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AKSIOMA: Jurnal Program Studi Pendidikan Matematika
ISSN : 20898703     EISSN : 24425419     DOI : -
Core Subject : Education,
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 1,707 Documents
BRIDGING OF ARITHMETIC AND ALGEBRA: A RELATIONAL LOCAL INSTRUCTIONAL THEORY Lia Ardiansari; Faridahtul Jannah; M. Sahrul Rozi
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.14895

Abstract

Bridging arithmetic and algebra remains a persistent challenge in mathematics education, largely due to students’ operational interpretations of the equal sign and fragmented coordination of representations. Existing instructional approaches often emphasize procedural fluency without systematically supporting the relational understanding required to connect these domains. This study aims to develop and examine a relational instructional trajectory that functions as a conceptual bridge between arithmetic and early algebra. Using a Didactical Design Research (DDR) approach, the study involved 29 fifth-grade students from an elementary school in East Java, including five students in a pilot experiment and twenty-four students in a teaching experiment. The “Jembatan Aritmatika (Arithmetic Bridge)” e-module was designed based on an initial analysis of students’ learning obstacles, particularly in understanding equality and symbolic representations. Data were collected through pre- and post-tests, questionnaires, classroom observations, and semi-structured interviews. Data analysis combined qualitative analysis of students’ reasoning patterns with quantitative comparisons of pre- and post-intervention performance. The findings indicate a shift from procedural and counting-based strategies toward relational reasoning. Students increasingly interpreted the equal sign as expressing equivalence and demonstrated improved coordination of symbolic and contextual representations in solving early algebraic tasks. This study contributes a relational Local Instructional Theory (LIT) that specifies a progressive learning trajectory—from contextual and visual representations to symbolic reasoning—and explicit didactical anticipations for bridging arithmetic and algebra, grounded in empirically identified learning obstacles.
PENGEMBANGAN E-LKPD BERBANTUAN LIVEWORKSHEETS UNTUK MENINGKATKAN PEMAHAMAN KONSEP BARISAN DAN DERET ARITMATIKA Riswandi Hasibuan; Almira Amir; Diyah Hoiriyah
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.15141

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya pemahaman konsep matematika siswa akibat pembelajaran yang masih didominasi metode konvensional serta belum optimalnya pemanfaatan media pembelajaran interaktif. Penelitian ini bertujuan mengembangkan Lembar Kerja Peserta Didik Elektronik (E-LKPD) berbantuan Liveworksheets yang valid, praktis, dan efektif untuk meningkatkan pemahaman konsep matematika siswa kelas X di SMAN 1 Padang Bolak Julu pada materi barisan dan deret aritmetika. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Instrumen penelitian terdiri atas lembar validasi ahli, angket respons guru dan peserta didik, serta tes pemahaman konsep matematika. Hasil penelitian menunjukkan bahwa E-LKPD yang dikembangkan memenuhi kriteria sangat valid berdasarkan penilaian ahli materi (90,66%), ahli media (87,14%), dan ahli bahasa (100%). Tingkat kepraktisan juga berada pada kategori sangat praktis berdasarkan respons guru (96%) dan peserta didik (90,02%). Efektivitas E-LKPD ditunjukkan oleh peningkatan rata-rata nilai siswa dari 56 pada pretest menjadi 88,6 pada posttest dengan nilai N-Gain sebesar 0,74 yang termasuk kategori tinggi. Hasil uji normalitas Shapiro–Wilk menunjukkan data pretest dan posttest berdistribusi normal, sedangkan hasil uji Paired Sample t-Test menunjukkan nilai signifikansi kurang dari 0,001 (p < 0,05), sehingga terdapat perbedaan yang signifikan antara hasil pretest dan posttest. Temuan tersebut menunjukkan bahwa E-LKPD berbantuan Liveworksheets efektif dalam meningkatkan pemahaman konsep matematika siswa melalui pembelajaran yang lebih interaktif, terstruktur, dan berpusat pada peserta didik sesuai dengan karakteristik Kurikulum Merdeka. This study was motivated by students’ low mathematical conceptual understanding caused by the dominance of conventional teaching methods and the limited use of interactive learning media. The purpose of this study was to develop a Liveworksheets-assisted Electronic Student Worksheet (E-LKPD) that is valid, practical, and effective in improving the mathematical conceptual understanding of tenth-grade students at SMAN 1 Padang Bolak Julu on the topic of arithmetic sequences and series. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research instruments included expert validation sheets, teacher and student response questionnaires, and a mathematical conceptual understanding test. The findings revealed that the developed E-LKPD met the criteria of being highly valid based on evaluations from material experts (90.66%), media experts (87.14%), and language experts (100%). The practicality level was also categorized as very practical based on teacher responses (96%) and student responses (90.02%). The effectiveness of the E-LKPD was demonstrated by an increase in the students’ average score from 56 on the pretest to 88.6 on the posttest, with an N-Gain score of 0.74, which falls into the high category. The results of the Shapiro–Wilk normality test indicated that both the pretest and posttest data were normally distributed, while the Paired Sample t-Test yielded a significance value of less than 0.001 (p < 0.05), indicating a statistically significant difference between the pretest and posttest scores. These findings suggest that the Liveworksheets-assisted E-LKPD is effective in enhancing students’ mathematical conceptual understanding through a more interactive, structured, and student-centered learning process in accordance with the principles of the Merdeka Curriculum.
DEVELOPMENT OF BATIKMATIKA FOR MATHEMATICAL LEARNING INTEREST AND APPRECIATION OF LOCAL CULTURE Fury Styo Siskawati; Muhlisatul Mahmudah; Tri Susilaningtyas; Ari Septianingtyas Purwandhini; Tri Novita Irawati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.15296

