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AKSIOMA: Jurnal Program Studi Pendidikan Matematika
ISSN : 20898703     EISSN : 24425419     DOI : -
Core Subject : Education,
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 MEDIA PEMBELAJARAN EDUCANDY BERBASIS GAMES EDUKASI PADA MATERI ALJABAR UNTUK MENINGKATKAN NUMERASI PESERTA DIDIK Dwicahyo, Larasati Adira; Nurafni, Nurafni; Kusumah, Yaya Sukjaya
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.10475

Abstract

Abstrak Matematika merupakan mata pelajaran yang kontekstual dengan mempelajari pola dan struktur angka dan simbol. Pada tahun 2022 PISA mengungkapkan bahwa Indonesia menduduki peringkat ke 69 dari 80 negara. Hal tersebut dikarenakan masih rendahnya kemapuan numerasi siswa dalam proses pembelajaran. Salah satu faktor penyebabnya yakni minimnya penerapan media pembelajaran yang menarik oleh guru, sehingga tahap pembelajaran menjadi kurang efektif serta tak berjalan optimal. Penelitian ini bertujuan untuk meningkatkan kemampuan numerasi siswa dengan bantuan media pembelajaran berbasis teknologi yaitu Educandy. Penelitian ini menggunakan metode RnD dengan model ADDIE. Teknik pengumpulan data menggunakan teknik uji validitas media, validitas materi, observasi, pretest, postest dan angket. Subyek penelitian ini adalah siswa kelas III SDN Kemayoran 13 Jakarta sebanyak 22 siswa. Hasil dari penelitian ini yaitu Educandy dinyatakan dapat membuat proses pembelajaran menjadi efektif dan dapat meningkatkan kemampuan numerasi sebanyak 22,85%. Kata Kunci: Educandy; Media Pembelajaran; Numerasi; Pengembangan AbstractMathematics is a contextual subject by studying patterns and structures of numbers and symbols. In 2022 PISA revealed that Indonesia was ranked 69th out of 80 countries. This is due to the low numeracy skills of students in the learning process. One of the factors causing this is the lack of application of interesting learning media by teachers, so that the learning stage becomes less effective and does not run optimally. This study aims to improve students' numeracy skills with the help of technology-based learning media, Educandy. This research uses the RnD method with the ADDIE model. Data collection techniques used media validity, material validity, observation, pretest, postest and questionnaire. The subjects of this study were third grade students of SDN Kemayoran 13 Jakarta as many as 22 students. The results of this study are Educandy is stated to be able to make the learning process effective and can improve numeracy skills by 22.85%.  Keywords: Development; Educandy; Media learning; Numeracy
INTERFERENSI PROAKTIF DAN RETROAKTIF DALAM MENYELESAIKAN MASALAH PERBANDINGAN SENILAI DAN BERBALIK NILAI Malik, Fatus Atho'ul; Purwanto, Purwanto; Subanji, Subanji
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.6377

