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Monalisa Noe; Perry Zakaria; Auli Irfah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2026 Pusat riset dan Inovasi Nasional

This study aims to analyse the difficulties experienced by students in learning about flat-sided three-dimensional shapes. The research method employed is descriptive with a qualitative approach. The data collected in this study were obtained from students’ difficulty tests and interview results. The research subjects were Year 8 pupils at SMP Negeri 2 Ponelo Kepulauan in the 2024/2025 academic year. The interviews were conducted by selecting three questions related to difficulties in learning mathematics, with one student chosen as a respondent to be interviewed on 26 August 2025. The indicators used to assess students’ learning difficulties were: facts, principles, concepts, and operations. The research results indicate that students with the lowest marks demonstrated limitations in mastering all the indicators measured when solving mathematics problems on the topic of flat-sided three-dimensional shapes. During the interview, students with the lowest marks experienced difficulties despite the use of effective teaching methods. This was because they paid insufficient attention to what the teacher was explaining.

Imelda Ayuningtyas; Chilsa Niken Saharnaya; Zaenal Abidin; Dian Mustika Anggraini

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to determine how the use of SOGAM puzzle media in mathematics can improve students' basic counting skills at the elementary school level, especially for addition and subtraction materials in grade 1. This study adopted a descriptive qualitative approach involving 27 grade 1 students of MI NU Hidayatul Mustafidin as research subjects. Data collection was carried out through observation and documentation during learning activities. The research findings showed that students appeared inactive in the learning process and faced difficulties in understanding the concept of addition and subtraction before the introduction of SOGAM puzzle media in mathematics. After the implementation of SOGAM puzzle media in mathematics, students' counting skills improved, as shown by increased accuracy in answering questions, speed in calculating, and better understanding of concepts. In addition, students became more active, enthusiastic, and motivated during learning. SOGAM puzzle media in mathematics can create a fun and interactive learning environment by incorporating game elements in the learning process. Thus, the use of SOGAM puzzle media in mathematics is proven to be effective in improving students' basic counting skills in addition and subtraction materials in elementary schools.

Dame Enjelina Sigalingging; Indriyani Fransiska Tinambunan; Marianche Ferbina Tarigan; Natalia Susi Susanti Silitonga; Sola Gracia Manik

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study analyzes junior high school students' errors in solving mathematics problems involving integers. This study was conducted through a systematic literature review of 12 related research articles published between 2021 and 2026. The analysis shows that students' errors in integers include contextual, procedural, and technical (calculation) errors. The most common conceptualization errors were found in the understanding of positive and negative signs and the rules for mixed operations. The main causes of errors are a lack of in-depth conceptual understanding, the habit of memorizing without understanding, and a lack of practice using concrete media. Internal factors such as learning motivation and external factors such as learning methods and media also contribute. This study recommends that the mathematics learning process emphasize meaningful conceptual understanding, the use of concrete media, and learning strategies that engage students' mathematical connection skills. Thus, difficulties in learning integers can be minimized sustainably.

Aisyah Aisyah; Andika Setyo Budi Lestari; Miftahul Khoiri

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Many students still face difficulties in understanding statistics because inaccurate preconceptions often develop into misconceptions. This condition is important to study since misconceptions can hinder the mathematics learning process and reduce the quality of students’ conceptual understanding. This study aims to analyze in depth how preconceptions affect the emergence of misconceptions among senior high school students in learning statistics. The research employed a qualitative descriptive method with a case study approach, involving three tenth-grade students from State Senior High School 1 Purwosari who were selected through purposive sampling based on high, medium, and low achievement categories. Data were collected through diagnostic tests in the form of essay questions to reveal students’ preconceptions and in-depth interviews to explore their reasoning, then analyzed descriptively. The findings show that students with accurate preconceptions did not experience misconceptions, students with partially correct preconceptions developed classificational, theoretical, and correlational misconceptions, while students with incorrect preconceptions experienced more complex misconceptions, such as considering the median as the largest value and failing to relate changes in data to the properties of the mean, median, and mode. The study concludes that inaccurate preconceptions directly contribute to the emergence of various forms of misconceptions. The implication is that teachers need to detect, identify, and correct students’ preconceptions from the beginning of the learning process so that misconceptions can be minimized and students’ understanding of statistics can develop more comprehensively.

Alvi Setya Kurnia Dewi; Anita Qoiriah

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Mathematics is a core subject that develops critical thinking skills; however, many third to fifth-grade elementary school students face difficulties with conventional teaching methods that tend to be uniform and less adaptive. This study aims to develop and implement a mobile-based educational game, "Ethno Run," which integrates the Bayesian Knowledge Tracing (BKT) algorithm to provide an adaptive learning experience. The method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) framework. The system uses BKT to track students' mastery in real-time by analyzing their responses to pre-tests and exercises within the game, which then adjusts the difficulty level and focuses the post-test on areas identified as weak, such as arithmetic operations and geometry. The findings show that this adaptive approach significantly improves learning outcomes, with the average score increasing from 44.33 on the pre-test to 85.33 on the post-test among 30 students. This study concludes that the integration of Artificial Intelligence through BKT effectively personalizes learning, enhances student motivation, and provides data-driven insights for teachers regarding students' progress. The implication of this research is that adaptive game-based learning serves as a feasible interactive solution to bridge the gap in conventional basic mathematics education.

Irma Agustin; Retno Andriyani; Serawati Serawati; Elsa Rizqina Agustin; Rizkia Putri Awalina

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Dyscalculia is a difficulty in learning mathematics that is commonly experienced by elementary school students, especially in multiplication materials. Students with dyscalculia experience obstacles in understanding the concept of numbers and calculation operations, which has an impact on low learning outcomes and students' confidence in mathematics learning. This study aims to describe the difficulties of learning multiplication in dyscalculia students in grade III of MI Nurul Falah 3, as well as identify learning efforts that can help overcome these difficulties. This study used a qualitative approach with a case study design on two students who were identified as having dyscalculia. Data collection techniques include observation, diagnostic assessment, interviews with students and teachers, and analysis of learning outcomes. The results showed that students had difficulty recognizing number symbols, often flipped numbers, and were not able to complete simple multiplication independently. Concrete learning using the "Multiplication Smart Wallet" media has been proven to help students understand the concept of multiplication, increase learning motivation, and reduce anxiety about mathematics. Thus, the use of concrete media is considered effective in supporting more inclusive mathematics learning for dyscalculia students.