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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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Search results for , issue "Vol 15, No 1 (2026)" : 52 Documents clear
DEVELOPMENT OF LMS PHYTAGORAS BASED TERPADU AS CAPABILITY BOOSTER MATHEMATIC NUMERACY Lestari, Wiwit Damayanti; Mulyana, Diki; Nandang, Nandang
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.12172

Abstract

Integrated Hybrid Learning Development Research aims to develop Integrated Hybrid Learning, Active, Simple, and Collaborative, abbreviated as LMS Phytagoras, based on TERPADU (Telaah, Eksplorasi, Rumuskan, Presentasikan, Aplikasikan, Duniawi, dan Ukhrowi) as a means to strengthen numeracy skills with valid and effective criteria. The subjects of this study were third-semester students of Mathematics Education at Wiralodra University, specifically in the selected topics course of secondary mathematics education. The type of research utilized in this study is Research and Development (R&D). The design model used is the ADDIE type. The data collection instruments include validation sheets, tests, and questionnaires. During the validation process, LMS Phytagoras was validated by three expert validators with medium validity criteria. LMS Phytagoras was implemented by 7 students, resulting in medium effectiveness of learning as determined by pretest and posttest results using the n-gain test. LMS Phytagoras received positive responses from students in TERPADU-based learning.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MATERI BANGUN DATAR UNTUK MEMFASILITASI KEMAMPUAN KOMUNIKASI MATEMATIKA SEKOLAH DASAR Sari, Ratu Amalia; Bentri, Alwen; Ahmad, Syafri; Rayendra, Rayendra
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.14420

Abstract

Penelitian ini terinspirasi oleh keterbatasan alat pembelajaran sekolah dasar yang membantu siswa menjelaskan konsep matematika menggunakan simbol, visual, dan grafik, khususnya dalam geometri bidang. Untuk pembelajaran yang lebih bermakna, siswa membutuhkan media yang menyajikan ide-ide abstrak dan merepresentasikan kehidupan sehari-hari. Multimedia interaktif berbasis program Smart Apps Creator dengan konten geometri bidang akan dikembangkan dan diuji untuk meningkatkan kemampuan komunikasi matematika siswa. Paradigma ADDIE digunakan untuk penelitian dan pengembangan, yang mencakup analisis, desain, pengembangan, implementasi, dan evaluasi. Lembar validasi, kuesioner kepraktisan, dan ujian hasil belajar dengan indikator komunikasi matematika merupakan alat studi. Penelitian ini menemukan bahwa (1) multimedia interaktif berbasis Smart Apps Creator sangat valid berdasarkan 93% ahli materi, 88% ahli media, dan 95% ahli bahasa. (2) Uji kepraktisan menghasilkan 90% pada uji coba kelompok kecil, 92% pada uji coba kelompok besar, dan 100% dari komentar pengajar. (3) Multimedia interaktif meningkatkan kemampuan komunikasi matematika siswa, dengan skor posttest rata-rata 87,16 dan analisis Skor N-Gain sebesar 73,91%, menjadikannya sangat efektif. Dengan demikian, multimedia interaktif berbasis Smart Apps Creator pada platform datar valid, praktis, dan efektif serta dapat meningkatkan kemampuan komunikasi matematika siswa sekolah dasar.This study is inspired by the limits of primary school learning tools that help pupils explain mathematical concepts using symbols, visuals, and graphs, particularly in plane geometry. For more meaningful learning, students need media that presents abstract ideas and represents daily life. Interactive multimedia based on the Smart Apps Creator program on plane geometry content will be developed and tested to improve students' mathematical communication abilities. The ADDIE paradigm is used for R&D, which covers analysis, design, development, implementation, and evaluation. Validation sheets, practicality questionnaires, and learning results exams with mathematical communication indicators are study tools. The research found that (1) interactive multimedia based on Smart Apps Creator is extremely valid based on 93% material experts, 88% media experts, and 95% language experts. 2) The practicality test yields 90% in small group trials, 92% in large group trials, and 100% from instructor comments. (3) Interactive multimedia improves students' mathematical communication abilities, with an average posttest score of 87.16 and an N-Gain Score analysis of 73.91%, making it extremely successful. Thus, interactive multimedia based on Smart Apps Creator on flat forms is valid, practical, and successful and may improve primary school pupils' mathematical communication abilities.
PROJECT BASED LEARNING (PjBL) - BASED STUDENT WORKSHEETS ON INTEGRAL CALCULUS TO FASILITATE STUDENT’S PROBLEM SOLVING Lisa, Lisa; Syahputra, Edi; Simamora, Elmanani; Napitupulu, E. Elvis; Panjaitan, Asmin
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.11490

