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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
GPCM ANALYSIS OF CONSTRUCTED-RESPONSE ASSESSMENT (CRA): MEASURING ABSTRACTION VIA ANALYTIC CODING Dwi Rismi Ocy; Wardani Rahayu; Iva Sarifah; Awaluddin Tjalla
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 MEDIA KOMIK MATEMATIKA PADA MATERI PECAHAN UNTUK SISWA KELAS V SEKOLAH DASAR Ida Kristiyana; Danang Setyadi
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.v15i1.12992

Abstract

Matematika merupakan mata pelajaran dasar yang memegang peranan penting dalam mengembangkan keterampilan berpikir logis dan kritis, khususnya di tingkat sekolah dasar. Akan tetapi, banyak siswa di kelas lima mengalami kesulitan dalam memahami konsep pecahan karena materi yang abstrak dan metode pengajaran konvensional seperti ceramah. Penelitian ini bertujuan untuk mengembangkan komik matematika sebagai media pembelajaran untuk topik pecahan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Komik ini dibuat dengan alur cerita kontekstual yang mencerminkan kehidupan sehari-hari siswa, sehingga dapat meningkatkan pemahaman materi. Penelitian ini dilaksanakan di SD Negeri Mangunsari 06 Salatiga dengan subjek penelitian 11 peserta didik serta melibatkan validasi media dan materi, analisis respons siswa, dan pengujian efektivitas melalui pretest dan posttest. Hasil penelitian ini menunjukkan bahwa komik yang dikembangkan valid dengan persentase hasil uji validasi 90%, praktis dengan persentase 90%, dan efektif yang ditunjukkan dengan adanya perbedaan hasil belajar sebelum dan sesudah menggunakan media. Penelitian ini menyimpulkan bahwa komik matematika dapat menjadi media pembelajaran alternatif yang menarik untuk mendukung pendidikan matematika di tingkat dasar.
PENGEMBANGAN VIDEO PEMBELAJARAN BERBASIS ARTIFICIAL INTELLIGENCE UNTUK MENINGKATKAN LITERASI SPASIAL MATERI KUBUS DAN BALOK Meilinda Ekawati; 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 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.
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.
MEDIA GOOGLE SITES KONTEKS MASJID AGUNG PALEMBANG UNTUK MELATIH BERPIKIR KRITIS MATEMATIS SISWA Aulia Putriyani; Lusiana Lusiana; Allen Marga Retta
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 keterampilan esensial abad ke-21 yang diperlukan siswa, terutama dalam pembelajaran matematika. Namun kenyataannya, siswa SMA masih menunjukkan tingkat berpikir kritis yang rendah dalam memahami konsep abstrak seperti fungsi kuadrat. Untuk mengatasi permasalahan tersebut, penelitian ini mengembangkan media pembelajaran berbasis Google Sites yang dikontekstualisasikan dengan budaya lokal Masjid Agung Palembang. Tujuan penelitian adalah menghasilkan produk media yang valid, praktis, dan memiliki efek potensial dalam melatih kemampuan berpikir kritis siswa pada materi fungsi kuadrat. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model ADDIE. Data dikumpulkan melalui angket validasi, angket kepraktisan, dan tes kemampuan matematis siswa setelah menggunakan produk hasil pengembangan. Analisis data dilakukan secara deskriptif kuantitatif dengan menghitung persentase skor validasi ahli, persentase kepraktisan dari respons siswa, serta persentase ketuntasan hasil belajar untuk menilai efek potensial media. Hasilnya menunjukkan validitas sangat tinggi (86,88%), kepraktisan tinggi (93,75%), dan ketuntasan belajar sekitar 83,33%, sehingga integrasi teknologi digital dengan kearifan lokal memberikan pengalaman belajar kontekstual dan efektif dalam melatih berpikir kritis, dan media ini layak dijadikan alternatif inovatif dalam pembelajaran matematika sesuai Kurikulum Merdeka.Critical thinking is an essential 21st-century skill for students, particularly in mathematics learning. However, high school students often exhibit low levels of critical thinking when tackling abstract concepts such as quadratic functions. To address this issue, this study developed a Google Sites-based learning media contextualized with the local culture of Masjid Agung Palembang. The aim is to produce a learning media product that is valid, practical, and has potential effects in training students’ critical thinking on the topic of quadratic functions. The research employed a Research and Development (R&D) approach using the ADDIE development model. Data were collected through validation surveys, practicality surveys, and tests of students’ mathematical abilities after using the developed product. Descriptive quantitative analysis was applied to compute the percentage scores of validator validity, practicality from student responses, and mastery percentages to assess the media’s potential effects. Results indicate high validity (86.88%), high practicality (93.75%), and a potential effect based on an average mastery score of 83.33%, suggesting that integrating digital technology with local wisdom provides contextual and effective learning experiences to enhance critical thinking and that the media is suitable as an innovative alternative in mathematics instruction under the Merdeka Curriculum..
THE EFFECTIVENESS OF RME AND SCIENTIFIC APPROACHES IN TERMS OF MATHEMATICAL LITERACY AND LEARNING INTEREST Shinta Bella Margaretta; Sri Andayani; Wahyu Setyaningrum
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.v15i1.13295

