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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 1,503 Documents
DEVELOPMENT OF STEM DISCOVERY LEARNING-BASED MEDIA ASSISTED BY GOOGLE SITES ON STATISTICS MATERIAL Khotimah, Rita Pramujiyanti; Fithri, Lailatul
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.v14i4.13891

Abstract

Statistics is necessary for students since it provides them with critical abilities for data analysis, decision-making, and the evaluation of information. However, learning statistics is still challenging for students. This study aims to develop learning media based on STEM-Discovery Learning assisted by Google Sites for statistics material, and to test the validity and practicality of the media. This research employs the ADDIE development model, consisting of analysis, design, development, implementation, and evaluation phases.  Participants in this study were mathematics teachers and grade VII students of Junior High School in Kudus, Jawa Tengah. The interview guidelines and questionnaires were used as the instruments. The interview results were analyzed by the flow method involving data reduction, data presentation, and conclusions. While the questionnaire results were analyzed by determining the average score and then changing it into qualitative data. With the help of Google Sites, the SMARTISTISKA learning media based on STEM-Discovery Learning was successfully developed on statistical material for junior high school students in the seventh grade. The results of the expert validation evaluation show an average total score of 3.5 for the media, indicating that its validity is considered excellent. Additionally, the mean overall practicality score is 3.39, placing it within the high practicality range. Therefore, this learning media is deemed suitable for use in classroom statistics instruction. This study provides a statistical learning media that integrates STEM and discovery learning assisted by Google Sites. Teachers can utilize or modify this media to increase students' active participation in statistical learning.Statistik diperlukan bagi siswa karena memberikan mereka kemampuan kritis untuk analisis data, pengambilan keputusan, dan evaluasi informasi. Namun demikian, mempelajari statistik masih menjadi tantangan bagi siswa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berdasarkan STEM-Discovery Learning dengan berbantuan Google Sites untuk materi statistik, dan untuk menguji validitas serta kepraktisan media. Penelitian ini menggunakan model pengembangan ADDIE, yang terdiri dari fase analisis, desain, pengembangan, implementasi, dan evaluasi. Peserta dalam penelitian ini adalah guru matematika dan siswa kelas VII Sekolah Menengah Pertama di Kudus, Jawa Tengah. Pedoman wawancara dan kuesioner digunakan sebagai instrumen. Hasil wawancara dianalisis dengan metode alur yang terdiri dari reduksi data, penyajian data, dan kesimpulan. Sementara hasil kuesioner dianalisis dengan menentukan skor rata-rata dan kemudian mengubahnya menjadi data kualitatif. Dengan bantuan Google Sites, media pembelajaran SMARTISTISKA berbasis STEM-Discovery Learning berhasil dikembangkan pada materi statistika untuk siswa SMP kelas VII.  Hasil evaluasi validasi ahli menunjukkan skor total rata-rata 3,5 untuk media, yang menunjukkan bahwa validitasnya sangat baik. Selain itu, skor rata-rata keseluruhan untuk kepraktisan adalah 3,39, yang menempatkannya dalam kategori kepraktisan tinggi. Oleh karena itu, media pembelajaran ini dipandang cocok untuk digunakan dalam pengajaran statistik di kelas. Penelitian ini menyediakan media pembelajaran statistik yang mengintegrasikan STEM dan discovery learning dengan berbantuan Google Sites. Guru dapat memanfaatkan atau melakukan modifikasi media ini untuk meningkatkan partisipasi aktif siswa dalam pembelajaran statistik.Statistik diperlukan bagi siswa karena memberikan mereka kemampuan kritis untuk analisis data, pengambilan keputusan, dan evaluasi informasi. Namun demikian, mempelajari statistik masih menjadi tantangan bagi siswa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berdasarkan STEM-Discovery Learning dengan berbantuan Google Sites untuk materi statistik, dan untuk menguji validitas serta kepraktisan media. Penelitian ini menggunakan model pengembangan ADDIE, yang terdiri dari fase analisis, desain, pengembangan, implementasi, dan evaluasi. Peserta dalam penelitian ini adalah guru matematika dan siswa kelas VII Sekolah Menengah Pertama di Kudus, Jawa Tengah. Pedoman wawancara dan kuesioner digunakan sebagai instrumen. Hasil wawancara dianalisis dengan metode alur yang terdiri dari reduksi data, penyajian data, dan kesimpulan. Sementara hasil kuesioner dianalisis dengan menentukan skor rata-rata dan kemudian mengubahnya menjadi data kualitatif. Dengan bantuan Google Sites, media pembelajaran SMARTISTISKA berbasis STEM-Discovery Learning berhasil dikembangkan pada materi statistika untuk siswa SMP kelas VII.  Hasil evaluasi validasi ahli menunjukkan skor total rata-rata 3,5 untuk media, yang menunjukkan bahwa validitasnya sangat baik. Selain itu, skor rata-rata keseluruhan untuk kepraktisan adalah 3,39, yang menempatkannya dalam kategori kepraktisan tinggi. Oleh karena itu, media pembelajaran ini dipandang cocok untuk digunakan dalam pengajaran statistik di kelas.[L1] [MP2]  >>[L3] [MP4]  Penelitian ini menyediakan media pembelajaran statistik yang mengintegrasikan STEM dan discovery learning dengan berbantuan Google Sites. Guru dapat memanfaatkan atau melakukan modifikasi media ini untuk meningkatkan partisipasi aktif siswa dalam pembelajaran statistik. [L1]is there no effectiveness test? [MP2]This study aims to develop learning media based on STEM-Discovery Learning assisted by Google Sites for statistics material, and to test the validity and practicality of the media. The effectiveness test will be conducted in the next study. [L3]add significant research contributions [MP4]I have added significant research contribution
PENGEMBANGAN MODEL ASESMEN BERBASIS STEAM UNTUK MENINGKATKAN KEMAMPUAN LITERASI NUMERASI DAN BERPIKIR KRITIS SISWA Utomo, Edy Setiyo; Suryowati, Eny; Chalimah, Chalimah
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.v14i4.12106

