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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
DEVELOPMENT OF CONTEXTUAL LEARNING VIDEOS TO IMPROVE MATHEMATICAL REASONING ABILITY A Sriyanti; Kardila Kardila; A. Ika Prasasti Abrar; Syarifah Ainur Natia
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.v15i1.14318

Abstract

Dalam konteks pedagogi abad ke-21, pemanfaatan teknologi informasi melalui media seperti video interaktif sangat penting dalam meningkatkan kualitas pembelajaran. Studi ini dilakukan untuk mengetahui tingkat validitas, kepraktisan, dan efektivitas video pembelajaran berbasis pendekatan Pengajaran dan Pembelajaran Kontekstual (CTL), yang dikembangkan menggunakan Macromedia Flash 8 untuk meningkatkan kemampuan penalaran matematika siswa. Desain Penelitian dan Pengembangan (R&D), mengikuti kerangka ADDIE (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi), digunakan dalam penelitian ini. Instrumen pengumpulan data meliputi lembar validasi, lembar observasi implementasi pembelajaran dan aktivitas siswa, kuesioner respons untuk guru dan siswa, dan tes kemampuan penalaran matematika. Partisipan adalah siswa kelas VIII.1 SMPN 2 Watansoppeng. Hasil penelitian menunjukkan bahwa media pembelajaran mencapai kategori 'sangat valid' dengan skor validator 3,79. Dari segi kepraktisan, media tersebut mendapat tingkat respons 'sangat positif' sebesar 88,46%, dan implementasi pembelajaran 'terlaksana sepenuhnya' dengan skor 1,87. Efektivitasnya ditunjukkan oleh tingkat respons siswa yang positif sebesar 82,36%, tingkat aktivitas siswa yang 'baik' sebesar 71,66%, dan skor kategori 'baik' sebesar 79% pada tes kemampuan penalaran matematika. Oleh karena itu, disimpulkan bahwa video Pembelajaran dan Pengajaran Kontekstual yang dikembangkan untuk siswa kelas delapan di SMP Negeri 2 Watansoppeng merupakan alat pembelajaran yang valid, praktis, dan efektif. Pemanfaatan informasi teknologi, khususnya penyajian pengetahuan melalui video interaktif, dapat meningkatkan pembelajaran bersama di abad ke-21. Penelitian ini bertujuan mengetahui tingkat kevalidan, kepraktisan, dan keefektifan pengembangan video pembelajaran berbasis pendekatan Contextual Teaching and Learning (CTL) berbantuan macromedia flash 8 untuk meningkatkan kemampuan penalaran matematis peserta didik. Jenis penelitian ini adalah penelitian Penelitian dan Pengembangan dengan pengembangan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Instrumen yang digunakan adalah lembar validasi, lembar observasi keterlaksanaan pembelajaran, lembar observasi aktivitas peserta didik, angket respon guru, angket respon peserta didik serta tes kemampuan penalaran matematis. Subjek penelitian adalah peserta didik kelas VIII.1 SMPN 2 Watansoppeng. Hasil penelitian menunjukkan pencapaian analisis validasi oleh tim validator adalah 3,79 dengan kategori sangat valid. Kriteria kepraktisan 88,46 % dengan respon sangat positif dan observasi keterlaksanaan pembelajaran 1,87 dengan kategori terlaksana seluruhnya. Hasil kriteria keefektifan 82,36% dengan respon positif, hasil analisis observasi aktivitas peserta didik 71,66% dengan kategori baik, dan kemampuan penalaran matematis peserta didik 79% berada pada kategori baik. dapat disimpulkan video pembelajaran berbasis pendekatan Contextual Teaching and Learning berbantuan Macromedia Flash 8 pada peserta didik kelas VIII di SMP Negeri 2 Watansoppeng yang telah dikembangkan dinyatakan valid, praktis, dan efektif.
DIDACTICAL DESIGN RESEARCH AS A STRATEGY FOR DEVELOPING PEDAGOGICAL CONTENT KNOWLEDGE (PCK) IN MATHEMATICS TEACHERS Tio Heriyana; Hana Astria Nur; Ita Yusritawati; Evan Farhan Wahyu Puadi
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.v15i1.14342

