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AKSIOMA: Jurnal Program Studi Pendidikan Matematika
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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 E-MODUL INTERAKTIF BERBASIS MODEL E-IM3 MELALUI PENDEKATAN MATEMATIKA NALARIA REALISTIK PADA MATERI OPERASI HITUNG PECAHAN Rakhmad Rakhmad; Wasilatul Murtafiah; Hendra Erik Rudyanto
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.v14i4.14083

Abstract

Pengembangan media pembelajaran inovatif diperlukan untuk mengatasi kesulitan siswa dalam memahami pecahan, yang hingga kini masih menjadi salah satu topik paling menantang dalam pembelajaran matematika di sekolah dasar. Penelitian ini bertujuan mengembangkan e-modul interaktif berbasis model e-IM3 melalui pendekatan Matematika Nalaria Realistik (MNR) pada materi operasi hitung pecahan serta mengevaluasi validitas, kepraktisan, dan efektivitasnya. Penelitian dilaksanakan dengan pendekatan Design Research pada 20 siswa kelas VI MIN 2 Kota Madiun. Data diperoleh melalui lembar validasi ahli, angket respon siswa, observasi kelas, serta tes hasil belajar (pre-test dan post-test). Analisis data dilakukan secara sistematis untuk menilai kelayakan e-modul. Hasil penelitian menunjukkan bahwa e-modul memperoleh skor rata-rata validasi 3,42 dari 4,00 (85,5%) dengan kategori “valid”. Uji kepraktisan menunjukkan lebih dari 85% siswa merasa e-modul menarik, mudah digunakan, dan membantu memahami materi. Dari segi efektivitas, nilai rata-rata siswa meningkat dari 70 (pre-test) menjadi 87 (post-test), sehingga terdapat peningkatan yang signifikan. Simpulan penelitian ini menunjukkan bahwa e-modul interaktif berbasis model e-IM3 dengan pendekatan MNR valid, praktis, dan efektif digunakan sebagai media pembelajaran inovatif pada materi operasi hitung pecahan di sekolah dasar.
PENGARUH LKPD BERBASIS ETNOMATEMATIKA DENGAN PENDEKATAN REALISTIC MATEMATIC ADUCATION TERHADAP KETERAMPILAN PROBLEM SOLVING, SELF EFFICACY DAN COLLABORATION Ronalia Wati; Agus Maman Abadi; Jailani Jailani; Endar Chrisdiyanto
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.v14i4.7589

Abstract

Pada era abad 21 peserta didik harus dapat memilki kemampuan yang mampu mengasah diri nya sehingga dapat bersaing diera globalisasi. Salah satu kemampuan yang harus d miliki siswa  adalah problem solving, self efficacy dan collaboration. Tujuan dari studi ini untuk mengetahui ada pengaruh lembar kerja peserta didik berbasis etnomatematika dengan pendekatan realistic mathematic education terhadap kemampuan problem solving, self efficacy  dan collaboration. Jenis penelitian ini adalah eksperimen quasi dengan desain penelitian menggunakan One Group Pretes-Post -Test Design. Penelitian ini dilaksanakan di kelas VIII SMP Negeri 3 Kota Bengkulu semester genap pada materi Lingkaran  dengan jumlah sampel sebanyak 34 siswa. Instrument jenis tes adalah tes kemampuan problem solving berupa pretest dan post test sedangkan instrument jenis non tes adalah angket self efficacy dan collaboration. Hasil penelitian ini adalah 1) Pembelajaran dengan menggunakan LKPD berbasis etnomatematika menunjukan adanya perbedaan yang signifikan pada kemampuan problem solving, self efficacy serta collaboration siswa sebelum dan sesudah pembelajaran, 2) Pembelajaran matematika menggunakan LKPD berbasis etnomatematika.efektif untuk meningkatkan kemampuan problem solving, self efficacy serta collaboration siswa. In the era of the 21st century, students must be able to have skills that can hone themselves so they can compete in the era of globalization. One of the abilities that students must have is problem solving, self-efficacy and collaboration. The aim of this study is to determine the influence of ethnomathematics-based student worksheets with a realistic mathematical education approach on problem solving abilities, self-efficacy and collaboration. This type of research is a quasi-experiment with a research design using One Group Pretest-Post-Test Design. This research was carried out in class VIII of SMP Negeri 3 Bengkulu City, even semester on Circle material with a sample size of 34 students. The test type instrument is a problem solving ability test in the form of a pretest and post test, while the non-test type instrument is a self-efficacy and collaboration questionnaire. The results of this research are 1) Learning using ethnomathematics-based LKPD shows that there are significant differences in students' problem solving abilities, self-efficacy and collaboration before and after learning, 2) Mathematics learning using ethnomathematics-based LKPD is effective in improving problem solving abilities and self-efficacy. as well as student collaboration.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID Tia Latifatus; Depi Prihamdani; Tridays Repelita; Lukman Nulhakim; Yayat Ruhiyat
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.v14i4.7842

