cover
Contact Name
Febrian
Contact Email
febrian@umrah.ac.id
Phone
+6282170504899
Journal Mail Official
gantangjurnal@gmail.com
Editorial Address
Jl. Politeknik Senggarang Telp. (0771) 4500099 ; Fax (0771) 4500099 PO BOX 155 - Tanjungpinang 29115
Location
Kota tanjung pinang,
Kepulauan riau
INDONESIA
Jurnal Gantang
ISSN : 25030671     EISSN : 25485547     DOI : https://doi.org/10.31629/jg
Core Subject : Education,
Jurnal Gantang is a peer-reviewed journal. Jurnal Gantang is published two numbers per year by Raja Ali Haji Maritime University, Tanjungpinang, Riau Islands, Indonesia. The articles written for Jurnal Gantang are state-of-the-art research articles in the field of Mathematics Education. Starting in 2022, Jurnal Gantang will be published in May and November twice a year. Jurnal Gantang publishes scientific writings on the results of thoughts, very carefully selected literature studies, and research in the field of Mathematics Education. Jurnal Gantang is a journal with a blind review system that is an essential aspect of disseminating knowledge. The realization of a scientific approach can be supported by writing the results of a blind review. Jurnal Gantang accommodates the results of studies and research in the fields of Mathematics Education with various research frames such as Research development/R&D Classroom action research Educational Design Research Experiment with different types Qualitative Studies (Investigative, Analytical, Descriptive Studies, and the like) Ethnographic studies Literature/Library Studies Other research with a quantitative approach The topics raised can be: Learning innovation and the use of ICT in supporting the learning process Mathematics Learning Context and Media Innovation Strategies and Approaches to Learning Mathematics Mathematical Literacy and Numeracy Indonesian Realistic Mathematics Education (IRME) Ethnomathematics Misconceptions in Mathematical Topics Mathematics Learning Based on Cultural Potential and Local Wisdom Enrichment of Mathematics Teaching Materials Mathematics Learning Evaluation Mathematics Education Curriculum and Policy Learning Mathematics in College Development of Science and Technology in Mathematics STEM, STEAM, and Lesson Study And others
Articles 268 Documents
Developing PBL-based worksheets on sequences and series to enhance mathematical connection skills of senior high school students Puspita, Nurhaliza Citra; Heleni, Susda; Suanto, Elfis
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/8kyexw71

Abstract

This study was driven by students’ low mathematical connection ability in learning Sequences and Series, a skill essential for understanding relationships among mathematical concepts. The purpose of this research was to develop a Problem-Based Learning (PBL)-based student worksheet designed to improve students’ mathematical connection ability and to examine its validity and practicality. A development research approach was applied using the 4-D model—Define, Design, Develop, and Disseminate. The participants were tenth-grade students selected through purposive sampling. Data were collected using validation instruments, practicality questionnaires, interviews, and classroom observations. The validation process evaluated face, content, and construct validity. The developed worksheet demonstrated strong validity, with average scores of 89.29% for face validity, 89.29% for content validity, and 86.79% for construct validity. The overall validity score of 88.45% fell into the “very valid” category, indicating the product’s suitability for field implementation. The practicality assessment, focusing on design, clarity of material presentation, and ease of use, produced an average score of 83.27%, classified as “practical.” These findings suggest that the PBL-based worksheet is both valid and practical, offering potential as an effective instructional tool to support students in developing mathematical connection ability, particularly in topics related to Sequences and Series.
Development of instruments of higher order thinking skills (HOTS) for phase D students Mainumah, Maimunah; Anggraini, Rini Dian; Mildariah, Kurnila
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/hbr45h22

