AKSIOMA : Jurnal Matematika dan Pendidikan Matematika
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    382 research outputs found

    Pengembangan media pembelajaran matematika berbasis website dengan masalah kontekstual

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    Contextual problem solving skills are very important for students to master. However, many students still have difficulty in problem solving. Therefore, media development is needed that can improve these skills, one of which is through website development. The purpose of this study is to develop a website as a mathematics learning media that raises contextual problems for junior high school/Islamic junior high school levels. This development research uses the Research and Development (RD) method. The methods used to collect data are observation, interviews and documentation studies for initial data collection, questionnaires for assessing the feasibility of the developed media, and evaluation tests for effectiveness tests. The subjects of this study consisted of 4 material experts, 3 Indonesian language experts, and 5 media experts. This study obtained very valid results in terms of material with a value of 95.14%. In terms of Indonesian, the results were very good with a value of 88.64%. Meanwhile, in the media test, the results were very good with a value of 93.47%. Student assessments in the initial trial stage obtained very good results of 79.92%. Student assessments in the field trial obtained very good results of 82.76%. Student assessment on dissemination got very good results of 82.82% and the effectiveness test on website-based mathematics learning media with contextual problems got good results of 77.01%. For other researchers who focus on the development of learning media, especially those based on websites, it is necessary to develop the security of the website being developed by validating the registered email

    Pengembangan e-modul interaktif berbasis canva untuk meningkatkan kemampuan pemecahan masalah matematis pada materi barisan dan deret aritmatika

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    Mathematical problem-solving skills are very important for students to master. However, students' problem-solving skills are still relatively low, one of which is in the material of arithmetic sequences and series. So it is necessary to develop teaching materials in the form of e-modules based on Canva. This study aims to develop an interactive e-module based on the Canva application as a mathematics learning medium for the topic of arithmetic sequences and series, with the goal of improving students' mathematical problem-solving skills. The research employs the Research and Development (RD) method using the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The research subjects were 11th-grade students at SMAN 2 Kuningan. Validation was carried out by two subject matter experts and two media experts, while practicality was assessed through questionnaires completed by students and teachers. The validation results show that the interactive e-module has a very high level of validity, with a percentage of 94.67% from the subject matter experts and 91.54% from the media experts. The practicality of the e-module is also considered very practical, with a percentage of 86% from students and 90% from the teacher. The effectiveness of the e-module was evaluated based on the improvement of learning outcomes through the N-Gain test, comparing pre-test and post-test scores. The N-Gain score of 0.61 (moderate category) indicates that the use of the Canva-based interactive e-module provides a significant and effective improvement in students’ mathematical problem-solving abilities in the topic of arithmetic sequences and series. The results of the study show that the Canva-based interactive e-module is valid, practical, and effective in enhancing students' mathematical problem-solving skills

    Pengembangan Hypothetical Learning Trajectory kerucut menggunakan Realistic Mathematics Education berbantuan geogebra

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    Kerucut merupakan salah satu materi bangun ruang sisi lengkung yang penting untuk dikuasai siswa. Namun, banyak siswa yang mengalami kesulitan dalam memahami konsep geometri khususnya bangun ruang sisi lengkung kerucut. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan lintasan belajar yang dapat membantu siswa memahami konsep kerucut dengan menggunakan tradisi Popokan sebagai konteks dan GeoGebra sebagai media dalam proses pembelajaran di kelas VII SMP Negeri 38 Semarang. Pendekatan pembelajaran yang digunakan yaitu PMRI (Pendidikan Matematika Realistik Indonesia). Penelitian ini menggunakan metode penelitian Design Research yang terdiri dari tiga tahapan, yaitu preliminary design, design experiment, dan retrospective analysis. Hasil penelitian ini berupa desain lintasan belajar yang terdiri dari 4 aktivitas, yaitu: (1) mengamati video animasi konteks tradisi Popokan untuk mengenal bangun ruang kerucut, (2) menentukan rumus luas permukaan dengan jaring-jaring kerucut berbantuan GeoGebra, (3) menentukan rumus volume bangun ruang sisi lengkung dengan eksperimen menggunakan tabung, dan (4) menyelesaikan masalah kontekstual tentang luas permukaan dan volume kerucut. Melalui beberapa aktivitas yang telah didesain, diharapkan dapat membantu siswa memahami materi kerucut.Kata kunci: GeoGebra, Hypothetical Learning Trajectory, Kerucut, Popokan, RM

