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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 1,552 Documents
STUDENTS’ MATHEMATICAL CREATIVE THINKING ABILITY VIEWED FROM SELF-REGULATED LEARNING IN LAPS-HEURISTIC LEARNING MODEL Vena Agustina; Fashihah Fashihah; Puput Relitasari
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.v15i1.12422

Abstract

Students’ Mathematical Creative Thinking Ability (MCTA) remains relatively low, particularly in generating original ideas and elaborated solutions, while the effect of Self-Regulated Learning (SRL) on MCTA has not been clearly identified in mathematics learning. This condition indicates the need for an instructional model that not only emphasizes problem-solving processes but also supports students’ independence and creativity in learning. This research aims to assess the effectiveness of the LAPS-Heuristic learning model on students’ MCTA and describe students' MCTA concerning their SRL. A mixed-methods approach utilizing a sequential explanatory design was employed in this study. Six subjects were selected from the eighth-grade class VIII A at State Junior High School 1 Tayu, chosen based on their SRL levels. The results indicate that (1) the LAPS-Heuristic learning model effectively on students' MCTA in the context of their SRL, and (2) Students classified as having high SRL were able to fulfill all MCTA indicators, namely fluency, flexibility, originality, and elaboration. In comparison, students with moderate SRL levels achieved three indicators, namely fluency, flexibility, and elaboration. Students with low SRL levels were only able to meet two indicators, namely fluency and flexibility. For students with low SRL who have not yet achieved proficiency in originality and elaboration, it is recommended that they engage in independent assignments and participate in peer teaching activities to foster their academic development. Kemampuan Berpikir Kreatif Matematis (KBKM) siswa masih tergolong rendah, khususnya dalam menghasilkan ide-ide yang orisinal dan solusi yang terelaborasi, sementara pengaruh Self-Regulated Learning (SRL) terhadap KBKM dalam pembelajaran matematika belum teridentifikasi secara jelas. Kondisi ini menunjukkan perlunya model pembelajaran yang tidak hanya menekankan pada proses pemecahan masalah, tetapi juga mendukung kemandirian dan kreativitas siswa dalam belajar.Penelitian ini bertujuan untuk mengkaji keefektifan pembelajaran LAPS-Heuristik terhadap Kemampuan Berpikir Kreatif Matematis (KBKM) dan mendeskripsikan KBKM siswa ditinjau dari SRL. Metode penelitian ini adalah mixed method dengan sequential explanatory. Enam subjek dipilih dari kelas VIII A SMP Negeri 1 Tayu berdasarkan tingkat SRL siswa. Hasil penelitian menunjukkan bahwa (1) model pembelajaran LAPS-Heuristik efektif terhadap KBKM siswa ditinjau dari SRL, dan (2) siswa yang dikategorikan dengan SRL tinggi mampu memenuhi semua indikator KBKM: kelancaran, fleksibilitas, orisinalitas, dan elaborasi. Sebaliknya, siswa dengan tingkat SRL rata-rata mencapai tiga indikator: kelancaran, fleksibilitas, dan elaborasi. Sementara itu, siswa dengan SRL rendah hanya memenuhi indikator kelancaran dan fleksibilitas. Bagi siswa yang diidentifikasi memiliki SRL rendah yang belum mencapai indikator orisinalitas dan elaborasi, disarankan agar siswa terlibat dalam tugas mandiri dan berpartisipasi dalam kegiatan peer teaching untuk mendorong perkembangan akademis siswa. 
STUDENTS MATHEMATICAL LITERACY VIEWED FROM CURIOSITY IN PROBLEM BASED LEARNING Ahmad Halimy Nugroho; Sukestiyarno Sukestiyarno; Iqbal Kharisudin
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.v15i1.12407