Abstract

This research aims to develop test instruments for Higher Order Thinking Skills (HOTS) that are validated, reliable, and possess excellent discrimination power, as well as appropriate levels of difficulty. These tools are intended to boost the advanced thinking abilities of students at phase D. According to the Organization for Economic Cooperation and Development (OECD) report on December 5, 2023, which analyzed the 2022 Program for International Student Assessment (PISA) scores in mathematics, including HOTS questions, there has been a notable worldwide decline. Specifically, Indonesia ranked 68th, with a math score of 379. The focus of this study is on developing HOTS test tools that address topics such as relations, functions, linear equations, and systems of two-variable linear equations, drawing from the AKM (Minimum Competency Assessment) and HOTS mathematics question books. The HOTS questions are designed to encompass cognitive levels C4 (analyzing), C5 (evaluating), and C6 (creating), following the revised Bloom's Taxonomy by Krathwohl and Anderson. As highlighted by the Ministry of Education, Culture, Research, and Technology (2022), the development of HOTS questions must include elements such as (1) incorporating stimuli and (2) presenting new contexts within the material or question formulation. The questions are constructed in essay format, adhering to standards for validity and reliability, as well as optimal difficulty and discrimination levels. This study employs a development model comprising two phases: the preliminary phase, which involves analysis and design, followed by the formative evaluation phase, encompassing self-evaluation, expert review, one-on-one sessions, small group interactions, and field tests. The outcome of this study produced 17 valid questions with a reliability coefficient of 0.848; 14 questions exhibited strong discrimination power, and 3 demonstrated adequate discrimination power, with all 17 HOTS questions classified in the medium difficulty range.
Pengembangan Media Pembelajaran Game Adventure dengan Konteks Budaya Melayu Maritim untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis pada Siswa SMP Syahfiqah, Syarifah Iffa; Febrian, Febrian; Siregar, Nur Asma Riani
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/90a9j610

Abstract

Students' mathematical problem-solving skills remain a critical challenge in junior high school education, with only 5% of students able to solve problems effectively. This difficulty is compounded by abstract learning materials and a lack of engaging, culturally relevant learning media. This research project aims to develop an adventure game learning medium set in the context of Maritime Malay culture to enhance junior high school students' mathematical problem-solving abilities. The purpose of this study is to determine the validity, practicality, and effectiveness of the learning media. This study employed the ADDIE research method, consisting of five stages: analysis, design, development, implementation, and evaluation. The subjects of this study were 35 eighth-grade students from SMP Negeri 1 Tanjungpinang. The instruments used were validation, practicality, and media effectiveness sheets. Data analysis techniques use both qualitative and quantitative methods. The material expert validation results showed an average assessment of 85.6%, indicating very valid criteria. The practicality results from the student-teacher trial showed 86.5% practicality, with very practical criteria. Furthermore, the product's effectiveness, measured using the N-Gain score, obtained a value of 0.61. Based on the data obtained, adventure games with a maritime Malay cultural context that improve mathematical problem-solving skills in junior high school students meet the criteria of validity, practicality, and effectiveness, making them suitable for use as learning media in the mathematics learning process.
Design research on developing primary students’ conceptual understanding of area through visual-spatial activities Utami, Ogi Meita
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/ev8dy768

Abstract

This study examines how primary students develop a conceptual understanding of composite shapes, a topic that many learners find challenging beyond the routine use of formulas. The research was motivated by the persistent issue that instruction in the area in elementary classrooms is often procedural and does not sufficiently foster reasoning about spatial structure, decomposition, and measurement. This study employed a Design Research approach in a sixth-grade classroom (n = 6 students) to iteratively develop and test a Hypothetical Learning Trajectory (HLT) for the learning area of composite shapes through visual-spatial and puzzle-based activities. Data were collected through a pre-test, two instructional activities (Activity 1 and Activity 2), classroom observations, and a post-test. Data were analyzed qualitatively through retrospective analysis aligned, with HLT, supported by descriptive coding of students’ strategies, triangulation of written work, and teacher field notes. Findings indicate that students shifted from purely visual recognition toward more analytical strategies, such as partitioning, conservation, transitivity, and additivity, which emerged during instruction. The results suggest that structured visual-spatial tasks grounded in a realistic context effectively bridge abstract area concepts and classroom practice, informing future instructional design in elementary geometry.
The relationship between independent learning and mathematical creative thinking ability in vocational high school students Khair, Salsabila Nazhifatin; Suhendra, Suhendra; Nurfaizah, Nurfaizah
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/d03y1523

Abstract

This study contributes to mathematics education by clarifying how independent learning supports students’ creative thinking processes, particularly in vocational contexts where autonomy and problem-solving skills are crucial. This study focuses on students' learning independence and creative thinking skills with the aim of determining whether there is a relationship between learning independence and creative thinking skills among vocational high school students. This study uses a quantitative descriptive approach with a correlational method conducted at one of the vocational high schools in Tangerang City, Banten Province. The sample in this study consisted of 30 students from the 10th-grade Multimedia class. Data collection techniques included observation, a 24-item questionnaire, and a written test with 5 questions. The instruments were validated by experts and declared suitable for use, ensuring content validity and reliability. Based on the results of the study conducted in the Multimedia class, it can be concluded that the level of learning independence and creative thinking ability of students is above average, with 13 students (43.33%) scoring below average and 17 students (56.66%) scoring above average, and further analysis shows a strong positive correlation (r = 0.970, p < 0.01) between the two variables. Based on the hypothesis test, there is a significant relationship between learning independence and students' creative thinking ability.
Enhancing learners' mathematics achievement by using a gamified flipped classroom instructional strategy Sulaimon, Jamiu Temitope; Manditereza, Blandina; Chamboko-Mpotaringa, Mavis
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/f6z3t227

