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Fara Syifa Nabila Siregar; Yahfizham Yahfizham

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to find out how Microsoft Mathematics can serve as a supporting media in developing students' mathematics learning. The Systematic Literature Review (SLR) method was used in this study by reviewing various relevant scientific articles published between 2020 and 2025. The researcher took 10 main articles to be thoroughly analyzed. The selection of literature was done through several stages, namely identification, screening, feasibility test, and data synthesis, using predetermined inclusion and exclusion standards. The results of the analysis showed that the use of Microsoft Mathematics can improve understanding of mathematical concepts, problem-solving skills, and learning motivation. In addition, due to its interactive features, such as equation solver, scientific calculator, and 2D/3D graphs, this program is considered effective in visualizing abstract mathematical concepts.

Dhiya Ulhanan; Sashi Kirana Zahrani Putri; Syamsa Nura; Rena Revita

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Mathematical reasoning skills are an important aspect of mathematics learning that supports students in understanding concepts deeply and logically. With the development of technology, the use of interactive learning media such as Geogebra has become a promising alternative to improve the quality of learning. This study aims to analyze the effect of Geogebra-assisted learning on students' mathematical reasoning skills through a meta-analysis approach. The method used is a Systematic Literature Review (SLR) guided by the PRISMA guidelines, covering publications from 2015 to 2025 that meet specific inclusion criteria. The analysis of seven research articles revealed that six of them showed a large to very large effect on improving mathematical reasoning skills, while one article showed a small effect. These findings reinforce the conclusion that Geogebra is generally effective in supporting the development of students' mathematical reasoning skills and is worthy of being part of mathematics learning strategies in the digital age.

Dede Nurhayati; Supardi Supardi

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Canva learning media is an online learning platform for graphic design in various creative designs to facilitate its users such as designing posters, infographics and presentations. Not only for designing but can be used as a learning medium for teachers, students and schools in classroom learning. The purpose of this study was to determine the influence of perceptions on the use of Canva interactive media and students' learning interests on students' Mathematics learning outcomes at SMPN 2 Cianjur. This study uses a Quantitative Approach with the Survey method. The research design used is multiple linear regression analysis. The research sample was 35 students at SMPN 2 Cianjur. Based on the results of the research data analysis, 76% of responses were obtained based on the questionnaire distributed, respondents agreed that there was an influence of perceptions on the use of Canva interactive media and students' learning interests on mathematics learning outcomes.

Irman Irman; Supardi U.S

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Many teachers complain about the low learning outcomes of students in Mathematics lessons. This situation also occurred in grade IV at SDN Megamendung 01 related to learning the number of thousands. One of the causes of the lack of learning achievement is the lack of students' understanding of the number of thousands. As professional educators, teachers must be able to hold an active, creative, and fun learning process for students. Thus, it is hoped that it can encourage the improvement of student activities and learning outcomes through appropriate methods. This research was carried out at SDN Megamendung 01 Megamendung District, Bogor Regency from March to May 2025 in two cycles, involving 17 students, consisting of 8 boys and 9 girls. This research provides benefits both theoretically and practically for students, teachers, and related educational institutions. The order of learning improvement actions in the form of learning thousands of numbers from: (1) sorting numbers from small to large, (2) sorting the largest to the smallest using the number card tool in the teaching of Mathematics Class IV. The findings of the study show that there is an increase in student learning achievement through improving the learning process until the second cycle by applying the Tike And Give Learning Model. Learning achievement can be seen from the increase in final grades from the beginning of cycle I to cycle II. Where the average test score in the pre-cycle increased from 50.59 to 61.48 in the first cycle and to 80 in the second cycle. Therefore, it is hoped that teachers can improve their ability to manage the classroom and have an appropriate learning model to increase student participation and learning outcomes.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Musyarofah, Ghina Ainun; Merlina, Arnita; Ratnaningsih, Nani

