cover
Contact Name
Hendra Kartika
Contact Email
hendra.kartika@staff.unsika.ac.id
Phone
-
Journal Mail Official
redaksi_supremum@unsika.ac.id
Editorial Address
-
Location
Kab. karawang,
Jawa barat
INDONESIA
SJME (Supremum Journal of Mathematics Education)
ISSN : 25493639     EISSN : 25488163     DOI : -
Core Subject : Education, Social,
SJME (Supremum Journal of Mathematics Education) is a journal of mathematics education that publishes research papers and studies in the field of mathematics education. SJME is a biannual (January and July), peer-reviewed, open access journal, edited by the Mathematics Education, Faculty of Teacher Training and Education Science, University of Singaperbangsa Karawang, West Java, Indonesia. It addresses mainly to an expert in mathematics education, young researchers and also to other specialists in adjacent fields of research that focus their attention on general and particular issues related to mathematics education.
Arjuna Subject : -
Articles 9 Documents
Search results for , issue "Vol 6 No 1 (2022): Supremum Journal of Mahematics Education" : 9 Documents clear
Implementasi Pendekatan Computational Thinking Melalui Game Jungle Adventure Terhadap Kemampuan Problem Solving Shafanda Setya Wardani; Reni Dwi Susanti; Marhan Taufik
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5430

Abstract

Tujuan dari penelitian ini untuk mengimplementasikan pendekatan computational thinking terhadap kemampuan problem solving melalui game jungle adventure. Subjek dalam penelitian ini adalah siswa kelas XII SMA Negeri 1 Turen Tahun Pelajaran 2019/2020. Penelitian ini menggunakan metode penelitian kuantitatif eksperimental dengan model ADDIE. Hasil validasi pedoman wawancara adalah 75%, hasil validasi dari kuisioner siswa adalah 68,75%, dan hasil validasi dari media pembelajaran adalah 73,2%. Hal ini menyatakan bahwa pedoman wawancara, kuisioner dan media pembelajaran dapat dikatakan valid. Hasil kuisioner siswa menyatakan bahwa 90% siswa menyatakan bahwa game ini sesuai dengan indikator dan layak digunakan. Hasil lembar jawaban game menyatakan bahwa 75 % dari siswa sudah dapat dikatakan baik dan mampu menguasai seluruh indikator computational thinking. Game Jungle Adventure dapat membantu proses problem solving dengan pendekatan computational thinking pada siswa SMA.  
Bahan Ajar Desain Didaktis pada Pokok Bahasan Statistika untuk Siswa SMP/MTs - Sederajat Lusy Ayu Lestari; Uba Umbara
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5464

Abstract

Penelitian ini merupakan Penelitian Desain Didaktis (DDR) menggunakan metode kualitiatif. Tujuan dari penelitian ini yaitu untuk 1) mengetahui gambaran learning obstacle dan learning trajectory dalam pembelajaran matematika terkait materi statistika, 2) mengetahui desain didaktis untuk mengatasi learning obstacle dan learning trajectory yang ada terkait materi statistika, 3) mengetahui respon siswa dalam pengimplementasian desain didaktis terkait materi statistika, dan 4) mengetahui gambaran desain didaktis akhir sebagai dampak dari implementasi desain didaktis materi statistika. Adapun hasil dari penelitian ini menunjukan bahwa 1) learning obstacles yang muncul dari diri siswa terdiri dari 3 jenis yaitu; ontogenical obstacle (hambatan 0ntogeni), epistimological obstacle (hambatan epistimologis), dan didactical obstacle (hambatan didaktis). 2) desain didaktis yang dibuat peneliti terdiri dari; desain didaktis hipotetik 1 (berisi materi, contoh, dan latihan soal mengenai distribusi data), desain didaktis hipotetik 2 (berisi materi, contoh dan latihan soal mengenai ukuran pemusatan data) dan desain didaktis hipotetik 3 (berisi materi, contoh dan latihan soal mengenai ukuran penyebaran data). 3) siswa merespon baik pengimplementasian desain didaktis ditandai dengan persentase sebesar 80%. 4) desain didaktis empirik merupakan gabungan materi dan analisis dari desain didaktis hipotetik 1, 2, dan 3 yang berhasil diimplementasikan dengan baik.
Pengembangan Bahan Ajar E-Modul Matematika Berbantuan Flip Pdf Professional pada Materi Peluang Kelas VIII SMP Fesi Meliana M; Fesi Meliana Fesi Meliana; Suripah Suripah; Agus Dahlia
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5712

Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar matematika berupa e-modul dengan bantuan flip pdf professional pada materi peluang kelas VIII SMP yang teruji kevalidan dan kepraktisannya. Jenis penelitian pengembangan menggunakan model ADDIE yang terdiri dari 5 tahap, yaitu tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Instrumen penelitian yang digunakan adalah lembar validasi dengan teknik pengumpulan data menggunakan skala Likert dan skala Guttman serta angket respon siswa menggunakan skala Likert. Subjek uji coba terbatas pada kelompok kecil terdiri dari 12 siswa kelas VIII SMP. E-Modul divalidasi oleh tiga validator. Data validasi dan data kepraktisan dianalisis dengan cara menentukan rata-rata dari setiap penilaian. Hasil penelitian menunjukkan bahwa (1) penilaian e-modul pada aspek kelayakan penyajian menggunakan skala Guttman diperoleh rata-rata sebesar 100% dengan kritera sangat valid serta pada aspek media, materi, dan bahasa menggunakan skala Likert diperoleh rata-rata 86,11% dengan kriteria sangat valid. (2) Hasil uji kepraktisan berdasarkan penilaian siswa pada angket respon siswa diperoleh rata-rata 95,39% dengan kriteria sangat praktis. Dengan demikian, dapat disimpulkan bahwa bahan ajar e-modul matematika berbantuan flip pdf professional pada materi peluang kelas VIII SMP teruji kepraktisan dan kevalidannya.
Representation Of Students' Relational Understanding In Solving Evidence-Related Problems Marhan Taufik; Reni Dwi Susanti
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5715

Abstract

The goal of this study is to see how students' relational understanding affects their ability to solve proof problems in basic logic classes. Because this study will illustrate how students' relational knowledge in solving arithmetic problems, it is a qualitative research with a descriptive kind. Tests and interviews were used to gather data, which was then evaluated using research data reduction methodologies, which included presenting data in the form of descriptions based on features of relational knowledge, and finally concluding the findings. The findings revealed that students' relational understanding appeared to be carried out in solving proof problems, specifically in the interpretation aspect, then in the aspect of preparing questions and hypotheses, and finally in the aspect of generalization, all of which were visible when observations were made and were found in the responses of students. However, there are still flaws and inconsistencies in the signs of applying and performing reasoning.
Study Literature Review: Realistic Mathematics Education Learning on Students’ Mathematical Creative Thinking Ability Ratu Sarah Fauziah Iskandar; Dadang Juandi
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5739

Abstract

This study aims to re-analyze Realistic Mathematics Education (RME) learning on students' mathematical creative thinking skills and then the results of the analysis from these studies are combined and obtained an overall conclusion. The method used in this study is the Systematic Literature Review (SLR) method. The SLR method is used to identify, review, evaluate, and interpret all available research with topic areas of interest to phenomena, with specific relevant research questions. With the use of the SLR method, a systematic review and identification of journals can be carried out, which in each process follows the steps or protocols that have been set. Data collection is done by searching journals and proceedings indexed by Scopus in the last 10 years with the keywords used in this search are "Realistic Mathematical Education (RME)", and "Creative Thinking Ability". From a search using these keywords, 8 articles were obtained that met the criteria for Realistic Mathematical Education (RME) on students' creative thinking abilities. Then the data obtained were analyzed. The data analysis used is quantitative data analysis with percentages and qualitative data analysis for the data from the narrative study of the studies encountered. Based on the results of research and discussion of research, it can be concluded that RME learning plays a role in improving students' mathematical creative thinking skills.
Pengembangan Buku Ajar Program Linier pada Mahasiswa Pendidikan Matematika Fitriana Yolanda; Putri Wahyuni
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5744