Abstract

AbstractStudents’ low levels of mathematical literacy and learning interest indicate a need for effective instructional approaches that can address both cognitive and affective learning outcomes. Comparative studies on the effectiveness of the RME and scientific approaches in improving mathematical literacy and learning interest remain limited, especially at the SMP level. This study examines the effectiveness of each approach and compares their impact on students’ mathematical literacy and learning interest. This study employed a quantitative approach using a pretest–posttest control group design. The population of the study consisted of all seventh-grade students at a public SMP in Yogyakarta. The sample comprised 64 students from two seventh-grade classes. The participants were selected using convenience sampling. The experimental group received RME-based instruction, while the control group was taught using the scientific approach. MANOVA results show that both approaches significantly improve mathematical literacy and learning interest. However, no significant difference was found between the two groups, as indicated by a p-value > 0.05. These findings suggest that both approaches are equally effective. The study provides insight for teachers in applying context-based learning. Future research may explore digital-based strategies to further support mathematical literacy and learning interest. AbstrakRendahnya tingkat literasi matematika dan minat belajar siswa menunjukkan perlunya pendekatan yang efektif untuk mengembangkan hasil belajar kognitif maupun afektif. Penelitian komparatif mengenai efektivitas pendekatan RME dan pendekatan saintifik dalam meningkatkan literasi matematika dan minat belajar masih terbatas, khususnya di tingkat SMP. Penelitian ini bertujuan mengkaji efektivitas masing-masing pendekatan dan membandingkan pengaruhnya terhadap literasi matematika dan minat belajar siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pretest–posttest kelompok kontrol. Populasi penelitian terdiri atas seluruh siswa kelas VII di salah satu SMP negeri di Yogyakarta. Sampel penelitian berjumlah 64 siswa yang berasal dari dua kelas VII. Partisipan dipilih menggunakan teknik convenience sampling. Kelompok eksperimen diajar dengan pendekatan RME, sedangkan kelompok kontrol menggunakan pendekatan saintifik. Hasil analisis MANOVA menunjukkan bahwa kedua pendekatan efektif dalam meningkatkan literasi matematika dan minat belajar siswa. Namun, tidak terdapat perbedaan signifikan antara kedua kelompok (nilai p > 0.05), yang berarti keduanya memiliki efektivitas yang setara. Temuan ini memberikan wawasan bagi guru dalam menerapkan pembelajaran berbasis konteks. Penelitian lanjutan dapat mengeksplorasi integrasi teknologi untuk mendukung pengembangan literasi matematika dan minat belajar.
TRANSFORMASI PEMBELAJARAN STATISTIKA MELALUI PENGEMBANGAN E-MODULE INTERAKTIF UNTUK PENINGKATAN LITERASI STATISTIS MAHASISWA Sari Herlina; Yaya S Kusumah; Dadang Juandi; Ahmad Zamsuri; Dola Julianti
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.