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Mohammad Ridho'i; Fahmi Abdul Halim; Nimas Dian Fitria; Yasinta Dwi Adinda; Aros Ta’ala

Jurnal Pengabdian Kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

This Community Partnership Program (PKM) aims to improve the competence of mathematics teachers at Madrasah Tsanawiyah (MTs) in Lumajang Regency in developing ethnomathematics-based teaching materials integrated with Augmented Reality (AR) technology. This program was initiated due to the minimal use of local culture in mathematics learning and the low ability of teachers to develop innovative teaching materials. The activity was carried out in four main stages: socialization, training, technology application, and mentoring and evaluation. The training included an introduction to the concept of ethnomathematics, the preparation of differentiated teaching materials, and the creation of AR-based learning media using Unity 3D, Blender, Geogebra, and Vuforia. The results of the activity showed an increase in teachers' understanding of the concept of ethnomathematics and their ability to integrate the local cultural values of Lumajang into mathematics learning. In addition, teachers successfully produced contextual AR-based interactive teaching materials in line with the spirit of the Merdeka Curriculum. This activity also strengthened collaboration between lecturers, students, and teachers of the MTs Wilker III Mathematics MGMP and became a model for continuous training in the development of innovative learning media based on local wisdom and digital technology.

Rina Dwi Astuti; Sinta Devi Prastika Putri; Siti Inganah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

The purpose of this study was to evaluate the application of the Deep Learning approach in teaching mathematics in the first grade of addition and subtraction of numbers 1 to 20 in a story problem through the concrete media Si PONPEL and the educational game Quizizz Paper Mode. This technology-based learning is intended to make learning more interactive and enjoyable, but does not require personal digital devices. Qualitative and quantitative data were collected through a mixed-method research design to measure student understanding the result show that the Si PONPEL and Quizizz Paper Mode methods successfully improved students’ understanding of basic mathematical concepts, with an average increase in student scores of 38.33%. In addition, findings from interviews conducted with teachers and students showed that the Si PONPEL concrete media and this technology made students more engaged and motivated to learn. It is hoped that this research will make a significant contribution to creating more inclusive and interactive mathematics kearning in elementary schools.

Rulia Aulia; Nila Hayati; Zaotul Wardi

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

This study aims to develop a contextual-based mathematics learning module to improve mathematical numeracy literacy among fourth-grade elementary school students, particularly on arithmetic operations. This research employed a Research and Development (R&D) design using the ADDIE development model consisting of analysis, design, development, implementation, and evaluation stages. The research subjects were 22 fourth-grade students at SDN 2 Siryawangi. The instruments used included expert validation sheets, teacher and student response questionnaires, and numeracy literacy tests. Data were analyzed using a qualitative descriptive approach supported by the N-Gain test to measure students’ improvement after using the module. The findings indicate that the developed module meets the criteria of validity, practicality, and effectiveness. This is supported by the validation results from material and media experts, each obtaining an average score of 95%, which is categorized as highly valid. In addition, teacher responses of 75% and student responses of 88% show that the module is practical and feasible to be used in the learning process. Furthermore, the effectiveness test results, based on an N-Gain score of 84%, demonstrate a high-level improvement in numeracy literacy. Therefore, this module is feasible to be implemented as an alternative teaching material for contextual learning in elementary schools.

Ima Rosila; Umi Mahmudah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

mathematical instruction often lacks relevance to students’ real-life contexts, necessitating more meaningful and contextualized approaches. This study aims to integrate geometric concepts and ethnomathematics through the utilization of ketupat a traditional Indonesian cultural artifact as a culturally grounded instructional medium. A descriptive qualitative method was employed, using literature review and contextual observation of the geometric structure of ketupat. The findings reveal that ketupat encompasses geometric elements such as symmetry, three-dimensional forms, woven patterns, and calculations of volume and surface area. Moreover, ketupat holds significant symbolic meaning within Indonesian culture, making it a relevant bridge between mathematical concepts and local values. The study concludes that using ketupat as a contextual medium enhances students’ conceptual understanding of geometry and strengthens the integration of cultural values within mathematics education.