Abstract

AbstractIntegral Calculus instruction often faces challenges in developing 21st century skills, particularly in problem-solving. Initial observations indicate that students struggle to apply integral concepts to real-world contexts, largely due to passive, non-interactive conventional teaching methods. This phenomenon leads to low student engagement and inadequate problem-solving abilities. Therefore, this study aimed to develop a Project Based Learning (PjBL)-based student worksheet proven to be valid, practical, and effective as a solution to enhance students' problem-solving skills. This research used the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through expert validation, student response questionnaires, and N-gain analysis from pre- and post-test results. The findings show that the developed worksheets are highly valid (average 4.5), practical (average student responses above 4.20), and effective (average N-gain 0.71), indicating a significant improvement in students' problem-solving skills. In conclusion, the PjBL-based worksheets successfully serve as a valid, practical, and effective innovation for addressing these learning problems. It is recommended that future research conduct trials on a broader scale to enhance the generalizability of the findings and develop more comprehensive instruments to measure soft skills holistically. AbstrakPembelajaran Kalkulus Integral seringkali menghadapi tantangan dalam mengembangkan keterampilan abad ke-21, khususnya dalam pemecahan masalah. Observasi awal menunjukkan bahwa mahasiswa kesulitan menerapkan konsep integral ke konteks nyata, yang sebagian besar disebabkan oleh metode pembelajaran konvensional yang pasif dan kurang interaktif. Fenomena ini mengakibatkan rendahnya keterlibatan mahasiswa dan kemampuan pemecahan masalah yang kurang memadai. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan sebuah Lembar Kerja Mahasiswa (LKM) berbasis Project Based Learning (PjBL) yang terbukti valid, praktis, dan efektif sebagai solusi untuk meningkatkan keterampilan pemecahan masalah mahasiswa. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Data dikumpulkan melalui validasi ahli, kuesioner respons mahasiswa, serta analisis N-gain dari hasil tes awal dan akhir. Hasil penelitian menunjukkan bahwa LKM yang dikembangkan sangat valid (rata-rata 4.5), praktis (rata-rata respons mahasiswa di atas 4.20), dan efektif (rata-rata N-gain 0.71), menunjukkan adanya peningkatan signifikan pada keterampilan pemecahan masalah mahasiswa. Kesimpulannya, LKM berbasis PjBL berhasil menjadi inovasi yang valid, praktis, dan efektif dalam mengatasi permasalahan pembelajaran tersebut. Disarankan agar penelitian selanjutnya melakukan uji coba dalam skala yang lebih luas untuk meningkatkan generalisasi temuan dan mengembangkan instrumen yang lebih komprehensif untuk mengukur soft skill secara holistik. 
PENGARUH LOCUS OF CONTROL DAN DISPOSISI MATEMATIS TERHADAP KEMAMPUAN SISWA DALAM MEMECAHKAN PERMASALAHAN SPLDV Yuliana, Yuliana; Setiyaningsih, Anita; Wijayanti, Septiana; Tasari, Tasari
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.8685

