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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 1,528 Documents
ANALISIS KESALAHAN SISWA MATERI BILANGAN PECAHAN BERDASARKAN TEORI NEWMAN Budi Murtiyasa; Vivin Wulandari
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 9, No 3 (2020)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (639.13 KB) | DOI: 10.24127/ajpm.v9i3.2795

Abstract

Penelitian ini bertujuan untuk mendeskripsikan kesalahan dan mengetahui penyebab kesalahan siswa dalam menyelesaikan soal cerita pada materi bilangan pecahan berdasarkan teori Newman. Jenis penelitian ini adalah deskriptif kualitatif. Subjek penelitian ini adalah 31 siswa kelas VII A SMP Muhammadiyah 2 Surakarta. Teknik pengumpulan data meliputi tes, wawancara, dan dokumentasi. Teknik analisis data yang dalam penelitian ini meliputi reduksi data, penyajian data, dan penarikan kesimpulan. Keabsahan data menggunakan triangulasi teknik. Hasil penelitian dapat disimpulkan bahwa (1) tidak ada siswa yang melakukan kesalahan membaca, (2) kesalahan memahami, penyebab siswa melakukan kesalahan dikarenakan siswa kurang memahami soal, (3) kesalahan transformasi, penyebab siswa melakukan kesalahan dikarenakan siswa kurang memahami soal sehingga siswa tidak dapat menentukan operasi yang digunakan untuk menyelesaikan soal dan siswa tidak tahu rumus atau operasi yang digunakan, (4) kesalahan keterampilan proses, penyebab siswa melakukan kesalahan disebabkan karena siswa lupa cara mengerjakan soal, kesalahan dalam menentukan rumus dan tidak teliti dalam melakukan perhitungan, (5) kesalahan penulisan jawaban, penyebab terjadinya kesalahan ini karena siswa tidak terbiasa menuliskan jawaban akhir (kesimpulan), dan adanya kesalahan pada proses perhitungan. The purpose of this study were to describe and find out the causes of students' error in solving story problem on fractions based on Newman's theory. This research used descriptive qualitative and the subjects were 31 students from class VII A in the Muhammadiyah 2 Junior High School of Surakarta. The data collection techniques consisted of tests, interviews, and documentation. The data analysis techniques in this study used data reduction, data presentation, and drawing conclusions. Meanwhile, the data validity used triangulation techniques. Based on the results of this study, it can be concluded that (1) there are no students who make reading errors, (2) comprehension errors, the cause of this errors is because students do not understand the purpose of the problem, (3) transformation errors, the cause of this errors is because students do not understand the problems thus cannot determine the operation used to solve the problem and they do not know the formula or operation used, (4) process skills errors, the cause of this errors is because students forget how to work on problems, errors in determining formulas and not careful in doing calculations, (5) encoding errors, the cause of this error is because students are not accustomed to writing the final answer (conclusion) and there are errors in the calculation process.
PENGEMBANGAN KARTU MAKE A MATCH BERBASIS KARAKTER ANTI KORUPSI Trisnawati, Nika Fetria; Sundari, Sundari
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 1 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (657.56 KB) | DOI: 10.24127/ajpm.v10i1.3395