Abstract

This study aims to develop a Linear Program textbook for Mathematics Education students. This research is a research and development research that begins with potential and problem steps, data collection, product design, design validation, design revision, product testing, product revision, usage testing, product revision and mass production. The research carried out only reached the step of knowing the validity of the Linear Program textbooks that had been developed. The instrument used is a learning expert validation sheet. The data analysis technique used is descriptive statistical analysis. This research was conducted on second semester students of Mathematics Education FKIP Riau Islamic University in the Linear Program course. This research was conducted in the 2020/2021 Academic year. From the results of the study, it was obtained that the overall percentage average for each aspect of the validation sheet assessment was 85.4% with Very Valid criteria. The Linear Program textbook that has been developed can be called valid because it has met three aspects of the textbook validation criteria, namely aspects, namely Aspects of Content (content), Aspects of Construct (presentation) and Aspects of Language. Therefore, it can be concluded that the Linear Program textbook has been tested for validity, so that it can be used in the learning process.
Peningkatan Kemampuan Berpikir Kreatif dengan Konteks Budaya Lokal Karawang Menggunakan Realistic Mathematics Education Pada Masa Pandemi Andes Safarandes Asmara; Ayu Fitri; Aang Solahudin Anwar; Fahrudin Muhtarulloh
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5761

Abstract

Creative thinking can be said to construct an idea that emphasizes several aspects of ability, such as flexibility and originality. This can familiarize students not only with knowing the material but also understanding and applying it in everyday life so that understanding becomes long-term memory in memory. This creative thinking ability can be facilitated during the learning process in a mathematically realistic approach or better known as RME. So the purpose of this research is to improve students' creative abilities through a mathematical realistic approach with local culture as a context. This study uses a quasi-experimental method with a research design of The Nonequivalent Control Group Design through a creative thinking test. The study was conducted in two classes with different treatments, one class as the experimental class and the other as the control class. Conducted at the seventh grade junior high school level. The results of this study are the improvement of students' mathematical creative thinking skills who receive RME learning is better than students who receive expository learning methods.
Analisis Kemampuan Pemecahan Masalah Matematis Siswa Kelas VII Dalam Menyelesaikan Soal Cerita Pada Materi Himpunan Ika Meika; Deni Pratidiana; Elda Safitri
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5764

Abstract

Tujuan penelitian ini untuk mengetahui bagaimana tingkat kemampuan pemecahan masalah matematis siswa kelas VII A di Mts An-Nahl Cikeusik, Pandeglang, Banten dalam menyelesaikan soal cerita pada materi himpunan. Penelitian kualitatif dengan pendekatan deskriptif ialah jenis penelitiannya yang dipakai dalam penelitian ini. Subjek dalam penelitian ini berjumlah 6 orang siswa yang dipilih secara purposive sampling dengan tiga kategori yaitu 2 siswa dengan kemampuan tinggi, 2 siswa berkemampuan sedang, dan 2 siswa berkemampuan rendah. Instrumen yang digunakan berupa tes tertulis terdiri dari 3 soal uraian, dan wawancara mendalam . Hasil analisis data pada tingkatan kemampuan pemecahan masalahan matematis berdasarkan ketercapaian langkah Polya, siswa yang berkemampuan tinggi telah tercapai targetnya dengan sangat baik,  pada siswa yang berkemampuan sedang belum memiliki kemampuan dengan baik, dan pada siswa yang berkemampuan rendah belum mampu melaksanakan keempat langkah Polya.  
Fun Math Learning For Elementary School Students Through Interactive Puzzle Media Ramlah Ramlah; Nancy Riana; Agung Prasetyo Abadi
SJME (Supremum Journal of Mathematics Education) Vol 6 No 1 (2022): Supremum Journal of Mahematics Education
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Singaperbangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sjme.v6i1.5775

Abstract

Amid the covid-19 pandemic, teachers and students should undergo an educational transformation which suddenly force them to embrace digital learning to support an online mode of teaching. In mathematic context, teachers can make use of interactive puzzle media as one of the digital tools that may stimulate activeness, mathematical understanding, and fun math learning for students. The purpose of this study is therefore to unearth the students’ reception during mathematics instruction using the media. This descriptive qualitative research involved 30 first graders of elementary school in West Java, Indonesia and employed questionnaire, interview, and video-based observation to collect the data. The research findings showcase that learning mathematics using interactive puzzle media is enjoyable for students, and there is a strongly positive response from 80% of them which can be seen from the activeness and enthusiasm demonstrated during the learning process. It further indicates that the application of interactive puzzle media increases students' confidence, fosters learning motivation, develops self-reliant learning, and provides clearer understanding of  recognizing the concept of numbers and recognize the concept of numbers and geometric shapes. With these specialties, interactive puzzle would be appropriate instructional media and technology for learning. Interactive puzzle media can be accessed online through http://bit.ly/MediaPuzzleInteraktif

Page 1 of 1 | Total Record : 9