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh locus of control ataupun disposisi matematis terhadap kemampuan pemecahan masalah SPLDV. Permasalahan dihadapi oleh siswa, yaitu tidak semua siswa memiliki keyakinan diri dan pandangan positif dan siswa mengalami kesulitan ketika diberikan permasalahan SPLDV yang berbeda bentuk ataupun lebih kompleks. Tiga kelas siswa SMK kelas 10 terpilih menjadi sampel melalui teknik sampel kluster. Menurut sampel tersebut, data locus of control (X1) maupun disposisi matematis (X2) dikumpulkan menggunakan angket, sedangkan data kemampuan pemecahan masalah SPLDV (Y) dikumpulkan menggunakan tes pemecahan masalah. Sebelum dianalisis menggunakan regresi linier berganda, data mesti terpenuhi normalitas, linearitas, multikolinearitas atau independensi, dan heteroskedastisitas sebagai prasyarat analisis. Setelah prasyarat terpenuhi, data dianalisis menggunakan analisis regresi linier berganda, uji t, maupun uji F. Dari regresi linear berganda diperoleh koefisien linear bernilai positif. Melalui uji t, masing-masing nilai signifikansi dari X1 dan X2 adalah 0,00 (kurang dari 5%). Melalui uji F, nilai signifikan 0,00 (kurang dari 5%). Hasil analisis ini memberikan simpulan bahwa locus of control ataupun disposisi matematis berkontribusi positif terhadap kemampuan pemecahan masalah SPLDV secara parsial ataupun bersamaan. Hal ini memberikan urgensi bahwa dalam pembelajaran perlu menumbuhkan keyakinan diri dan pandangan positif kepada siswa agar mampu memecahkan permasalahan SPLDV. This study aims to analyze the influence of locus of control and mathematical disposition on students’ ability to solve SPLDV (System Linear Equations in Two Variables) problems. One of the main challenges students face is a lack of self-confidence and positive perspectives, which leads to difficulties when presented with unfamiliar or complex SPLDV problems. Three classes of 10th-grade vocational high school students were selected as the sample through cluster sampling techniques. Data on locus of control (X1) and mathematical disposition (X2) were collected via a questionnaire, while data on SPLDV problem-solving ability (Y) were obtained through a problem-solving test. Prior to analysis using multiple linear regression, the data were tested to ensure they met the assumptions of normality, linearity, multicollinearity or independence, and homoscedasticity. Once these prerequisites were satisfied, the data were analyzed using multiple linear regression analysis, as well as t-tests and an F-test. The regression analysis yielded a positive linear coefficient. The t-test showed that the significance values for both X1 and X2 were 0.00 (p < 0.05). Similarly, the F-test produced a significance value of 0.00 (p < 0.05). These results indicate that both locus of control and mathematical disposition positively contribute—either independently or jointly—to students’ SPLDV problem-solving ability. These findings highlight the importance of fostering self-confidence and a positive outlook in mathematics education to improve students’ problem-solving skills.
THE DEVELOPMENT OF AN ANDROID-BASED ETHNOMATHEMATICS PUZZLE GAME MEDIA ON FLAT-BUILT GEOMETRY MATERIAL Hidayatulloh, Hidayatulloh; Sapri, Johanes; Susanta, Agus; Danim, Sudarwan; Winarni, Endang Widi
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.9531

Abstract

The use of ethnomathematics puzzle games as a means of educational mathematics learning that is implemented in learning not only conveys material, but can also raise potential and culture. One of the materials implemented in the ethnomathematics puzzle game is flat geometric shapes. This research aims to develop learning media for an Android-based ethnomathematics puzzle game on flat geometric material. The method used is research and development with a 4-D development model. This research was conducted at a public junior high school in Pesawaran Regency, Lampung with a total of 183 subjects. Data collection techniques use observation, interviews and tests. Data analysis used in this research uses descriptive analysis. Based on the data analysis carried out, the average product validation score for media experts was 81.0 and material experts 81.0 in the valid category. The product developed is also relatively practical, the average score of 44.5 is in the very good category. The product developed was measured using posttest and pretest scores in the experimental class and control class with an average score of 58.92 for the experimental class and 9.40 for the control class based on N-Gain Score analysis, so the ethnomathematics puzzle game is quite effective for learning.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GEOGEBRA CLASSROOM BERORIENTASI DISCOVERY LEARNING PADA MATERI BARISAN DAN DERET ARITMATIKA Azizah, Alfina Nur; Listiawan, Tomi
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.12107