Abstract

Penelitian ini bertujuan untuk menghasilkan produk penelitian berupa kartu Make a Match berbasis karakter anti korupsi yang Valid, Praktis, dan Efektif. Penelitian ini merupakan penelitian pengembangan R&D (research & development) dengan menggunakan model Thiagarajan yang dikenal dengan 4D (define, design, develop, and disseminate), yang kemudian diadaptasi menjadi 3 prosedur pengembangan (define, design, and develop ). Dalam penelitian ini dilakukan pengembangan kartu make a match yang terintegrasi nilai-nilai karakter anti korupsi, sehingga penanaman karakter anti korupsi diintegrasikan melalui sikap dengan penerapan langkah-langkah pembelajaran make a match, dan melalui pengetahuan dengan nilai-nilai karakter anti korupsi yang diintegrasikan pada kartu make a match yang diuji cobakan pada 28 mahasiswa yang mengontrak mata kuliah analisis kompleks. Rancangan uji coba perangkat pembelajaran menggunakan one group pre test-post test. Hasil penelitian ini yaitu 1) Kartu make a match berbasis karakter anti korupsi dinyatakan valid berdasarkan hasil validasi oleh 3 orang ahli; 2) penggunaan Kartu make a match berbasis karakter anti korupsi dinyatakan praktis berdasarkan hasil analisis angket respon dari dosen yang telah menerapkan; dan 3) kartu make a match berbasis karakter anti korupsi efektif digunakan dalam mengintegrasikan karakter anti korupsi yang dilihat dari hasil analisis observasi pelaksanaan pembelajaran dan N-Gain angket karakter anti korupsi. Kata kunci: Karakter anti korupsi  kartu; make a match; media pembelajaran; pengembangan. Abstract This study aims to produce a research product in the form of a Make a Match card based on anti-corruption characters that is valid, practical, and effective. This research is a research and development research using the Thiagarajan model known as 4D (define, design, develop, and disseminate), which is then adapted into 3 development procedures (define, design, and develop). In this study a make a match card is developed which is integrated with the values of anti-corruption characters, so that the inculcation of anti-corruption characters is integrated through attitude with the application of make a match learning steps, and through knowledge with the values of anti-corruption characters integrated into the make a match card which was tested on 28 students who contracted complex analysis courses. The trial design of the learning device used one group pre-test-post test. The results of this study were 1) the make a match card based on the anti-corruption character was declared valid based on the results of validation by 3 experts; 2) the use of the make a match card based on the anti-corruption character is stated to be practical based on the results of the response questionnaire analysis from the lecturers who have implemented it; and 3) the anti-corruption character-based make a match card is effectively used in integrating the anti-corruption character as seen from the results of the observation analysis of the implementation of learning and the N-Gain anti-corruption character questionnaire.Keywords: Card Anti-Corruption Character; Make a Match; Learning Media; Development
GAMES PEMBELAJARAN BERBASIS ANDROID UNTUK MENDUKUNG CURIOSITY ANAK DALAM MENGENALKAN MATEMATIKA AWAL Chika Rahayu; Ratu Ilma Indra Putri; Zulkardi Zulkardi; Yusuf Hartono
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 1 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (691.032 KB) | DOI: 10.24127/ajpm.v10i1.3546

Abstract

AbstrakPendesainan ini bertujuan untuk menghasilkan games pembelajaran berasis android untuk mendukung curiosity anak usia dini dalam mengenalkan matematika awal yang layak dan praktis serta memiliki efek potensial untuk mendukung curiosity anak dalam mengenalkan matematika awal. Penelitian ini menggunakan development research yang terdiri dari perencanaan, tahap pengembangan, dan evaluasi. Penelitian ini melibatkan validator sebagai ahli media serta ahli materi lainnya. Subjek penelitian adalah anak usia dini sebanyak 18 anak usia dini di TK Dharma Wanita Kota Pagaralam. Pada artikel ini akan menceritakan tentang tahapan evaluasi pendesainan games pembelajran berbasis android. Hasil dari penelitian ini menunjukan bahwa games pembelajaran berbasis android yang dikembangkan dinyatakan valid, layak digunakan dan praktis oleh para ahli yang diuji dari aspek media, aspek materi dan praktisi. Serta memiliki efek potensial untuk mendukung curiosity anak dalam mengenal matematika awal. Penelitian ini memberikan kontribusi dalam pembelajaran bagi anak usia dini dengan menggunakan mini games untuk mendukung rasa ingin tahu anak dalam pembelajaran matematika serta menambah referensi pembelajaran bagi guru usia dini dalam menggunakan teknologi pada proses pembelajaran. Kata kunci: Anak usia dini; android; curiosity; games pembelajaran; matematika awal. Abstract The aim of this design was to produce learning games based android for supporting early childhood’s curiosity in introducing initial mathematic which were proper, practical, and had a potential effect to support early childood’s curiosity for introducing initial mathematic. This research used development research with planning, developing, and evaluating stage. This research involved validator as media expert and other material experts. The subject of this research were 18 early childhood children in TK Dharma Wanita Pagar Alam. This article would explain about the evaluation stages of android based learning games. The result of this study showed that android based learning games developed by the researcher were valid, proper to be used, and practical by experts which were tested from media aspect, material aspect, and practicioners. Moreover, it had a potential effect to support children’s curiosity in  recognizing mathematics.Keywords: Android; curiosity; early childhood; early mathemathics; learning games.
ETNOMATEMATIKA: KARAKTERISTIK BATIK BONDOWOSO DI RUMAH PRODUKSI KI RONGGO Yudianto, Erfan; Susanto, Susanto; Setiawan, Toto' Bara; Diyanah, Hidayatud
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 2 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (537.018 KB) | DOI: 10.24127/ajpm.v10i2.3542