Abstract

Mathematical literacy may be described as the capacity of an individual to comprehend, mobilize, and communicate mathematical reasoning across diverse life situations in order to resolve problems meaningfully. One instructional approach frequently associated with strengthening this competence is Problem-Based Learning (PBL), which situates students within authentic problem scenarios and compels active reasoning engagement rather than passive reception. The present inquiry intends to explore and portray students’ mathematical literacy achievement through E-Module-supported PBL, interpreted through the stratification of students’ curiosity levels. The research method used is qualitative descriptive. This study analyzes and describes students’ mathematical literacy abilities based on categories of student curiosity. The research subjects involved 10th-grade PM 2 students at SMKN 1 Kendal for the 2024/2025 academic year. Empirical findings indicate that learners categorized with elevated curiosity demonstrate mastery across all mathematical literacy indicators, whereas those within moderate and low curiosity tiers exhibit constraints particularly during interpretation and evaluative stages of solution processes. These results accentuate the salience of affective disposition especially curiosity in maximizing mathematical literacy within problem-based environments.
TRADISI ALEK BAJAWEK SEBAGAI INSPIRASI PENGEMBANGAN MATERI MATEMATIKA DI SEKOLAH MENENGAH PERTAMA Suci Rahma Putri; Ana Novitasari
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.v15i1.14258

Abstract

Pembelajaran matematika di sekolah sering kali bersifat abstrak dan jauh dari konteks kehidupan siswa, sehingga berdampak pada rendahnya minat, motivasi, dan pemahaman terhadap materi. Salah satu pendekatan yang dapat menjembatani kesenjangan tersebut adalah dengan mengembangkan materi pembelajaran berbasis budaya lokal. Tradisi Alek Bajawek, yakni prosesi adat pernikahan masyarakat Minangkabau di Kenagarian Koto Baru, Kabupaten Dharmasraya, merupakan salah satu kekayaan budaya yang memuat beragam unsur yang merepresentasikan konsep-konsep matematis. Penelitian ini bertujuan untuk menggali dan mendeskripsikan unsur-unsur budaya dalam tradisi Alek Bajawek sebagai sumber inspiratif dalam pengembangan materi pembelajaran matematika di tingkat Sekolah Menengah Pertama. Dengan menggunakan pendekatan kualitatif dan metode etnografi pendidikan, data dikumpulkan melalui observasi, wawancara, dan dokumentasi lapangan. Hasil penelitian menunjukkan bahwa dalam tradisi ini terdapat berbagai aktivitas yang memuat konsep matematika. Duduk Kalopok dan Duduk Tuo berkaitan dengan operasi bilangan, aritmetika sosial, rata-rata, dan persentase; persiapan Bako memuat penghitungan biaya; Sisampek mencerminkan konsep himpunan dan aljabar sederhana; suntiang pengantin dan motif pakaian Anak Daro menunjukkan simetri dan pola; gunungan pulut bertingkat serta tandu pengantin merepresentasikan bangun ruang dan volume; sedangkan Kajang Lako memuat konsep proporsi, bangun datar, dan bangun ruang. Temuan ini menunjukkan bahwa unsur budaya dalam tradisi tersebut memiliki keterkaitan yang kuat dengan materi matematika SMP, sehingga berpotensi mendukung pembelajaran yang kontekstual sekaligus menjadi sarana pelestarian budaya lokal dalam kerangka Kurikulum Merdeka.
PENGEMBANGAN E-LKPD BERBASIS COMPUTATIONAL THINKING UNTUK MENINGKATKAN KEMAMPUAN LITERASI MATEMATIKA SISWA PADA MATERI BILANGAN BULAT Alfi Nur Hani'ah; Swasti Maharani; Edy Suprapto
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.v15i1.13573

Abstract

Literasi matematika adalah kemampuan untuk merumuskan, menggunakan, dan menafsirkan matematika dalam berbagai konteks. Penelitian ini bertujuan untuk mengembangkan E-LKPD berbasis Computational Thinking untuk meningkatkan kemampuan literasi matematika siswa kelas VII SMP. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi lima tahap : analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek uji coba terdiri dari siswa kelas VII di SMP Negeri 4 Kota Madiun. Instrumen penelitian mencakup lembar validasi, angket respon siswa, serta soal pretest dan posttest. Teknik pengumpulan data menggunakan angket, observasi, wawancara, tes. Tekhnik analisis data menggunakan uji kevalidan, uji kepraktisan, dan uji efektivitas. Hasil validasi menunjukkan bahwa E-LKPD tergolong sangat valid, dengan persentase kevalidan ahli materi sebesar 86,25% dan ahli media sebesar 85,7%. Kepraktisan E-LKPD dinilai cukup praktis, dengan persentase 82,17% pada uji coba terbatas dan 82% pada uji coba lapangan. Efektivitas E-LKPD juga tergolong cukup efektif, ditunjukkan dengan peningkatan hasil belajar siswa melalui nilai N-Gain sebesar 67,5% (uji terbatas) dan 61,5% (uji lapangan). Dengan demikian, E-LKPD berbasis CT ini dinyatakan layak dan berpotensi meningkatkan kemampuan literasi matematika siswa pada materi bilangan bulat
MATCHAMATIKA : E-MODUL UNTUK MENINGKATKAN HIGHER ORDER THINKING SKILLS SISWA Mikiyana Ramadani; Heni Pujiastuti; Syamsuri Syamsuri
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.v15i1.13139