Abstract

Era society 5.0 melakukan transformasi pendidikan dengan penerapan teknologi yang berkembang pesat untuk meningkatkan mutu pendidikan. Penggunaan teknologi, terutama pembelajaran Geogebra, menjadi krusial untuk mendukung minat dan motivasi belajar siswa. Model Discovery learning juga diakui efektif dalam mendukung siswa yang matematis, berpikir kritis, kolaboratif, dan mandiri. Penelitian ini fokus pada pengembangan media pembelajaran berbasis Geogebra Classroom berorientasi discovery learning terhadap materi barisan dan deret aritmatika untuk siswa SMA. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE. Penelitian ini melibatkan siswa kelas XI SMA dan dilaksanakan dalam dua pertemuan. Pengumpulan data menggunakan lembar validasi dan angket. Tahapan penelitian mencakup analisis kebutuhan, perancangan media pembelajaran, pengembangan media, implementasi media berbasis discovery learning, dan evaluasi penggunaan media. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Geogebra Classroom berorientasi discovery learning dinyatakan valid dengan persentase 89,17% dalam kategori sangat valid dan dinyatakan praktis dengan persentase 90,61% dalam kategori sangat praktis. Selain itu, hasil penelitian menunjukkan bahwa media pembelajaran ini valid dan praktis dalam mendukung siswa untuk belajar secara mandiri, sehingga siswa dapat memahami konsep barisan dan deret aritmatika dengan lebih baik dan mendalam.
PENGEMBANGAN MODUL AJAR ETNOMATEMATIKA BERBUDAYA TABUIK PARIAMAN DENGAN PENDEKATAN CONTEXTUAL TEACHING AND LEARNING PADA KETERAMPILAN PEMECAHAN MASALAH Ali, Fitrah Hanifa; Jamaan, Elita Zuzti; Yerizon, Yerizon; Harisman, Yulyati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.13993

Abstract

Hasil studi pendahuluan menunjukkan bahwa kemampuan pemecahan masalah matematika murid SMP  masih tergolong rendah. Hal ini disebabkan oleh rendahnya kemampuan murid menyelesaikan  soal  non-rutin dan kontekstual. Pada saat observasi murid menunjukkan kurang antusias dan mandiri dalam proses belajar. Untuk mengatasi permasalahan ini, sebuah modul ajar etnomatematika berbudaya Tabuik Pariaman dikembangkan dengan memanfaatkan pendekatan Contextual Teaching and Learning (CTL). Modul ini dirancang khusus dengan mengaitkan konsep matematika dengan budaya lokal Tabuik Pariaman. Tujuannya adalah menciptakan bahan ajar yang menarik, bergambar, dan berwarna, sesuai dengan karakteristik murid, sekaligus meningkatkan kemampuan pemecahan masalah matematis mereka. Penelitian ini bertujuan untuk mendeskripsikan modul ajar etnomatematika berbasis CTL yang valid, praktis, dan efektif. Penelitian menggunakan model pengembangan Plomp, dengan melakukan uji coba dan pengujian. Hasilnya menunjukkan bahwa modul ini sangat valid, dengan skor 3,45. Selain itu, berdasarkan angket respon, modul ini juga dianggap sangat praktis oleh murid (91,49% dan 88,50%) dan guru (88,54%). Lebih lanjut, dari hasil tes kemampuan pemecahan masalah matematis, modul ini terbukti efektif dengan nilai efektivitas 69%. Angka ini menunjukkan bahwa modul ajar etnomatematika berbudaya Tabuik dengan pendekatan CTL ini efekif meningkatkan kemampuan pemecahan masalah matematis murid. Dengan demikian, penelitian ini menyimpulkan bahwa modul ajar yang dikembangkan telah memenuhi kriteria validitas, kepraktisan, dan efektivitas.A preliminary study showed that the mathematical problem-solving abilities of junior high school students were still relatively low. This was attributed to their poor ability to solve non-routine and contextual problems.  During observations, students demonstrated a lack of enthusiasm and independence in the learning process. To address these issues, an ethnomathematics teaching module based on the Tabuik Pariaman culture was developed, utilizing the Contextual Teaching and Learning (CTL) approach. This module was specifically designed to link mathematical concepts with the local Tabuik Pariaman culture. The goal was to create learning materials that are engaging, pictorial, and colorful, aligning with student characteristics, while also improving their mathematical problem-solving skills.This study aims to describe an ethnomathematics CTL-based teaching module that is valid, practical, and effective. The research used the Plomp development model, which involved trials and testing. The results showed that the module is highly valid, with a score of 3.45. Additionally, based on response questionnaires, the module was considered highly practical by students (91.49% and 88.50%) and teachers (88.54%). Furthermore, from the results of the mathematical problem-solving ability test, the module was proven to be effective with an effectiveness score of 69%. This figure indicates that the ethnomathematics teaching module with the Tabuik culture and CTL approach is effective in improving students' mathematical problem-solving skills. Thus, this study concludes that the developed teaching module has met the criteria of validity, practicality, and effectiveness.
VALIDITY OF DISCOVERY-BASED ETHNOMATEMATICS LESSON PLAN: A DEEP LEARNING APPROACH TO THE PYTHAGOREAN THEOREM Nurlita, Intan; Sari, Yurizka Melia
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.14184

