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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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Articles 1,528 Documents
STRATEGI PENGAJUAN MASALAH SISWA SEKOLAH DASAR BERDASARKAN KONTEKS REAL-WORLD Aldiyah Mellawati; Mohammad Faizal Amir
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 1 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i1.8169

Abstract

Bukti-bukti empiris menunjukkan siswa sekolah dasar jarang atau hampir tidak pernah dihadapkan pada penugasan yang menuntut strategi pengajuan masalah. Hal ini mengakibatkan siswa sekolah dasar mengalami kesulitan atau kegagalan dalam mengajukan masalah. Pengajuan masalah berdasarkan konteks real-world bagi siswa sekolah dasar diharapkan dapat menjadi solusi awal untuk mengevaluasi pengetahuan, ide, dan pengalaman pemecahan masalah siswa. Penelitian bertujuan untuk mengklasifikasikan strategi pengajuan masalah siswa sekolah dasar berdasarkan konteks real-world. Jenis penelitian tergolong penelitian kualitatif dengan pendekatan studi kasus. Teknik pengumpulan data meliputi tes dan wawancara. Teknik analisis data yaitu reduksi data, penyajian data, dan penarikan kesimpulan. Partisipan penelitian adalah 52 siswa kelas lima sekolah dasar dengan menggunakan teknik purposive sampling untuk memilih subjek penelitian. Hasil penelitian menemukan tiga strategi siswa dalam mengajukan masalah yaitu reformulasi, rekonstruksi, dan imitasi. Strategi reformulasi menjadi strategi yang paling jarang digunakan siswa sekolah dasar. Sementara, para pendidik dan peneliti berikutnya dapat menggunakan masalah sumber yang memiliki konteks real-world bagi siswa sekolah dasar, agar siswa dapat berhasil memecahkan masalah sumber yang mengarah terhadap keberhasilan siswa dalam mengajukan masalah.Empirical evidence shows that elementary school students rarely or almost never face assignments that demand problem-solving strategies. This results in elementary school students experiencing difficulty or failure in posing problems. Problem posing based on real-world contexts for elementary school students is expected to be an initial solution to evaluate students' knowledge, ideas, and problem-solving experiences. The research aims to classify the problem posing strategies of elementary school students based on the real-world context. The type of research is classified as qualitative research with a case study approach. Data collection techniques include tests and interviews. Data analysis techniques are data reduction, data presentation, and conclusion drawing. The research participants were 52 fifth-grade elementary school students using purposive sampling to select research subjects. The results found three student strategies in proposing problems: reformulation, reconstruction, and imitation. The reformulation strategy is the least used strategy by elementary school students. Meanwhile, educators and future researchers can use source problems with a real-world context for elementary school students, so that students can successfully solve source problems that lead to student success in posing problems.
PENGEMBANGAN LKPD BERBASIS ETNOMATEMATIKA BATIK KAWUNG PADA MATERI UNSUR-UNSUR LINGKARAN Safira Eka Rahmadhani; Ina Maya Sabara; Marhayati Marhayati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 1 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i1.8078