Abstract

Higher Order Thinking Skills (HOTS) merupakan kompetensi esensial dalam pembelajaran matematika karena berperan dalam membentuk kemampuan siswa untuk menganalisis, mengevaluasi, dan menyelesaikan masalah secara logis. Penelitian ini bertujuan menghasilkan E-Modul Matchamatika berbasis Kurikulum Merdeka pada materi Sistem Persamaan Linear Tiga Variabel (SPLTV) yang berfungsi mendukung pengembangan HOTS siswa. Proses pengembangan mengacu pada model ADDIE yang mencakup tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Kelayakan produk ditentukan melalui validasi oleh ahli materi, media, dan bahasa, serta diujicobakan kepada 15 siswa kelas X SMA Global Indonesia. Hasil validasi menunjukkan bahwa e-modul memenuhi kriteria kelayakan, sedangkan hasil respons siswa mengindikasikan bahwa e-modul mudah digunakan dan mendukung aktivitas belajar secara mandiri. Pengujian efektivitas melalui desain one group pretest-posttest menunjukkan peningkatan HOTS dengan nilai N-Gain sebesar 0,5700 yang berada pada kategori sedang. Selain itu, hasil uji Paired Samples Test menunjukkan adanya perbedaan signifikan antara kemampuan HOTS sebelum dan sesudah penggunaan e-modul. Temuan ini menunjukkan bahwa E-Modul Matchamatika berbasis Kurikulum Merdeka layak, praktis, dan efektif dalam memfasilitasi peningkatan HOTS siswa dalam pembelajaran matematika. Higher Order Thinking Skills (HOTS) are essential competencies in mathematics learning as they enable students to analyze, evaluate, and solve problems logically and systematically. This study aimed to develop a Kurikulum Merdeka–based Matchamatika E-Module on the topic of Three-Variable Linear Equation Systems (TVLES) to support the enhancement of students’ HOTS. The development process followed the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The feasibility of the product was determined through validation by media, content, and language experts and was subsequently tested on 15 tenth-grade students at SMA Global Indonesia. Validation results indicated that the e-module met the required feasibility standards, while students’ responses suggested that it was easy to use and supported independent learning. Effectiveness testing using a one-group pretest-posttest design demonstrated an improvement in students’ HOTS, with an N-Gain score of 0.5700 categorized as moderate. Furthermore, the Paired Samples Test revealed a significant difference between students’ HOTS before and after using the e-module. These findings indicate that the Matchamatika E-Module is valid, practical, and effective in facilitating the development of students’ HOTS in mathematics learning.
GEOMETRY INSTRUCTION BASED ON THE 5E LEARNING CYCLE WITH DGS INTEGRATION TO ENHANCE STUDENTS’ SPATIAL SKILLS Natan Prasetya; Maximus Gorky Sembiring; Sudirman Sudirman
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.v15i1.13172