    Manajemen pembelajaran matematika dalam implementasi kurikulum merdeka: studi kasus di SMPN 4 Samarinda

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    This study aimed to determine how mathematics teachers manage and organize learning, as well as problems and obstacles in implementing an independent curriculum in class VIII of SMPN 4 Samarinda. This study is qualitative and uses a case study. Interviews, observations, and documentation are data collection methods. The subjects of this study were mathematics teachers in class VIII of SMPN 4 Samarinda, as well as the Deputy Head of Curriculum and student representatives in class VIII. Data analysis includes reduction, presentation, and conclusion. The study results indicate that mathematics teachers in class VIII of SMPN 4 Samarinda carry out the learning management process quite well, which includes planning, organizing, implementing, evaluating, and assessing learning. However, the process is not yet fully optimal. It is difficult for teachers to manage time

    Analisis kemampuan literasi numerasi dengan konten aljabar dan bilangan siswa kelas VIII

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    Minimum Competency Assessment (MCA) is an assessment of competencies such as reading literacy and numeracy. Basically, literacy in Indonesia is low due to the lack of interest in reading and the numeracy level of Indonesian students is still at the bottom of the rankings. The purpose of this study is to describe the level of students' numeracy literacy skills and identify obstacles and aspects of abilities that need to be improved, with sampling at SMP Negeri 2 Pekalongan in the 2024/2025 school year using descriptive qualitative research methods. The research subjects consisted of 25 students who were given tests related to numeracy literacy with algebra and number content. Based on the test results, 8 students were categorized as high, 7 students as medium, 9 students as low and 1 student as very low. From the test results, 4 students were selected to take part in the interview from each category. Students in the high and medium categories were able to explain the essence of a reading and the problem solving process in the problem. While students in the low and very low categories were not able to. To improve students' ability in numeracy literacy test, teachers are advised to provide many practice problems equivalent to AKM with algebra and number content as well as literacy activities in learning

    Pengembangan Hypothetical Learning Trajectory Materi Kerucut Berkonteks Tradisi Sesaji Rewanda Menggunakan PMRI Berbantuan Adobe Animate

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    Geometri menjadi salah satu materi yang cukup sulit bagi siswa khususnya kerucut. Pembelajaran yang menekankan hafalan rumus tanpa mengetahui konsep sehingga mengakibatkan siswa kesulitan memahami materi. Penelitian ini bertujuan untuk mendesain lintasan belajar siswa melalui konteks Tradisi Sesaji Rewanda pada materi kerucut berbasis PMRI dengan aplikasi media pembelajaran berbantuan Adobe Animate. Metodologi yang digunakan adalah design research dengan mengacu pada 3 tahapan yang dikembangkan oleh Gravemeijer Cobb (2006) yaitu preliminary design, design experiment, dan retrospective analysis. Subjek dalam penelitian ini siswa kelas IX SMP N di Semarang. Hasil penelitian menunjukkan bahwa lintasan belajar pada tradisi Sesaji Rewanda mampu meningkatkan antusias siswa dalam belajar matematika. Kegiatan yang dirancang dalam penelitian ini dapat meningkatkan antusiasme serta pemahaman siswa terhadap materi kerucut. Penggunaan apilkasi Adobe Animate mempunyai peran yang signifikan dalam mendorong pemahaman siswa. Selanjutnya, hipotesis lintasan belajar kerucut yang dihasilkan pada penelitian ini dapat dilaksanakan pada tahap eksperimen dengan melibatkan seluruh siswa di kelas untuk meningkatkan kualitas proses pembelajaran dan membantu siswa dalam pembelajaran yang bermakna.Kata kunci: Adobe animate, desain research, kerucut, PMRI, sesaji rewand

    Pengembangan E-LKPD berbasis problem based learning pada materi statistika di fase e SMA Negeri 10 Kabupaten Tebo

