cover
Contact Name
Nego Linuhung
Contact Email
aksioma.ummetro@gmail.com
Phone
-
Journal Mail Official
aksioma.ummetro@gmail.com
Editorial Address
-
Location
Kota metro,
Lampung
INDONESIA
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.
Arjuna Subject : -
Articles 55 Documents
Search results for , issue "Vol 14, No 4 (2025)" : 55 Documents clear
DEVELOPING PROBLEM-BASED LEARNING WORKSHEETS TO ENHANCE PROBLEM-SOLVING SKILLS IN NUMBER PATTERNS FOR JUNIOR HIGH SCHOOL STUDENTS Ismalyanti, Rima; Asmar, Ali; Fauzan, Ahmad; Arnawa, I Made
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.13743

Abstract

This study aims to design a student worksheet grounded in the Problem-Based Learning (PBL) approach that meets the criteria of validity, practicality, and effectiveness to enhance junior high school students' mathematical problem-solving skills in the topic of number patterns. Employing the Plomp development framework, the research followed three sequential phases: preliminary investigation, design, and assessment. The needs analysis identified limitations in conventional teaching practices and inadequate learning resources, which often hinder student understanding. The developed worksheet integrates the five essential stages of PBL and was validated through expert evaluation, limited trials, and broader implementation. Results demonstrated that the worksheet was highly valid with an average expert score of 3.71. Practicality testing showed strong user engagement and clarity, with a score of 83.8%, while effectiveness was confirmed by a 91.4% student mastery rate in mathematical problem-solving based on Polya’s stages. These findings suggest that the PBL-based worksheet significantly contributes to students' cognitive development and offers a viable instructional tool for mathematics education.
PENGEMBANGAN AUGMENTED REALITY PADA MATERI BANGUN RUANG DALAM KONTEKS MASJID MUHAJIRIN PANGKALPINANG Meifinda, Yorenza; Lathiifah, Iis Juniati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.12451

Abstract

Matematika merupakan ilmu universal yang mendasari perkembangan teknologi modern dan dibutuhkan dalam membentuk bangunan. Namun, di Sekolah Dasar, tempat pertama siswa mengenal bangun ruang, masih banyak siswa yang kesulitan membedakan bentuk bangun ruang. Hasil observasi juga menunjukkan bahwa siswa sulit membedakan bentuk prisma segiempat dan prirma segitiga. Hal ini karena siswa masih sulit dalam mengahayalkan bentuk-bentuk bangun ruang. Sebuah teknologi yang dapat menyajikan gambar dalam bentuk 2D bahkan 3D bernama Augmented Reality (AR) cocok untuk menggambarkan bentuk geometri seperti bentuk nyata. Menggunakan teknologi AR, diharapkan siswa dapat mengkhayalkan dan menggambarkan lebih tepat berbagai bentuk bangun geometri dari kehidupan nyata. Salah satu bangunan yang sangat familiar bagi siswa SD Muhammadiyah Pangkalpinang adalah Masjid Muhajirin. Sehingga tujuan penelitian adalah mengembangkan Augmented Reality (AR) untuk mengkonstruksi dan mengurai prisma, segitiga dan balok pada bangunan bersejarah Muhammadiyah yakni Masjid Muhajirin Subjek penelitian merupakan siswa kelas V SD Muhammadiyah Pangkalpinang. Adapun hasil dari penelitian yaitu sebuah media AR berupa bangunan Masjid Muhajirin Pangkalpinang yang di dalamnya berisi materi mengenai bentuk bangun kubus, balok dan prisma segitiga. Media yang dikembangkan dinyatakan valid dengan rerata nilai 86,81% sedangkan media juga dinyatakan praktis digunakan oleh siswa dengan rerata nilai 86,19 %. Media yang dikembangkan juga memiliki karakteristik khas yakni menggunakan bangunan bersejarah Muhammadiyah di Bangka Belitung yakni Masjid Muhajirin Pangkalpinang. Dengan bentuk Augmented Reality yang dibuat benar-benar menyerupai bangunan bentuk aslinya.Mathematics is a universal science that underlies the development of modern technology. Mathematics is needed even in building the simplest building. However, in Elementary School, the first place where students are introduced to geometric shapes, many students still have difficulty distinguishing the shapes of geometric shapes. Observation results also show that students have difficulty distinguishing the shapes of rectangular prisms and triangular prisms. It’s because students have difficulty imagining the shapes of geometric shapes. A technology that can present images in 2D and 3D is called Augmented Reality (AR) which is suitable for depicting geometric shapes like real shapes. Using AR technology, so that students can imagine and describe various geometric shapes from real life. A familiar building for students of Muhammadiyah Elementary School Pangkalpinang is the Muhajirin Mosque. So the aim of the research is to develop Augmented Reality (AR) which is used to construct and analyze containing cube, cuboid and triangular prism shapes the historical building of Muhammadiyah, namely the Muhajirin Mosquehe subjects of the study were fifth grade students of Muhammadiyah Elementary School Pangkalpinang. The results of the study were an AR media from the Muhajirin Mosque Pangkalpinang containing cube, cuboid and triangular prism shapes. The media has an average validity value of 86.81% while the average practicality value is 86.19%. The media has a unique characteristic because it uses the historical building of Muhammadiyah in Bangka Belitung,namely the Muhajirin Pangkalpinang Mosque. This is made by Augmented Reality which resembles the original building.
PENGEMBANGAN E-MODUL BERBASIS PROBLEM BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN LITERASI MATEMATIS Putri, Nadya Deriska Dwi; Jamaan, Elita Zusti; Fauzan, Ahmad; Irwan, Irwan
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.11986