Abstract

Pembelajaran matematika kelas VI C di MIN 4 Lampung Timur masih bergantung pada buku paket, yang mengakibatkan siswa kurang terlibat dalam pembelajaran dan lebih banyak terfokus pada guru. Oleh karena itu, tujuan penelitian ini adalah untuk memberikan materi LKPD yang berguna dan valid untuk digunakan dalam kegiatan pembelajaran unsur lingkaran berbasis batik Kawung. Validitas dan kepraktisan LKPD inilah yang menentukan kualitasnya. Metode yang digunakan adalah metode pengembangan 4D yaitu, define, design, development, and dessiminate. Penelitian ini melibatkan ahli materi, ahli desain, ahli bahasa, guru matematika, serta 10 siswa kelas VI MIN 4 Lampung Timur. Instrumen yang digunakan yaitu, angket kebutuhan guru dan siswa, lembar validasi produk, dan lembar kepratisan produk. Penelitian ini menghasilkan LKPD yang memenuhi kategori valid dengan nilai persentase dari ahli materi, ahli desain, dah ahli bahasa berturut-turut sebesar  91,18%; 80,6%; dan 82,5%. Sedangkan nilai persentase dari respon guru sebesar 91,7% dan persentase respon siswa sebesar 94,2%; 88,4%; 94,2%; 98,07%; 86,53%; 88,46%; 86,53%; 90,38%; 92,30%; dan 83,69% yang termasuk ke dalam kategori sangat praktis. Dengan demikian, dapat disimpulkan bahwa materi LKPD unsur lingkaran berbahan dasar batik kawung memenuhi syarat sah dan bermanfaat sehingga layak digunakan dalam kegiatan pendidikan matematika.Class VI C mathematics learning at MIN 4 East Lampung still relies on textbooks, which results in students being less involved in learning and more focused on the teacher. Therefore, the purpose of this research is to provide useful and valid LKPD material for use in learning activities on the elements of circles based on Kawung batik. The validity and practicality of this LKPD are what determine its quality. The quality of this LKPD is determined from the aspects of validity and practicality. The method used is the 4D development method, namely, define, design, develop, and disseminate. This research involved material experts, design experts, linguists, mathematics teachers, and 10 class VI students of MIN 4 East Lampung. The instruments used are teacher and student needs questionnaires, product validation sheets, and product practicality sheets. This research produced LKPD that met the valid category with percentage values from material experts, design experts and language experts respectively at 91.18%; 80.6%; and 82.5%. Meanwhile, the percentage value of teacher responses was 91.7% and the percentage of student responses was 94.2%; 88.4%; 94.2%; 98.07%; 86.53%; 88.46%; 86.53%; 90.38%; 92.30%; and 83.69% fall into the very practical category. Thus, it can be said that the LKPD material on circle elements based on kawung batik satisfies the legitimate and useful requirements, making it appropriate for use in math education activities.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GOOGLE SITE INTERAKTIF UNTUK MENINGKATKAN ADVERSITY QUOTIENT MATEMATIS SISWA Miftakhul Jannah; Davi Apriandi; Tri Andari
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 1 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i1.8330

Abstract

Penelitian ini dilatarbelakangi oleh adanya peserta didik yang merasa gelisah dan mudah menyerah ketika menghadapi soal soal yang sulit sehingga berakibat pada rendahnya daya juang peserta didik dalam pelajaran matematika. Penggunaan media pembelajaran diharapkan dapat memberikan motivasi peserta didik dalam pembelajaran matematika. Penelitiaan ini bertujuan untuk menghasilkan media pembelajaran google site interaktif untuk meningkatkan adversity quotient matematis siswa yang memenuhi kriteria valid, praktis dan efektif. Media pembelajaran memuat materi, video pembelajaran, LKPD, dan Quiz berbasis online yang disajikan secara interaktif sehingga dapat meningkatkan adversity quotient peserta didik. Penelitian ini merupakan penelitian pengembangan Research and Development (R&D) dengan model ADDIE dengan tahapan analysis, design, development, implementation, evaluation. Penelitian ini dilaksanakan di SMPN 1 Jiwan pada semester genap tahun ajaran 2022/2023. Hasil yang diperoleh dari penelitian ini yaitu media pembelajaran google site dinyatakan valid dengan hasil persentase 88,00% serta dinyatakan sangat praktis dengan persentase 91% berdasarkan angket respon peserta didik. Peningkatan adversity quotient rata rata skor AQ sebelum diberikan media pembelajaran termasuk kategori sedang dengan rata-rata 119, sedangkan rata-rata skor AQ setelah diberikan media pembelajaran termasuk kategori cukup dengan rata rata 146.75. Sehingga media pembelajaran yang dikembangkan memenuhi aspek valid, efektif, praktis dapat digunakan untuk meningkatkan adversity quotient.   This research is motivated by the existence of students who feel anxious and easily give up when facing difficult problems so that it results in the low fighting power of students in mathematics lessons. The use of learning media is expected to provide motivation for students in learning mathematics. This research aims to produce interactive google site learning media to increase students' mathematical adversity quotient which meets the valid, practical and effective criteria. The learning media contains materials, learning videos, LKPD, and online-based quizzes that are presented interactively so that they can increase students' adversity quotient. This research is a Research and Development (R&D) development research with the ADDIE model with the stages of analysis, design, development, implementation, evaluation. This research was conducted at SMPN 1 Jiwan in the even semester of the 2022/2023 school year. The results obtained from this study are google site learning media declared valid with a percentage result of 88.00% and declared very practical with a percentage of 91% based on the student response questionnaire. Increased adversity quotient average AQ score before being given learning media included a moderate category with an average of 119, while the average AQ score after being given learning media included a sufficient category with an average of 146.75. So that the learning media developed meets the valid, effective, practical aspects that can be used to increase adversity quotient. 
PENGEMBANGAN PERANGKAT PEMBELAJARAN BERBASIS PROBLEM BASED LEARNING BERBANTUAN MACROMEDIA FLASH UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH Novalisa Pratiwi; Yarman Yarman
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.9000