Abstract

Masalah utama dalam penelitian ini yaitu terbatasnya media pembelajaran yang menggunakan IT, jumlah LCD yang kurang memadai serta pemanfaatan telepon genggam android yang belum optimal oleh peserta didik. Rumusan masalah yaitu bagaimana mengembangkan, menguji kelayakan, kepraktisan dan keefektifan multimedia interaktif berbasis android. Penelitian ini bertujuan untuk mengembangkan, mengetahui kelayakan, kepraktisan dan keefektifan multimedia interaktif berbasis android dan Adapun keefektifan multimedia ini untuk mengetahui kepraktisan dalam penggunaan multimedia ini dalam pembelajaran di kelas. Jenis Penelitian ini penelitian dan pengembangan (R&D). Hasil penelitian menunjukkan Multimedia interaktif berbasis android pada mata pelajaran matematika materi bangun datar untuk peserta didik kelas IV SDN Karawang Kulon 1 Kab. Karawang telah berhasil dikembangkan dengan dengan menggunakan model pengembangan yang diadaptasi dari Borg and Gall. Pengembangan multimedia ini menggunakan 3 software yaitu PowerPoint, I spring dan website APK Builder. Kelayakan multimedia interaktif berbasis android didasarkanpada penilaian dari ahli media dan ahli materi. Dari ahli media didapatkan persentase sebesar 98,88% masuk dalam kategori sangat layak. Sedangkan dari ahli materi didapatkan persentase sebesar 95,55% dalam kategori sangat layak. Oleh karena itu multimedia berbasis android ini sangat layak digunakan oleh peserta didik. Kepraktisan multimedia interaktif berbasis android didapatkan penilaian sebesar 90,66 dalam kategori sangat praktis. Untuk keefektifan multimedia didapatkan jumlah skor N gain dari soal pretest dan post test sebesar 0,58 atau 58% masuk dalam kategori efektif digunakan dalam proses pembelajaran.The main problems in this study are the limited learning media that use IT, the inadequate number of LCDs and the use of Android mobile phones that are not optimal by students. The formulation of the problem is how to develop, test the feasibility, practicality and effectiveness of Android-based interactive multimedia. This study aims to develop, determine the feasibility, practicality and effectiveness of Android-based interactive multimedia. This type of research uses development research (R&D). The results showed that Android-based interactive multimedia in mathematics subject matter for flat shapes for fourth grade students at SDN Karawang Kulon 1 Kab. Karawang has been successfully developed using the development model adapted from Borg and Gall. This multimedia development uses 3 software, namely Powerpoint, Ispring and APK Builder Website. The feasibility of Android-based interactive multimedia is based on assessments from media experts and material experts. From media experts, it was found that a percentage of 98.88% was in the very decent category. Meanwhile, from material experts, a percentage of 95.55% was obtained in the very feasible category. Therefore, this Android-based multimedia is very suitable for use by students. The practicality of Android-based interactive multimedia is rated at 90.66 in the very practical category. For multimedia effectiveness, the total score of N gain from the pretest and posttest questions is 0.58 or 58%, which is included in the effective category used in the learning process.
PENGEMBANGAN SOAL BERPIKIR KOMPUTASIONAL MATEMATIS BAGI MAHASISWA Misdalina Misdalina; Rohana Rohana; Asnurul Isroqmi; Ety Septiati
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.v14i4.9924

