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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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PERANGKAT PEMBELAJARAN BERBASIS PROBLEM SOLVING UNTUK MEMFASILITASI KEMAMPUAN BERPIKIR ALJABAR PESERTA DIDIK SMP Ridha Chairunisa; Maimunah Maimunah; Putri Yuanita
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.v15i1.8115

Abstract

Berpikir aljabar merupakan kemampuan berpikir matematika yang harus dimiliki peserta didik dalam memecahkan permasalahan matematika, namun kemampuan berpikir aljabar peserta didik masih tergolong rendah. Adapun tujuan dari penelitian ini yaitu mengembangkan perangkat pembelajaran berbasis problem solving pada materi SPLDV yang memenuhi kriteria valid dan praktis dengan harapan dapat memfasilitasi kemampuan berpikir aljabar peserta didik. Model pengembangan yang digunakan yaitu model ADDIE. Sebanyak dua belas orang peserta didik kelas VIII SMP Babussalam Pekanbaru menjadi subyek dalam penelitian ini. Instrumen pada penelitian ini berupa lembar validasi untuk mengukur validitas dan angket respon peserta didik untuk mengukur kepraktisan. Dengan analisis data berupa deskriptif kualitatif dan kuantitatif. Penelitian ini menghasilkan perangkat pembelajaran yang valid dengan kriteria kevalidan sebesar 3,54 pada silabus dengan kategori sangat valid, 3,44 pada RPP dengan kategori sangat valid dan 3,47 pada LKPD dengan kategori sangat valid dan memenuhi kriteria kepraktisan dengan persentase 86,98% kategori sangat praktis. Sehingga dapat disimpulkan bahwa perangkat pembelajaran berbasis problem solving dapat memfasilitasi kemampuan berpikir aljabar peserta didik
PENGARUH LOCUS OF CONTROL DAN DISPOSISI MATEMATIS TERHADAP KEMAMPUAN SISWA DALAM MEMECAHKAN PERMASALAHAN SPLDV Yuliana Yuliana; Anita Setiyaningsih; Septiana Wijayanti; 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; Johanes Sapri; Agus Susanta; Sudarwan Danim; Endang Widi Winarni
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 ANIMASI STOP MOTION PADA MATERI GEOMETRI RUANG UNTUK MENINGKATKAN NUMERASI SISWA Riky Ramadan; Nurafni Nurafni
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.v15i1.10654

Abstract

Dikarenakan kesulitan pada pembelajaran geometri ruang serta minimnya penggunaan media pembelajaran di sekolah menjadi latar belakang masalah utama penelitian ini. Tujuan dari penelitian ini adalah untuk menghasilkan media pembelajaran yang layak serta dapat meningkatkan numerasi siswa SDN Tomang 03. Metode penelitian yang digunakan merupakan Research and Development (RnD) dengan model Analysis, Design, Development, Implementation, dan Evaluation (ADDIE). Teknik pengumpulan data dilakukan dengan observasi, wawancara dan dokumentasi serta pengambilan data menggunakan instrumen validasi ahli media dan materi, angket respon guru dan siswa serta penggunan pretest dan posttestt. Penelitian melibatkan 3 ahli media, 7 ahli materi, 3 guru, dan 24 siswa. Animasi stop motion geometri ruang mendapatkan hasil sangat valid oleh ahli media (92,2%) dan ahli materi (91,79%) serta kualifikasi sangat baik dari respon guru (91,67%), uji coba kelompok kecil (91,25%), uji coba kelompok besar (90,31%), dinyatakan dapat meningkatkan numerasi siswa dengan hasil n gain score sebesar 0,46 dengan kualifikasi sedang dan hasil persentase peningkatan dari pretest dan posttestt sebesar 20%. Animasi stop motion geometri ruang dinyatakan valid dan dapat digunakan untuk meningkatkan numerasi siswa pada materi geometri ruang.
PENGEMBANGAN E-MODUL MATEMATIKA DENGAN CANVA TERINTEGRASI NILAI KEISLAMAN Elis Triani; Mega Nur Prabawati; Dian Kurniawan
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.v15i1.10776

Abstract

This study aims to explore the development process of a mathematics e-module integrated with Islamic values using Canva. The research employs a research and development (R&D) approach. The research design follows the ADDIE model, which comprises five stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The data analysis technique utilized in this study is quantitative descriptive analysis.The development process begins with the analysis stage, which involves selecting the e-module as the instructional material based on problem identification and learning objectives to be included in the e-module. The design stage produces an e-module layout that includes an introduction, main content, and conclusion. Subsequently, the development stage encompasses the feasibility testing of the e-module through validation by subject matter experts in mathematics, Islamic studies, and media, all of whom rated it as "Highly Appropriate." A limited-scale trial also yielded "Highly Positive" responses from students. During the implementation stage, a broader scale trial was conducted, and the developed e-module received "Highly Positive" feedback from students, with a satisfaction rate of 89.02%. Lastly, the evaluation stage was carried out throughout the research process, from analysis to implementation. The outcome of this research is a Canva-developed e-module integrated with Islamic values.
PENGEMBANGAN PERMAINAN EDUKATIF BERBASIS ARTIFICIAL INTELLIGENCE DALAM MATERI BILANGAN UNTUK MENINGKATKAN NUMERASI SISWA SEKOLAH DASAR Safitri Purnama Asih; Nurafni Nurafni
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.v15i1.10815