Abstract

Interferensi berpikir merupakan fenomena yang terjadi ketika dua informasi tercampur dalam proses pemecahan masalah matematika, khususnya pada topik perbandingan senilai dan berbalik nilai. Fenomena ini penting untuk diteliti karena konsep perbandingan berkaitan erat dengan konsep matematika lainnya. Penelitian ini bertujuan untuk mengungkap terjadinya interferensi berpikir siswa dalam menyelesaikan masalah perbandingan senilai dan berbalik nilai. Subjek dalam penelitian ini terdiri dari dua siswa kelas VII A dan VII B yang terindikasi mengalami interferensi proaktif dan retroaktif. Penelitian ini dilaksanakan di MTs Sunan Kalijogo Kota. Metode penelitian ini adalah deskriptif kualitatif. Hasil dari penelitian ini menunjukkan intereferensi retroaktif terjadi ketika konsep perbandingan senilai dipengaruhi konsep perbandingan berbalik nilai. Hal tersebut dikarenakan kemiripan prosedur perbandingan senilai dan berbalik nilai. Akibantnya, siswa menggunakan prosedur perbandingan berbalik nilai dalam menyelesaikan permasalahan perbandingan senilai. Sedangkan, interferensi proaktif terjadi ketika konsep perbandingan senilai mempengaruhi konsep perbandingan berbalik nilai. Hal tersebut dikarenakan memori siswa terhadap perbandingan senilai lebih kuat daripada perbandingan berbalik nilai. Akibatnya, Akibantnya, siswa menggunakan prosedur perbandingan senilai dalam menyelesaikan permasalahan perbandingan berbalik nilai.In solving mathematics problems, sometimes students make errors caused by mixing two pieces  information. This phenomenon is known as interference. One of the problems can cause interference is the problem of directly proportional and inversely proportional. Interference in solving the problem of directly proportional and inversely proportional is importent to know because the concept of proportional is related to other mathematical concepts. This research aims to reveal the occurence of students’ thinking interference in solving the problem of directly proportional and inversely proportional. The subjects in this reserach consisted two of students in class VII A and VII B who had indications of experiencing proactive and retroactive interference. This research  was conducted at MTs Sunan Kalijogo Malang City from 1 to 30 september 2022. The research method is descriptive qualitative. The results of this research show that retroactive interference occurs when the concept of directly proportional is disturbed by the concept of inversely proportional. It is based on similarity the procedure in problem solving of directly proportional and inversely proportional. As a result, students use the procedure of inversely proprotional for solving the problem of directly proportional. While proactive interference when the concept of directly proportional disturbes the concept of inversely proportional.  This is because students' memory for direct proportion is greater than indirect proportion. As a result, students use the procedure of directly proprotional for solving the problem of inversely proportional.
PENGEMBANGAN DESAIN E-DEDAKTIS MELALUI BAHAN AJAR BERBASIS PROJECT MENGGUNAKAN AUGMENTED REALITY Amelia, Risma; Setiawan, Wahyu; Al-jabar, Sheilla Zalzabilla
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.6845

Abstract

Peranan bahan ajar yang sesuai dengan kebutuhan siswa dapat memudahkan siswa dalam memahami materi. Namun kondisinya di lapangan, bahan ajar pada pembelajaran matematika yang diterapkan masih belum sesuai dengan kebutuhannya. Sehingga siswa kurang dapat memahami materi dan berujung pada tidak maksimalnya capaian pembelajaran. Tujuan penelitian ini yaitu mengembangkan desain e-didaktis melalui bahan ajar elektronik berbasis project menggunakan Augmented Reality, agar pembelajaran terpusat pada siswa dan pembelajaran lebih interaktif sehingga dapat mengkonstruksi penemuan konsep oleh siswa, sehingga siswa lebih mudah memahami materi. Metode penelitian yang digunakan adalah penelitian pengembangan (R&D) yang mengimplementasikan model Borg and Gall. Teknik pengumpulan data dalam penelitian ini yaitu melalui observasi dan angket. Subjek penelitian yaitu siswa SMP kelas VIII. Terdapat 5 ahli sebagai validator diantaranya 2 dosen prodi pendidikan matematika yang terdiri dari 1 orang ahli pembelajaran dan 1 orang ahli media pembelajaran serta 3 guru mata pelajaran matematika SMP. Identifikasi masalah awal melalui analisis hambatan belajar siswa yang dilakukan dengan mengaitkan alur pembelajaran yang dapat dikembangkan dengan membuat alur lintasan belajar (learning trajectory) untuk selanjutnya mendesain e-didaktis. Hasil dari penelitian ini adalah desain e-didaktis melalui bahan ajar elektonik melalui aplikasi flipbook dengan menggunakan Augmented Reality yang dikembangkan sesuai dengan metode penelitian pengembangan model Borg and Gall, berdasarkan hasil analisis validasi bahan ajar dengan rata-rata 3,24 menunjukkan bahan ajar valid dan layak digunakan, dan uji kepraktisan 78%  menunjukkan kriteria praktis untuk digunakan serta 85% menunjukkan ketuntasan belajar siswa. Sehingga bahan ajar yang dikembangkan sudah efektif untuk digunakan dalam pembelajaran.The role of teaching materials that suit students' needs can help students understand the material. However, conditions in the field, the teaching materials used in mathematics learning are still not in accordance with needs. So students are less able to understand the material and this results in less than optimal learning outcomes. The aim of this research is to develop e-didactical design through project-based electronic teaching materials using Augmented Reality, so that learning is student-centered and learning is more interactive so that students can construct concept discoveries. The research method used is development research (R & D) which implements the Borg and Gall model. Data collection techniques in this e-didactic design development research use two types, namely observation and questionnaires. The research subjects were junior high school students. There are 5 experts as validators including 2 mathematics education study program lecturers, namely learning experts and learning media experts as well as 3 junior high school mathematics subject teachers. Identify initial problems with learning obstacle analysis which is carried out by linking learning paths that can be developed by creating learning trajectories to further design e-didactics. The result of this research is an e-didactical design using electronic teaching materials via a flipbook application using Augmented Reality which was developed in accordance with the Borg and Gall model development research method, based on the results of the validation analysis of teaching materials with an average of 3.24 indicating that the teaching materials are valid and suitable for use, and a practicality test of 78% shows practical criteria for use and 85% shows student learning completeness. So that the teaching materials developed are effective for use in learning.
MEDIA PEMBELAJARAN MARI (MAGICBOOK AUGMENTED REALITY) BERBASIS ETNOMATEMATIKA RUMAH ADAT JOGLO Damayanti, Aira Puteri; Sari, Astrid Chandra; Fitri, Anisa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.10883