Abstract

Kemampuan berpikir komputasional mahasiswa sebagai kompetensi utama abad ke-21 masih berada pada kategori cukup, sehingga perlu ditingkatkan melalui latihan yang konsisten dan instrumen evaluasi yang tepat. Maka dari itu penelitian ini bertujuan untuk mengembangkan soal-soal kemampuan berpikir komputasional matematis mahasiswa yang valid dan reliabel. Model ADDIE digunakan sebagai model pengembangan dengan tahapan Analysis, Design, Development, Implementation, dan Evaluation.  Subjek penelitian berjumlah 19 mahasiswa semester 3 program studi Pendidikan Matematika. Teknik pengumpulan data penelitian yaitu tes dan angket. Analisis butir soal hasil pengembangan dilakukan secara kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa produk 8 soal kemampuan berpikir komputasional matematis valid dan reliabel. Revisi pada beberapa butir soal, seperti peningkatan level kognitif ke C5 dan penyempurnaan narasi, berperan dalam meningkatkan kualitas soal dari sisi isi dan struktur logika berpikir. Penelitian ini juga memberikan kontribusi nyata dalam menyediakan alternatif asesmen matematika yang berorientasi pada pengembangan keterampilan berpikir tingkat tinggi, memperkaya wacana pengintegrasian berpikir komputasional ke dalam pendidikan matematika serta memberikan arah baru dalam penyusunan soal-soal yang mendorong mahasiswa berpikir lebih mendalam dan terstruktur.
PENGEMBANGAN KOMIK MATEMATIKA BERILUSTRASI BUDAYA JAMBI MENGGUNAKAN PROBLEM BASED LEARNING UNTUK MENINGKATKAN MINAT BELAJAR SISWA Wardi Syafmen; Aulia Fadhilah Rinaldi; Dewi Iriani
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.v14i4.9930

Abstract

Minat belajar matematika siswa masih tergolong rendah akibat penerapan metode pembelajaran yang kurang menarik dan minimnya integrasi budaya lokal sehingga siswa sulit menghubungkan konsep matematika dengan kehidupan sehari-hari. Untuk mengatasi permasalahan ini, maka dikembangkan media pembelajaran komik matematika berilustrasikan Budaya Jambi menggunakan Problem-Based Learning. Penelitian ini adalah jenis penelitian pengembangan dengan menggunakan model pengembangan ADDIE yakni analyze, design, development, implementation, dan evaluation. Subjek penelitian ini adalah Dosen ahli materi dan ahli desain, guru matematika kelas VII E pada uji coba perorangan, 9 orang siswa kelas VII E pada uji coba kelompok kecil, serta 30 orang siswa kelas VII E pada uji coba lapangan. Hasil penelitian yang diperoleh menunjukkan bahwa komik matematika ini didesain menggunakan aplikasi ibis paint x dan canva. Komik matematika ini menggunakan pendekatan problem-based learning pada materi kesebangunan dan kekongruenan. Penelitian ini memperoleh hasil validasi yaitu 76% untuk materi dan 82,3% untuk desain. Hasil kepraktisan media menurut guru 97% dan siswa 89,8%. Lalu efektivitas komik matematika diukur melalui nilai N-Gain dengan diperoleh hasil 56,85%, tes hasil belajar yaitu 83,3% dan lembar observasi siswa yaitu 90,8%. Dari perhitungan tersebut menunjukkan minat belajar siswa meningkat dibandingkan sebelum menggunakan komik matematika berilustrasi budaya Jambi menggunakan problem-based learning.Students interest in learning mathematics is still relatively low due to unattractive learning methods and minimal integration of local culture so that students find it difficult to connect mathematical concepts with everyday life. To overcome this, a mathematical comic learning media illustrated with Jambi culture was developed using problem-based learning. This research is a type of development research using the ADDIE development model, namely analyze, design, development, implementation, and evaluation. The subjects of this study were lecturers who were material experts and design experts, mathematics teachers of class VII E in individual trials, 9 students of class VII E in small group trials, and 30 students of class VII E in field trials. The results of the study showed that this mathematical comic was designed using the ibis paint x and canva applications. This mathematical comic uses a problem-based learning approach to the material of similarity and congruence. This study obtained validation results of 76% for material and 82.3% for design. The results of the practicality of the media according to teachers were 97% and students 89.8%. Then the effectiveness of mathematical comics is measured through the N-Gain value with the results obtained 56.85%, the learning outcome test is 83.3% and the student observation sheet is 90.8%. From these calculations, it shows that students' interest in learning has increased compared to before using the learning media of mathematical comics illustrated with Jambi culture using problem-based learning.
PENINGKATAN PEMAHAMAN GEOMETRI TRANSFORMASI DENGAN PEMBELAJARAN E-LEARNING BERBASIS MASALAH KEARIFAN LOKAL Khoiruddin Matondang; Ulfa Annisa Lubis; Risna Mira Bella Saragih; Melani Prasiska
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.v14i4.11107