Abstract

This research was motivated by the suboptimal ability to solve mathematical problems of class VIII junior high school students.This research aims to produce learning tools in the form of lesson plans and worksheet based on problem based learning assisted by macromedia flash to improve students' mathematical problem solving abilities that are valid, practical and effective. This research is development research with a pilot model which consists of preliminary research, prototyping phase, and assessment phase. This research was conducted at Atthayyibah Kerinci Middle School. The results of the research show that the problem based learning tool with the help of Macromedia Flash that was developed is classified as very valid based on the expert review for the RPP, which is 3.77 and LKPD is 3.68. Meanwhile, the practicality results were 90.11% and 89.75% with very practical criteria. Apart from that, the effectiveness of the percentage of completeness of students who took the mathematical problem solving ability test for the small group stage obtained a complete percentage of 80.65% and at the field test stage obtained a complete percentage of 86.49% so it was categorized as effective. So it can be concluded that the learning tool based on problem based learning assisted by Macromedia Flash on relationship and function material is said to be valid, practical and effective.
PENGEMBANGAN PERANGKAT PEMBELAJARAN BLENDED LEARNING BERORIENTASI PADA LITERASI MATEMATIS DAN MINAT BELAJAR SISWA Septiana Hikmawati; Sri Andayani
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.8679

Abstract

Literasi matematika sangat penting untuk mengetahui bagaimana matematika digunakan dalam kehidupan sehari-hari. Penelitian ini bertujuan untuk menghasilkan perangkat pembelajaran terintegrasi yang diarahkan pada literasi matematika dan minat belajar siswa yang meliputi Rencana Pelaksanaan Pembelajaran (RPP), Lembar Kegiatan Peserta Didik (LKPD), dan Learning Management System (LMS)  Google classroom yang valid, praktis, dan efektif. Hasil penilaian validitas oleh para ahli menunjukkan bahwa instrumen tes literasi matematis, angket minat belajar siswa, dan angket penilaian guru dan siswa valid, sedangkan hasil penilaian kepraktisan oleh guru dan siswa menunjukkan bahwa instrumen tes literasi matematis, angket minat belajar siswa, dan angket penilaian guru dan siswa termasuk dalam kategori sangat baik dengan nilai rata-rata 74. Hasil penilaian kevalidan pada kategori sangat baik untuk RPP 74, LKPD 109, dan LMS 89. Hasil kepraktisan berdasarkan penilaian guru adalah 131 yang termasuk dalam kategori sangat baik. Hasil observasi keterlaksanaan pembelajaran menunjukkan bahwa rata-rata keterlaksanaan pembelajaran sebesar 95%, minimal 75% siswa memperoleh nilai minimal sangat baik, yaitu 84,62% pada tes literasi matematis dan 98,46% pada angket minat belajar siswa, yang menunjukkan kebermanfaatan perangkat pembelajaran.Mathematical literacy is vital for knowing how mathematics is used in everyday life. However, the average level of mathematics literacy among Indonesian pupils remains relatively poor.This study intends to create integrated learning devices geared toward mathematical literacy and student learning interest.The learning resources include Learning Implementation Plans (RPP), Student Activity Sheets (LKPD), and the Google classroom Management System (LMS).Product development outputs are valid, practical, and effective. This study employs the ADDIE development approach (Analysis, Design, Development, Implementation, and Evaluation).Experts' validity assessments reveal that the instruments are valid for mathematical literacy tests, student learning interest surveys, and teacher and student assessment questionnaires.This study included a teacher and 32 pupils as research subjects.The validity evaluation in the very good category for lesson plans was 74, LKPD was 109, and LMS was 89.The practicality results based on the teacher's assessment were 131, which is considered very excellent.The observations of learning implementation further revealed that the average learning implementation rate was 95%.At least 75% of students receive an excellent minimum score of 84.62% on the mathematical literacy exam and 98.46% on the student learning interest questionnaire, demonstrating the usefulness of learning tools.As a result, the learning devices produced for blended learning that are directed toward mathematical literacy and student learning interest have satisfied the quality criteria of being valid, practical, and successful.
DEVELOPMENT OF LEARNER WORKSHEET (LKPD) USING RME APPROACH BASED ON MANDAILING CULTURE TO IMPROVE STUDENT LITERACY Nurdalilah Nurdalilah; Adek Nilasari Harahap
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.8754