Abstract

Asessment has a crucial role in the learning process, especially for the students’ literacy and numeracy ability. Currently, the Indonesian students’ literacy and numeracy and critical thinking are still very low according to the data of PISA 2023. The aim of the research is to develop STEAM based assessment model, abbreviated as SLNA, to improve literacy and numeracy and critical thinking ability at junior high school level. The type of the research applies research and development (R&D) with the ADDIE model at SMPN 3 Mojokerto. The research results manifested that the expert validation had an average of 3,33 with a very valid category while practicality could be seen from the results of students’ responses of 89,5% who strongly agreed and teachers’ responses of 76% who stated that they were very practical. The effectiveness could be seen from the results of the activities, motivation, and students’ learning outcomes where the students’ motivation results were 90,7% which stated that they strongly agreed that SLNA provided motivation in learning and the average students’ learning outcomes were 82,4. The results confirm that the SLNA model is an effective assessment to support in developing students’ literacy, numeracy, and critical thinking in their learning and project practice.
PENGEMBANGAN VIDEO PEMBELAJARAN BERBASIS ARTIFICIAL INTELLIGENCE UNTUK MENINGKATKAN LITERASI SPASIAL MATERI KUBUS DAN BALOK Ekawati, Meilinda; Nurafni, Nurafni
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.v14i4.13015