Abstract

This study was conducted in response to the low interest of students in learning mathematics because they feel that mathematics is increasingly abstract and less interesting to learn, which has an impact on weak conceptual understanding and learning engagement and the declining appreciation of local culture among younger generations due to the influence of foreign cultures. Therefore, innovative learning media integrating mathematics and culture are needed to improve mathematic learning interest and appreciation of local culture among. This study aimed to develop BATIKMATIKA to improve mathematical learning interest and appreciation of local culture. The research employed a Research and Development (R&D) method adapted from the Borg and Gall model. The subjects were students of the Mathematics Education Study Program, FKIP, Islamic University of Jember. Data were collected using observation sheets to know learning engagement, interview guides to know conceptual understanding and appreciation of local culture, questionnaires of mathematic learning interest and appreciation of local culture to get score of mathematic learning interest and appreciation of local culture, and documentation to get the data of learning outcomes and document research activities. The validity assessment involved three mathematics education lecturers and one batik expert, while practicality testing involved 7 lecturers and 18 students. The results showed that BATIKMATIKA obtained a validity score of 4.45 and practicality scores of 4.44 and 4.28 from lecturers and students, respectively, categorized as very valid and very practical. The paired-sample t-test in 40 students showed significant effect in students’ mathematics learning interest and appreciation of local culture after using BATIKMATIKA. Penelitian ini dilakukan sebagai respons terhadap rendahnya minat siswa dalam belajar matematika karena mereka merasa matematika semakin abstrak dan kurang menarik untuk dipelajari, yang berdampak pada lemahnya pemahaman konseptual dan keterlibatan belajar serta menurunnya apresiasi terhadap budaya lokal di kalangan generasi muda akibat pengaruh budaya asing. Oleh karena itu, media pembelajaran inovatif yang mengintegrasikan matematika dan budaya dibutuhkan untuk meningkatkan minat belajar matematika dan apresiasi terhadap budaya lokal. Penelitian ini bertujuan untuk mengembangkan BATIKMATIKA untuk meningkatkan minat belajar matematika dan apresiasi terhadap budaya lokal. Penelitian ini menggunakan metode Penelitian dan Pengembangan (R&D) yang diadaptasi dari model Borg dan Gall. Subjek penelitian adalah mahasiswa Program Studi Pendidikan Matematika, FKIP, Universitas Islam Jember. Data dikumpulkan menggunakan lembar observasi untuk mengetahui keterlibatan belajar, panduan wawancara untuk mengetahui pemahaman konseptual dan apresiasi terhadap budaya lokal, kuesioner minat belajar matematika dan apresiasi terhadap budaya lokal untuk mendapatkan nilai minat belajar matematika dan apresiasi terhadap budaya lokal, dan dokumentasi untuk mendapatkan data hasil belajar dan mendokumentasikan kegiatan penelitian. Penilaian validitas melibatkan tiga dosen pendidikan matematika dan satu ahli batik, sedangkan pengujian praktis melibatkan 7 dosen dan 18 mahasiswa. Hasil penelitian menunjukkan bahwa BATIKMATIKA memperoleh skor validitas 4,45 dan skor kepraktisan 4,44 dan 4,28 dari dosen dan mahasiswa, masing-masing, yang dikategorikan sebagai sangat valid dan sangat praktis. Uji t sampel berpasangan dilakukan pada 40 mahsiswa yang menunjukkan pengaruh signifikan terhadap minat belajar matematika dan apresiasi budaya lokal mahasiswa setelah menggunakan BATIKMATIKA.  
DEVELOPMENT OF INTERACTIVE MATHEMATICS LEARNING MULTIMEDIA BASED ON SCRATCH USING THE 4D MODEL Sugeng Sungkono; Al Jupri; Eyus Sudihartinih
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.15545