Kairuddin Kairuddin; Novitasari Br Hutauruk; Yulita Rotua Putri S. Sihite; Esther Putri Veronica Siregar; Yehekiel Torino F Sinaga

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

This study aims to identify the difficulties faced by tenth-grade students in understanding enumeration rules and to find effective learning solutions. The research method used was descriptive qualitative, with 33 tenth-grade students of SMA Negeri 1 Percut Sei Tuan as subjects. The instruments used included a diagnostic test in the form of National Examination questions 7-11 on permutations and combinations, interviews with mathematics teachers, and classroom observations. The results showed that the majority of students (50%) were in the moderate understanding category, understanding the basic concepts but frequently making procedural errors. Thirty percent of students were in the low understanding category, having difficulty distinguishing between addition and multiplication rules and applying the concepts to word problems. The main obstacles identified included a lack of mastery of basic concepts, difficulty determining solution steps, a lack of varied practice questions, and limited interactive learning media. Recommended solutions include the use of visual media such as tree diagrams and tables, a contextual approach to everyday life problems, collaborative learning, and the provision of additional tutoring.

Fitri Harabiyah Gultom; Nabilah Azrilia Marpaung; Fathiyah Rahma Hamali Zega; Riana Riana

Student Scientific Creativity Journal 2025 Pusat Riset dan Inovasi Nasional

This study aims to determine the effect of the application of multiplication board media in mathematics learning on students' understanding of multiplication concepts in grade IV of elementary school. This study uses a qualitative approach with a descriptive method conducted in several elementary schools. Data were collected through observation, interviews with teachers and students, and documentation of learning activities. The results of the study indicate that the use of multiplication board media can improve students' understanding of multiplication concepts. Students who initially had difficulty memorizing multiplication tables showed significant progress after using this media, as seen from their ability to work on multiplication problems faster and more accurately. In addition, the use of this media also increased student involvement and motivation in learning. Teachers reported that the multiplication board media made it easier for them to explain multiplication concepts in a more concrete and visual way, and increased student participation in class. Based on these results, it can be concluded that the application of multiplication board media in mathematics learning can be an effective alternative to improve students' understanding of multiplication material. This media not only makes mathematics learning more interesting, but also strengthens the basic concepts of mathematics taught in elementary school.

Liya Indriyani; Ibnu Muthi

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This Research Is Motivated By Students' Low Understanding Of Mathematical Concepts Which Is Caused By The Learning Process Not Optimizing The Use Of Media When Learning Takes Place In Understanding The Concepts Of Learning Material And Not Giving Students Opportunities To Participate In Learning. This Research Aims To Improve Students' Understanding Of Mathematical Concepts Multiplication Pocket Media Is Able To Provide Details In The Form Of Existing Images, So That Students Are Able To Remember Them Better. Understanding The Concept Of Multiplication Calculation Operations. First, Restate The Concepts That Have Been Studied With The Following Example Questions. 5 X 4 = 4 + 4 + 4 + 4 + 4= 20. Most Students' Work Process Is Not Appropriate Because Students Do Not Re-Express Their Spelling Concepts Directly In The Results. Second, Classifying Objects Based On Mathematical Concepts.

Aulia Herdiyanti; Yahfizham Yahfizham

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Along with the development of technology, application/software-based learning media is needed to help students understand mathematics material. This study aims to identify, review, and conclude related to the use of scratch application-based math learning media.  The method used is Systematic Literature Review (SLR). Using the Google Scholar database, articles were searched according to the topics studied in the 2019-2024 time span. The search was based on Garuda and Sinta 1-6. The results showed that the use of mathematics learning media based on scratch application optimizes students' problem solving and improves students' understanding of mathematics concepts, thus increasing their involvement and making learning more fun.

