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Contact Name
Chairil Faif Pasani
Contact Email
chfaifp@ulm.ac.id
Phone
-
Journal Mail Official
edu.mat@ulm.ac.id
Editorial Address
Ruang Prodi Pendidikan Matematika Gedung FKIP ULM Banjarmasin Jalan Brigjen H. Hasan Basri, Kayu Tangi, Banjarmasin, Kalimantan Selatan
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Kota banjarmasin,
Kalimantan selatan
INDONESIA
EDU-MAT: Jurnal Pendidikan Matematika
ISSN : 23382759     EISSN : 25979051     DOI : http://dx.doi.org/10.20527
Core Subject : Education,
EDU-MAT adalah jurnal yang didirikan pada tahun 2013 di Program Studi Pendidikan Matematika Fakultas Keguruan dan Ilmu Pendidikan Universitas Lambung Mangkurat. EDU-MAT merupakan kumpulan artikel hasil penelitian maupun kajian dosen, peneliti, guru, maupun mahasiswa di bidang pendidikan matematika yang belum pernah dimuat/diterbitkan di media lain. EDU-MAT diterbitkan oleh Program Studi Pendidikan Matematika Fakultas Keguruan dan Ilmu Pendidikan Universitas Lambung Mangkurat yang terbit 2 kali dalam setahun, yaitu pada bulan April dan Oktober
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Articles 20 Documents
Search results for , issue "Vol 14, No 1 (2026)" : 20 Documents clear
STUDENT ERRORS IN SOLVING MCA NUMERACY PROBLEMS ON UNCERTAINTY AND DATA CONTENT BASED ON NEWMAN'S THEORY REVIEWED THROUGH THE LENS OF ADVERSITY QUOTIENT Ashiddiqi, Hasbi; Sukoriyanto, Sukoriyanto; Hidayah, Indriati Nurul
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.24533

Abstract

This qualitative study aims to describe the student errors made when solving numeracy problems from the Minimum Competency Assessment (MCA) on uncertainty and data content, based on Newman's theory reviewed through the lens of Adversity Quotient (AQ). AQ is categorized into five types: quitter, transition from quitter to camper, camper, transition from camper to climber, and climber. Among the five AQ categories, only three—quitter, camper, and climber—were represented among the 30 eighth-grade students from SMP Negeri 3 Genteng, Indonesia, who were considered prospective subjects in this research. Therefore, one student from each of these three AQ categories was selected as a research subject, each of whom provided complete answers but still made errors when solving the MCA numeracy problems in the uncertainty and data content. Based on the findings, students in the AQ quitter category exhibited reading errors, comprehension errors, transformation errors, process skill errors, and encoding errors. Those in the AQ camper category exhibited comprehension errors, transformation errors, process skill errors, and encoding errors. Students in the AQ climber category demonstrated comprehension errors, transformation errors, and encoding errors. Keywords: Student Errors, MCA Numeracy, Uncertainty and Data, Newman, Adversity Quotient
PENGEMBANGAN MEDIA PEMBELAJARAN GRANIT BERBASIS ETNOMATEMATIKA LUTUR BATU UNTUK MENINGKATKAN LITERASI MATEMATIKA SISWA SMP Rehyara, Magdalena; Jaky, Yos Melinda; Joltuwu, Inri; Lekitoo, John Nandito
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.23995