Abstract

This study is motivated by students’ difficulties in understanding applied algebra, particularly when solving contextual problems, as well as the limited availability of interactive digital learning resources for applied algebra learning. Therefore, this study aims to develop and evaluate the validity, usability, and user acceptance of a Scratch-based learning medium for applied algebra using the 4D development model. The research followed the Define, Design, Develop, and Disseminate stages. The development process involved needs analysis, prototype design, and implementation through Scratch, integrating contextual tasks, visual representations, and game-based activities within a single learning environment. Validation was conducted by one mathematics education expert and two experts in educational media and ICT-based learning, while usability and user acceptance were examined through a User Acceptance Test (UAT) involving 18 prospective mathematics teachers. Data were collected using validation sheets and a UAT questionnaire and analyzed using Aiken’s V coefficient and percentage-based descriptive statistics. The findings revealed a high level of validity with an average Aiken’s V value of 0.85 and positive evaluations regarding usability and user acceptance, reflected in an average UAT score of 87.50%. In addition, Dr. Scratch evaluation produced a score of 20 out of 21, placing the project in the Master category. Future studies should involve junior high school students and evaluate the effectiveness of the media in classroom settings. Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam memahami materi aplikasi aljabar, khususnya dalam menyelesaikan masalah kontekstual, serta terbatasnya ketersediaan sumber belajar digital interaktif pada pembelajaran aplikasi aljabar. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan dan mengevaluasi validitas, usability, dan penerimaan pengguna terhadap media pembelajaran berbasis Scratch pada materi aplikasi aljabar menggunakan model pengembangan 4D. Penelitian ini dilaksanakan melalui empat tahap, yaitu Define, Design, Develop, dan Disseminate. Proses pengembangan meliputi analisis kebutuhan, perancangan prototipe, dan implementasi media menggunakan Scratch yang mengintegrasikan tugas kontekstual, representasi visual, dan aktivitas berbasis permainan dalam satu lingkungan pembelajaran. Validasi dilakukan oleh satu ahli pendidikan matematika dan dua ahli media pembelajaran serta pembelajaran berbasis TIK, sedangkan usability dan penerimaan pengguna dievaluasi melalui User Acceptance Test (UAT) yang melibatkan 18 calon guru matematika. Data dikumpulkan menggunakan lembar validasi dan angket UAT, kemudian dianalisis menggunakan koefisien Aiken’s V dan statistik deskriptif berbasis persentase. Hasil penelitian menunjukkan tingkat validitas yang tinggi dengan nilai rata-rata Aiken’s V sebesar 0,85 serta penilaian positif terhadap usability dan penerimaan pengguna yang ditunjukkan oleh skor rata-rata UAT sebesar 87,50%. Selain itu, evaluasi menggunakan Dr. Scratch menghasilkan skor 20 dari 21 sehingga proyek yang dikembangkan termasuk dalam kategori Master. Penelitian selanjutnya perlu melibatkan siswa SMP sebagai pengguna sasaran serta menguji efektivitas media dalam situasi pembelajaran yang sebenarnya.
RME-BASED DOODLE ART COMICS TO STRENGTHEN ELEMENTARY STUDENTS’ NUMERACY LITERACY Rahmi Hayati; Edi Syahputra; Edy Surya; M. Rezeki Muamar; Fazrina Saumi
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.15720