Abstract

Literasi matematis adalah kemampuan yang esensial bagi generasi saat ini dan mendatang. Namun, berdasarkan PISA 2018, PISA 2022, dan hasil observasi di SMAN 1 Padang dan SMAN 10 Padang, kemampuan literasi matematis peserta didik masih rendah. Penelitian ini bertujuan untuk mengembangkan bahan ajar berupa e-modul berbasis Problem Based Learning, dengan harapan dapat meningkatkan kemampuan literasi matematis peserta didik kelas XI SMA. Hasil penilaian awal dan literatur menunjukkan bahwa tingkat literasi matematis peserta didik masih tergolong rendah. Hal ini disebabkan oleh kurangnya pengalaman dengan pemecahan masalah berbasis literasi serta ketiadaan bahan ajar yang sesuai. Penelitian ini menggunakan metode penelitian pengembangan dengan Model Plomp yang meliputi tiga fase: penelitian pendahuluan, pengembangan atau pembuatan prototipe, dan tahap evaluasi. Kualitas produk yang dikembangkan dievaluasi berdasarkan kriteria yang diusulkan oleh Nieveen, yaitu kevalidan, kepraktisan, dan keefektifan. Pengumpulan data dilakukan dengan menggunakan berbagai instrumen yang meliputi lembar validasi, angket, lembar observasi, pedoman wawancara, dan tes. Berdasarkan penilaian para ahli, e-modul berbasis Problem Based Learning memenuhi kategori sangat valid. Aspek kepraktisan mencapai kategori sangat praktis ditinjau dari observasi keterlaksanaan e-modul berbasis Problem Based Learning, angket respon peserta didik, dan angket respon pendidik. Selanjutnya efektifitas e-modul berbasis Problem Based Learning dalam meningkatkan kemampuan literasi matematis mencapai kriteria sangat efektif, yang ditunjukkan dari hasil tes literasi matematis dengan rata-rata pencapaian indikator di atas 60% dan tingkat ketuntasan belajar peserta didik lebih dari 70% pada tahap field test. Implikasinya, e-modul berbasis PBL efektif mendukung literasi matematis dan layak diterapkan lebih luas di sekolah menengah.
DEVELOPMENT OF AN INTERACTIVE FLIPBOOK-BASED E-MODULE TO ENHANCE STUDENTS’ ABILITY TO UNDERSTAND MATHEMATICAL CONCEPTS IN ARITHMETIC SEQUENCES AND SERIES Adiastuty, Nuranita; Sumarni, Sumarni; Nurhayati, Nunu; Rukoyah, Siska Siti
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.11429

Abstract

This study addresses the challenges in the learning process, particularly the reliance on textbooks and limited instructional materials, leading to low mathematical conceptual understanding among students, especially in arithmetic sequences and series. To tackle this issue, an interactive flipbook-based e-module was developed to enhance students’ conceptual understanding. The aim of this study is to create valid, practical, and effective teaching materials in the form of this e-module. Using the ADDIE development model, the research comprises five phases: Analysis, Design, Development, Implementation, and Evaluation. Data analysis techniques include tests for validity, practicality, and improvements in conceptual understanding. Validity analysis yielded scores of 92.36% from media experts and 87.84% from content experts, both classified as “very valid.” Practicality analysis resulted in a score of 78.33% from teacher responses (categorized as “practical”) and 81.56% from student responses (categorized as “very practical”). The e-module successfully enhances conceptual understanding, with average pretest and posttest scores of 16.91 and 23.04, respectively. N-Gain analysis indicates an average N-Gain score of 0.88, classified as “high.” In conclusion, the developed interactive flipbook-based e-module is valid, practical, and effective in improving students' mathematical conceptual understanding.
APPLICATION OF PROJECT-BASED LEARNING ASSISTED BY MICROSOFT MATHEMATICS TO IMPROVE STUDENTS' MATHEMATICAL REPRESENTATION ABILITY Husain, Dayana Sabila; Meiliati, Rafika; Nuralda, Nuralda; Aswin, Aswin; Salido, Achmad
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.14250