Abstract

Students’ mathematical visual-spatial ability is a key component in understanding geometry, and students need to master this skill. However, the level of students' mathematical visual-spatial ability is less than optimal, so quality learning is necessary. The purpose of this study was to test the quality of the Geogebra-assisted 6E-Instructional Model (6E-IM) on students' spatial visual ability; test the effect of Geogebra-assisted 6E-IM on spatial visual ability; and describe students' spatial visual ability after receiving the Geogebra-assisted 6E-IM model. This study used an embedded design. The independent variable in this study was the Geogebra-assisted 6E-IM, and the dependent variable was spatial visual ability. The variables of the 6E-IM learning model assisted by Geogebra were measured using interviews, while visual spatial abilities were measured using questionnaires. The results showed that the geometry learning instrument with the 6E-IM learning model assisted by Geogebra was in the very good category with a score of 92%. The 6E-IM learning model assisted by Geogebra had a positive effect on students' visual spatial abilities.. Description of students' spatial visual ability involving 2 students in each category, in the high category, met all indicators of spatial visual ability; students with moderate spatial visual ability met two indicators of spatial visual ability; and students with low spatial visual ability met one indicator of spatial visual ability. The results of this study are expected to be Geogebra integrated 6E-IM Design can be used by teachers to improve students' visual spatial abilities.
DEVELOPMENT OF AN EDUCATIONAL MATHEMATICS GAME TO ENHANCE MOTIVATION AND ACTIVITY OF ELEMENTARY SCHOOL STUDENTS Bangkit Pribadi Basuki; Waris Waris; Fauzan Adhim
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.v15i1.13218

Abstract

This study aims to develop an educational game as a mathematics learning medium in elementary schools to enhance students' motivation and learning engagement. Many pupils struggle to grasp fundamental mathematical concepts due to low enthusiasm and limited engagement in the learning process, which renders lessons tedious. To address this issue, the research designs an interactive game based on Wordwall, enriched with a narrative flow created in Canva so that the appearance and mechanics are more appealing than a Wordwall quiz alone. The methodology rests on a qualitative approach and descriptive quantitative analysis, namely the qualitative component explores teachers' and students' needs and experiences through in‑depth interviews and classroom observations, while the descriptive quantitative component measures changes in students' motivation and activity by comparing questionnaire scores before and after the game's implementation. The research method follows the five stage ADDIE model, encompassing analysis to identify factors underlying low motivation and activity, design to draft a game concept aligned with elementary students' characteristics, development to produce a prototype using Wordwall and Canva, implementation to conduct field trials in an elementary school, and evaluation to assess the game's effectiveness in boosting motivation and engagement. The expected output is an educational game that can be applied effectively as a mathematics teaching tool, thereby improving student learning outcomes. Moreover, the study involves participation of teachers and students as primary respondents who provide input at each development stage, ensuring that the final product genuinely reflects the needs and characteristics of the elementary school learning environment.
PENGAMBANGAN MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN COMPUTATIONAL THINKING Afif Ma'ruf; Karyati Karyati
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.v15i1.13397

Abstract

Penelitian ini dilatarbelakangi oleh pada saat pembelajaran guru hanya menekankan pada menghafal rumus dan pembelajaran berpusat pada guru sehingga kemampuan computational thinking siswa menjadi rendah. Penelitian ini bertujuan untuk: a) menghasilkan media pembelajaran berbasis android yang layak dari media dan materi; b) mengetahui kepraktisan media pembelajaran berbasis android dari segi guru dan siswa; c) menguji keefektifan media pembelajaran berbasis android untuk meningkatkan kemampuan computational thinking. Subjek pada penelitian ini adalah siswa SMP Negeri 1 Pakem kelas VII tahun ajaran 2023/2024. Instrumen yang digunakan adalah instrumen tes kemampuan computational thinking dan angket respon guru dan siswa. Penelitian ini merupakan penelitian pengembangan dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi dan evaluasi. Hasil uji kevalidan dari ahli media dan ahli materi didapatkan skor 46 dan 71 sehingga media pembelajaran termasuk pada kriteria valid. Hasil uji kepraktisan oleh guru dan siswa diperoleh total skor rata-rata 89 dan 52,12 maka media pembelajaran termasuk pada kriteria sangat praktis. Hasil uji keefektifan media pembelajaran yang telah dikembangkan menunjukkan bahwa persentase siswa yang memenuhi KKM lebih dari sama dengan  pada tahap uji proporsi dan terdapat kenaikan skor pretest dan posttest pada kemampuan computational thinking pada tahap uji paired sample t-test dengan skor  Sehingga, media pembelajaran efektif dalam meningkatkan kemampuan computational thinking. Hasil penelitian ini menunjukkan bahwa media pembelajaran berbasis android memenuhi kriteria valid, praktis dan efektif dalam meningkatkan kemampuan computational thinking.This study was motivated by the fact that teachers only emphasize memorizing formulas and teacher-centered learning, resulting in low computational thinking skills among students. This study aims to: a) produce suitable Android-based learning media in terms of media and material; b) determine the practicality of Android-based learning media from the perspective of teachers and students; c) test the effectiveness of Android-based learning media in improving computational thinking skills. The subjects in this study were seventh-grade students at SMP Negeri 1 Pakem in the 2023/2024 academic year. The instruments used were a computational thinking ability test and a teacher and student response questionnaire. This research is a development study using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The validity test results from media experts and subject matter experts obtained scores of 46 and 71, respectively, indicating that the learning media is valid. The practicality test results from teachers and students obtained total average scores of 89 and 52.12, respectively, indicating that the learning media is very practical. The results of the effectiveness test of the developed learning media show that the percentage of students who met the minimum competency standard was more than 80% in the proportion test stage and there was an increase in pretest and posttest scores in computational thinking skills in the paired sample t-test stage with a t-score of 23.66. Thus, the learning media is effective in improving computational thinking skills. The results of this study indicate that Android-based learning media meet the criteria of validity, practicality, and effectiveness in improving computational thinking skills.
PENGEMBANGAN MEDIA PLAY MATHEMATICS UNTUK MENGEKSPLORASI PEMAHAMAN KONSEP MATEMATIS DENGAN BERBANTUAN APLIKASI ARTICULATE STORYLINE 3 Rifa Maulia Sadiah; Depi Setialesmana; Sinta Verawati Dewi
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.v15i1.13079