Abstract

AbstractEthnomatematics is the connection between mathematics and culture. This research aimss to describe the ethnomathematics of Batik Bondowoso. This study used qualitative research  with an ethnographic approach. The subjects are 3 craftsmen at Batik Kironggo house production. Data were collected by using observation, interview, and documentation. The result of this study indicates the existence of ethnomathematics at Bondowoso batik that is concepts or elements found, such as: points, lines, angles, 2D shapes (square, rhombus and circles), similarities and geometric transformations (translation, reflection, rotation and dilatation). Keywords: Batik of Bondowoso, Ethnomathematics; Geometry.
PROFIL KESALAHAN PEMECAHAN MASALAH KESEBANGUNAN DITINJAU DARI KEPERCAYAAN DIRI DAN KECEMASAN MATEMATIKA Prabowo, Haniftia Haqqiendini; RIYADI, RIYADI; SUBANTI, SRI
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 2 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (633.8 KB) | DOI: 10.24127/ajpm.v10i2.3644

Abstract

The aims from this research are to describe the mistake of solving kesebangunan problems in terms of the self confidence and mathematics anxiety of junior high school students. This type of this research is qualitative descriptive. The main data of  this research are test results, self-confidence questionnaires results, mathematics anxiety questionnaires results and interviews results. The subject  of this research are the students who have low, medium and high self-confidence with low, medium and high mathematics anxiety. The student will be given a test to find out the mistakes. Interviews were conducted to students who made the most mistakes. The results of this research indicated that students who have low, medium or high self-confidence with low, medium or high math anxiety make a mistake of concept at the stage of formulating strategies to solve problems. The mistake of strategy that many students made were removing unit data in the arithmetic operation process at the stage of implementing the planned strategy. The other mistakes made were a mistake of strategy in the stage of carry out the planned strategy and a mistake of counting operations in the stage of re-examination occurred in each group.
COMPUTATIONAL THINKING ABILITY STUDENTS BASED ON GENDER IN CALCULUS LEARNING Triana Harmini; Pradipta Annurwanda; Siti Suprihatiningsih
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 9, No 4 (2020)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (173.276 KB) | DOI: 10.24127/ajpm.v9i4.3160

Abstract

The purpose of this study was to determine differences in the computational thinking skills of first students of the Department of Informatics Engineering based on genders. This study uses quasi-experimental methods. The subjects in this study were semester two students of the Department of Informatics Engineering in 2019/2020. The research subjects were 34 male students and 23 female students. Methods of data collection using tests and observations. The research instrument used was a computational thinking ability test and an observation sheet. Data analysis using a t-test (independent sample) with analysis prerequisites in normality and homogeneity tests. Test analysis utilizing the help of IBM SPSS Statistics 20. The study of research data shows that there are significant differences between the computational thinking ability of male and female students. The average results of the computational thinking ability test showed that male students' computational thinking ability is better than the female students' computational thinking ability. The male and female students' computational thinking skills reach the generalization stage, where male students can find solutions directly through easy-to-understand and straightforward ideas. Meanwhile, female students can explain the flow and concepts used to solve problems.  AbstrakTujuan penelitian ini adalah untuk mengetahui perbedaan kemampuan berpikir komputasi mahasiswa semester awal jurusan Teknik Informatika berdasarkan jenis kelamin. Penelitian ini menggunakan metode eksperimen semu. Subjek dalam penelitian ini adalah mahasiswa semester 2 jurusan Teknik Informatika tahun ajaran 2019/2020. Subjek penelitian adalah 34 siswa laki-laki dan 23 siswa perempuan. Metode pengumpulan data menggunakan tes dan observasi. Instrumen penelitian yang digunakan adalah tes kemampuan berpikir komputasi dan lembar observasi. Analisis data menggunakan uji-t dengan prasyarat analisis berupa uji normalitas dan homogenitas. Uji analisis menggunakan bantuan IBM SPSS Statistics 20. Hasil penelitian dapat disimpulkan bahwa terdapat perbedaan yang signifikan antara kemampuan berpikir komputasi siswa laki-laki dan perempuan. Hasil rata-rata tes kemampuan berpikir komputasi diperoleh bahwa kemampuan berpikir komputasi siswa laki-laki lebih baik daripada kemampuan berpikir komputasi siswa perempuan. Kemampuan berpikir komputasi mahasiswa putra dan putri mencapai tahap generalisasi, dimana mahasiswa putra mampu mencari penyelesaian secara langsung melalui ide sederhana dan mudah dipahami. Sedangkan mahasiswa putri mampu menjelaskan alur dan konsep yang digunakan untuk menyelesaikan masalah.
ANALISIS AKTIVITAS BELAJAR SISWA DALAM PEMBELAJARAN MATEMATIKA DENGAN METODE BRAINSTORMING TIPE ROUND ROBIN Baiduri Baiduri; Arif Hidayatul Khusna; Erika Dewi Saraswati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 2 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (593.846 KB) | DOI: 10.24127/ajpm.v10i2.3559