Abstract

Rendahnya literasi matematika siswa Indonesia, khususnya di daerah perbatasan, mendorong perlunya pengembangan media pembelajaran yang kontekstual, interaktif, dan berbasis budaya lokal. Penelitian ini bertujuan mengembangkan media pembelajaran GRANIT (GeoGebra Classroom, Canva, dan Gimkit) berbasis etnomatematika Lutur Batu pada materi lingkaran untuk siswa SMP. Penelitian menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan subjek uji coba siswa kelas IX SMP Negeri Tiakur. Instrumen penelitian mencakup lembar validasi ahli, angket respons guru dan siswa, serta tes literasi matematika (pretest–posttest). Hasil validasi media memperoleh rata-rata 94,67% dan materi 93,6%, keduanya berkategori sangat valid. Respons siswa pada uji coba kelompok kecil sebesar 87,33% dan kelompok besar 87,03%, sedangkan respons guru rata-rata 88%, menunjukkan kriteria praktis. Efektivitas media ditunjukkan melalui peningkatan skor literasi matematika siswa dari nilai rata-rata pretest 33,64 menjadi posttest 80,79 dengan rata-rata N-Gain 0,70 (kategori tinggi). Temuan ini menunjukkan bahwa integrasi GeoGebra Classroom, Canva, dan Gimkit dengan konteks etnomatematika Lutur Batu mampu meningkatkan literasi matematika sekaligus memperkuat apresiasi siswa terhadap budaya lokal. Dengan demikian, media GRANIT layak digunakan sebagai alternatif inovasi pembelajaran matematika kontekstual di daerah perbatasan.   Kata kunci: literasi matematika, GeoGebra Classroom, Canva, Gimkit, etnomatematika lutur batu Abstract: The low level of mathematical literacy among Indonesian students, particularly in border regions, highlights the need for the development of contextual, interactive, and culturally based learning media. This study aims to develop GRANIT learning media (GeoGebra Classroom, Canva, and Gimkit) integrated with Lutur Batu ethnomathematics on the topic of circles for junior high school students. The research employed the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) with ninth-grade students at SMP Negeri Tiakur as trial subjects. Research instruments included expert validation sheets, teacher and student response questionnaires, and a mathematical literacy test (pretest–posttest). The validation results showed an average score of 94.67% for the media and 93.6% for the material, both categorized as highly valid. Student responses in small-group and large-group trials reached 87,33% and 87,03%, respectively, while teacher responses averaged 88%, indicating practicality. The effectiveness of the media was demonstrated by an increase in students’ mathematical literacy scores, from an average pretest score of 33.64 to a posttest score of 80,79, with an average N-Gain of 0,70 (high category). These findings suggest that the integration of GeoGebra Classroom, Canva, and Gimkit with Lutur Batu ethnomathematics can enhance students’ mathematical literacy while fostering appreciation for local culture. Thus, GRANIT media is considered feasible as an innovative alternative for contextual mathematics learning in border areas.. Keywords: mathematical literacy, GeoGebra Classroom, Canva, Gimkit, Lutur Batu ethnomathematics
EFEKTIVITAS PENERAPAN MODEL PROBLEM BASED LEARNING PADA PENDEKATAN PEMBELAJARAN BERDIFERENSIASI TERHADAP KEMAMPUAN BERPIKIR REFRAKTIF DAN SELF EFFICACY Harma, Harma; Kusumayanti, Andi; Angriani, Andi Dian; Tayeb, Thamrin; Sriyanti, A.
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.24318

Abstract

Penelitian ini berangkat dari rendahnya kemampuan berpikir refraktif matematis dan self-efficacy peserta didik kelas VIII di MTs Madani Alauddin. Tujuannya adalah menguji efektivitas penerapan model Problem Based Learning (PBL) pada pendekatan pembelajaran berdiferensiasi terhadap kedua kemampuan tersebut. Penelitian ini menggunakan metode kuasi-eksperimen dengan desain post-test only control group. Populasinya adalah seluruh siswa kelas VIII (138 orang), dengan sampel kelas VIII D dan VIII A yang dipilih menggunakan cluster random sampling. Instrumen yang digunakan adalah modul ajar, soal tes kemampuan berpikir refraktif, angket self-efficacy dan pedoman wawancara. Pengujian hipotesis menggunakan uji independent sample t-test. Hasil uji menunjukkan nilai signifikansi , yang berarti terdapat perbedaan signifikan pada kemampuan berpikir refraktif matematis dan self-efficacy antara kelas yang diajar dengan model PBL berdiferensiasi dan kelas kontrol (pembelajaran langsung). Selain itu, hasil uji efisiensi relatif menunjukkan bahwa model PBL berdiferensiasi lebih efisien daripada model pembelajaran langsung. Kesimpulannya, model problem based learning dengan pendekatan pembelajaran berdiferensiasi efektif dalam meningkatkan kemampuan berpikir refraktif matematis dan self-efficacy peserta didik kelas VIII MTs Madani Alauddin.   Kata kunci: Problem Based Learning, Pembelajaran Berdiferensiasi, Kemampuan Berpikir Refraktif Matematis, dan Self Efficacy Abstract: This study stems from the low level of mathematical reflective thinking ability and self-efficacy among eighth-grade students at MTs Madani Alauddin. The aim is to examine the effectiveness of implementing the Problem Based Learning (PBL) model with a differentiated learning approach on these two abilities. This study uses a quasi-experimental method with a post-test only control group design. The population includes all eighth-grade students (138 people), with sample classes VIII D and VIII A selected using simple random sampling. The instruments used are a reflective thinking ability test and a self-efficacy questionnaire. Hypothesis testing was conducted using an independent sample t-test. The results showed a significance value of 0.00<0.05, which means there is a significant difference in mathematical reflective thinking ability and self-efficacy between the class taught using the differentiated PBL model and the control class (direct instruction). In addition, the relative efficiency calculation shows that the differentiated PBL model is more efficient than the direct learning model. In conclusion, the problem-based learning model with a differentiated learning approach is effective in improving the mathematical reflective thinking skills and self-efficacy of eighth-grade students at MTs Madani Alauddin. Keywords: Problem Based Learning, Differentiated Learning, Mathematical Reflective Thinking Ability, and Self-Efficacy
INTEGRASI BANGUNAN BERSEJARAH DAN TRADISI MASYARAKAT PESISIR DALAM PEMBELAJARAN MATEMATIKA Sitaresmi, Pratiwi Dwi Warih; Sholikin, Nur Wiji; Hanifa, Hanifa
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.23623