Abstract

Kebingungan peserta didik dalam memecahkan soal-soal geometri disebabkan oleh tingginya tingkat abstraksi dari objek geometris dan kurangnya visualisasi benda yang dibayangkan. Media pembelajaran berbasis teknologi yang mampu membantu peserta didik untuk belajar visualisasi secara langsung yaitu Augmented Reality (AR). Teknologi AR dikolaborasikan dengan bahan ajar berupa Magicbook yang berisi marker AR, materi pembelajaran dan latihan soal. Hadirnya etnomatematika memberikan warna baru pada aktivitas pembelajaran peserta didik karena mengaitkan matematika dengan budaya. Budaya yang diangkat dalam penelitian ini adalah rumah adat Joglo karena struktur bangunan rumah Joglo merupakan representasi ilmu matematika materi bangun ruang sisi datar. Tujuan penelitian ini mengembangkan media MARI (Magicbook Augmented Reality) berbasis etnomatematika rumah adat Joglo untuk pembelajaran bangun ruang sisi datar di kelas VIII SMPN 2 Balen. Penelitian ini adalah jenis penelitian dan pengembangan dengan model ADDIE (analysis, design, development, implementation, dan evaluation). Hasil penelitian menunjukkan bahwa Magicbook Augmented Reality mendapatkan skor 3,82 (sangat valid) oleh ahli media dan mendapatkan skor rata-rata 3,50 (sangat valid) oleh dua ahli materi. Magicbook Augmented Reality juga dinyatakan sangat layak dengan hasil angket siswa yang menunjukan skor rata-rata 3,40. Simpulan penelitian ini adalah media MARI valid dan layak digunakan sebagai media pembelajaran matematika.Students’ difficulties in solving geometry problems are caused by the high level of abstraction of geometric objects and the lack of visualization of imagined objects. Technology-based learning media that can help students learn visualization directly is Augmented Reality (AR). In this study, AR technology is integrated with instructional materials in the form of a Magicbook containing AR markers, flat-sided solid geometry content, practice questions, and ethnomathematics components. The cultural element highlighted in this research is the Joglo traditional house, as its architectural structure represents concepts in flat-sided solid geometry. The aim of this research is to develop MARI (Magicbook Augmented Reality with Ethnomathematics) media based on the Joglo traditional house, which meets the criteria of being valid and feasible for teaching flat-sided solid geometry in Grade VIII at SMPN 2 Balen. This study employs a research and development (R&D) design using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The results show that the Magicbook Augmented Reality received a score of 3.82 (very valid) from media experts, 3.75 (very valid) from the first subject matter expert, and 3.25 (very valid) from the second subject matter expert. In addition, the Magicbook was considered highly feasible by students, with an average questionnaire score of 3.40. It can be concluded that the MARI media is valid and feasible to be used as a mathematics learning media. 
STUDENTS’ ERRORS IN TRANSLATING MATHEMATICAL REPRESENTATIONS FROM SYMBOLIC TO GRAPHICAL FORM IN QUADRATIC FUNCTIONS Safitri, Rizqi Febriana; Qohar, Abd.; Sisworo, Sisworo
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.10822

