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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 1,513 Documents
PENGEMBANGAN AUGMENTED REALITY ETHNOMATHEMATICS-BANTEN BANGUN DATAR DAN RUANG UNTUK OPTIMASI KEMAMPUAN BERPIKIR GEOMETRIS SISWA SD Trisnawati, Teti; Kusuma, Vina Vijaya; Aris, Ika Evitasari; Linsa, Muhammi Dzaky Putra
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.v14i4.13901

Abstract

Kemampuan berpikir geometris merupakan aspek penting dalam pembelajaran matematika karena berkaitan dengan kemampuan memvisualisasikan hubungan spasial serta memahami bangun datar dan bangun ruang. Namun, berbagai laporan menunjukkan bahwa kemampuan geometri siswa Indonesia masih rendah, sehingga dibutuhkan media pembelajaran yang lebih interaktif dan kontekstual. Penelitian ini bertujuan mengembangkan media Augmented Reality Ethnomathematics-Banten pada materi bangun datar dan bangun ruang untuk mendukung kemampuan berpikir geometris siswa sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi uji coba terbatas, dan evaluasi. Subjek penelitian terdiri atas 20 siswa kelas V SD Negeri Singapadu, sedangkan proses validasi melibatkan ahli media, materi, dan bahasa. Instrumen penelitian meliputi lembar validasi, angket respon siswa, dan lembar observasi aktivitas, dengan analisis persentase kelayakan, kepraktisan, dan deskripsi hasil observasi. Hasil penelitian menunjukkan bahwa media yang dikembangkan berkategori sangat layak berdasarkan penilaian ahli. Angket siswa juga menunjukkan kategori sangat praktis, dan observasi aktivitas mengindikasikan peningkatan keterlibatan serta pemahaman geometri melalui visualisasi AR.
TRANSFORMASI PEMBELAJARAN STATISTIKA MELALUI PENGEMBANGAN E-MODULE INTERAKTIF UNTUK PENINGKATAN LITERASI STATISTIS MAHASISWA Herlina, Sari; Kusumah, Yaya S; Juandi, Dadang; Zamsuri, Ahmad; Julianti, Dola
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.v14i4.13308

Abstract

Di era digital, kemampuan untuk memahami dan menganalisis data statistik semakin penting. Kemahiran dalam statistik atau literasi statistis memungkinkan individu untuk memahami data yang digambarkan melalui grafik, tabel, dan ilustrasi, membantu mereka untuk membuat keputusan yang tepat berdasarkan data. Penelitian ini bertujuan untuk mengembangkan e-module menggunakan  Kvisoft Flipbook Maker untuk meningkatkan Literasi Statistis calon guru matematika. Dalam penelitian ini didesain bahan ajar berupa E-Module yang didesain menggunakan Kvisoft Flipbook Maker digunakan dalam pembelajaran Statistika Pendidikan. E-Module ini dikembangkan dengan menggunakan software Kvisoft Flipbook Maker yang menyajikan materi Statistika Pendidikan dengan visualisasi yang menarik serta kaya dengan fitur multimedia. Metode penelitian ini merupakan penelitian pengembangan dengan mengadaptasi model ADDIE. Subjek penelitiannya adalah mahasiswa calon guru matematika di Program Studi Pendidikan Matematika, Universitas Islam Riau. Jumlah subjek penelitian sebanyak 42 orang mahasiswa. Instrumen yang digunakan terdiri dari lembar validasi, tes literasi statistis, lembar observasi dan lembar wawancara. Data dikumpulkan melalui tes literasi statistis, observasi, dan respons mahasiswa melalui wawancara. Hasil penelitian menunjukkan bahwa: 1) Hasil desain E-Module menggunakan  Kvisoft Flipbook Maker telah diuji kelayakannya. Dari segi validitas, kelayakan desain ini berada dalam kategori valid, sedangkan kepraktisannya berada pada kategori praktis. Desainnya juga efektif, karena ada peningkatan literasi statistik yang mencapai 76,19%. Dengan demikian, penelitian ini menghasilkan desain E-Module digital menggunakan  Kvisoft Flipbook Maker yang efektif dan layak digunakan untuk meningkatkan Literasi Statistis mahasiswa calon guru matematika. Kesimpulan penelitian ini, E-Module dapat diaplikasikan dalam matakuliah statistika, serta e-modul dapa digunakan dilingkup yang lebih luas diberbagai program studi di Indonesia.In the digital age, the ability to understand and analyze statistical data is increasingly important. Proficiency in statistics or statistical literacy allows individuals to understand the data depicted through graphs, tables, and illustrations, helping them to make informed decisions based on data. This research aims to develop an e-module using Kvisoft Flipbook Maker to improve the Statistical Literacy of prospective mathematics teachers. In this study, teaching materials in the form of E-Modules were designed using Kvisoft Flipbook Maker to be used in learning Educational Statistics. This digital module was developed using Kvisoft Flipbook Maker software which presents educational statistics material with interesting visualizations and rich multimedia features. This research method is a development research by adapting the ADDIE model. The subject of the research is a prospective mathematics teacher student at the Mathematics Education Study Program, Universitas Islam Riau. The number of research subjects was 42 students. The instruments used consisted of validation sheets, statistical literacy tests, observation sheets and interview sheets. Data were collected through statistical literacy tests, observations, and student responses through interviews. The results of research show that 1) The design results of the Digital E-Module using Kvisoft Flipbook Maker have been tested for feasibility. In terms of validity, the feasibility of this design is in the valid category, while the practicality is in the practical category. The design is also effective, because there is an increase in statistical literacy which reaches 76.19%. Thus, this study produced a digital E-Module design using Kvisoft Flipbook Maker that is effective and suitable to be used to improve the Statistical Literacy of prospective mathematics teacher students. The conclusion  of this research is that e-modules can be applied in statistics courses, and e-modules can be used in a wider scope in various study programs in Indonesia.
MASLEMBING TEACHING MATERIALS CONTAINING ETHNOMATHEMATICS: INNOVATION IN PROBLEM-BASED MATHEMATICS LEARNING IN ELEMENTARY SCHOOLS Istiqomah, Istiqomah; Bintoro, Henry Suryo; Ismaya, Erik Aditia
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.v14i4.13923