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    Penelitian ini dilatarbelakangi oleh pemanfaatan teknologi yang masih kurang pada bahan ajar, yang sesuai tuntutan kurikulum merdeka yang menuntut  peserta didik berpikir kritis dan belajar mandiri, sehingga membuat peserta didik kesulitan memahami materi pembelajaran matematika, khususnya materi statistika. Penelitian ini betujuan untuk mengembangkan E-LKPD berbasis problem based learning pada materi statistika di Fase E SMA Negeri 10 Kabupaten Tebo. Jenis Penelitian ini adalah penelitian pengembangan menggunakan Research and Development (RD) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Instrumen yang digunakan berupa lembar validasi, lembar praktikalitas dan pedoman wawancara. Hasil uji validitas E-LKPD berbasis problem based learning, diperoleh sebesar 92,9% dengan kategori sangat valid. Nilai praktikalitas yang diujikan kepada guru mata pelajaran matematika sebesar 94,4% dengan kategori sangat praktis dan nilai praktikalitas dengan peserta didik sebesar 87,4% dengan kategori sangat praktis. Berdasarkan analisis hasil penelitian dapat disimpulkan bahwa E-LKPD berbasis problem based learning pada materi statistika di Fase E SMA Negeri 10 Tebo valid dan praktis

    Statisticam approaches for consistency index in analytical hierarchy process

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    This study presents a method for estimating a new Random Index (RI) value to determine the acceptance or rejection of matrices in the Analytic Hierarchy Process, using the Saaty scale. The proposed RI values are compared to the matrix consistency levels of other researchers who conducted experiments with similar numbers and matrix orders. In the case of 1000 experiments, our values showed a slight improvement compared to those of Golden and Wang. For the 2500-experiment case, our values were similar to those reported by Lane and Verdine. Lastly, in the 100,000-experiment case, our values exhibited a slight improvement compared to those obtained by Alonso and Lamata. We welcome further suggestions and encourage future research in this area

    Systematic Literature Review: Resiliensi matematis dalam pembelajaran matematika

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    Students need internal or external support in learning mathematics; the main focus of this study discusses internal factors regarding students' mathematical resilience. This study aims to examine the definition, indicators, and role of mathematical resilience in mathematics learning. Systematic Literature Review (SLR) is a research method used in this study. Before being adjusted to the criteria, there were 38 articles, but only 14 articles in the last 5 years met the criteria as material for reviewing the discussion related to mathematical resilience. The results of the study show that (1) mathematical resilience can be determined to be a non-intellectual capacity of students in mathematics learning, especially the capacity to survive and form a positive mindset in facing all challenges at a difficult level when learning mathematics in class; (2) indicators of mathematical resilience that are often used come from Sumarmo, Johnston-Wilder et al., and Hutauruk; (3) the role of mathematical resilience in learning is to help students control affective abilities in training the abilities needed when learning mathematics. In further research, it is hoped that we will be able to link students' mathematical resilience with appropriate learning models

    Video Pembelajaran Interaktif dengan Konteks Kemaritiman pada Materi Teorema Phytagoras

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    Kurangnya pemahaman konsep teorema phytagoras dapat diatasi dengan video pembelajaran interaktif. Oleh sebab itu, perlu dikembangkannya video pembelajaran interaktif dengan konteks kemaritiman pada materi teorema phytagoras yang valid, praktis, dan efektif. Penelitian ini menggunakan metode Research and Development dengan menerapkan model ADDIE yang terdiri dari analyze, design, development, implementation, dan evaluation. Video pembelajaran dinyatakan valid setelah di uji kevalidan kepada ahli media, ahli materi, dan ahli bahasa dengan meperoleh nilai kevalidan 92,75% dengan kriteria sangat valid. Uji kepraktisan dinyatakan praktis oleh pendidik dan peserta didik dengan memperoleh nilai kepraktisan 88,93% dengan kriteria sangat praktis. Serta, video pembelajaran ini efektif digunakan saat proses pembelajaran berlangsung

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    AKSIOMA : Jurnal Matematika dan Pendidikan Matematika
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