Abstract

The limited Pedagogical Content Knowledge (PCK) of mathematics teachers is a significant issue that leads to students encountering difficulties in learning about exponentiation and roots. This study seeks to enhance teachers' Pedagogical Content Knowledge (PCK) by implementing the Didactical Design Research (DDR) approach. This qualitative research method was applied to VIII grade students of SMP Negeri 1 Cigugur through a DDR cycle that includes design, implementation, retrospective analysis, and reflection. The results indicated that the reflective cycle of DDR successfully transformed teachers' teaching practices from procedural to more diagnostic and responsive. The main findings are empirical didactical designs that have been revised and tested to overcome students' fundamental learning barriers. It is concluded that DDR is an effective professional development model to empower teachers as learning designers.
DEVELOPMENT OF A REALISTIC MATHEMATICS EDUCATION MODULE BASED ON COASTAL CULTURE TO IMPROVE NUMERATION LITERACY Hendra Susanto; Farahdiba Thahura
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.v15i1.14348

Abstract

Despite high cognitive potential from fish consumption, coastal students face boring traditional modules; thus, a culture-based RME-AI module was developed to enhance numeracy skills. This study aims to analyze the level of validity, practicality, and effectiveness of the Realistic Mathematics Education (RME) learning module based on coastal culture with the Gemini application and how the module can improve the numeracy literacy skills of fifth grade students. The RME module development leverages students' environmental reality to facilitate mathematical learning, effectively bridging pedagogical gaps to achieve superior educational goals through contextual experiences and meaningful conceptual mastery. So that with this module it can help students in improving numeracy literacy skills. The RME-based module is said to be suitable for use if it meets three criteria: valid, practical, and effective. Based on the results of the research analysis, 1) the module was declared very valid after being revised with a percentage of 89.00%, 2) the module was declared practical with an average student response questionnaire result of 84.00% in the field test. Furthermore, 3) the normalized gain test was used to determine how effective the RME learning module was in improving students' numeracy literacy skills. The gain test results showed a value of 0.35 which indicates moderate. This means that the RME learning module based on coastal culture is effective in improving students' numeracy literacy skills. The implications suggest integrating local wisdom bridges abstract-reality gaps, while Gemini AI offers scalable, culturally-responsive models that significantly enhance student engagement and long-term retention of numeracy skills.
FORMULATING THE GENETIC DECOMPOSITION FOR PROBABILITY CONSTRUCTION BASED ON STUDENT DESCONSTRUCTED PROBLEM-SOLVING PROCESS Ratri Rahayu; Fitriyah Amaliyah; Gunawan Gunawan; Fitrianto Eko Subekti
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 14 No. 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.14367

Abstract

Probability theory is inherently abstract and structurally complex, often creating substantial cognitive barriers for students when solving problems. This study aims to formulate a genetic decomposition of core probability concepts based on the mental structures constructed by undergraduate learners. Guided by the APOS (Action–Process–Object–Schema) theoretical framework, the research employed a three-phase methodological cycle: (1) epistemological analysis of fundamental probability concepts, (2) design and administration of diagnostic and instructional instruments, and (3) analysis and validation of students’ cognitive structures. The study was conducted at two universities in Central Java, Indonesia, involving four mathematics education undergraduates enrolled in an introductory probability course. Data were collected through content analysis, domain-specific assessment instruments, and semi-structured interviews. The APOS framework was used to trace students’ mental constructions in relation to classical probability, independence, conditional probability, total probability, and Bayes’ theorem. The results reveal that students had not fully internalized the mental objects and schemas required to coordinate these concepts during problem-solving activities. Their reasoning remained largely at the process level, particularly in representing sample spaces, applying counting techniques, and thematizing probability structures. Nonetheless, several elements of their cognitive behavior aligned with the refined genetic decomposition. The findings highlight the necessity of strengthening students’ APOS-based mental constructions to support the development of coherent probabilistic schemas and enhance conceptual as well as procedural fluency.
DEVELOPMENT OF AN RME-BASED GAME WITH LOCAL WISDOM CONTENT AND DEEP LEARNING STRATEGIES FOR MATHEMATICS LEARNING Rahmi Hayati; Edi Syahputra; Edy Surya; Nuraina Nuraina; Rohantizani Rohantizani
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.v14i4.14372