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan video pembelajaran berbasis Artificial Intelligence (AI) yang memiliki validitas, kepraktisan, dan efektivitas tinggi guna meningkatkan kemampuan literasi spasial siswa kelas V dalam mempelajari materi kubus dan balok di MI Plus Fatahillah. Literasi spasial merupakan kompetensi krusial dalam memahami geometri ruang, namun berdasarkan hasil observasi dan data PISA 2022, kemampuan ini masih tergolong rendah di Indonesia. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan mengadopsi model ADDIE, yang mencakup tahapan Analisys, Design, Development, Implementation, dan Evaluation. Subjek penelitian dibagi menjadi dua kelompok: kelompok kecil yang terdiri dari 5 siswa dan kelompok besar sebanyak 27 siswa. Validitas media dievaluasi oleh ahli media, materi, dan keterbacaan, dengan nilai V Aiken yang menunjukkan kategori sangat valid dan valid. Kepraktisan media diukur melalui angket tanggapan siswa, dengan hasil rata-rata sebesar 75,2% untuk kelompok besar dan 83,69% untuk kelompok kecil, yang dikategorikan praktis. Efektivitas media dianalisis menggunakan desain one-group pretest-posttest, menunjukkan peningkatan skor N-Gain sebesar 71,75% pada kelompok besar dan 63,23% pada kelompok kecil, yang termasuk kategori cukup efektif. Berdasarkan temuan tersebut, video pembelajaran berbasis AI yang dikembangkan dinyatakan layak digunakan dalam proses pembelajaran untuk meningkatkan literasi spasial siswa pada materi kubus dan balok.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID Latifatus, Tia; Prihamdani, Depi; Repelita, Tridays; Nulhakim, Lukman; Ruhiyat, Yayat
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.
FORMULATING THE GENETIC DECOMPOSITION FOR PROBABILITY CONSTRUCTION BASED ON STUDENT DESCONSTRUCTED PROBLEM-SOLVING PROCESS Rahayu, Ratri; Amaliyah, Fitriyah; Gunawan, Gunawan; Subekti, Fitrianto Eko
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.v14i4.14367

Abstract

Probability theory is inherently abstract and structurally complex, often creating substantial cognitive barriers for students when solving problems. This study aims to formulate a genetic decomposition of core probability concepts based on the mental structures constructed by undergraduate learners. Guided by the APOS (Action–Process–Object–Schema) theoretical framework, the research employed a three-phase methodological cycle: (1) epistemological analysis of fundamental probability concepts, (2) design and administration of diagnostic and instructional instruments, and (3) analysis and validation of students’ cognitive structures. The study was conducted at two universities in Central Java, Indonesia, involving four mathematics education undergraduates enrolled in an introductory probability course. Data were collected through content analysis, domain-specific assessment instruments, and semi-structured interviews. The APOS framework was used to trace students’ mental constructions in relation to classical probability, independence, conditional probability, total probability, and Bayes’ theorem. The results reveal that students had not fully internalized the mental objects and schemas required to coordinate these concepts during problem-solving activities. Their reasoning remained largely at the process level, particularly in representing sample spaces, applying counting techniques, and thematizing probability structures. Nonetheless, several elements of their cognitive behavior aligned with the refined genetic decomposition. The findings highlight the necessity of strengthening students’ APOS-based mental constructions to support the development of coherent probabilistic schemas and enhance conceptual as well as procedural fluency.
PENGEMBANGAN BAHAN AJAR MATA KULIAH TEORI PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN KEMANDIRIAN BELAJAR Nisa', Roisatun; Nalurita, Ika Victoria; Jamaluddin, Muhammad; Nuriyah, Afidatun
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.v14i4.14213