Abstract

Penelitian ini bertujuan untuk mengeksplorasi integrasi bangunan bersejarah dan tradisi masyarakat pesisir ke dalam rencana pembelajaran matematika sebagai upaya untuk meningkatkan literasi matematika siswa. Studi ini menggunakan pendekatan kualitatif dengan teknik pengumpulan data berupa observasi partisipatif dan wawancara mendalam terhadap tokoh budaya serta calon guru matematika di Kecamatan Mayangan, Kota Probolinggo. Dua objek utama yang dikaji adalah Masjid Agung Raudlatul Jannah sebagai representasi bangunan bersejarah dan tradisi Petik Laut sebagai praktik budaya pesisir. Hasil penelitian menunjukkan bahwa bentuk-bentuk geometris seperti persegi panjang, trapesium, lingkaran, tabung, dan kerucut yang terdapat dalam arsitektur masjid dan susunan sesaji Petik Laut dapat diidentifikasi dan diintegrasikan ke dalam rencana pembelajaran matematika sebagai konteks autentik dalam pembelajaran geometri. Integrasi ini diwujudkan melalui pengembangan aktivitas pembelajaran yang melibatkan pengamatan langsung, pengukuran, serta pemecahan masalah berbasis konteks budaya lokal. Rencana pembelajaran dirancang secara kolaboratif oleh calon guru dengan menyesuaikan tujuan pembelajaran dan kurikulum yang berlaku. Temuan ini memperlihatkan bahwa pendekatan etnomatematika berbasis memiliki potensi untuk mendukung keterlibatan siswa dalam pembelajaran matematika, mengembangkan kemampuan pemecahan masalah, dan memperkuat keterkaitan antara matematika dan kehidupan sehari-hari. Integrasi ini juga mendorong pelestarian nilai-nilai budaya lokal melalui proses pendidikan yang kontekstual, bermakna, dan berorientasi pada pemberdayaan daerah pesisir. Kata kunci: literasi matematika, etnomatematika , bangunan bersejarah, tradisi petik laut, pembelajaran kontekstual Abstract: This study aims to explore the integration of historical buildings and coastal community traditions into mathematics lesson planning as an effort to enhance students’ mathematical literacy. A qualitative approach was employed, with data collected through participatory observations and in-depth interviews involving cultural figures and pre-service mathematics teachers in Mayangan District, Probolinggo City, Indonesia. The two main objects examined were the Raudlatul Jannah Grand Mosque as a representation of historical architecture and the Petik Laut tradition as a coastal cultural practice. The findings indicate that geometric forms such as rectangles, trapezoids, circles, cylinders, and cones identified in the mosque architecture and the arrangement of Petik Laut offerings can be systematically integrated into mathematics lesson plans as authentic contexts for geometry learning. This integration is implemented through the development of learning activities involving observation, measurement, and context-based problem-solving. Lesson plans were collaboratively developed by pre-service teachers in alignment with learning objectives and the national curriculum. Furthermore, the findings suggest that an ethnomathematics approach grounded in local cultural contexts has the potential to support student engagement in mathematics learning, foster problem-solving skills, and strengthen the connection between mathematics and everyday life. This integration also contributes to the preservation of local cultural values through contextual and meaningful educational practices.  Keywords: mathematical literacy, ethnomathematics, historical buildings, petik laut, contextual learning
HUBUNGAN SELF-EFFICACY DENGAN KEMAMPUAN BERPIKIR KREATIF MATEMATIS SISWA SMK PADA MATERI TRIGONOMETRI Lestari, Nopiyanti Dara; Mustika Sari, Rika Mulyati; Zulkarnaen, Rafiq; Aini, Indrie Noor
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.24471