Abstract

Flipped learning is an educational approach that inverts the traditional teaching pattern by giving pupils access to learning materials before class, while using classroom time to deepen their understanding. However, few studies investigate whether low-basic learners possess the readiness and digital literacy to benefit from this approach. Hence, this study examined the impact of implementing a Gamified Flipped Classroom Instructional Strategy on enhancing mathematics achievement among lower primary learners in Ilorin West Local Government Area of Kwara State, Nigeria. Employing the pre and posttest control group in line with a quasi-experimental design, 74 learners from two private primary schools participated in the research. This study employed three validated research instruments: the Mathematics Achievement Test (MAT), the Guide for Gamified Flipped Classroom Instructional Strategy (GGFCIS), and the Guide for Control Group (GCG). The MAT instrument demonstrated a reliability coefficient of 0.74 using the test-retest method. Two hypotheses were evaluated by using Analysis of Covariance (ANCOVA) at a 0.05 significance level. Results indicated a significant positive effect of the gamified flipped classroom instructional strategy on learners' academic achievement in mathematics. However, no significant interaction between treatment and gender was found. The study concluded that regardless of gender, the instructional strategy improved the academic achievement of lower basic learners in mathematics. The study recommended that primary school teachers undergo training in using the gamified flipped classroom instructional Strategy for teaching mathematics to lower basic primary learners, as it promotes academic success while encouraging parental involvement in learners' learning.
Ethno-STEAM based ReMIS (read, make video, identify, solve problem) learning model to improve critical thinking abilities and digital literacy Irmawati, Irmawati; Mauliana, Ana; Hutapea, Bilferi
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/mg65bw50

Abstract

This study aims to describe the effect of the Ethno-STEAM-based ReMIS learning model on students' critical thinking and digital literacy skills. The primary issue of this study is the low level of critical thinking and digital literacy skills in the technological era, which hinders students from analyzing information and adapting to digital-based learning. The method used in this study is a quantitative, quasi-experimental design that directly tests the effect of the Ethno-STEAM-based ReMIS learning model on students' critical thinking and digital literacy skills, employing a pretest and posttest non-equivalent control group design. The research sample employed a purposive sampling method, comprising 26 students from class 2024A and 24 students from class 2024B. The results showed that the application of the Ethno-STEAM-based ReMIS learning model was significantly effective in improving students' critical thinking skills, with an average increase of 79.85 students and an N-Gain of 0.459. The Ethno-STEAM-based ReMIS learning model significantly improved students' digital literacy with an average increase of 77.46 and an N-Gain of 0.418. The implementation of the Ethno-STEAM-based ReMIS learning model represents a significant learning innovation in higher education, capable of enhancing the quality of students' science learning outcomes through a culturally informed approach.
The effect of PMRI assisted by augmented reality on circle for students’ problem-solving ability Wulandari, Trisna; Susanti, Ely; Hiltrimartin, Cecil
Jurnal Gantang Vol 10 No 2 (2025): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/7mjbm154

Abstract

Mathematical problem-solving ability among students remains low in conventional learning environments. The integration of Augmented Reality (AR) into the Indonesian Realistic Mathematics Education (PMRI) approach facilitates visualization of abstract concepts and promotes contextual learning. This study analyzes the effect of PMRI-based circle learning assisted by AR on students' problem-solving abilities. A quantitative approach was employed using a One Group Pretest pretest-posttest design with 35 eleventh-grade students from SMA Srijaya Negara Palembang. Data were collected through a mathematical problem-solving test based on Polya's four stages: understanding the problem, devising a plan, carrying out the plan, and looking back, administered before and after the intervention. The Shapiro–Wilk test indicated that the data were normally distributed (pretest = 0.084; posttest = 0.309, both > 0.05). Paired sample t-test analysis revealed a pretest mean score of 19.37 and a posttest mean score of 66.51, with a mean difference of 47.14. The t-test result (t = -23.053, Sig. (2-tailed) < 0.001) indicated a significant difference between pretest and posttest scores. These findings demonstrate that the PMRI-based learning design assisted by AR is effective in improving students' problem-solving abilities through contextual learning experiences and interactive visualization. The results suggest that integrating PMRI with Augmented Reality in circle learning represents an effective instructional innovation for enhancing students' problem-solving abilities.

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