Abstract

The purpose of this research is to develop a valid, practical, and effective Learner Worksheet (LKPD) in improving students' literacy skills. This study used the research and development method with the ADDIE (Analysis, Design, Development, Implementation) development model. Data collection instruments included validation sheets, learner and teacher response questionnaires, activity observation sheets, motivation questionnaires, and literacy tests. This study involved Grade VII students and mathematics teachers in a private junior high school in Padangsimpuan.Based on the Realistic Mathematics Education (RME) approach and local culture, LKPDs were developed that showed a high level of validity in terms of media, materials, and language. Positive responses from students and teachers indicate the practicality of the LKPD. The effectiveness of the LKPD can be seen in the improvement of students' literacy skills as evidenced by observations, motivation questionnaires, and literacy tests.Tujuan penelitian ini adalah untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) yang valid, praktis, dan efektif dalam meningkatkan kemampuan literasi siswa. Penelitian ini menggunakan metode Research and Development dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation). Instrumen pengumpulan data meliputi lembar validasi, angket respon peserta didik dan guru, lembar observasi aktivitas, angket motivasi, serta tes kemampuan literasi. Penelitian ini melibatkan siswa kelas VII dan guru matematika di sebuah SMP Swasta di Padangsimpuan, menghasilkan LKPD berbasis pendekatan Realistic Mathematics Education (RME) dan budaya lokal yang menunjukkan tingkat kevalidan tinggi dalam aspek media, materi, dan bahasa. Respon positif dari peserta didik dan guru menunjukkan praktikalitas LKPD. Efektivitas LKPD terlihat dari peningkatan kemampuan literasi siswa, sebagaimana dibuktikan melalui observasi, angket motivasi, dan tes literasi.
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING TERHADAP PENINGKATAN KEMAMPUAN LITERASI MATEMATIKA Muhammad Faisal; Atmini Dhoruri; Faisa Nirbita Mahmudah
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.8663

Abstract

Literasi matematika merupakan kemampuan yang sangat penting bagi siswa di era pendidikan abad 21. Hal ini merupakan hasil dari kebutuhan untuk mengatasi berbagai kendala yang dihadapi masyarakat di dunia saat ini, namun kenyataannya siswa Indonesia memiliki kemampuan literasi matematika yang masih rendah. Oleh sebab itu, penelitian ini bertujuan untuk mengetahui apakah penerapan model problem based learning mempengaruhi kemampuan literasi matematika siswa dalam pembelajaran matematika.  Metode eksperimen semu dengan desain One group pretest posttest dipilih untuk digunakan dalam penelitian ini. Seluruh siswa kelas VII di salah satu SMPN di Yogyakarta menjadi populasi dalam penelitian. Sebanyak 29 siswa kelas VII C menjadi sampel penelitian. Tes tertulis yang memuat indikator kemampuan literasi matematika pada materi luas permukaan prisma dan limas digunakan sebagai alat untuk mengumpulkan data. Uji Wilcoxon digunakan untuk menguji hipotesis dengan menggunakan software SPSS. Hasil penelitian menunjukkan bahwa penggunaan model problem based learning memberikan dampak positif terhadap kemampuan literasi matematika siswa. Selain itu, jawaban siswa menjadi lebih sistematis setelah diberikan perlakuan. Mathematical literacy is a very important ability for students in the 21st century education era. This is the result of the need to overcome various obstacles faced by society in the world today, but in reality Indonesian students have low mathematical literacy skills. Therefore, this study aims to determine whether the application of the problem-based learning model affects students' mathematical literacy skills in learning mathematics.   One group pretest posttest design was chosen to be used in this study. All seventh grade students in one of the public junior high schools in Yogyakarta became the population in the study. A total of 29 students of class VII C became the research sample. Written tests containing indicators of mathematical literacy skills on the surface area of prisms and pyramids were used to collect data. Wilcoxon test was used to test the hypothesis using SPSS software. The results showed that the use of problem-based learning model had a positive impact on students' mathematical literacy skills. In addition, students' answers became more systematic after the treatment.
IMPLEMENTASI PROBLEM-BASED LEARNING BERDASARKAN INDEPENDENSI BELAJAR UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DENGAN MENGONTROL KECEMASAN MATEMATIS Helfra Durasa; Ni Made Sri Mertasari; I Gusti Ngurah Pujawan
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.7102