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to describe students' difficulties in translating word problems into mathematical models in algebra material. Using a qualitative approach, the subjects were seventh-grade students at SMP Negeri 2 Tasikmalaya in the 2024/2025 academic year. Data were collected through questionnaires, interviews, and documentation. The results show that students struggled to understand the meaning of word problems and convert them into correct equations. Common errors included misconceptions about algebraic symbols, such as treating variables as fixed numbers and misusing the equal sign. In addition, students had difficulty identifying essential information needed to construct a mathematical model. Learning activities that focused only on procedural calculations further contributed to these challenges. This study recommends the use of more contextual and meaningful learning approaches, such as Problem-Based Learning and Realistic Mathematics Education, to help students better understand the relationships within problems and accurately express them through appropriate mathematical representations..    Penelitian ini bertujuan untuk mendeskripsikan kesulitan siswa dalam menerjemahkan soal cerita ke dalam model matematika pada materi aljabar. Dengan pendekatan kualitatif, subjek penelitian adalah siswa kelas VII SMP Negeri 2 Tasikmalaya tahun ajaran 2024/2025. Data dikumpulkan melalui angket, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa siswa mengalami kesulitan dalam memahami makna soal cerita dan menyusunnya menjadi persamaan yang tepat. Kesalahan yang muncul meliputi pemahaman yang keliru terhadap simbol aljabar, seperti menganggap variabel sebagai angka tetap dan tidak tepat menggunakan tanda sama dengan. Selain itu, siswa juga tampak kesulitan menentukan informasi penting yang diperlukan untuk membangun model matematika. Pembelajaran yang hanya berfokus pada prosedur perhitungan turut memperkuat kesulitan ini. Penelitian ini merekomendasikan penggunaan pendekatan pembelajaran yang lebih kontekstual dan bermakna, seperti Problem-Based Learning dan Realistic Mathematics Education, agar siswa dapat lebih memahami hubungan antar informasi dalam soal dan menyusunnya dalam bentuk model yang benar.

Sri Rejeki; Rini Setyaningsih; Christina Kartika Sari; Adi Nurcahyo

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

Technological literacy among high school mathematics teachers is a crucial aspect in realizing creative, interactive, and relevant learning to meet the demands of the 21st century. However, the reality on the ground shows that most mathematics teachers still have limited experience in improving technological literacy, particularly in the use of artificial intelligence (AI) as a learning support medium. This condition has implications for low innovation in the mathematics learning process. This community service activity aims to optimize the use of AI, specifically Generative-AI technology, in supporting mathematics learning in high schools. The target group is members of the High School Mathematics Subject Teachers' Conference (MGMP) throughout Grobogan Regency, Central Java Province, Indonesia. The implementation method includes workshops, interactive discussions, hands-on practice, and mentoring in the development of AI-based mathematics teaching materials, assessments, and learning media. The training materials include an introduction to the basic concepts of Generative-AI, effective prompting techniques, and practice using various AI applications to produce interactive and contextual teaching materials. Evaluation results showed that all training participants agreed or strongly agreed that this activity successfully improved their understanding of the basic concepts of Generative AI and their skills in operating AI applications for mathematics learning. Participants also reported increased confidence in integrating AI technology into their teaching practices, as well as gaining various relevant practical ideas for classroom implementation. High enthusiasm was evident in the 100% commitment of participants who expressed their readiness to implement AI technology in mathematics learning. Thus, this training not only contributed to improving teachers' technological literacy but also became a strategic step in encouraging innovative and adaptive transformation of mathematics learning in the digital era.