Abstract

Kemampuan berpikir kreatif matematis merupakan salah satu keterampilan berpikir tingkat tinggi (HOTS), yang penting dikembangkan dalam pembelajaran abad ke-21. Namun, kemampuan tersebut masih tergolong rendah dan diduga berkaitan dengan faktor psikologis siswa, salah satunya self-efficacy. Penelitian ini bertujuan untuk mengetahui hubungan antara self-efficacy dengan kemampuan berpikir kreatif matematis siswa SMK materi trigonometri. Penelitian menggunakan penedekatan kuantitatif dengan desain korelasional. Populasi penelitian adalah 288 siswa kelas X SMK Negeri Batujaya Kabupaten Karawang tahun ajaran 2025/2026, dengan sampel sebanyak 167 siswa menggunakan rumus Slovin. Instrumen penelitian meliputi tes kemampuan berpikir kreatif matematis dan angket self-efficacy yang telah teruji validitas serta reliabilitasnya serta wawancara semi terstruktur. Analisis data menggunakan uji korelasi Product Moment Pearson. Hasil penelitian menunjukkan adanya hubungan positif yang sangat kuat antara self-efficacy dan kemampuan berpikir kreatif matematis siswa, dengan nilai koefisien korelasi ? = 0,854 dan signifikansi ? < 0,001. Hal ini menunjukkan bahwa semakin tinggi self-efficacy siswa, semakin tinggi pula kemampuan berpikir kreatif matematisnya.   Kata kunci: Self-efficacy, kemampuan berpikir kreatif matematis, korelasi, trigonometri Abstract: Mathematical creative thinking ability is one of the higher-order thinking skills (HOTS) that needs to be developed in 21st-century learning. However, this ability is still relatively low and is assumed to be related to students’ psychological factors, particularly self-efficacy. This study aims to determine the relationship between self-efficacy and vocational high school students’ mathematical creative thinking ability on trigonometry material. The research employed a quantitative approach with a correlational design. The population consisted of 288 tenth-grade students of SMK Negeri Batujaya, Karawang Regency, in the 2025/2026 academic year, with a sample of 167 students selected using the Slovin formula. The research instruments included a mathematical creative thinking test, a self-efficacy questionnaire that had met validity and reliability criteria, and semi-structured interviews. Data were analyzed using the Pearson Product-Moment correlation test. The results showed a very strong positive relationship between self-efficacy and students’ mathematical creative thinking ability, with a correlation coefficient of r = 0.854 and a significance level of p < 0.001. This indicates that higher self-efficacy is associated with higher mathematical creative thinking ability. Keywords: self-efficacy, mathematical creative thinking ability, correlation, trigonometry.
PENGEMBANGAN E-COMIC INTERAKTIF BERBANTUAN GENIALLY DENGAN PENDEKATAN MATEMATIKA REALISTIK UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIS SISWA SMP PADA MATERI PELUANG Novitasari, Windy; Sulasteri, Sri; Ermawati, Ermawati; Majid, Ahmad Farham; Abrar, Andi Ika Prasasti
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.24196