Vania Retna Syahrani; Yahfizham Yahfizham

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Mathematics learning is one of the lessons with abstract concepts that require students to solve problems on math problems in everyday life. In learning mathematics, educators can utilize applications or technology today as learning media such as mathway. Mathway application not only provides answers but provides a discussion of math problems in great detail. This study uses a literature review method that aims to investigate the effectiveness of using the Mathway application in learning mathematics. There are 6 national articles from google scholar that are relevant to the use of Mathway application in learning mathematics. The results of this study prove that the use of Mathway application is effective in learning mathematics because it can help students or teachers in understanding math learning. Mathway application is also effective on students' motivation, numeracy literacy, and critical thinking skills in learning mathematics.

Agus Qowiyudin; Amina Septia Sari; Lailatus Syarifah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2024 Pusat riset dan Inovasi Nasional

The ability to use image applications with accuracy, fluency and good and correct understanding is a challenge for students in forming new knowledge. There are still many students who do not master the skills of taking pictures of their surroundings in the Arloopa Application. Therefore, this research aims to evaluate the application of image media techniques to the skill of taking pictures of surrounding objects. This research is descriptive qualitative research. This research was carried out in three cycles, each consisting of two face-to-face learning cycles. The data analysis techniques used were descriptive qualitative and quantitative analysis. The results of the research show that students in cycles I, II and III have average scores which indicate that the application of image media techniques can improve their ability to use image media applications. It was concluded that the application of effective image media can increase the ability to take pictures of surrounding objects so that they become spatial shapes. Image media can facilitate students in learning English Mathematics.

Nilam Sari Pailokol; Nabila Nabila; Nurma Tambunan

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2024 Pusat riset dan Inovasi Nasional

This research aims to produce intuitive, interesting, and efficient mathematics learning media. This research is a development research that uses research and development (r&d) with the addie model that covers a sequence of stages ranging from analysis, design, development, implementation, and evaluation. This study was conducted on students of x grade smk netherlands 37 south jakarta. The research subjects that used are students of class xi with bintaro learning media. The number of students in the class is 28 students. The data collection techniques that used are validation and questionnaire filling. The result of this study shows that the use of bintaro props can be used as an alternative to help students to understand mathematics lesson on trigonometric material.

Aulianti Aulianti; Khairil Anwar

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The problem that occurs in this study is the low learning outcomes caused by a lack of teachers in using models and media in learning. Alternatives to solving these problems are using the Problem Based Learning model, Indonesian Realistic Mathematics Education, and Number Head Together. The research objective is to describe the activities of educators, students, and to analyze learning outcomes. The approach used in this discovery is a qualitative approach with the type of PTK, which is carried out in 2 cycles consisting of three meetings. The subjects of this study were 18 grade VI students at SDN Kelayan Selatan 10. Qualitative data obtained through observing the activities of educators and students. While quantitative data through measurement techniques with individual written tests. Data analysis in this finding uses descriptive analysis techniques and cross-tabulations translated into tables, graphs and interpretations with percentages. The results of these findings show that educator activities get a score of 24 in the "very good" category. experienced an increase from a score of 30 to 36 in the "Very Good" category. Classical student activities reached 100% in the "very active" category. As well as student learning outcomes have achieved 100% completeness classically and individually. Based on these findings it can be concluded that using the PBL, PMRI, and NHT models can increase learning activities and outcomes.

Alexander Sitinjak

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

The aim of this research is to develop learning media using  that are valid, practical, and effective to improve students' ability to understand flat Derivative topics. The study was carried out at SMA NEGERI 10 MEDAN. The subjects of this research were students of class XI IPA-1. This research is research and development (R&D) using the ADDIE Model. The data collection technique uses a questionnaire assessment sheet for material experts, teaching material experts, learning practitioners and student responses. The results showed that learning media using Android Studio obtained an average percentage of 91.8% with the criteria of "very valid" according to the assessment of teaching materials experts and based on media material experts obtained an average percentage of 86.5% with the criteria " very valid". Based on the practice of learning carried out by the mathematics teacher getting 91,8% with the "very practical" criteria. Based on the effectiveness assessment of the 35 students, they got an average percentage of 86.5% with the criteria of "very effective". Thus, based on the results of the assessment of material experts, teaching materials experts, learning practitioners, and student effectiveness it can be said that learning media using Android Studiohave been tested as valid, practical and effective for use in learning.