Abstract

Berdasarkan kondisi di lapangan, siswa mengalami kesulitan dalam menyelesaikan masalah matematika sehingga kemampuan numerasi siswa tergolong rendah. Pesatnya teknologi mendorong terciptanya inovasi media pembelajaran yang dapat menunjang proses belajar mengajar. Penelitian ini bertujuan untuk mengembangkan permainan edukatif berbasis artificial intelligence yang diberi nama “BERAPI” (Belajar Numerasi Pintar) guna meningkatkan numerasi siswa serta menganalisis tingkat kelayakan media. Penelitian ini dilakukan di SDN Palmerah 21 Pagi dengan subjek penelitian siswa kelas V. Metode yang digunakan pada penelitian ini yaitu Research and Development (R&D) dengan model pengembangan ADDIE. Berdasarkan hasil uji validasi bahwa media permainan edukatif berbasis artificial intelligence “BERAPI” dinyatakan sangat layak dengan meraih persentase sebesar 94,16% untuk validasi media dan 95,25% untuk validasi materi. Pada uji coba kelompok kecil mendapat persentase 88,89%. Peningkatan numerasi dilihat dari hasil uji N-Gain menggunakan aplikasi statistik IBM SPSS 27 dengan persentase 56,67% bahwa pembelajaran matematika menggunakan permainan edukatif berbasis artificial intelligence cukup efektif diimplementasikan. Dengan demikian, media permainan edukatif berbasis artificial intelligence sangat layak digunakan dalam pembelajaran matematika karena dapat meningkatkan numerasi siswa sekolah dasar
DEVELOPMENT OF DIGITAL BOOK LEARNING MEDIA FOR MATHEMATICS USING DIGITAL LITERACY-BASED CORPORATE FLIP PDF Lilis Saputri; Sahat Saragih; Elvis Napitupulu
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.v15i1.11372

Abstract

Specifically, it examines (1) the feasibility of using these digital books and (2) their practicality digital books in a real classroom setting. The research follows Plomp's development model, which includes three stages: initial investigation, development or prototyping, and assessment. The study focuses on class X students at SMK Taman Siswa Binjai. To gather data, questionnaires were distributed to media and material experts to evaluate the feasibility of the digital book learning media. Additionally, student response questionnaires were used to assess the practicality of these digital books. The data analysis examined the validity and practicality of the digital book learning media created with Flip PDF Corporate, based on digital literacy. The findings reveal that the developed digital book learning media is highly feasible, with an impressive feasibility score of 98%. Moreover, the practicality assessment showed that students found the digital book products very practical, with a high approval rating of 94.72%. Future research should consider conducting longitudinal studies to evaluate the long-term effects of using digital book learning media on students' knowledge retention, critical thinking skills, and motivation. This research provides valuable insights into the sustainability and effectiveness of digital learning media.
PROJECT BASED LEARNING (PjBL) - BASED STUDENT WORKSHEETS ON INTEGRAL CALCULUS TO FASILITATE STUDENT’S PROBLEM SOLVING Lisa Lisa; Edi Syahputra; Elmanani Simamora; E. Elvis Napitupulu; Asmin Panjaitan
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. 
INTERACTIVE ELECTRONIC MODULE INTEGRATED WITH AUGMENTED REALITY CONTEXT OF LOCAL WISDOM OF JAMBI CULTURE Muslimahayati Muslimahayati; Fiqi Nurmanda Sari
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.v15i1.12087

Abstract

There are many studies discussing the development of interactive electronic modules, but only a few integrate them using Augmented Reality and local culture. This study aims to develop a valid and practical interactive E-Module using Augmented Reality technology with the context of Jambi's local cultural wisdom as an alternative interesting teaching material to visualize a concept in increasing understanding related to the structure of an object that is relevant to everyday life. The research was developed with 4D stages (Define, Design, Develop, and Disseminate). Data collection was carried out using expert validation sheets, practicality questionnaire sheets and documentation. The results of the study indicate that the developed e-module is valid and practical. The results of media and material validation at the expert validation stage showed results of 96.86% and 93.75% that the e-module has been valid and very well developed. Practicality is seen at the small group stage (3 high-ability students, 3 medium-ability students and 3 low-ability students) which gave results of 85.415% so that the e-module is practical and categorized as very good. Furthermore, the field test (17 students) provided a descriptively positive response to the developed electronic module. This research also impacts the process of transforming culture into a learning medium, providing solutions for cultural preservation in the digital age, and fostering positive energy between education, culture, and the use of technology in learning.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GEOGEBRA CLASSROOM BERORIENTASI DISCOVERY LEARNING PADA MATERI BARISAN DAN DERET ARITMATIKA Alfina Nur Azizah; Tomi Listiawan
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.