Abstract

Berdasarkan hasil observasi menunjukkan bahwa pemahaman konsep matematis siswa masih rendah serta penggunaan media pembelajaran yang kurang bervariasi. Hal ini mendorong perlunya media pembelajaran yang relevan dengan masalah tersebut. Penelitian ini bertujuan untuk mengembangkan media pembelajaran e-comic interaktif dengan pendekatan matematika realistik untuk meningkatkan pemahaman konsep matematis siswa. Penelitian ini menggunakan metodologi penelitian dan pengembangan (R&D) dengan model 4D (define, design, develop, disseminate). Eksperimen dilakukan dengan 25 siswa kelas VIII. Alat yang digunakan meliputi kuesioner validasi, kuesioner respons guru dan siswa, lembar pengamatan aktivitas siswa, lembar pengamatan keterlaksanaan pembelajaran, dan soal tes pemahaman konsep matematika. Data dianalisis menggunakan metode kuantitatif dan kualitatif. Hasil uji validasi dari dua validator menunjukkan bahwa media ini berada dalam kategori valid dengan skor kevalidan 3,81. Dalam hal kepraktisan, respons guru rata-rata 3,57, yang diklasifikasikan sebagai sangat positif, dan implementasi pembelajaran terlaksana sepenuhnya. Dari segi efektivitas, aktivitas siswa tergolong sangat baik, dengan persentase 87,7%, respons siswa sangat positif, dengan persentase 94%, dan peningkatan pemahaman konsep tergolong sedang, dengan skor N-Gain 0,60. Kesimpulannya, e-comic interaktif yang dikembangkan dengan pendekatan matematika realistik terbukti valid, praktis, dan efektif, serta layak digunakan dalam proses pembelajaran untuk meningkatkan pemahaman konsep matematika. Kata kunci: E-comic Interaktif, Genially, Matematika Realistik, Pemahaman Konsep Matematis Abstract: Based on the results of observations, it shows that students' understanding of mathematical concepts is still low and the use of learning media is less varied. This encourages the need for learning media that are relevant to the problem. This study aims to develop interactive e-comic learning media with a realistic mathematical approach to improve students' understanding of mathematical concepts. This study uses a research and development (R&D) methodology with a 4D model (define, design, develop, disseminate). The experiment was conducted with 25 eighth grade students. The tools used included a validation questionnaire, teacher and student response questionnaires, student activity observation sheets, learning implementation observation sheets, and mathematical concept understanding test questions. Data were analyzed using quantitative and qualitative methods. The results of the validation test from two validators showed that this media was in the valid category with a validity score of 3.81. In terms of practicality, the average teacher response was 3.57, which is classified as very positive, and the implementation of learning was fully implemented. In terms of effectiveness, student activity is classified as very good, with a percentage of 87.7%, student responses are very positive, with a percentage of 94%, and the increase in conceptual understanding is classified as moderate, with an N-Gain score of 0.60. In conclusion, interactive e-comics developed with a realistic mathematics approach are proven to be valid, practical, and effective, and are suitable for use in the learning process to improve understanding of mathematical concepts. Keywords: Interactive E-comic, Genially, Realistic Mathematics, Understanding Mathematical Concepts
EXPLORATION OF ETHNOMATHEMATICS CONCEPTS IN THE PROCESS OF MAKING BALA SUJI AS A CONTEXTUAL LEARNING RESOURCE Meilani, Audya; Aras, Andi; Buhaera, Buhaera; Nzobonimpa, Claver
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.24704

Abstract

This study aims to identify and analyze mathematical concepts embedded in the form and function of Bala Suji, a traditional craft of the Pattinjo community in Pinrang Regency. Employing a qualitative approach with ethnographic methods, data were collected through participatory observation, in-depth interviews, and documentation in Kampung Kappe, a village that actively preserves the making of Bala Suji. The findings reveal that Bala Suji embodies various mathematical concepts, including plane and solid geometry (sulapa appa), arithmetic sequences, geometric transformations (reflection, rotation, translation, dilation), and linear equations in two variables. These concepts are applied intuitively by the community through daily cultural practices without formal mathematical terminology. This research affirms that Bala Suji holds not only symbolic and aesthetic value but also potential as a contextual and meaningful learning medium for mathematics. This study contributes to mathematics education by providing a concrete example of integrating local cultural practices into formal mathematics learning and serves as a reference for developing ethnomathematics-based learning resources that enhance conceptual understanding while fostering students cultural awareness. Keywords: Ethnomathematics, Bala Suji, Contextual Learning Resource 
PENGEMBANGAN TES FORMATIF KPK DAN FPB BERBASIS SELF-DIRECTED LEARNING ORIENTED ASSESSMENT (SLOA) UNTUK KELAS V Hikmah, Nur; Pasani, Chairil Faif; Noorbaiti, Rahmita
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.22326