Alisia Zahro’atul Baroroh; M. Ali Ghufron

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The rapid digital transformation has introduced new challenges in education, particularly in making mathematics learning engaging and contextual at the elementary level. A crucial issue lies in the low interest and engagement of students due to conventional teaching approaches that are often perceived as boring and abstract. This study aims to analyze the use of Minecraft: Education Edition as an innovative digital learning medium to enhance the effectiveness of mathematics instruction in the fifth grade of MIN 02 Batang. A case study approach was employed, utilizing observation, interviews, and documentation during the learning process. The findings indicate that Minecraft significantly increases student engagement and facilitates the understanding of concepts such as geometry, measurement, and scale through visual and contextual exploration. Supporting factors include student enthusiasm and available digital infrastructure, while obstacles include time limitations and teacher readiness in using technology. In conclusion, Minecraft: Education Edition holds significant potential as a 21st-century learning tool that is adaptive and enjoyable, with recommendations for teacher training and more effective time planning in classroom implementation.

Prihaten Maskhuliah; Wa Ode Yesi Gusman; Imam Bugis; Alfaris Syahdan Nurpratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Mathematical logic is a branch of science that studies the principles of logical reasoning and how to judge the truth of a statement. This article discusses the role of mathematical logic in everyday life, especially in education, technology, and finance. Mathematical logic has been proven to help improve critical, analytical, and systematic thinking skills, making it easier for individuals to solve various problems more effectively and efficiently. In the world of education, mathematical logic supports the development of rational, argumentative, and problem-solving skills, and is an important foundation in the science and mathematics curriculum. Teachers can leverage this logic to encourage students in building consistent reasoning and logical argumentation. In the field of technology, mathematical logic is the foundation in the development of modern computing systems, such as algorithms, programming, artificial intelligence, and data structures. Without mathematical logic, digital systems such as search engines, software, and applications cannot function optimally. In finance, mathematical logic plays a role in budget strategy, investment decision-making, statistical analysis, and rational risk management. With a good understanding of logic, individuals and institutions can make more wise and measurable financial decisions. Although his contribution is large, there are still many people who do not understand the basic concepts of mathematical logic. This can be overcome through more inclusive education, contextual approaches, and interactive learning based on real problems, both in schools and non-formal environments. This study emphasizes the importance of mathematical logic as a foundation in supporting a more rational, efficient, and structured life in today's modern era. Increasing mathematical logic literacy can be a national strategy to create a society that thinks critically, is competitive, and ready to face global challenges.

Taufik Afandi; Umi Mahmudah

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research is motivated by the need for innovation in mathematics learning in elementary schools, especially regarding material measuring the weight of objects which is often considered abstract by students. The aim of this research is to develop a learning design based on blended learning combined with interactive media to increase understanding of concepts and student involvement in the learning process. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The findings show that the learning design developed is classified as very feasible and effective based on the assessment of material experts, media, as well as the results of limited trials in the field. The use of interactive media in a blended learning approach has been proven to significantly increase students' learning motivation and understanding of concepts. The implications of this research indicate that the integration of digital technology in mathematics learning in elementary schools can be an eee3werfgfdzxczalternative solution to create a more interesting, interactive and meaningful learning experience.

Nur Hadi; Supardi U. S

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This class action research was carried out on grade VI students of SD N Sukamaju, Megamendung District, Bogor Regency, for the 2024/2025 Academic Year, to improve mathematics learning outcomes, especially in ratio materials. The Problem-Based learning (PBL) model is applied in two cycles, each of which includes planning, implementation, observation, and reflection. The results showed an increase in student enthusiasm from 35.00% in the initial condition to 60.00% in the first cycle and 75.00% in the second cycle. An increase was also seen in learning outcomes, which increased from 65.65% in cycle I to 91.30% in cycle II. Students' activity in understanding the concept of ratio increased from 60.00% in cycle I to 90.00% in cycle II, while learning satisfaction based on questionnaires increased from 72.50% to 92.50%. The teacher's ability to implement PBL also developed from a fairly good category with a score of 1.9 to very good with a score of 3.24 in the first cycle and 3.9 in the second cycle. The final evaluation showed an increase in student learning completeness from 35.00% in the initial condition to 60.00% in the first cycle and 95.00% in the second cycle, with the average class increasing from 57.50 to 70.00 in the first cycle and 81.75 in the second cycle. These findings indicate that the PBL approach effectively improves student engagement and learning outcomes in understanding the concept of ratios.