Abstract

This study investigates the feasibility and practicality of developing the Play Mathematics media using Articulate Storyline 3, designed to help eighth-grade students at SMP Negeri 6 Tasikmalaya explore their understanding of algebraic concepts. This R&D research employed the ADDIE model and involved media and content validation, as well as the measurement of student responses and conceptual understanding. The findings indicate that the media is highly feasible, with a technical feasibility score of 93% and a content and objective feasibility score of 92%, and is considered highly practical based on student evaluations. Additionally, the majority of students achieved very good and good levels of conceptual understanding. In conclusion, the Articulate Storyline 3-based Play Mathematics media is a feasible, practical, and effective tool for mathematics learning, particularly in exploring mathematical concepts.
MEDIA GOOGLE SITES KONTEKS MASJID AGUNG PALEMBANG UNTUK MELATIH BERPIKIR KRITIS MATEMATIS SISWA Aulia Putriyani; Lusiana Lusiana
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.v15i1.13292

Abstract

Kemampuan berpikir kritis merupakan salah satu keterampilan esensial abad ke-21 yang perlu dimiliki siswa, terutama dalam pembelajaran matematika. Namun, kenyataannya siswa di jenjang SMA masih menunjukkan kemampuan berpikir kritis yang rendah, khususnya dalam memahami konsep abstrak seperti fungsi kuadrat. Untuk mengatasi permasalahan ini, Perlu dikembangkan media pembelajaran berbasis Google Sites dengan konteks budaya lokal Masjid Agung Palembang. Penelitian ini bertujuan untuk menghasilkan produk media pembelajaran yang valid, praktis, dan memiliki efek potensial dalam melatih kemampuan berpikir kritis siswa pada materi fungsi kuadrat. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE. Data diperoleh melalui angket validasi, angket kepraktisan, dan tes kemampuan  matematis siswa setelah digunakan produk hasil pengembangan . Teknik analisis data yang digunakan adalah analisis deskriptif kuantitatif, dengan menghitung persentase skor validasi ahli, persentase kepraktisan dari respons pengguna (siswa), serta persentase ketuntasan hasil belajar untuk melihat efek potensial media. Hasil penelitian menunjukkan bahwa media yang dikembangkan memiliki tingkat validitas sangat tinggi dengan persentase skor 86,88%, persentase skor kepraktisan sebesar 93,75%, serta efek potensial berdasarkan persentase rata-rata ketuntasan hasil bela  jar sebesar 83,33%  Integrasi teknologi digital dan kearifan lokal memberikan pengalaman belajar yang kontekstual serta mampu melatih kemampuan berpikir kritis siswa. Oleh karena itu, media ini layak digunakan sebagai alternatif inovatif dalam pembelajaran matematika berbasis Kurikulum Merdeka.