Abstract

AbstractThe main problem in elementary school mathematics learning is the low student motivation and learning outcomes caused by conventional approaches that tend to be abstract and lack connections to real-life contexts. This study aims to develop an educational game based on Realistic Mathematics Education (RME) with the integration of Acehnese local wisdom to improve students’ motivation and learning outcomes. The research employed a modified Research and Development (R&D) model of Borg & Gall, which consisted of needs analysis, design, expert validation, limited trial, revision, main field trial, and final revision. The research subjects included 30 fifth-grade students in the limited trial stage and 90 students from three different elementary schools in the main field trial, using a quasi-experimental design with a pretest-posttest control group. The instruments used were student response questionnaires, expert validation sheets, and achievement tests. Expert validation results indicated that the product was in the “highly valid” category. The limited trial showed that 90% of students considered the game easy to use and 85% felt more motivated, with learning achievement increasing from an average pretest score of 62 to 78 in the posttest; a paired-sample t-test yielded t(29) = 5.84, p < 0.001. The main field trial demonstrated a significant improvement, where the experimental class increased from an average score of 61 to 84, while the control class only increased from 63 to 72; the ANOVA results showed F(1,88) = 12.35, p < 0.01 with an effect size of 0.82 (large category). It is concluded that the RME-based educational game with Acehnese local wisdom is effective in enhancing students’ motivation and learning outcomes, and it has the potential to be further developed by adding adaptive and interactive features to strengthen student engagement.Keywords: Deep Learning; Game; Local Wisdom; RME Abstrak Permasalahan utama dalam pembelajaran matematika di sekolah dasar adalah rendahnya motivasi dan hasil belajar siswa akibat pendekatan konvensional yang cenderung abstrak serta minim keterkaitan dengan konteks nyata kehidupan sehari-hari. Penelitian ini bertujuan mengembangkan game edukatif berbasis Realistic Mathematics Education (RME) dengan integrasi kearifan lokal Aceh untuk meningkatkan motivasi dan hasil belajar siswa. Metode penelitian menggunakan Research and Development (R&D) model Borg & Gall yang dimodifikasi, melalui tahapan analisis kebutuhan, perancangan, validasi ahli, uji coba terbatas, revisi, uji coba lapangan utama, hingga revisi akhir. Subjek penelitian melibatkan 30 siswa kelas V SD pada tahap uji terbatas dan 90 siswa dari tiga sekolah dasar berbeda pada tahap uji lapangan dengan desain quasi-experiment menggunakan pretest-posttest control group design. Instrumen yang digunakan meliputi angket respon siswa, lembar validasi ahli, serta tes hasil belajar. Hasil validasi ahli menyatakan produk berada pada kategori sangat valid. Uji terbatas menunjukkan 90% siswa menilai game mudah digunakan dan 85% merasa lebih termotivasi, dengan peningkatan hasil belajar dari skor rata-rata pretest 62 menjadi 78 pada posttest; analisis uji t berpasangan menghasilkan t(29)=5,84, p<0,001. Uji lapangan menunjukkan peningkatan signifikan, di mana kelas eksperimen meningkat dari skor rata-rata 61 menjadi 84, sedangkan kelas kontrol hanya meningkat dari 63 menjadi 72; hasil ANOVA F(1,88)=12,35, p<0,01 dengan effect size 0,82 (kategori besar). Disimpulkan bahwa game edukatif berbasis RME dengan kearifan lokal Aceh efektif meningkatkan motivasi dan hasil belajar siswa, serta berpotensi dikembangkan lebih lanjut dengan penambahan fitur adaptif dan interaktif untuk memperkuat keterlibatan siswa.Kata kunci: Deep Learning; Game; Kearifan Lokal; RME 
EKSPLORASI PRAKTIK BLENDED LEARNING DALAM PEMBELAJARAN MATEMATIKA UNTUK MEMPERKUAT LITERASI DAN NUMERASI SISWA SMA BALIKPAPAN Nur Ismiyati; Besse Intan Permatasari; Syarifa Annisa
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.v14i4.14389