Abstract

This study examined the effect of Project-based Learning (PjBL) assisted by Microsoft Mathematics on students’ mathematical representation ability. A quasi-experimental design with a posttest-only control group was employed in two tenth-grade classes at a senior high school in Kolaka Regency. The experimental group received PjBL with Microsoft Mathematics, while the control group was taught conventionally. Data were collected through a representation test, a questionnaire, and an observation sheet, and analyzed using both descriptive and inferential statistics. Results showed that the experimental group achieved a significantly higher mean score (81.17) than the control group (60.19), with a mean difference of 20.99 points (p < 0.05). The questionnaire findings revealed very positive student perceptions, indicating that Microsoft Mathematics was easy to use, helpful in understanding concepts, and improved problem-solving skills, while also fostering interest and independence. Observation confirmed that PjBL was implemented effectively: teachers provided clear guidance, students designed projects, collaborated, and presented outcomes through various representations using Microsoft Mathematics. These findings demonstrate that combining PjBL with technology strengthens students’ mathematical representation ability and enriches learning. The study implies that technology-supported project learning can serve as an effective model for promoting meaningful, engaging, and skill-oriented mathematics education in secondary schools.Penelitian ini mengkaji pengaruh Project-based Learning (PjBL) berbantuan Microsoft Mathematics terhadap kemampuan representasi matematis siswa. Desain penelitian yang digunakan adalah kuasi-eksperimen dengan kelompok kontrol posttest-only pada dua kelas X di salah satu SMA di Kabupaten Kolaka. Kelompok eksperimen mendapatkan pembelajaran PjBL dengan Microsoft Mathematics, sedangkan kelompok kontrol diajar secara konvensional. Data dikumpulkan melalui tes representasi, angket, dan lembar observasi, kemudian dianalisis dengan statistik deskriptif dan inferensial. Hasil penelitian menunjukkan bahwa kelompok eksperimen memperoleh skor rata-rata yang secara signifikan lebih tinggi (81,17) dibandingkan kelompok kontrol (60,19), dengan selisih rata-rata 20,99 poin (p < 0,05). Temuan angket menunjukkan persepsi siswa yang sangat positif, bahwa Microsoft Mathematics mudah digunakan, membantu dalam memahami konsep, meningkatkan keterampilan pemecahan masalah, sekaligus menumbuhkan minat dan kemandirian. Hasil observasi menegaskan bahwa PjBL terlaksana secara efektif: guru memberikan arahan yang jelas, siswa merancang proyek, berkolaborasi, serta mempresentasikan hasil melalui berbagai bentuk representasi dengan Microsoft Mathematics. Temuan ini menunjukkan bahwa menggabungkan PjBL dengan teknologi dapat memperkuat kemampuan representasi matematis siswa dan memperkaya pembelajaran. Penelitian ini menyiratkan bahwa pembelajaran berbasis proyek yang didukung teknologi dapat menjadi model efektif untuk mendorong pendidikan matematika yang bermakna, menarik, dan berorientasi pada keterampilan di sekolah menengah.
THE DEVELOPMENT OF AN ACEH CULTURE-BASED ETHNOMATHEMATICS MODULE FOR ELEMENTARY SCHOOL Hayati, Zikra; Jarmita, Nida; Herawati, Herawati; Nurmalina, Nurmalina; Nisa, Raudhahtun
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.14163