Nilam Sari Simarmata; Nurhasanah Siregar

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This research aims to determine the validity, practicality, effectiveness and how the students' answers process in completing the conceptual understanding ability test of the developed Articulate Storyline. This type of research is ADDIE model development research. The subjects of this research were 15 students in class VIII-2. The research results showed that the validity of the media was 85% before revision and 98% after revision from material experts and 61.67% before revision and 98% after revision from media experts on very valid criteria. The practicality of the media has met practical criteria, based on teacher responses obtained at 100% and from student responses obtained at 92.36%. The effectiveness of the media has met the effective criteria in terms of classical student learning completeness reaching 86.67%, use of research time in accordance with the RPP, and student response of 91.67%. The N-Gain test result is 0.70 in the high category. For the student answer process on the ability test (pre-test) it was 38.89%, increasing to 46.67% on the final ability test (post-test). Increasing students' ability to understand mathematical concepts strengthens the development of Articulate Storyline mathematics learning media in the classroom learning process.

Fitri Adhiningsih Rizky; Izwita Dewi

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This research is a quasi-experimental research. The research conducted at SMP Negeri 1 Labuhan Deli aims to find out. 1) To find out how the mathematical communication ability of students who learn to use Macromedia Flash. 2) To find out how the mathematical communication ability of students who learn without using Macromedia Flash. 3) To find out whether the mathematical communication of students who learn using Macromedia Flash media is better than the mathematical communication of students who learn without using Macromedia Flash media for class VII students at SMP Negeri 1 Labuhan Deli T.A. 2021/2022. The population in this study were all students of class VII at SMP Negeri 1 Labuhan Deli. Using a homogeneous technique, samples were taken from 2 classes of population. One class was used as the experimental class, namely class VII-2 which was taught with Macromedia Flash and class VII-3 which was used as the control class, namely class which was taught without using Macromedia Flash. As a data collection tool using PreTest and PostTest. In this study 1) the mathematical communication ability of students learning to use Macromedia Flash with an average pretest of 67.77 and a posttest of 85.54. 2) the mathematical communication ability of students who learn without using Macromedia Flash with an average pretest of 67.13 and a posttest of 77.54. then testing the hypothesis for learning outcomes using paired t-test. after testing the data, it turns out that the results of testing the ability of learning outcomes in the experimental class at the pretest level α = 0.05 with Lcount < Ltable, namely 0.09452 <0.192 and posttest 0.1228 <0.192 , and the results of testing the ability of learning outcomes in the control class at the pretest level α = 0.05 with Lcount < Ltable, namely 0.1014 < 0.184 and posttest 0.1659 < 0.184, then H0 is accepted and Hi is rejected. Thus it can be concluded that the mathematical communication ability of students who use macromedia flash media are better than those without using macromedia flash media.

Sheila Adella Puteri; Ahmad Muhyani Rizalie

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The problems that occur in this study are low activity and learning outcomes in Mathematics content, due to the use of limited learning media, learning is less interesting and less fun because learning models and methods are less varied, students are still hesitant in expressing opinions about the material. Efforts are made by implementing learning with a combination of PBL, TGT and Improve models. This study aims to increase the activity and student learning outcomes. This research was centered on fourth grade students at SDN Telaga Biru 6 Banjarmasin, totaling 25 students. The research method used is a qualitative approach with the type of Classroom Action Research (CAR). The data used are qualitative data obtained through observing the activities of teachers and students, while quantitative data is through student learning outcomes from individual written test results. The results showed that the combination of the PBL, TGT and Improve models at the fourth meeting showed that the teacher's activity obtained a score of 92 in the very good category. Student activities get a score of 91 in the very good category. Cognitive, affective and psychomotor completeness learning outcomes reached 88%. Based on the results showed that the combination of Problem Based Learning, Teams Games Tournament and Improve models could increase the activity of teachers, students, and student learning outcomes in Mathematics content.