Abstract

Numeracy literacy is an essential competency that should be developed from the elementary school level to help students understand and apply mathematical concepts in daily life. However, elementary school students’ numeracy literacy remains low, especially in understanding problems, connecting numerical information, and solving contextual mathematical tasks. This condition is caused by mathematics learning that is still abstract, procedural, and less connected to students’ real-life experiences. Therefore, contextual and engaging learning media are needed to support numeracy learning. This study aims to develop a Doodle Art comic based on Realistic Mathematics Education (RME) to enhance elementary school students’ numeracy literacy. The study employed a Research and Development (R&D) method using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The research instruments included validation sheets, teacher and student questionnaires, numeracy literacy tests, observations, and interviews. The results showed that the RME-based Doodle Art comic was categorized as highly feasible, with an average validation score of 4.41. Teacher responses obtained an average score of 4.54, categorized as very practical, while student responses obtained an average score of 4.50, categorized as very good. In addition, students’ numeracy literacy scores increased from 61.10 in the pretest to 76.18 in the posttest. The study concludes that the RME-based Doodle Art comic has the potential to become an innovative and contextual learning medium for improving elementary school students’ numeracy literacy.
PENGEMBANGAN E-MODUL MATEMATIKA DENGAN PENDEKATAN STEM UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN SELF EFFICACY SISWA Ika Septiani Putri; Gunawan Gunawan
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.15739

Abstract

Keterbatasan ketersediaan e-modul matematika berbasis STEM bagi siswa SMK teknik otomotif  menghambat implementasi Kurikulum Merdeka. Penelitian ini bertujuan untuk mengembangkan e-modul matematika dengan pendekatan STEM pada materi vektor yang dikontekstualisasikan dengan mekanika sepeda motor. Tahapan pengembangan yang digunakan adalah model ADDIE yang meliputi lima tahap, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Penelitian ini melibatkan 60 siswa kelas XI Teknik Sepeda Motor (TSM) di SMK Arya Singasari Brebes sebagai subjek penelitian, yang terbagi menjadi dua kelompok masing-masing 30 siswa, yakni kelompok eksperimen yang memanfaatkan e-modul berpendekatan STEM dan kelompok kontrol yang menggunakan media pembelajaran konvensional, dalam desain posttest only control group. Instrumen penelitian meliputi lembar validasi, angket kepraktisan, angket self efficacy, tes kemampuan berpikir kritis, lembar observasi, dan pedoman wawancara. Instrumen divalidasi secara isi melalui expert judgment dan dinyatakan reliabel berdasarkan uji Alpha Cronbach sebesar 0,766 untuk tes berpikir kritis dan 0,801 untuk angket self efficacy, sehingga keduanya dinyatakan reliabel. Hasil uji kelayakan dinilai sangat layak oleh ahli bidang studi dan media, serta sangat praktis oleh pengguna yaitu siswa. Hasil uji-t menunjukkan bahwa kemampuan berpikir kritis dan self efficacy kelompok eksperimen secara signifikan lebih tinggi daripada kelompok kontrol, dengan korelasi positif antara kedua variabel tersebut (r = 0,695; p < 0,05). Disimpulkan bahwa e-modul matematika dengan pendekatan STEM layak, praktis, dan efektif dalam mengembangkan kemampuan berpikir kritis dan self efficacy siswa SMK, serta berpotensi menjadi alternatif bahan ajar yang relevan untuk pembelajaran matematika kontekstual di SMK kejuruan otomotif. The limited availability of STEM-based mathematics e-modules for automotive vocational high school students has hindered the implementation of the Merdeka Curriculum. This study aims to develop a mathematics e-module using a STEM approach on vector material contextualized within motorcycle mechanics. The development stages employed the ADDIE model, comprising five phases: analysis, design, development, implementation, and evaluation. This study involved 60 Grade XI Motorcycle Engineering (TSM) students at SMK Arya Singasari Brebes as research subjects, divided into two groups of 30 students each, namely an experimental group utilizing the STEM-based e-module and a control group using conventional learning media, in a posttest only control group design. The research instruments included validation sheets, practicality questionnaires, self efficacy questionnaires, critical thinking ability tests, observation sheets, and interview guides. Instruments were validated through expert judgment and deemed reliable based on Cronbach's Alpha coefficients of 0.766 (critical thinking test) and 0.801 (self-efficacy questionnaire). Validity test results was rated as highly valid by subject matter and media experts, and highly practical by users, namely students. The t-test results indicated that the critical thinking ability and self efficacy of the experimental group were significantly higher than those of the control group, with a positive correlation between the two variables (r = 0.695; p < 0.05). It is concluded that the mathematics e-module with a STEM approach is valid, practical, and effective in developing critical thinking skills and self-efficacy of vocational students, and has the potential to serve as a relevant alternative teaching material for contextual mathematics learning in automotive vocational schools.
TRANSPOSISI DIDAKTIK KONSEP TURUNAN FUNGSI: PRADETEKSI LEARNING OBSTACLE PADA SISWA SMA DALAM STUDI INTERPRETIF DDR Fitriana Eka Chandra; Didi Suryadi; Siti Fatimah; Nanang Priatna; Hernani Kilkoda
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.15944