Abstract

This study focuses on the development of an ethnomathematics module incorporating Aceh culture for Grade IV students at SDN 58 Banda Aceh. The aim is to create a culturally relevant learning resource that improves students' understanding of mathematical concepts, particularly quadrilaterals. Using the Research and Development (R&D) method with the ADDIE model, the study included a needs analysis, expert validation, and practicality assessments. The needs analysis revealed that existing materials lacked contextual relevance for students. The module received positive feedback from experts, with media expert validation scoring 98.3% and content expert validation at 90.55%, both categorized as "very feasible." Practicality tests with teachers and students showed scores of 93% and 91.8%, respectively, indicating the module’s high practicality. The findings suggest that the Aceh culture-based ethnomathematics module is both feasible and practical for use in enhancing students' learning experiences
KECEPAN TUNGKUS SEBAGAI KONTEKS PEMBELAJARAN BERBASIS PEMECAHAN MASALAH PADA MATERI ARITMATIKA SOSIAL Desvitasari, Tria; Hiltrimartin, Cecil; somakim, Somakim
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.12506

Abstract

Aritmatika sosial adalah salah satu materi yang cukup urgent dan bermanfaat untuk kehidupan siswa itu sendiri, namun siswa terkendala dalam memahami soal-soal cerita kontektual, diantaranya siswa masih bertanya maksud dari soal cerita tersebut, dan siswa belum secara sistematis dalam melakukan pemecahan masalah tersebut. Oleh karena  itu, guru harus dapat menyusun pembelajaran yang menarik dan dapat menggali lebih dalam kemampuan siswa dalam memecahkan suatu persoalan, yaitu menerapkan pembelajaran berbasis pemecahan masalah dengan menggunakan konteks makanan tradisional Muba “Kecepan Tungkus”. Penelitian ini bertujuan untuk menghasilkan lintasan belajar dan meningkatkan kemampuan pemecahan masalah siswa dengan menggunakan konteks makanan tradisional MUBA “Kecepan Tungkus”. Penelitian ini terdiri atas 4 (empat) aktivitas, yaitu: (1) aktivitas merancang produk yang berkaitan dengan harga beli; (2) aktivitas membuat produk yang berkaitan dengan harga jual; (3) aktivitas menjual produk yang berkaitan dengan untung/rugi; (4) aktivitas penyelesaian soal-soal pemecahan masalah. Metode yang digunakan dalampenelitian ini, yaitu design research tipe validation studies, terdiri dari 3 tahapan, yaitu preparation and design, design experiment dan retrospective analysis. Teknik pengumpulan data  pada penelitian ini menggunakan pengamatan (observasi), wawancara, lembar aktivitas dan pretest/posttest. Hasil dari penelitian ini berupa lintasan belajar yang rancang untuk memberikan pemahaman konsep yang mendalam bagi siswa serta menjadi solusi dalam meningkatkan kemampuan pemecahan masalah, khususnya pada materi aritmatika sosial.
ENHANCING STUDENTS CRITICAL THINKING THROUGH PROBLEM-BASED LEARNING WITH CHATGPT AND GEOGEBRA Rizaldi, Muhammad; Ratnawati, Oktaviana Ainun; Pasani, Chairil Faif
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.12091