Abstract

Penelitian ini bertujuan untuk menganalisis aktivitas belajar siswa dalam pembelajaran matematika dengan metode brainstorming tipe round robin. Aktivitas belajar siswa yang menjadi fokus dalam penelitian ini adalah visual activities, oral activities, listening activities, writing activities, drawing activities, motor activities, mental activities, emotional activities. Jenis penelitian yang digunakan adalah teaching experimental dengan pendekatan kualitatif. Subjek penelitian ini adalah siswa kelas VII SMP sebanyak 9 siswa terdiri dari 3 siswa laki-laki dan 6 siswa perempuan. Subjek berasal dari SMPN Mojokerto sebanyak 6 siswa dan Pondok Jombang 3 siswa. Teknik pengumpulan data yang digunakan dalam penelitian ini menggunakan observasi dan dokumentasi dari tiga kali pertemuan dalam pembelajaran matematika. Observasi digunakan untuk data aktivitas siswa yang diperoleh dari kegiatan siswa dalam penerapan metode brainstorming tipe round robin, sedangkan dokumentasi digunakan untuk mendapatkan data-data tertulis yang dipergunakan dan mengabadikan hasil pekerjaan siswa dari lembar kerja kelompok yang mereka kerjakan. Instrumen yang digunakan adalah Rencana Pelaksanaan Pembelajaran (RPP), Lembar Kerja Kelompok (LKK), dan lembar observasi. Hasil  yang didapat dari penelitian ini bahwa aktivitas belajar siswa dalam pembelajaran matematika dengan metode brainstorming tipe round robin dikategorikan sangat baik pada aktivitas visual, mendengarkan, dan emosional.  Sedangkan pada aktivitas oral, menulis, emosi, motor, dan menggambar dikategorikan baik. 
PENGEMBANGAN BAHAN AJAR BERBANTUAN MEDIA TUBOMATIKA UNTUK MENINGKATKAN KEMAMPUAN ABSTRAKSI MATEMATIS SISWA Asep Ikin Sugandi; Linda Linda; Martin Bernard
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 9, No 3 (2020)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (746.161 KB) | DOI: 10.24127/ajpm.v9i3.2918