Abstract

This study aims to obtain a product in the form of MASLEMBING teaching materials containing ethnomathematics on the subject of probability for grade VI of elementary school. This research is a development research that uses the ADDIE design model with the stages of analysis, design, development, implementation, and evaluation. Data collection techniques use questionnaires, learning outcome tests, observation, and documentation. This research instrument is in the form of a questionnaire sheet, a learning outcome test sheet, which is then analyzed using qualitative and quantitative data. Qualitative data used are in the form of sentences, pictures, and charts. Quantitative data is collected by conducting validity tests, practicality tests, and effectiveness tests. The developed product is validated by material experts, media experts, and language experts. The results of the study show that the validation test score obtained an average score of 3.3, with a very good category. Based on the results of the student response questionnaire, a score of 3.30 was obtained, and the results of the teacher response obtained a score of 3.57, with a very good category. Based on the results of the effectiveness test, the results of the N-Gain test on the pretest and posttest scores in the experimental class obtained an average difference of 0.53 with moderate criteria, so the level of effectiveness is effective. The results of the Independent T Test comparison test showed that the significance value was 0.000 less than 0.05, so it can be concluded that there is a significant difference between the posttest results of the experimental class and the control class. With this, the MASLEMBING teaching materials containing ethnomathematics for grade VI elementary school students are effective, practical, and suitable for use in classroom learning.
ENHANCING CRITICAL THINKING THROUGH MATHEMATICAL HABITS OF MIND AND GEOGEBRA ON THE PYTHAGOREAN THEOREM Supratman, Edy; In'am, Akhsanul; Ekowati, Dyah Worowirastri
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.v14i4.13330

Abstract

This study was conducted in response to the low level of students' critical thinking skills and the predominance of teacher-centered instruction in mathematics classrooms. It aims to analyze the differences in students' critical thinking skills between those taught using the MHM approach assisted by GeoGebra and those taught through traditional methods on the topic of the Pythagorean Theorem in Class VIII at SMPN 3 Lingsar, West Lombok.  This study employed a quasi-experimental design, specifically a nonequivalent control group design, involving two groups of 27 students each.  The experimental group received instruction using the MHM approach with GeoGebra, which emphasizes reflective, persistent, and evidence-based mathematical thinking habits, while the control group used conventional methods  Data were collected through pretest and posttest critical thinking assessments, student worksheets, and learning observations. The initial abilities of both groups were comparable, as indicated by the independent t-test on the pretest (p > 0.05). Posttest results showed a significant improvement in the experimental group (mean = 82) compared to the control group (mean = 65), with a posttest p-value of 0.000 (< 0.05) and a very large effect size (Cohen’s d = 1.90), indicating a substantial difference in learning outcomes between the groups.  Observations also revealed very high engagement levels in the experimental group. These findings demonstrate that the MHM approach, aided by GeoGebra, effectively enhances students' critical thinking skills and fosters reflective, systematic, and collaborative learning habits. This study recommends adopting MHM strategies and visual technologies like GeoGebra in mathematics education.
DEVELOPMENT OF LMS PHYTAGORAS BASED TERPADU AS CAPABILITY BOOSTER MATHEMATIC NUMERACY Lestari, Wiwit Damayanti; Mulyana, Diki; Nandang, Nandang
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

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

Abstract

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

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

Abstract

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

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

Abstract

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

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

Abstract

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

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

Abstract

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

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

Abstract

Era society 5.0 melakukan transformasi pendidikan dengan penerapan teknologi yang berkembang pesat untuk meningkatkan mutu pendidikan. Penggunaan teknologi, terutama pembelajaran Geogebra, menjadi krusial untuk mendukung minat dan motivasi belajar siswa. Model Discovery learning juga diakui efektif dalam mendukung siswa yang matematis, berpikir kritis, kolaboratif, dan mandiri. Penelitian ini fokus pada pengembangan media pembelajaran berbasis Geogebra Classroom berorientasi discovery learning terhadap materi barisan dan deret aritmatika untuk siswa SMA. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE. Penelitian ini melibatkan siswa kelas XI SMA dan dilaksanakan dalam dua pertemuan. Pengumpulan data menggunakan lembar validasi dan angket. Tahapan penelitian mencakup analisis kebutuhan, perancangan media pembelajaran, pengembangan media, implementasi media berbasis discovery learning, dan evaluasi penggunaan media. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Geogebra Classroom berorientasi discovery learning dinyatakan valid dengan persentase 89,17% dalam kategori sangat valid dan dinyatakan praktis dengan persentase 90,61% dalam kategori sangat praktis. Selain itu, hasil penelitian menunjukkan bahwa media pembelajaran ini valid dan praktis dalam mendukung siswa untuk belajar secara mandiri, sehingga siswa dapat memahami konsep barisan dan deret aritmatika dengan lebih baik dan mendalam.