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AKSIOMA: Jurnal Program Studi Pendidikan Matematika
ISSN : 20898703     EISSN : 24425419     DOI : -
Core Subject : Education,
AKSIOMA JOURNAL, e-ISSN: 2442-5419, p-ISSN: 2089-8703 is an information container has scientific articles in the form of research, the study of literature, ideas, application of the theory, the study of critical analysis, and Islāmic studies in the field of science Mathematics Education. AKSIOMA JOURNAL published two times a year, the period from January to June and July to December, published by the Scientific Publication Unit FKIP University of Muhammadiyah Metro.
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Articles 1,293 Documents
STRATEGI PENGAJUAN MASALAH SISWA SEKOLAH DASAR BERDASARKAN KONTEKS REAL-WORLD Aldiyah Mellawati; Mohammad Faizal Amir
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 1 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i1.8169

Abstract

Bukti-bukti empiris menunjukkan siswa sekolah dasar jarang atau hampir tidak pernah dihadapkan pada penugasan yang menuntut strategi pengajuan masalah. Hal ini mengakibatkan siswa sekolah dasar mengalami kesulitan atau kegagalan dalam mengajukan masalah. Pengajuan masalah berdasarkan konteks real-world bagi siswa sekolah dasar diharapkan dapat menjadi solusi awal untuk mengevaluasi pengetahuan, ide, dan pengalaman pemecahan masalah siswa. Penelitian bertujuan untuk mengklasifikasikan strategi pengajuan masalah siswa sekolah dasar berdasarkan konteks real-world. Jenis penelitian tergolong penelitian kualitatif dengan pendekatan studi kasus. Teknik pengumpulan data meliputi tes dan wawancara. Teknik analisis data yaitu reduksi data, penyajian data, dan penarikan kesimpulan. Partisipan penelitian adalah 52 siswa kelas lima sekolah dasar dengan menggunakan teknik purposive sampling untuk memilih subjek penelitian. Hasil penelitian menemukan tiga strategi siswa dalam mengajukan masalah yaitu reformulasi, rekonstruksi, dan imitasi. Strategi reformulasi menjadi strategi yang paling jarang digunakan siswa sekolah dasar. Sementara, para pendidik dan peneliti berikutnya dapat menggunakan masalah sumber yang memiliki konteks real-world bagi siswa sekolah dasar, agar siswa dapat berhasil memecahkan masalah sumber yang mengarah terhadap keberhasilan siswa dalam mengajukan masalah.Empirical evidence shows that elementary school students rarely or almost never face assignments that demand problem-solving strategies. This results in elementary school students experiencing difficulty or failure in posing problems. Problem posing based on real-world contexts for elementary school students is expected to be an initial solution to evaluate students' knowledge, ideas, and problem-solving experiences. The research aims to classify the problem posing strategies of elementary school students based on the real-world context. The type of research is classified as qualitative research with a case study approach. Data collection techniques include tests and interviews. Data analysis techniques are data reduction, data presentation, and conclusion drawing. The research participants were 52 fifth-grade elementary school students using purposive sampling to select research subjects. The results found three student strategies in proposing problems: reformulation, reconstruction, and imitation. The reformulation strategy is the least used strategy by elementary school students. Meanwhile, educators and future researchers can use source problems with a real-world context for elementary school students, so that students can successfully solve source problems that lead to student success in posing problems.
PENGEMBANGAN LKPD BERBASIS ETNOMATEMATIKA BATIK KAWUNG PADA MATERI UNSUR-UNSUR LINGKARAN Safira Eka Rahmadhani; Ina Maya Sabara; Marhayati Marhayati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 1 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i1.8078