Abstract

Students often have difficulty understanding the concept of transformation geometry because it is abstract and has little to do with the real context. One of the causes is less meaningful and non-contextual learning. Therefore, one of the efforts that can be made is based on local wisdom. On the other hand, e-learning as an educational innovation has been widely used, but its application has not been optimal, especially to explain visual and abstract concepts such as transformation geometry. Therefore, an e-learning approach is needed that integrates contextual problems based on local wisdom to improve student understanding. This study aims to discuss the effect of e-learning learning based on local wisdom problems on improving students' understanding of transformation geometry. The research was conducted at Al-Azhar High School Medan, the subject of class XII research was 146 students who were selected by random sampling to select samples. The type of research used was quasi-experimental with a pretest-postest control group design. Data collection used a transformation geometry understanding ability test, including indicators of translation, dilation, reflection and rotation. The significance value of the Independent Sample t Test 0.00 < 0.05 means that there is a significant difference in the increase (gain) of experimental students with the control class. Through these results, it can be concluded that e-learning based on local wisdom problems has an effect on improving students' understanding of transformation geometry. The results of the dilatation indicator gain were 0.51, translation 0.54, reflection 0.47, rotation 0.44 with each category moderate.
ETHNOMATHEMATICS OF JAVANESE CULTURE IN THE INQUIRY LEARNING MODEL Pardimin Pardimin; Didi Supriadi
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.v14i4.11303

Abstract

The research aims to develop an inquiry learning model based on Javanese cultural ethnomathematics. This research uses research and development methods with the Plomp educational development model. Research stages include:1) preliminary research, 2) development or prototyping phase, and 3) assessment phase. In this research, the development stage was carried out at the initial investigation stage and the design stage which included field observations, literature studies, focus group discussion, preparation of learning models and learning tools and continued with small-scale trials. Field observations were carried out through observing cultural sites and junior high schools at three provinces in Indonesia, Yogyakarta province, West Java province, and East Java province. Data collection techniques in this research are interviews, observation and questionnaires. The data obtained was analyzed using quantitative descriptive analysis techniques. The development results at the initial investigation stage generated a preliminary syntax for the inquiry learning model. The subsequent design stage produced a complete mathematics learning model based on Javanese cultural ethnomathematics, documented in a comprehensive book accompanied by learning tools. Trial results indicated that the developed inquiry learning model meets valid criteria and is suitable for classroom implementation. The significance of this research lies in its contribution to integrating local cultural knowledge into mathematics instruction through an inquiry-based pedagogical approach. By embedding Javanese ethnomathematical concepts into structured inquiry learning, this study provides an innovative model that supports contextualized learning and aligns with national curriculum demands for culturally relevant pedagogy. Furthermore, the model offers a practical framework for teachers to develop meaningful learning experiences that bridge formal mathematics with students’ cultural environments.
DEVELOPMENT OF AN INTERACTIVE FLIPBOOK-BASED E-MODULE TO ENHANCE STUDENTS’ ABILITY TO UNDERSTAND MATHEMATICAL CONCEPTS IN ARITHMETIC SEQUENCES AND SERIES Nuranita Adiastuty; Sumarni Sumarni; Nunu Nurhayati; Siska Siti Rukoyah
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.
IMPLEMENTASI BUKU AJAR TERINTEGRASI AUGMENTED REALITY UNTUK MEMBANTU KEMAMPUAN PEMAHAMAN KONSEP MATEMATIKA CALON GURU SD Destiniar Destiniar; Marhamah Marhamah; Anggria Septiani Mulbasari; Eka Fitri Puspita Sari
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.v14i4.11600