Abstract

The lack of integration of local culture into mathematics teaching, which is usually procedural and abstract in nature, is an obstacle to creating valuable, reflective learning experiences that are appropriate for the educational needs of the 21st century. This study aimed to analyze the validity of ethnomathematics-based lesson plan using the Discovery Learning model and Deep Learning approach in the mystery of the Pythagorean Theorem. The methodology applied is research and development (R&D) using a modified 4D model, focusing on the Develop (D3) stage, involving three validators: an expert lecturer in the subject matter and two mathematics teachers from junior high school as implementers. The evaluation instruments consisted of five aspects: content validity, presentation, language use, integration of the learning model, and technical validity. The results of the validation process indicated that the module is highly valid, with Aiken V values ranging from 0.75 to 1.00. This ethnomathematics-based lesson plan with Pythagorean Theorem material successfully links mathematical concepts with local culture, presents an organized and communicative learning structure, and encourages student exploration and reflection very well. These findings confirm that this learning tool is suitable for use in contextual learning of Pythagorean Theorem material. Future researchers are advised to evaluate the effectiveness of this lesson plan through its application in the classroom and to develop similar teaching tools for other materials that are in line with the local context of students.
PENGEMBANGAN GAME EDUKASI PERMATA UNTUK SISWA DISABILITAS RUNGU: STUDI VALIDITAS DAN KEPRAKTISAN Harianti, Yutri; Iswari, Mega
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.13814

Abstract

Kemampuan memahami konsep mata uang merupakan bagian penting dalam pendidikan numerasi, termasuk bagi siswa disabilitas rungu. Sayangnya, keterbatasan media pembelajaran yang sesuai dengan karakteristik visual dan kebutuhan komunikasi mereka masih menjadi tantangan dalam proses belajar. Penelitian ini bertujuan mengembangkan aplikasi game edukasi “PERMATA” (Permainan Mata Uang) berbasis Android sebagai media pembelajaran yang dirancang khusus untuk mendukung pemahaman materi mata uang bagi siswa disabilitas rungu. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE. Aplikasi dikembangkan dengan memadukan elemen visual, teks sederhana, dan avatar berbahasa isyarat SIBI sebagai pendukung utama penyampaian materi. Hasil validasi menggunakan indeks Aiken’s V menunjukkan skor 0,85 dari ahli materi dan 0,93 dari ahli media, yang mengindikasikan bahwa aplikasi berada pada kategori sangat valid. Uji kepraktisan oleh guru menunjukkan hasil sebesar 0,92, yang berarti aplikasi dinilai sangat mudah digunakan dalam konteks pembelajaran di SLB. Berdasarkan temuan tersebut, aplikasi PERMATA dinyatakan layak dan praktis untuk digunakan sebagai media pembelajaran numerasi yang sesuai dengan kebutuhan siswa disabilitas rungu.
DEVELOPMENT OF A REALISTIC MATHEMATICS EDUCATION MODULE BASED ON COASTAL CULTURE TO IMPROVE NUMERATION LITERACY Susanto, Hendra; Thahura, Farahdiba
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.14348

Abstract

Despite high cognitive potential from fish consumption, coastal students face boring traditional modules; thus, a culture-based RME-AI module was developed to enhance numeracy skills. This study aims to analyze the level of validity, practicality, and effectiveness of the Realistic Mathematics Education (RME) learning module based on coastal culture with the Gemini application and how the module can improve the numeracy literacy skills of fifth grade students. The RME module development leverages students' environmental reality to facilitate mathematical learning, effectively bridging pedagogical gaps to achieve superior educational goals through contextual experiences and meaningful conceptual mastery. So that with this module it can help students in improving numeracy literacy skills. The RME-based module is said to be suitable for use if it meets three criteria: valid, practical, and effective. Based on the results of the research analysis, 1) the module was declared very valid after being revised with a percentage of 89.00%, 2) the module was declared practical with an average student response questionnaire result of 84.00% in the field test. Furthermore, 3) the normalized gain test was used to determine how effective the RME learning module was in improving students' numeracy literacy skills. The gain test results showed a value of 0.35 which indicates moderate. This means that the RME learning module based on coastal culture is effective in improving students' numeracy literacy skills. The implications suggest integrating local wisdom bridges abstract-reality gaps, while Gemini AI offers scalable, culturally-responsive models that significantly enhance student engagement and long-term retention of numeracy skills.