Abstract

Pembelajaran di perguruan tinggi menuntut mahasiswa memiliki kemandirian belajar (self-regulated learning) sebagai salah satu kompetensi utama untuk mencapai pemahaman mendalam, khususnya pada mata kuliah yang bersifat teoretis seperti Teori Pembelajaran Matematika. Namun, berbagai penelitian menunjukkan bahwa kemandirian belajar mahasiswa masih rendah karena keterbatasan bahan ajar yang sistematis dan kontekstual. Penelitian ini bertujuan untuk mengembangkan bahan ajar mata kuliah Teori Pembelajaran Matematika yang valid, praktis, dan efektif dalam meningkatkan kemandirian belajar mahasiswa. Metode penelitian yang digunakan adalah penelitian dan pengembangan (R&D) dengan model 4D (Define, Design, Develop, Disseminate). Subjek penelitian adalah mahasiswa Program Studi Pendidikan Matematika Universitas Qomaruddin. Validasi dilakukan oleh tiga validator ahli, uji coba kepraktisan melibatkan 3 mahasiswa pada kelompok kecil dan 18 mahasiswa pada kelompok besar, sedangkan efektivitas diukur melalui angket kemandirian belajar dan tes pemahaman. Hasil penelitian menunjukkan bahwa bahan ajar memiliki tingkat validitas sangat tinggi (skor rata-rata 3,78), kepraktisan pada kategori sangat praktis (rata-rata 3,73), serta keefektifan dengan peningkatan nilai pemahaman mahasiswa dari 67,5 menjadi 84,35 serta skor kemandirian belajar dengan kategori sangat efektif (rata-rata 88,79). Dengan demikian, bahan ajar yang dikembangkan terbukti layak digunakan dan berkontribusi dalam meningkatkan kemandirian belajar mahasiswa pada mata kuliah Teori Pembelajaran Matematika
ETHNOMATHEMATICS OF JAVANESE CULTURE IN THE INQUIRY LEARNING MODEL Pardimin, Pardimin; Supriadi, Didi
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.
GPCM ANALYSIS OF CONSTRUCTED-RESPONSE ASSESSMENT (CRA): MEASURING ABSTRACTION VIA ANALYTIC CODING Ocy, Dwi Rismi; Rahayu, Wardani; Sarifah, Iva; Tjalla, Awaluddin
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.v14i4.12976

Abstract

Traditional multiple-choice tests frequently fail to capture the subtle cognitive ability of mathematical abstraction in subjects like trigonometric ratio. The purpose of this study was to create and evaluate a performance-based evaluation tool to gauge students' proficiency with mathematical abstraction in the context of trigonometric ratio. Three constructed-response items made up the instrument, and each one was assessed using a unique analytical rubric that was in line with revised Bloom's taxonomy and abstraction processes. Following person-fit screening, 700 replies from 913 tenth-grade students in six Indonesian high schools were kept. Strong item fit, suitable threshold values, and high discrimination indices were found via Generalized Partial Credit Model (GPCM) analysis, demonstrating the instrument's efficacy in distinguishing between different levels of abstraction. Unidimensionality was confirmed by exploratory factor analysis, which had an excellent model fit and explained 41.0% of the total variance (RMSEA = 0.0301; TLI = 0.9775). Item difficulty levels matched the sample's ability distribution quite well, according to person-item mappings. The construct validity of the analytical rubric was further reinforced by high factor loadings and communalities. Results show that the created tool is theoretically and psychometrically solid, providing a strong means of evaluating Mathematical Abstraction in HOTS. The study demonstrates how GPCM-based analytical scoring may be used to capture complex cognitive performance and guide teaching strategies in accordance with the Merdeka Curriculum.
PENGEMBANGAN E-LKPD BERBASIS DISCOVERY LEARNING BERBANTUAN GOOGLE SITES UNTUK MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIS SISWA Sugandi, Asep Ikin; Widianty, Devy; Maya, Rippi
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.v14i4.13583