Abstract

Pembelajaran matematika di SMA menghadapi tantangan dalam meningkatkan pemahaman konsep serta keterampilan literasi dan numerasi. Model blended learning muncul sebagai solusi yang mengkombinasikan pembelajaran tatap muka dan daring, memungkinkan pembelajaran yang fleksibel, interaktif, dan adaptif. Model ini dapat meningkatkan motivasi belajar dan keterlibatan aktif siswa, serta memanfaatkan teknologi digital untuk mendukung proses pembelajaran yang efektif dan efisien. Di Balikpapan, penerapan blended learning sangat relevan untuk memperkuat literasi dan numerasi siswa melalui inovasi pembelajaran yang adaptif terhadap kebutuhan lokal dan perkembangan teknologi. Tujuan penelitian ini mengeksplorasi praktik blended learning dalam pembelajaran matematika untuk memperkuat literasi dan numerasi siswa SMA di Balikpapan. Metode penelitian yang digunakan dengan pendekatan kualitatif dengan jenis penelitian studi kasus eksploratif dengan pengumpulan data melalui wawancara dan dokumentasi praktik pembelajaran yang berjalan. Hasil wawancara dianalisis dengan menggunakan NVivo 15. Hasil penelitian menunjukkan bahwa penerapan blended learning secara efektif meningkatkan keterlibatan siswa, kemandirian belajar, serta kompetensi literasi dan numerasi digital melalui penggunaan berbagai platform dan media pembelajaran digital seperti GeoGebra, Kahoot, dan Google Classroom. Selain itu, inovasi dan adaptasi guru dalam mengelola pembelajaran blended learning mampu mengatasi kendala teknis dan pedagogis yang muncul selama proses belajar. Kesimpulan penelitian ini adalah blended learning merupakan strategi pembelajaran yang relevan dan efektif dalam mendukung pengembangan keterampilan abad 21, khususnya literasi dan numerasi, dengan syarat dukungan pelatihan dan infrastruktur yang memadai. Penelitian ini memberikan kontribusi penting dalam pengembangan metode pembelajaran matematika yang adaptif dan inovatif di tingkat SMA.Mathematics learning in high schools faces challenges in improving students' conceptual understanding and literacy and numeracy skills. The blended learning model emerged as a solution that combines face-to-face and online learning, enabling flexible, interactive, and adaptive learning. This model can increase student learning motivation and active engagement, while utilizing digital technology to support an effective and efficient learning process. In Balikpapan, the implementation of blended learning is highly relevant to strengthening student literacy and numeracy through learning innovations that are adaptive to local needs and technological developments. The purpose of this study was to explore blended learning practices in mathematics learning to strengthen the literacy and numeracy of high school students in Balikpapan. The research method used was a qualitative approach with an exploratory case study type. Data collection was through interviews and documentation of ongoing learning practices. Interview results were analyzed using NVivo 15. The results showed that the implementation of blended learning effectively increased student engagement, learning independence, and digital literacy and numeracy competencies through the use of various digital learning platforms and media such as GeoGebra, Kahoot, and Google Classroom. In addition, teacher innovation and adaptation in managing blended learning were able to overcome technical and pedagogical obstacles that emerged during the learning process. The conclusion of this study is that blended learning is a relevant and effective learning strategy for supporting the development of 21st-century skills, particularly literacy and numeracy, provided adequate training and infrastructure support is provided. This research makes an important contribution to the development of adaptive and innovative mathematics learning methods at the high school level.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MATERI BANGUN DATAR UNTUK MEMFASILITASI KEMAMPUAN KOMUNIKASI MATEMATIKA SEKOLAH DASAR Ratu Amalia Sari; Alwen Bentri; Syafri Ahmad; 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.
ETHNOMATHEMATICS MODULE BASED ON RME (REALISTIC MATHEMATICS EDUCATION) ON STUDENTS' NUMERATION AND CRITICAL REASONING Linda Dwi Saputri; Kasihani Lestari; Vera Riyanti
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.v15i1.14465