Abstract

Kurangnya kemampuan peserta didik dalam kegiatan penilaian mandiri terhadap pembelajaran menjadi tantangan baru dalam penerapan Kurikulum Merdeka. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan tes formatif berbasis Self-Directed Learning Oriented Assessment dengan materi KPK dan FPB yang valid, praktis, dan efektif sehingga layak digunakan sebagai sebuah asesmen untuk melatih peserta didik mengasah kemampuan penilaian secara mandiri dan meningkatkan hasil belajar. Penelitian ini termasuk penelitian pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Teknik pengumpulan data melibatkan wawancara, kuesioner, dan tes hasil belajar dari 15 peserta didik kelas V di SDN Kuin Cerucuk 3 Banjarmasin. Hasil penelitian menunjukkan bahwa tes formatif berbasis Self-Directed Learning Oriented Assessment(SLOA) dengan materi KPK dan FPB yang dikembangkan memenuhi kriteria valid, praktis, dan efektif. Tes formatif ini dinyatakan valid, karena nilai validitas untuk soal tes formatif sebesar 3,65 dan untuk self-assessment sebesar 3,78 dengan kategori sangat valid, praktis berdasarkan tanggapan positif dari guru dan hasil angket kepraktisan sebesar 92% dengan kategori sangat praktis, serta efektif karena terdapat peningkatan rata-rata pada keempat hasil tes formatif peserta didik. Dengan demikian, tes formatif KPK dan FPB berbasis Self-Directed Learning Oriented Assessment dapat digunakan dalam proses pembelajaran dan memenuhi kriteria valid, praktis, dan efektif.   Kata kunci: KPK dan FPB, Self-Directed Learning Oriented Assessment, tes formatif        Abstract: The inability of students to self-assess their learning poses a new challenge in implementing the Merdeka Curriculum. This study aims to develop a formative test based on Self-Directed Learning Oriented Assessment (SLOA) with LCM and GCD material that is valid, practical, and effective to train students' independent assessment skills and improve learning outcomes. Using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the research involved 15 fifth-grade students from SDN Kuin Cerucuk 3 Banjarmasin. The results showed that the formative test based on Self-Directed Learning Oriented Assessment(SLOA) with LCM and GCD material developed met the criteria of valid, practical, and effective. This formative test is declared valid, because the validity value for formative test questions is 3.65 and for self-assessment is 3.78 with a very valid category, practical based on positive responses from teachers and the results of a practicality questionnaire of 92% with a very practical category, and effective because there is an average increase in the four formative test results of students. Thus, the KPK and FPB formative tests based on Self-Directed Learning Oriented Assessment can be used in the learning process and meet the criteria of valid, practical, and effective. Keywords: Formative test, KPK and FPB, Self-Directed Learning Oriented Assessment
GEBOGI: VIDEO INTERAKTIF BERBASIS HTML5 PACKAGE BERMUATAN BOLA GEBOK BETAWI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR VISUAL PADA MATERI GEOMETRI Hadi, Satria Purnama; Jubaeni, Jubaeni; Tuankotta, Anisa Maulida; Khotimah, Khusnul; Pujanata, Marsha Dwisifa; Nurrahmah, Arfatin
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.24284