Abstract

Penelitian ini didasarkan atas masalah rendahnya kemampuan siswa dalam memecahkan masalah matematis. Tujuan penelitian ini adalah peningkatan kemampuan siswa dalam penyelesaian masalah melalui penerapan model Problem-Based Learning (PBL) berdasarkan independensi belajar setelah mengontrol kecemasan matematis. Penelitian ini termasuk penelitian kuantitatif dengan desain quasi eksperimen posttes only control group melalui rancangan faktorial 2x2. Populasi penelitian ini adalah 430 siswa kelas VII SMP.Negeri 1 Langke Rembong. Penentuan sampel penelitian menggunakan teknik acak sederhana. Teknik pengumpulan data menggunakan tes uraian dan kuesioner. Data dianalisis dengan Two Way Anacova. Hasil penelitian menjelaskan bahwa: 1) terdapat peningkatan kemampuan siswa dalam memecahkan masalah melalui implementasi model PBL dan independensi belajar setelah mengontrol kecemasan matematis. 2) Kemampuan pemecahan masalah dipengaruhi secara interaktif oleh model pembelajaran dan independensi belajar, dengan kecemasan matematis dikendalikan; setelah kecemasan matematis dikontrol, kemampuan pemecahan masalah siswa yang mengikuti model PBL berpengaruh lebih besar daripada pembelajaran konvensional pada siswa independensi belajar tinggi; dan berpengaruh lebih rendah pada siswa independensi belajar rendah. Dengan demikian, kemampuan pemecahan masalah siswa meningkat melalui implementasi PBL berdasarkan independensi belajar setelah mengontrol kecemasan matematis. This research is based on the problem of students' low ability to solve mathematical problems. This study aims to improve students' ability to solve problems by applying the Problem-Based Learning (PBL) model based on learning independence after controlling mathematical anxiety. This study includes quantitative research with a quasi-experimental design of a posttests-only control group through a 2x2 factorial design. The population of this study is 430 students in grade VII of junior high school. Negeri 1 Langke Rembong. The determination of the research sample used a simple random technique. The data collection technique uses a description test and questionnaire. The data were analyzed using Two Way Anacova. The study's results explained that: 1) there was an increase in students' ability to solve problems through implementing the PBL model and learning independence after controlling mathematical anxiety. 2) Problem-solving ability is interactively influenced by the learning model and learning independence, with mathematical anxiety controlled; after mathematical anxiety was controlled, the problem-solving ability of students who followed the PBL model had a more significant effect than conventional learning in students with high learning independence; and has a lower effect on students with low learning independence. Thus, students' problem-solving ability increases through implementing PBL based on learning independence after controlling mathematical anxiety.
PENGEMBANGAN E-MODUL BERBASIS PROYEK DESIGN THINKING BERBANTUAN AUGMENTED REALITY (AR) UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF Geni Puspita; Feri Tiona Pasaribu; Yelli Ramalisa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.8786