Abstract

Tujuan dari penelitian ini untuk mengembangkan bahan ajar matematika berbantuan media tubomatika terhadap kemampuan abstraksi matematis siswa kelas VII SMP. Kemampuan abstraksi matematis ialah kemampuan dasar yang harus dimiliki siswa SMP. Implementasi bahan ajar dengan menggunakan media tubomatika ini merupakan suatu cara untuk membantu siswa dalam memahami pembelajaran matematika terutama dalam materi segiempat dan segitiga. Agar bahan ajar berkualitas maka harus memenuhi kriteria valid, praktis, dan efektif. Penelitian ini menggunakan metode Research and Development (R and D) melalui penggunaan model pengembangan Plomp yang terdiri atas fase investigasi awal, fase pengembangan (pembuatan prototipe), dan fase penilaian (evaluasi). Hasil yang diperoleh dari penelitian ini yaitu validitas bahan ajar dinyatakan sangat valid dengan  hasil persentase 87% berdasarkan materi dan desain tubomatika bahan ajar, praktikalitas bahan ajar berdasarkan respon siswa dan guru sangat praktis dengan rata-rata persentase sebesar 82,20% dan efektivitas bahan ajar ini dapat dinyatakan efektif dalam meningkatkan kemampuan abstraksi siswa sebesar 71,27%. Dengan demikian, disimpulkan bahwa bahan ajar berbantuan tubomatika sangat penting untuk diterapkan pada proses pembelajaran sehingga dapat berpengaruh terhadap peningkatan kemampuan abstraksi matematis siswa kelas VII SMP. The purpose of this research is developing mathematics teaching materials that present in based tubomatika media to increase the ability of mathematical abstraction of students in grade VII junior high school. Mathematical abstraction ability is a basic ability that students must have.  The application of teaching materials using tubomatika media is one way to assist students in understanding mathematics learning, especially on rectangle and triangular material. The teaching materials that provided for students must have three criterias are valid, practical, and effective. The type of this research is the Research and Development (R and D) and using the Plomp development model. This research consist of investigation phase, development or prototype phase, and assessment phase. The result of this development research are  the validity of the teaching materials are valid with a percentage 87% on the theory aspect and the material design media tubomatika, practicality  of teaching materials based on the response of teachers and students are practice with percentage 82,20%, and the effectivity of teaching materials are effective based on communication skills of students with a percentage of 71,27%. So, it can be concluded that the tubomatika  based teaching material is very important to be applied in the learning process so that it can affect the improvement of mathematical abstraction abilities of grade VII students of junior high school.
PENGEMBANGAN LEMBAR KEGIATAN SISWA BERBASIS CHALLENGE BASED LEARNING PADA MATERI PELUANG Putri Cahyani Agustine; Fitri Apriani
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 1 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (580.931 KB) | DOI: 10.24127/ajpm.v10i1.3216

Abstract

This research aims to produce development products and determine the feasibility of student activity based on challenge based learning worksheet opportunities material in grade 8 at SMP Negeri 5 Pangkalpinang. This research is a development research through two stages, first the preliminary stage consist of preparation and design. The Second is formative evaluation stage consist of self-evaluation, expert reviews, one-to-one, small group, and field test. This research produce Challenge Based Learning worksheet in opportunities material and sample consist of 38 students. The technique of collecting data by observation sheets, questionnaires, tests, and documentation. The data is analyzed so that the resulting instrument is valid and practical. Valid is described based on the validator's assessment in terms of content, construct, and language. Practicality is illustrated by the trial results at the small group stage. From the results of data analysis, the feasibility of the contents of the 3.55 categories is very good, the feasibility of serving 3.65 categories is very good, and the language feasibility is 3.12 categories are good. From the research results have produced LKS based challenge based learning on opportunity material.
THE IMPLEMENTATION OF BLENDED LEARNING-BASED MODEL E-LEARNING MOODLE Dona Fitriawan; Wardah Wardah
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 10, No 2 (2021)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (419.684 KB) | DOI: 10.24127/ajpm.v10i2.3571

Abstract

The objectives of this study are: 1) Implementing blended learning model based on e-learning Moodle into learning; 2) whether the blended learning model based on Moodle e-learning can improve learning achievement. The type of research in this research is descriptive-explorative qualitative, which explores all the things that are in the processing of questions and answers to students' steps and explores the results of the interview survey with students. The subjects in this study were 21 class B students. The research instruments were tests, surveys, questionnaires, and interviews. The results of research and discussion show the implementation of the lecture process, face to face with zoom metting, presence in applications, assignments, and testing. From the results of the research and discussion, it is concluded that: 1) the blended learning model based on e-learning Moodle has been successfully implemented into linear learning program courses, 2) From the results of tests, questionnaires, surveys and interviews with e-based blended learning model students -learning moodle has increased their achievement and enthusiasm for learning.

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