Abstract

Kemampuan berpikir visual siswa pada materi geometri di tingkat SMP masih rendah, didukung oleh temuan observasi dan wawancara di SMP Sumber Daya Bekasi yang menunjukkan pembelajaran masih bersifat konvensional dengan metode ceramah, penggunaan alat peraga sederhana, dan minimnya pemanfaatan media digital interaktif. Penelitian ini bertujuan mengembangkan dan menguji efektivitas video interaktif berbasis H5P bermuatan etnomatematika Gebok Bola Geometri (GEBOGI) untuk meningkatkan kemampuan berpikir visual siswa pada materi geometri. Metode yang digunakan adalah Research and Development(R&D) dengan model ADDIE, melibatkan 66 siswa kelas VIII yang terbagi dalam kelas eksperimen dan kontrol. Data primer dikumpulkan melalui tes kemampuan berpikir visual (pre-test dan post-test), angket respon siswa, dan lembar validasi ahli, lalu dianalisis dengan uji N-Gain Score dan Paired Sample T-Test. Hasil validasi ahli menunjukkan bahwa media GEBOGI dinyatakan sangat layak dengan rata-rata skor 87%. Hasil uji N-Gain membuktikan terdapat peningkatan kemampuan berpikir visual pada kelas eksperimen. Respon siswa terhadap media sangat positif dengan skor rata-rata 3,74. Dapat disimpulkan bahwa video interaktif GEBOGI efektif meningkatkan kemampuan berpikir visual siswa dan layak digunakan sebagai media pembelajaran inovatif yang memadukan teknologi interaktif dengan kearifan budaya lokal. Kata kunci: berpikir visual, video interaktif H5P, bola gebok betawi, ADDIE, pembelajaran geometri. Abstract: Students' visual thinking skills in geometry at the junior high school level are still low, supported by findings from observations and interviews at Sumber Daya Bekasi Junior High School, which show that learning is still conventional in nature, with lecture methods, the use of simple teaching aids, and minimal use of interactive digital media. This study aims to develop and test the effectiveness of H5P-based interactive videos containing ethnomathematics Gebok Bola Geometri (GEBOGI) to improve students' visual thinking skills in geometry. The method used is Research and Development (R&D) with the ADDIE model, involving 66 eighth-grade students divided into experimental and control classes. Primary data were collected through visual thinking ability tests (pre-test and post-test), student response questionnaires, and expert validation sheets, then analyzed using the N-Gain Score and Paired Sample T-Test. The expert validation results showed that the GEBOGI media was declared very feasible with an average score of 87%. The N-Gain test results proved that there was an increase in visual thinking skills in the experimental class. Student responses to the media were very positive with an average score of 3.74. It can be concluded that the GEBOGI interactive video is effective in improving students' visual thinking skills and is feasible for use as an innovative learning medium that combines interactive technology with local cultural wisdom. Keywords: visual thinking, H5P interactive video, bola gebok betawi, ADDIE, geometry learning.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS WORDWALL MATERI SPLDV KELAS IX DENGAN KONTEKS LINGKUNGAN LAHAN BASAH Bahri, Nur Maulidiya; Zulkarnain, Iskandar; Suryaningsih, Yuni
EDU-MAT: Jurnal Pendidikan Matematika Vol 14, No 1 (2026)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v14i1.22363

Abstract

Abstrak: Penggunaan media pembelajaran yang inovatif dan terkini dapat meningkatkan kualitas proses belajar. Salah satu upaya yang dapat dilaksanakan adalah mengembangkan media pembelajaran interaktif berbasis wordwall untuk mata pelajaran matematika. Kurangnya pemahaman peserta didik terhadap materi Sistem Persamaan Linear Dua Variabel (SPLDV) menjadi alasan untuk mengembangkan media pembelajaran interaktif berbasis wordwall dengan konteks lingkungan lahan basah. Adapun tujuan dari penelitian ini adalah untuk mengembangkan media yang memenuhi kriteria valid, praktis, dan efektif. Metode penelitian yang digunakan adalah RnD (Research and Development) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Teknik pengumpulan data dilakukan melalui wawancara, angket, dan tes hasil belajar dari 26 peserta didik kelas IX di SMP Negeri 29 Banjarmasin. Hasil penelitian menunjukkan bahwa media pembelajaran ini valid dari segi materi dan media, praktis berdasarkan tanggapan positif guru dan peserta didik, serta efektif dengan rata-rata N-Gain sebesar 0,638, yang menunjukkan peningkatan skor hasil belajar. Berdasarkan hal ini, dapat disimpulkan bahwa media pembelajaran interaktif berbasis wordwall untuk materi SPLDV dengan konteks lingkungan lahan basah dapat digunakan dalam proses pembelajaran karena telah memenuhi kriteria valid, praktis, dan efektif.Kata kunci: Media Pembelajaran Interaktif, Wordwall, Sistem Persamaan Linear   Dua Variabel, Lingkungan Lahan BasahAbstract: The use of innovative and up-to-date learning media can enhance the quality of the learning process. One effort to achieve this is by developing interactive learning media based on wordwalls for mathematics. The lack of student understanding of the Two-Variable Linear Equation System material prompted the development of interactive wordwall-based media with a wetland environment context. This study aims to develop media that meets the criteria of validity, practicality, and effectiveness. The research method used was Research and Development (RnD) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data were collected through interviews, questionnaires, and learning outcome tests involving 26 ninth-grade students at State Junior High School 29 Banjarmasin. The results showed the learning media was valid in terms of content and media, practical based on positive feedback from teachers and students, and effective with an average N-Gain of 0.638, indicating improved learning outcomes. In conclusion, interactive learning media based on wordwalls for the two-variable linear equation system material with a wetland context can be used in the learning process as it fulfills the criteria of being valid, practical, and effective. Keywords: Interactive Learning Media, Wordwall, Two-Variable Linear Equation System, Wetland Environment

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