Abstract

Penelitian ini bertujuan untuk menganalisis transposisi didaktik internal dan eksternal konsep turunan fungsi pada siswa SMA. Penelitian ini adalah penelitian kualitatif yang merupakan studi awal dari serangkaian proses penelitian desain didaktik (DDR). Penelitian transposisi didaktik ini merupakan bagian dari tahap pertama dalam penelitian DDR yakni analisis prospektif, yaitu 1) analisis buku teks matematika kelas XII dalam bentuk analisis prakseologi buku teks dan 2) analisis situasi didaktik dalam bentuk hasil wawancaran dengan guru dan analisis buku catatan siswa dalam bentuk analisis prakseologi didaktik guru. Hasil penelitian menunjukkan bahwa baik buku teks maupun situasi didaktik pembelajaran guru keduanya belum sistematis  karena sajian pengetahuan dalam keduanya tidak sesuai urutannya dengan sajian pengetahuan dalam buku matematika scientific knowledge dan belum epistemik karena siswa tidak dilibatkan secara langsung untuk mengkontruksi pengetahuaannya sendiri untuk mendapatkan pengetahuan yang justified true belief sehingga berpeluang membuat siswa mengalami learning obstacle (LO), baik itu LO epistemik, LO ontogenik, maupun LO didaktik. Penelitian ini diharapkan memberikan kontribusi untuk memperluas kajian transposisi didaktik pada materi kalkulus sekolah yang berpeluang menimbulkan learning obstacle pada siswa dan kelanjutannya digunakan sebagai referensi dalam merancang desain didaktik baru pada materi turunan fungsi di sekolah menengah atas.
DEVELOPING VR-ASSISTED RME LEARNING MEDIA TO IMPROVE STUDENTS’ CREATIVE THINKING SKILLS IN GEOMETRY Ravi Akmar Ramadhani; Noviana Dini Rahmawati; Muhammad Prayito
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i3.16283