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Theo Artkin Sitorus; Nurhasanah Siregar

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This research aims to describe the analysis result of the use of learning media in the Problem Based Learning model. The methods used in this research is literature study of 6 sources consists of 3 thesis and 3 journals discuss the use of learning media in the Problem Based Learning model in Indonesia published in the span of 2016-2022. From the calculation of the effect size, the average value is 0.79 which is categorized in the medium category. This shows that the use of learning media with Problem Based Learning in mathematics learning had a positive effect on improving the mathematical ability of students and the effect obtained is in the medium category. The mathematical ability could be improved based on the literature study such as student’s mathematical connection ability, student’s mathematical problem soving ability dan student’s mathematical numeracy literacy ability. The type of learning media according this research are animation, geogebra, microsoft power point, fun math book, cabri 3D v2 dan youtube. Hope for further research can be analyzed more deeply by using more sources so the result will be more maximal and varied.

Winda Lestari; Muliawan Firdaus

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to determine : (1) The effect size of using mathematic learning media to students’ mathematical abilities as a whole, (2) The effect size of using mathematics learning media to students’ mathematical abilities based on level of education, (3) The effect size of using mathematics learning media to students’ mathematical abilities based on learning media used, (4) The effect size of using mathematics learning media to students’ mathematical abilities based on subject matter, (5) The effect size of using mathematics instructional media to students’ mathematical abilities based on quantified mathematical ablility. This research used meta analysis method. The sampling technique used purposive sampling and obtained 17 research that fit the criteria. Data collection techniques used documentation with the support of software publish or perish. The results of data analysis showed that : (1) Overall using the learning media has a large effect to students’ mathematical abilities as a proportion 0,972, (2) Based on level of education, the use of learning media has a largest effect size if applied at SMP/MTs as a proportion 1,039 (n=16, SD=0,754), (3) Based on learning media used, the visual media has a largest effect size to students’ mathematical abilities as a proportion 1,003 (n=13, SD=0,641), (4) Based on material that is taught, the use of learning media on a branch of logic material has a largest effect size to matematical abilities as a proportion 1,237 (n=2, SD=0,489), (5) Based on quantified mathematical abilities, the use of learning media has a largest effect size to students’ reasoning abilities as a proportion 1,303 (n=3, SD=0,353).

Umaysy Sabillah; Hasratuddin Hasratuddin

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

This study aims to obtain teaching materials based on a valid, practical, and effective realistic mathematical approach, so as to improve students' mathematical reasoning abilities on the material of a three-variable linear equation system. The research instruments used were questionnaire validation sheets, lesson plans validation sheets, teaching material validation sheets, test instrument validation sheets, mathematical reasoning ability tests, and teacher and student response questionnaires to teaching materials. After all instruments, lesson plans, and teaching materials were declared valid by the validator, then readability tests and field trials were carried out. The results showed that: (1) the teaching materials based on the realistic mathematical approach developed had met the criteria of validity based on the validator's assessment with the average validity of the teaching materials for the material being 3.13 and 3.29 for media with a very feasible category; (2) the teaching materials based on the realistic mathematical approach that have been developed have met the practicality criteria through: a) the results of the questionnaire student responses to teaching materials show the percentage of practicality of 81.19% with a very practical category, b) the results of the questionnaire responses of teachers to teaching materials show the percentage of practicality 88.75% with very practical category; (3) The teaching materials based on the realistic mathematics approach developed meet the effective criteria with: a) classical student learning mastery of 88%, b) more than 65% of students have achieved 75% of learning objectives for each indicator, c) increased mathematical reasoning ability students after using teaching materials seen through the average score of students increased from 50 in the pretest to 85.33 in the posttest and the results of the N-Gain analysis which showed students' mathematical problem solving abilities increased by 0.712, meaning in the high category.