Abstract

Numeracy skills are among those that need to be developed in the 21st century, so they are often a topic in educational research. Furthermore, the character of critical reasoning is a frequently discussed topic because it is part of the Pancasila student profile dimension. However, based on the results of the 2024 education report card in Melawi Regency, numeracy skills and critical reasoning character are still low. Therefore, efforts are needed to improve students' numeracy skills and critical reasoning character through the use of RME (Realistic Mathematics Education)-based ethnomathematics modules. The purpose of this study was to determine the effectiveness of the RME-based ethnomathematics module of the Dayak Muntak tribe in improving students' numeracy skills and critical reasoning character. This research used an experimental design with a pretest-posttest control group. The subjects of this study were 56 students from the control class and 57 from the experimental class. This research instrument used numeracy test questions and a critical reasoning character questionnaire. The results of the study indicate that implementing the RME-based ethnomathematics module had a significant and effective impact on students' numeracy and critical reasoning skills. This is evident from the results of the Mann-Whitney U-test, which demonstrated a treatment effect, and the N-Gain test, which indicated the level of improvement in numeracy and critical reasoning skills.Kemampuan numerasi merupakan satu diantara kemampuan yang perlu dikambangkan pada abad XXI, sehingga sering menjadi topik dalam penelitian pendidikan. Selain itu, topik yang sering dibahas adalah karakter bernalar kritis karena merupakan bagian dari dimensi profil pelajar Pancasila. Namun, berdasarkan hasil rapor pendidikan tahun 2024 di Kabupaten Melawi kemampuan numerasi dan karakter bernalar kiritis masih rendah. Oleh karena itu, perlu upaya untuk meningkatkan kemampuan numerasi dan karakter bernalar kritis siswa melalui penggunaan modul etnomatematika berbasis RME (Realistic Mathematics Education). Tujuan penelitian ini adalah mengetahui efektivitas  modul etnomatematika suku Dayak Muntak berbasis RME untuk meningkatkan kemampuan numerasi dan karakter bernalar kritis siswa. Metode penelitian ini menggunakan metode eksperimen dengan desain pretest-posttest control group. Subjek penelitian ini terdiri dari 56 siswa dari kelas kontrol dan 57 siswa dari kelas eksperimen. Instrumen penelitian ini menggunakan soal tes numerasi dan angket karakter bernalar kritis. Hasil penelitian menunjukkan bahwa penerapan modul etnomatematika berbasis RME memberikan pengaruh yang signifikan serta efektif dalam meningkatkan kemampuan numerasi dan karakter bernalar kritis peserta didik. Hal tersebut terlihat dari hasil uji U-Mann Whitney yang menunjukkan adanya pengaruh perlakuan, serta uji N-Gain yang mengindikasikan tingkat efektivitas peningkatan kemampuan numerasi dan karakter bernalar kritis. 
STUDI MIXED METHODS CAPAIAN NUMERASI SISWA SEKOLAH MENENGAH BERDASARKAN DOMAIN, LEVEL, DAN JENIS SOAL Jose Bonatua Hasibuan; Deni Darmawan; Suhendra Suhendra; Deni Kurniawan
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.v14i4.14490