Nonik Safitri; Ari Suriani

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The low ability of elementary school students to understand and connect interdisciplinary concepts highlights the need for an integrative and contextual learning approach. The STEAM (Science, Technology, Engineering, Arts, Mathematics) learning model offers a relevant alternative by fostering critical, creative, and collaborative competencies. This article aims to conceptually examine the implementation of STEAM in thematic learning within Indonesian elementary schools and to identify its potential and challenges. The analysis is based on a review of literature from various relevant sources discussing STEAM in primary education. The findings indicate that the STEAM model contributes to the enhancement of students' cognitive, affective, and psychomotor competencies, while supporting the development of 21st-century skills. This article recommends teacher training and the development of contextual learning tools to ensure the effective implementation of STEAM at the elementary level.

Afna Nadila; Alif Bismillah; Rismawati Rismawati; Sabariah Sabariah; Zaitun Qamariah +1 more

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2025 Asosiasi Periset Bahasa Sastra Indonesia

Technology development has brought significant changes in education, demanding students' active role as prospective educators to innovate in learning. This article aims to describe the role of Elementary Madrasah Teacher Education (PGMI) students in collaborative community service to develop interactive teaching materials based on digital books in Mathematics subjects in class IV of MIS Al-Jihad Palangka Raya using the ABCD method (Audience, Behaviour, Condition, Degree). The study results showed that the teaching materials developed were feasible (material validation 97%, design 96%), received positive teacher responses (82%), and significantly impacted student learning outcomes. Thus, PGMI students are essential in supporting compelling and engaging digital-based learning innovations.

Amanda Prasasti; Depriyanti Depriyanti; Eka Yulianti; Syutaridho Syutaridho

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to describe students' mathematical understanding abilities through the application of a problem solving approach using magic coin media on integer operation material. This study is a qualitative study with a descriptive approach conducted at MTs An-Nuur Palembang in May of the 2025/2026 academic year. The subjects of the study were 25 grade VII students who were selected purposively. Data collection was carried out through observation, documentation, and learning outcome tests. The results of the study showed that the use of magic coin media in mathematics learning was able to improve students' conceptual understanding. This media helps students to be more active, understand integer operations concretely, and be involved in the problem-solving process independently or in groups. These findings indicate that the problem solving approach combined with magic coin media can create a fun learning atmosphere, and is effective in improving students' mathematical understanding abilities.

Adelia Indriani; Zahwah Zahwah; Syutaridho Syutaridho

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to examine the learning methods and challenges faced by several students when solving mathematics problems regarding number patterns, with an emphasis on analyzing students' thinking processes. This study employs an approach to analyze students' ways of thinking. In this study, a qualitative approach is used with a case study method on a group of junior high school students. Information was collected through observations and analysis of students' work. The findings of the research indicate that students apply various strategies in understanding the material of number patterns, which include memorizing patterns to trying to find their own formulas. However, many students face difficulties in drawing conclusions about patterns and connecting relevant mathematical concepts to everyday life. Common mistakes include errors in recognizing patterns, errors in calculations, and a lack of precision in understanding problems. Analysis of the thinking process shows that some students are still at the concrete operational thinking level, so they need visual aids and real-life examples to better understand patterns. This research emphasizes the need for an approach in teaching that can enhance students' abstract thinking abilities and requires varied practice in determining numerical pattern problems.    