Abstract

Critical thinking is increasingly important with the existence of Artificial Intelligence (AI) especially for college students. AI is not yet fully accurate in solving mathematical problems, so critical thinking helps students analyze and evaluate its answers. This study aims to enhance students’ critical thinking using PBL (Problem-Based Learning) with ChatGPT and GeoGebra. This quasi-experimental study with the pretest-post-test non-equivalent group design involved 47 subjects, 24 in the experimental group and 23 in the control group. The average pre-test and post-test of experimental (47.96 and 62.13) and control (55.48 and 54.26) groups were significantly different. The ANCOVA results showed that PBL with ChatGPT and GeoGebra significantly enhanced students’ critical thinking. Tukey’s test result showed that the difference between the experimental and control group was 14.88 which indicated that students’ critical thinking in the experimental group was higher than the control group. Furthermore, the treatment did not affect identify indicator, but had a positive effect on justify, inference, clarify, and strategy decision indicators. This demonstrates that PBL assisted by ChatGPT and GeoGebra enhances students’ critical thinking. The research has the potential to support lecturers in enhancing students’ critical thinking and improving innovative learning models where AI can be used in education with proper guidance and implications.Berpikir kritis semakin penting dengan adanya kecerdasan buatan (AI) khususnya bagi mahasiswa. AI belum sepenuhnya akurat dalam menyelesaikan masalah matematika, sehingga berpikir kritis membantu mahasiswa menganalisis dan mengevaluasi jawabannya. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan PBL berbantuan ChatGPT dan GeoGebra dalam meningkatkan kemampuan berpikir kritis mahasiswa. Populasi penelitian ini adalah seluruh mahasiswa Program Studi Pendidikan Matematika pada semester 4. Sampel penelitian dipilih menggunakan teknik cluster sampling dengan penentuan kelas eksperimen dan kelas kontrol secara acak. Penelitian kuasi-eksperimen ini dengan desain pretest-post-test non-equivalent group melibatkan 47 subjek, 24 pada kelompok eksperimen dan 23 pada kelompok kontrol. Rata-rata pre-test dan post-test kelompok eksperimen (47,96 dan 62,13) dan kontrol (55,48 dan 54,26) berbeda secara signifikan. Hasil ANCOVA menunjukkan bahwa PBL dengan ChatGPT dan GeoGebra secara signifikan meningkatkan berpikir kritis mahasiswa. Hasil uji Tukey menunjukkan perbedaan antara kelompok eksperimen dan kontrol sebesar 14,88 yang mengindikasikan bahwa berpikir kritis mahasiswa pada kelompok eksperimen lebih tinggi dibandingkan kelompok kontrol. Selain itu, perlakuan tidak berpengaruh pada indikator identify, tetapi memberikan pengaruh positif pada indikator justify, inference, clarify, dan strategy decision. Hal ini menunjukkan bahwa PBL yang dibantu oleh ChatGPT dan GeoGebra meningkatkan berpikir kritis mahasiswa. Penelitian ini berpotensi mendukung dosen dalam meningkatkan berpikir kritis mahasiswa dan memperbaiki model pembelajaran inovatif di mana AI dapat digunakan dalam pendidikan dengan bimbingan dan implikasi yang tepat.
EVALUATING THE EFFECTIVENESS OF “STATPRO” IN ENHANCING SELF-REGULATED LEARNING AND MATH PERFORMANCE IN RURAL SECONDARY EDUCATION Pramesti, Getut; Widodo, Sri; Utami, Amalia Putri; Nisa, Anita Khoiru; Ulya, Izzatil; Winarsih, Kandhi Tri; Nur Rakhma, Alifia Wahyu
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.12959

Abstract

This study examines the effectiveness of the STATPRO game-based learning on mathematics achievement and investigates the factors that influence the formation of self-regulated learning (SRL) among senior high school students in rural areas. Recognizing SRL as a critical factor influencing academic success, creativity, and lifelong learning, this research examines the roles of gender, class, and parental education level in shaping SRL. Employing a quantitative pre-post design using the Wilcoxon-Signed and Friedman test for mathematics achievement and three-way multivariate analysis of variance (MANOVA) for SRL evaluation. Data were collected from cluster-randomized samples across classes 8A to 8C using standardized mathematics tests and the Academic Self-Regulated Learning Questionnaire (ASLQ). Results indicate that class (p = 0.016) and gender (p = 0.001) significantly affect mathematics achievement, while parental education level has no direct impact (p = 0.623). However, SRL development is significantly influenced by the interaction of class, gender, and parental education (p=0.004). These findings highlight the necessity of integrated support from both schools and families to cultivate the students’ self-regulated learning, thereby enhancing students’ cognitive and academic outcomes, especially within resource-limited rural contexts.
DEVELOPMENT OF ANDROID-BASED MATHEMATICS E-MODULE WITH SCIENTIFIC APPROACH TO ENHANCE PROBLEM-SOLVING SKILLS IN GRADE XI Dessela, Syilvi; Asmar, Ali; Yerizon, Yerizon
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.13683

Abstract

The research is designed to implement an Android mathematics e-module integrated with a scientific approach to uplift the students' skills in problem solving mathematically, especially in Grade XI. The basis of this research was for a more interactive and contextual learning media that could respond well to the novelty of digital native learners and the demands of 21st-century education. The Educational Design Research (EDR) method using the Plomp model was applied in this study. The study went through three major phases of the research process: preliminary research, prototyping, and assessment. The e-module was validated by experts as well as being practically and effectively tested through individual, small group, and large group evaluations and teacher responses. The findings showed that the e-module met validity criteria in terms of content, language, and design. Practicality was indicated from students and educators-to use it conveniently, and interesting from visual display, effective in arranging the contents systematically. Effectiveness testing also showed significant improvement in students' capabilities in solving mathematics problems through posttest scores and N-Gain results. The scientific phases of observing, questioning, experimenting, reasoning, and communicating were implemented within the Android platform, successfully fostering critical thinking as well as independence and meaningful learning. In conclusion, the e-module developed is a pedagogically sound and technologically accessible learning medium, geared towards developing higher-order thinking skills in mathematics, thus providing a valid alternative to classroom instruction.