Abstract

Belum optimalnya pembelajaran mata kuliah konsep dasar matematika SD pada mahasiswa pendidikan guru sekolah dasar dikarenakan belum tersedianya bahan ajar atau sumber referensi yang mendukung proses pembelajaran berdampak pada kurang maksimalnya pemahaman mahasiswa selama perkuliahan. Sehingga pada penelitian ini bertujuan untuk mengetahui implementasi buku ajar konsep dasar matematika SD terintegrasi Augmented Reality (AR) terhadap kemampuan pemahaman konsep matematika calon guru SD. Penelitian eksperimen ini menggunakan buku ajar konsep dasar matematika SD terintegrasi Augmented Reality (AR) yang sudah valid dan praktis. 40 Mahasiswa dari semester I Pendidikan Guru Sekolah Dasar di Universitas PGRI Palembang tahun akademik 2024/2025 dijadikan sampel penelitian penelitian. Data dikumpulkan melalui pemberian soal tes untuk mengukur kemampuan pemahaman konsep matematika calon guru SD. Data hasil tes selanjutnya dianalasis secara kuantitatif deskriptif untuk mengetahui keefektifan buku ajar terintegrasi AR setelah diimplementasikan. Berdasarkan hasil penelitian diketahui bahwa hasil implementasi buku ajar efektif membantu siswa memahami konsep dasar matematika SD terbukti dari hasil tes yang menunjukkan 90% mahasiswa mendapat skor sangat tinggi. Jadi penggunaan buku ajar terintegrasi AR dapat membantu pemahaman konsep matematika calon guru SD pada materi konsep dasar matematika SD.
PENGEMBANGAN MEDIA MIKROMAB UNTUK MENINGKATKAN PEMAHAMAN MATERI PENJUMLAHAN DAN PENGURANGAN SISWA ABK SEKOLAH DASAR Nur Laily; Mohammad Syaifuddin; Siti Inganah; Zaki Abdul Wahid
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.v14i4.11780

Abstract

Penelitian ini dilatarbelakangi adanya siswa ABK yang mengalami kesulitan dalam mempelajari materi penjumlahan dan pengurangan bilangan bulat. Tujuan penelitian ini untuk mengembangkan dan mengevaluasi media pembelajaran interaktif bernama MIKROMAB (Mobil Interaktif Khusus Matematika Online untuk Anak Berkebutuhan Khusus) guna meningkatkan pemahaman penjumlahan dan pengurangan siswa ABK di sekolah dasar. Penelitian ini menggunakan metode Research and Development (RnD) dengan model 4D (Define, Design, Develop, Disseminate). Media MIKROMAB dirancang menggunakan aplikasi Scratch dengan visualisasi mobil yang bergerak pada garis bilangan, membantu siswa memahami konsep operasi matematika secara konkret dan menyenangkan. Validasi oleh tiga pakar menunjukkan hasil yang sangat layak, dengan skor rata-rata 0,98 untuk aspek pendidikan matematika, 1 untuk multimedia berbasis ICT, dan 1 untuk evaluasi pembelajaran. Implementasi di kelas inklusi juga mendapat respons positif dari guru, yang menilai media ini sangat praktis dengan tingkat praktikalitas 86%. Analisis hasil belajar menggunakan metode N-Gain menunjukkan peningkatan pemahaman siswa dalam kategori tinggi dengan skor rata-rata 0,79. Dengan demikian, MIKROMAB terbukti valid, praktis, dan efektif untuk meningkatkan pemahaman materi penjumlahan dan pengurangan pada siswa ABK.This research was motivated by the existence of ABK students who experienced difficulties in learning the material on addition and subtraction of integers. This study aims to develop and evaluate an interactive learning media called MIKROMAB (Mobile Interactive Mathematics Online for Special Needs Children) to enhance the understanding of addition and subtraction concepts among elementary school students with special needs. The research employs the Research and Development (RnD) method using the 4D model (Define, Design, Develop, Disseminate). MIKROMAB is designed using the Scratch application, featuring a moving car on a number line to help students grasp mathematical operations concretely and enjoyably. Validation by three experts yielded highly feasible results, with average scores of 0.98 for mathematics education, 1 for ICT-based multimedia, and 1 for instructional evaluation. Classroom implementation in inclusive settings also received positive feedback from teachers, who rated the media as highly practical with a practicality level of 86%. Analysis of students’ learning outcomes using the N-Gain method showed a significant improvement categorized as high, with an average score of 0.79. Thus, MIKROMAB is proven to be valid, practical, and effective in improving the understanding of addition and subtraction concepts among special needs students.