Meiliza Aulia; Melva Zainil

Jurnal Insan Pendidikan dan Sosial Humaniora 2025 International Forum of Researchers and Lecturers

This study aims to analyze the types of student learning difficulties in solving mixed arithmetic operations based on the Newman Error Analysis (NEA) approach. This research uses a descriptive qualitative approach with literature study techniques on national scientific articles published between 2020 and 2025. The data were analyzed based on five categories of errors according to NEA, namely reading errors, comprehension errors, transformation errors, process skill errors, and coding errors. The results showed that students experienced all types of errors, with transformation and process skill errors as the most dominant types. Factors causing the errors include weak mathematical literacy, lack of understanding of basic concepts, low motivation to learn, and limited contextual and interactive learning strategies. The findings recommend the need for the use of NEA-based diagnostic approaches in mathematics learning as well as the integration of visual learning media to strengthen students' understanding of the concept of mixed arithmetic operations.

Novita Barokah; Umi Mahmudah

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to systematically examine various mathematics learning strategies based on deep learning approaches that can enhance elementary school students’ motivation and academic achievement. In the context of education, deep learning refers to learning processes that emphasize conceptual understanding, interrelated knowledge, and the development of critical and reflective thinking skills. Using the Systematic Literature Review (SLR) method, this research analyzes 20 relevant scholarly articles published between 2015 and 2024, sourced from leading databases such as Google Scholar. The review findings indicate that strategies such as problem-based learning (PBL), project-based learning (PJBL), metacognitive strategies, and the use of interactive learning technologies consistently improve student engagement, foster intrinsic motivation, and enhance mathematics learning outcomes. These findings suggest that integrating deep learning-based instructional strategies is highly relevant for elementary mathematics education, aiming to create more meaningful, student-centered learning experiences.

Nushrotin Niswah; Nanang Nabhar Fakhri Auliya

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

In mathematics, especially in the material of linear equations of one variable, learning media has a very vital role to maximize the success of the learning process. Through realistic mathematics learning methods, it can help students use interactive media to more easily understand complex concepts. The purpose of this research is to explain the steps for creating Adobe Animate-based learning media on PLSV material and to assess how useful it is as a tool in learning activities. Research and development (R&D) applies the 4-D development model (Define, Design, Develop, and Disseminate). The results of the assessment stated that Adobe Animate-based learning media for the PLSV topic is very suitable for use as a supporting tool in learning the subject. Small-scale trials showed a practicality of 93%, while large-scale trials showed a practicality of 95%.

Sutirah Sutirah; Leoni Tri Anisa; Syuta Ridho

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop teaching materials based on the TESMER approach on algebra material to improve the quality of mathematics learning at the junior high school level. TESMER as a development model is designed to bridge learning theory with classroom learning practices through systematic stages, namely the analysis, design, formative experiments, and retrospective reflection stages. The algebra material focused on includes algebraic forms, algebraic operations, and simple problem solving. This study uses a design research approach by involving teachers and students in the development process. The results of expert validation show that the teaching materials are included in the very valid category, with high assessments in the aspects of content integration, presentation, and language. Limited trials show that the teaching materials are practical to use by teachers and are liked by students. In addition, there was a significant increase in students' conceptual understanding and logical thinking skills after using the teaching materials. These findings recommend the TESMER approach as an effective framework in developing contextual algebra learning devices that are oriented towards meaningful learning.

Miranti Miranti; Salsa Ameylia Zahra; Syutaridho Syutaridho

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to describe the process of learning mathematics on percentage material through the use of play money with the Indonesian Realistic Mathematics Education (PMRI) approach in class VII SMP. The PMRI approach is used to link mathematical concepts with real contexts, in this case buying and selling activities using play money. This research is a descriptive qualitative research conducted at MTs Al-Mu'aawanah Pemulutan, Ogan Ilir. The research subjects were seventh grade students. The instruments used include Learner Worksheets (LKPD), observation, and interviews. The results showed that the use of play money can help students understand the concept of percentage more concretely and contextually. Students become more active in the learning process and are able to connect the concept of percentage with everyday situations. The PMRI approach proved to be effective in increasing students' engagement and understanding of percentage material.