Abstract

Kemampuan numerasi siswa sekolah menengah di Indonesia menunjukkan kesenjangan yang jelas antara penguasaan soal rutin dan kemampuan menalar, menafsirkan data, serta memahami konteks. Kondisi ini menuntut pemetaan yang lebih komprehensif untuk memahami variasi capaian numerasi berdasarkan domain, level kognitif, dan karakteristik asesmen. Penelitian ini bertujuan memetakan kompetensi numerasi siswa SMA dan SMK di Provinsi Riau serta mengidentifikasi faktor pembelajaran, strategi guru, dan karakteristik soal yang memengaruhi hasil tersebut. Metode yang digunakan adalah mixed methods dengan desain sekuensial eksplanatori, melibatkan tes kuantitatif pada 288 siswa dan wawancara mendalam dengan guru serta siswa dari dua sekolah berprestasi tinggi. Instrumen tes mencakup 30 soal numerasi yang merepresentasikan tiga domain (geometri & pengukuran, aljabar, data & ketidakpastian), tiga level kognitif (Knowing, Applying, Reasoning), dan enam jenis soal. Hasil penelitian menunjukkan pola capaian hierarkis yang menurun dari Knowing ke Reasoning dengan perbedaan signifikan antar domain dan jenis soal. Capaian terendah ditemukan pada domain data dan ketidakpastian serta soal uraian yang menuntut penalaran tingkat tinggi dan interpretasi teks panjang. Temuan kualitatif menegaskan bahwa kesulitan utama siswa berkaitan dengan beban kognitif saat membaca konteks, keterbatasan hubungan konseptual–prosedural, dan kurangnya pembelajaran berbasis situasi nyata. Penelitian ini menyimpulkan bahwa peningkatan numerasi memerlukan pendekatan pembelajaran yang mengintegrasikan literasi membaca, penalaran matematis, dan strategi pedagogis reflektif secara berkelanjutan.
PENINGKATAN KEMAMPUAN BERPIKIR KRITIS MATEMATIS MELALUI PENGEMBANGAN E-LKPD BERBASIS RME BERBANTUAN GEOGEBRA Asep Ikin Sugandi; Upik Haryono; Rippi Maya
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.v15i1.14502

Abstract

Kemampuan berpikir kritis matematis siswa SMP masih tergolong rendah akibat keterbatasan bahan ajar yang interaktif dan kontekstual. Penelitian ini bertujuan mengembangkan E-LKPD berbasis RME terintegrasi GeoGebra serta menguji efektivitasnya. Metode yang digunakan adalah R&D dengan model Plomp yang disederhanakan, melibatkan siswa kelas VIII SMP Negeri 2 Haurgeulis Indramayu. Instrumen penelitian terdiri atas lembar validasi ahli, angket respons siswa, dan tes berpikir kritis. Hasil penelitian menunjukkan bahwa E-LKPD dinyatakan sangat valid (ahli materi 86,40%; ahli media 87%), sangat praktis (respons siswa 88%), dan efektif berdasarkan uji statistik yang menunjukkan perbedaan signifikan antara pretest dan posttest (sig. < 0,05). Dengan demikian, E-LKPD berbasis RME berbantuan GeoGebra terbukti valid, praktis, dan efektif sebagai inovasi pembelajaran matematika yang kontekstual, interaktif, dan berorientasi HOTS. Penelitian ini merekomendasikan penggunaan E-LKPD tersebut secara lebih luas di SMP. The deficiency of interactive and contextual resources has contributed to the subpar mathematical critical thinking skills observed among junior high schoolers. To address this, the current study developed and evaluated an RME-based Electronic Student Worksheet (E-LKPD) integrated with GeoGebra. Utilizing a simplified Plomp R&D model at SMP Negeri 2 Haurgeulis, the research utilized expert validations, questionnaires, and specialized tests for data collection. Findings indicate that the E-LKPD is highly valid (scoring over 86%), remarkably practical (88%), and statistically effective (sig. < 0.05) in improving student outcomes. Consequently, this GeoGebra-assisted tool serves as a robust innovation for HOTS-oriented learning and is recommended for broader academic implementation