value comparison materials. This study aims to describe the validity, practicality, and effectiveness of animated videos based on CTL using Animaker on equal and inverse value comparison for students grade VII at SMP Negeri 6 Jember. This study employs the R&D method with the DDD-E model approach. Six participants were recruited on a small scale and 32 participants on a large scale. The results showed that the validity of the animated video developed included the validity of the material reached the score of 98% (very valid category), and the validity of the media reached the score of 86% (very valid category). Practicality is obtained from small-scale student responses, large-scale student responses, and teacher responses, with their respective scores reaching the score of 81.4% (very practical), 89.8% (very practical), and 86% (very practical). The effectiveness is obtained from the Wilcoxon test with Sig. 0.001 where <0.05, it can be stated that there is a difference between before and after using animated video media. While the N-Gain test reached a score of 0.72 (high category), so it can be stated to be effective. It can be concluded that the animated video developed can be said to be suitable for use in learning Mathematics.

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