Abstract

Matematika cukup sulit untuk dipelajari oleh siswa, terutama konten geometri transformasi. Tantangan-tantangan ini dapat membatasi kemampuan siswa untuk berpikir orisinil. Selain itu, teknologi modern belum terintegrasi ke dalam proses belajar mengajar di kelas. Penelitian tersebut bertujuan untuk meningkatkan kemampuan berpikir kreatif matematis pada materi transformasi geometri dengan cara: (1) mengetahui proses pengembangan e-modul berbasis design thinking AR; dan (2) mengetahui kualitas e-modul berbasis design thinking AR. Penelitian ini diklasifikasikan sebagai penelitian pengembangan karena menggunakan teknik ADDIE. Partisipan penelitian ini adalah siswa kelas XI MIA 1 SMA Islam Al Falah Kota Jambi tahun ajaran 2022/2023. Temuan ini menunjukkan kualitas e-modul pembelajaran yang tinggi, dengan menggunakan standar validitas yang berasal dari hasil validasi materi yang menghasilkan persentase “cukup valid” sebesar 82%, dan hasil validasi desain yang menghasilkan persentase “sangat valid” sebesar 86%. Untuk kriteria kepraktisan, angket kepraktisan siswa memperoleh persentase 92,96% dengan kriteria “sangat praktis”, sedangkan angket kepraktisan guru memperoleh persentase 80% dengan kriteria “cukup praktis”. Analisis uji N-gain menghasilkan skor 78%, dengan kategori sangat efektif untuk kriteria keefektifan yang diperoleh dari kuesioner respon siswa, dan persentase 77,96% untuk kriteria “cukup efektif”. Temuan implementasi lebih lanjut menunjukkan bahwa e-modul berdasarkan proyek berpikir desain, dibantu oleh augmented reality, bermanfaat dalam meningkatkan kemampuan berpikir kreatif matematis yang dikembangkan.
MEDIA PEMBELAJARAN ALMATH GAME BERBASIS POWERPOINT PADA MATERI BENTUK ALJABAR Noerhasmalina Noerhasmalina; Robia Astuti; Asmalia Safitri
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 2 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i2.6889

Abstract

Minimnya pemanfaatan media pembelajaran menjadi salah satu penyebab pencapaian pembelajaran siswa kurang optimal pada materi aljabar di kelas VII MTs Bustanul Ulum Jayasakti. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa game berbasis PowerPoint yang layak dan efektif. Model ADDIE (Analysis, Design, Development, Implementation and Evaluation) digunakan sebagai prosedur pengembangan media pembelajaran dalam penelitian ini. penelitian ini dilaksanakan di MTs Bustanul Ulum Jayasakti dengan subjek kelas VII C yang berjumlah 33 siswa. Instrumen yang digunakan yaitu lembar penilaian ahli, tes, dan angket. Berdasarkan hasil penelitian diperoleh kesimpulan bahwa media pembelajaran Almath Game layak dilihat dari hasil penilaian ahli yaitu dengan skor rata-rata 93% atau sangat layak, dan efektif digunakan dalam proses pembelajaran dilihat dari respon siswa dengan skor rata-rata 83,33% yaitu sangat baik, dan hasil belajar diperoleh persentase siswa yang  mencapai KKM atau tuntas sebesar 81,8%, serta mengalami peningkatan sebesar 51,5% dari persentase pada permasalahan awal sebesar  30,3%.The minimal use of learning media is one of the causes of less than optimal student learning outcomes in algebra form material in class VII MTs Bustanul Ulum Jayasakti. Therefore, this research aims to develop learning media in the form of PowerPoint-based games that are feasible and effective. The ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model is used as a procedure for developing learning media in this research. This research was carried out at MTs Bustanul Ulum Jayasakti with class VII C subjects totaling 33 students. The instruments used are expert assessment sheets, tests, and questionnaires. Based on the results of the research, it was concluded that the Almath Game learning media is suitable as seen from the results of expert assessment, namely with an average score of 93% in the "very appropriate" category, and is effectively used in the learning process as seen from student responses with an average score of 83.33%. in the "very good" category, and the learning outcomes obtained were that the percentage of students who achieved the KKM in the complete category was 81.8%, and experienced an increase of 51.5% from the percentage in the initial problem of 30.3%.