Abstract

Students’ creative thinking in mathematics remains a challenge, particularly in learning three-dimensional geometry. This problem is related to the abstract nature of the material and the limited use of interactive media in classroom instruction. This study aimed to develop and evaluate Virtual Reality (VR)-assisted learning media integrated with the Realistic Mathematics Education (RME) approach to enhance students’ creative thinking skills. The study employed a Research and Development design using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The participants were 64 ninth-grade students of SMP Negeri 9 Semarang, divided into an experimental group and a control group, with 32 students in each group. Data were obtained through expert validation sheets, student response questionnaires, and a creative thinking test. The findings showed that the developed media met the criteria of high validity, with media expert scores ranging from 92% to 93% and material expert scores ranging from 92% to 96%. Student responses also indicated that the media was practical, with a percentage of 80%. In addition, the experimental group achieved a higher mean score (83.50) than the control group (72.35). The independent samples t-test further revealed a significant difference between the two groups (p < 0.001). These results indicate that VR-assisted learning media integrated with the RME approach is valid, practical, and effective in improving students’ creative thinking skills. Kemampuan berpikir kreatif siswa dalam pembelajaran matematika masih menjadi tantangan, terutama pada materi geometri tiga dimensi. Kondisi ini berkaitan dengan sifat materi yang abstrak dan belum optimalnya penggunaan media pembelajaran interaktif di kelas. Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi media pembelajaran berbantuan Virtual Reality (VR) yang diintegrasikan dengan pendekatan Realistic Mathematics Education (RME) untuk meningkatkan kemampuan berpikir kreatif siswa. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian berjumlah 64 siswa kelas IX SMP Negeri 9 Semarang yang dibagi ke dalam kelas eksperimen dan kelas kontrol, masing-masing sebanyak 32 siswa. Data dikumpulkan melalui lembar validasi ahli, angket respons siswa, dan tes kemampuan berpikir kreatif. Hasil penelitian menunjukkan bahwa media yang dikembangkan memenuhi kriteria sangat valid, dengan skor validasi ahli media sebesar 92%–93% dan ahli materi sebesar 92%–96%. Respons siswa juga menunjukkan bahwa media berada pada kategori praktis dengan persentase 80%. Selain itu, rata-rata skor kelas eksperimen (83,50) lebih tinggi dibandingkan kelas kontrol (72,35). Hasil uji independent samples t-test menunjukkan adanya perbedaan yang signifikan antara kedua kelas (p < 0,001). Dengan demikian, media pembelajaran berbantuan VR yang terintegrasi dengan pendekatan RME dinyatakan valid, praktis, dan efektif dalam meningkatkan kemampuan berpikir kreatif siswa.
PENGARUH LKPD BERBASIS ETNOMATEMATIKA DENGAN PENDEKATAN REALISTIC MATEMATIC ADUCATION TERHADAP KETERAMPILAN PROBLEM SOLVING, SELF EFFICACY DAN COLLABORATION Ronalia Wati; Agus Maman Abadi; Jailani Jailani; Endar Chrisdiyanto
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.v14i4.7589

Abstract

Pada era abad 21 peserta didik harus dapat memilki kemampuan yang mampu mengasah diri nya sehingga dapat bersaing diera globalisasi. Salah satu kemampuan yang harus d miliki siswa  adalah problem solving, self efficacy dan collaboration. Tujuan dari studi ini untuk mengetahui ada pengaruh lembar kerja peserta didik berbasis etnomatematika dengan pendekatan realistic mathematic education terhadap kemampuan problem solving, self efficacy  dan collaboration. Jenis penelitian ini adalah eksperimen quasi dengan desain penelitian menggunakan One Group Pretes-Post -Test Design. Penelitian ini dilaksanakan di kelas VIII SMP Negeri 3 Kota Bengkulu semester genap pada materi Lingkaran  dengan jumlah sampel sebanyak 34 siswa. Instrument jenis tes adalah tes kemampuan problem solving berupa pretest dan post test sedangkan instrument jenis non tes adalah angket self efficacy dan collaboration. Hasil penelitian ini adalah 1) Pembelajaran dengan menggunakan LKPD berbasis etnomatematika menunjukan adanya perbedaan yang signifikan pada kemampuan problem solving, self efficacy serta collaboration siswa sebelum dan sesudah pembelajaran, 2) Pembelajaran matematika menggunakan LKPD berbasis etnomatematika.efektif untuk meningkatkan kemampuan problem solving, self efficacy serta collaboration siswa. In the era of the 21st century, students must be able to have skills that can hone themselves so they can compete in the era of globalization. One of the abilities that students must have is problem solving, self-efficacy and collaboration. The aim of this study is to determine the influence of ethnomathematics-based student worksheets with a realistic mathematical education approach on problem solving abilities, self-efficacy and collaboration. This type of research is a quasi-experiment with a research design using One Group Pretest-Post-Test Design. This research was carried out in class VIII of SMP Negeri 3 Bengkulu City, even semester on Circle material with a sample size of 34 students. The test type instrument is a problem solving ability test in the form of a pretest and post test, while the non-test type instrument is a self-efficacy and collaboration questionnaire. The results of this research are 1) Learning using ethnomathematics-based LKPD shows that there are significant differences in students' problem solving abilities, self-efficacy and collaboration before and after learning, 2) Mathematics learning using ethnomathematics-based LKPD is effective in improving problem solving abilities and self-efficacy. as well as student collaboration.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID Tia Latifatus; Depi Prihamdani; Tridays Repelita; Lukman Nulhakim; Yayat Ruhiyat
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.