Abstract

Pembelajaran matematika kelas VI C di MIN 4 Lampung Timur masih bergantung pada buku paket, yang mengakibatkan siswa kurang terlibat dalam pembelajaran dan lebih banyak terfokus pada guru. Oleh karena itu, tujuan penelitian ini adalah untuk memberikan materi LKPD yang berguna dan valid untuk digunakan dalam kegiatan pembelajaran unsur lingkaran berbasis batik Kawung. Validitas dan kepraktisan LKPD inilah yang menentukan kualitasnya. Metode yang digunakan adalah metode pengembangan 4D yaitu, define, design, development, and dessiminate. Penelitian ini melibatkan ahli materi, ahli desain, ahli bahasa, guru matematika, serta 10 siswa kelas VI MIN 4 Lampung Timur. Instrumen yang digunakan yaitu, angket kebutuhan guru dan siswa, lembar validasi produk, dan lembar kepratisan produk. Penelitian ini menghasilkan LKPD yang memenuhi kategori valid dengan nilai persentase dari ahli materi, ahli desain, dah ahli bahasa berturut-turut sebesar  91,18%; 80,6%; dan 82,5%. Sedangkan nilai persentase dari respon guru sebesar 91,7% dan persentase respon siswa sebesar 94,2%; 88,4%; 94,2%; 98,07%; 86,53%; 88,46%; 86,53%; 90,38%; 92,30%; dan 83,69% yang termasuk ke dalam kategori sangat praktis. Dengan demikian, dapat disimpulkan bahwa materi LKPD unsur lingkaran berbahan dasar batik kawung memenuhi syarat sah dan bermanfaat sehingga layak digunakan dalam kegiatan pendidikan matematika.Class VI C mathematics learning at MIN 4 East Lampung still relies on textbooks, which results in students being less involved in learning and more focused on the teacher. Therefore, the purpose of this research is to provide useful and valid LKPD material for use in learning activities on the elements of circles based on Kawung batik. The validity and practicality of this LKPD are what determine its quality. The quality of this LKPD is determined from the aspects of validity and practicality. The method used is the 4D development method, namely, define, design, develop, and disseminate. This research involved material experts, design experts, linguists, mathematics teachers, and 10 class VI students of MIN 4 East Lampung. The instruments used are teacher and student needs questionnaires, product validation sheets, and product practicality sheets. This research produced LKPD that met the valid category with percentage values from material experts, design experts and language experts respectively at 91.18%; 80.6%; and 82.5%. Meanwhile, the percentage value of teacher responses was 91.7% and the percentage of student responses was 94.2%; 88.4%; 94.2%; 98.07%; 86.53%; 88.46%; 86.53%; 90.38%; 92.30%; and 83.69% fall into the very practical category. Thus, it can be said that the LKPD material on circle elements based on kawung batik satisfies the legitimate and useful requirements, making it appropriate for use in math education activities.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GOOGLE SITE INTERAKTIF UNTUK MENINGKATKAN ADVERSITY QUOTIENT MATEMATIS SISWA Miftakhul Jannah; Davi Apriandi; Tri Andari
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 1 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i1.8330

Abstract

Penelitian ini dilatarbelakangi oleh adanya peserta didik yang merasa gelisah dan mudah menyerah ketika menghadapi soal soal yang sulit sehingga berakibat pada rendahnya daya juang peserta didik dalam pelajaran matematika. Penggunaan media pembelajaran diharapkan dapat memberikan motivasi peserta didik dalam pembelajaran matematika. Penelitiaan ini bertujuan untuk menghasilkan media pembelajaran google site interaktif untuk meningkatkan adversity quotient matematis siswa yang memenuhi kriteria valid, praktis dan efektif. Media pembelajaran memuat materi, video pembelajaran, LKPD, dan Quiz berbasis online yang disajikan secara interaktif sehingga dapat meningkatkan adversity quotient peserta didik. Penelitian ini merupakan penelitian pengembangan Research and Development (R&D) dengan model ADDIE dengan tahapan analysis, design, development, implementation, evaluation. Penelitian ini dilaksanakan di SMPN 1 Jiwan pada semester genap tahun ajaran 2022/2023. Hasil yang diperoleh dari penelitian ini yaitu media pembelajaran google site dinyatakan valid dengan hasil persentase 88,00% serta dinyatakan sangat praktis dengan persentase 91% berdasarkan angket respon peserta didik. Peningkatan adversity quotient rata rata skor AQ sebelum diberikan media pembelajaran termasuk kategori sedang dengan rata-rata 119, sedangkan rata-rata skor AQ setelah diberikan media pembelajaran termasuk kategori cukup dengan rata rata 146.75. Sehingga media pembelajaran yang dikembangkan memenuhi aspek valid, efektif, praktis dapat digunakan untuk meningkatkan adversity quotient.   This research is motivated by the existence of students who feel anxious and easily give up when facing difficult problems so that it results in the low fighting power of students in mathematics lessons. The use of learning media is expected to provide motivation for students in learning mathematics. This research aims to produce interactive google site learning media to increase students' mathematical adversity quotient which meets the valid, practical and effective criteria. The learning media contains materials, learning videos, LKPD, and online-based quizzes that are presented interactively so that they can increase students' adversity quotient. This research is a Research and Development (R&D) development research with the ADDIE model with the stages of analysis, design, development, implementation, evaluation. This research was conducted at SMPN 1 Jiwan in the even semester of the 2022/2023 school year. The results obtained from this study are google site learning media declared valid with a percentage result of 88.00% and declared very practical with a percentage of 91% based on the student response questionnaire. Increased adversity quotient average AQ score before being given learning media included a moderate category with an average of 119, while the average AQ score after being given learning media included a sufficient category with an average of 146.75. So that the learning media developed meets the valid, effective, practical aspects that can be used to increase adversity quotient.