Abstract

Representation is an important element in mathematics learning that helps make abstract mathematical ideas more concrete. Changes between forms of representation, called translations of mathematical representations, are necessary in mathematics learning. However, students often struggle with this process, as evidenced by errors in problem-solving. These errors can be categorized into three types: interpretation errors, implementation errors, and preservation errors. Based on these facts, a solution is needed to overcome student errors. However, to formulate the right solution, an in-depth study is needed regarding student errors in translation. Therefore, this study aims to analyze and describe junior high school students' errors, especially in translating representations from symbolic to graphical form in quadratic function material. The method used is descriptive qualitative, involving three class IX students with different mathematical abilities as research subjects. The results of this study showed that high-ability students made few interpretation, implementation, and preservation errors from the stage of unpacking the source to constructing the target. Moderate-ability students made some interpretation and implementation errors from the stage of unpacking the source to constructing the target. Meanwhile, low-ability students made many interpretation, implementation, and preservation errors from the stage of unpacking the source to determining equivalence. To overcome these errors, teachers can apply level 1 scaffolding (environmental provisions) and level 2 scaffolding (explaining, reviewing, and restructuring). In conclusion, students with different mathematical abilities each have difficulties in making translations. The factors causing these errors include inaccuracy, neglect of important aspects, inappropriate habits, and conceptual errors.
PENGEMBANGAN MODUL AJAR INTEGRAL TAK TENTU DENGAN MODEL KOOPERATIF Lumbantoruan, Jitu Halomoan; Herman, Tatang
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.11097

Abstract

Hasil belajar siswa pada materi integral tak tentu masih rendah. Rendahnya hasil belajar siswa karena tidak ada modul ajar yang digunakan untuk belajar mandiri. Modul ajar harus diintegrasikan dengan model belajar, salah satunya model kooperatif karena model kooperatif dapat meningkatkan hasil belajar siswa pada materi matematika yang dianggap sulit oleh siswa. Sehingga tujuan penelitian untuk menghasilkan modul ajar integral tak tentu yang valid, praktis dan Efektif meningkatkan hasil belajar. Jenis penelitian yang dilakukan adalah research and development (R&D) dengan model pengembangan ADDIE. Subjek penelitian melibatkan 35 siswa. Teknik pengumpulan data berupa angket yang disusun berdasarkan Skala Likert. Adapun instrument pengumpulan data yang digunakan meliputi angket validasi ahli materi, ahli pembelajaran dan guru matematika. Teknik analisis data dengan statistik deskriptif. Hasil penelitian ini menunjukkan valid dari segi materi, model pembelajaran dan guru dengan skor nilai 92.11%, 92,22% dan 90,22. Ditemukan juga pembanding hasil belajar antara siswa yang menggunakan modul ajar integral dengan yang tidak menggunakan modul ajar Integral yaitu nilai mean 67 dan 87,68. Sedangkan penilaian siswa terhadap semua aspek dalam modul ini dinilai siswa dengan skor 92,01%. Kesimpulan, pengembangan modul ajar integral tak tentu berbasis model kooperatif praktis dan efektif membantu siswa memahami materi integral dalam memperoleh hasil belajar

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