Abstract

Matematika esensial untuk membentuk pola pikir logis, analitis, dan sistematis. Namun, hasil studi menunjukkan bahwa kemampuan penalaran matematis siswa masih rendah. Oleh karena itu, penelitian ini bertujuan mengembangkan E-LKPD (Lembar Kerja Peserta Didik Elektronik) berbasis Discovery Learning yang diintegrasikan melalui Google Sites untuk meningkatkan kemampuan penalaran matematis siswa SMP. Penelitian ini mengadopsi model pengembangan Plomp yang telah direvisi, meliputi tiga tahap utama: preliminary research, development (prototyping), dan assessment. Subjek penelitian adalah siswa kelas X di sebuah SMK di Kota Cimahi. Instrumen yang digunakan meliputi lembar validasi ahli, angket kepraktisan, dan tes kemampuan penalaran matematis. Hasil penelitian menunjukkan bahwa E-LKPD tergolong valid dan layak digunakan berdasarkan penilaian ahli. Uji kepraktisan mengonfirmasi bahwa E-LKPD mudah digunakan dan mendukung proses pembelajaran. Lebih lanjut, uji efektivitas membuktikan peningkatan signifikan dalam kemampuan penalaran matematis siswa. Kesimpulannya, E-LKPD berbasis Discovery Learning melalui Google Sites ini merupakan solusi inovatif dalam pembelajaran matematika yang efektif meningkatkan kemampuan penalaran matematis siswa.Mathematics is essential for developing logical, analytical, and systematic thinking patterns. However, studies show that students' mathematical reasoning abilities are still low. Therefore, this study aims to develop an electronic student worksheet (LKPD) based on Discovery Learning integrated with Google Sites to improve junior high school students' mathematical reasoning abilities. This study adopted the revised Plomp development model, which includes three main stages: preliminary research, development (prototyping), and assessment. The subjects were 10th-grade students at a vocational high school in Cimahi City. The instruments used included an expert validation sheet, a practicality questionnaire, and a mathematical reasoning ability test. The results showed that the E-LKPD was valid and feasible to use based on expert assessment. The practicality test confirmed that the E-LKPD was easy to use and supported the learning process. Furthermore, the effectiveness test demonstrated a significant improvement in students' mathematical reasoning abilities. In conclusion, the Discovery Learning-based E-LKPD through Google Sites is an innovative solution in mathematics learning that effectively improves students' mathematical reasoning abilities.
PENGEMBANGAN MODUL AJAR MATEMATIKA MODEL PROJECT BASED LEARNING BERBANTUAN GEOGEBRA Satriani, Luhur Budi; Muchlis, Effie Efrida; Sutanta, Agus; Hanifah, Hanifah
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.v14i4.13926

Abstract

Penelitian ini bertujuan untuk mengembangkan modul ajar matematika berbasis Project Based Learning (PjBL) berbantuan GeoGebra pada materi bangun ruang kerucut untuk siswa kelas IX SMP. Penelitian ini menggunakan model pengembangan Plomp yang terdiri dari tiga fase, yaitu Preliminary Research, Development or Prototyping Phase, dan Assessment Phase. Produk yang dikembangkan berupa modul ajar dan LKPD yang disusun dengan memperhatikan kebutuhan peserta didik dan karakteristik pembelajaran abad ke-21 yang kontekstual, kolaboratif, dan berbasis teknologi. Validasi dilakukan oleh tiga orang ahli (materi, bahasa, dan media), dengan hasil rata-rata persentase kevalidan sebesar 88,43% yang termasuk dalam kategori sangat valid. Uji kepraktisan dilakukan oleh seorang guru dan enam siswa, menghasilkan rata-rata persentase kepraktisan sebesar 86,33%, juga termasuk dalam kategori sangat praktis. Modul ajar dan LKPD ini memuat sintaks PjBL yang terintegrasi dengan aktivitas eksploratif menggunakan GeoGebra, serta disusun sesuai dengan struktur Kurikulum Merdeka. Hasil penelitian menunjukkan bahwa modul ajar berbasis PjBL berbantuan GeoGebra yang dikembangkan dinyatakan layak digunakan dalam proses pembelajaran matematika pada materi kerucut, serta berpotensi untuk meningkatkan pemahaman konsep peserta didik melalui pendekatan yang aktif, visual, dan bermakna.