Numeracy https://ejournal.bbg.ac.id/numeracy <p>The Numeracy Journal (e-ISSN 2502-6887 and p-ISSN 2355-0074) is a periodical scientific publication dedicated to lecturers, students and educational observers to disseminate relevant studies, thinks and research results in the field of mathematics learning, critical study of mathematics learning, classroom action research research on mathematics curriculum, learning method of mathematic, learning media of mathematic, research on mathematics assessment, and research on the development of mathematics learning. Numeracy Journal is published twice a year on April and October. Any visitor to this site can browse abstracts, read journal contents and download PDF files.&nbsp;</p> en-US lppm@bbg.ac.id (Program Studi Pendidikan Matematika) ferdi@bbg.ac.id (Ferdi Riansyah) Sun, 07 Apr 2024 14:08:32 +0700 OJS 3.1.2.4 http://blogs.law.harvard.edu/tech/rss 60 DISCOURSE TOWARD STUDENTS WHO HATE MATHEMATICS IN SOLVING A MATHEMATICAL PROBLEM: AN ETHNOMATHEMATICAL PERSPECTIVE https://ejournal.bbg.ac.id/numeracy/article/view/2633 <p>This research aims to identify students who hate mathematics in solving mathematical problem where culture is the context. In this research the context was <em>Rumoh Aceh</em>. By collecting data through various sources such as interview transcription and documentation, qualitative method is appropriate to describe how students who hate mathematics solve the mathematical problem. Students who hate mathematics, they hate mathematics is not simply because mathematics is difficult for them, rather their awareness toward mathematics itself. Roughly speaking, what they consider as not mathematics is mathematics. From several respondent who involve in this research, all of them have their own way in solving mathematical problem. In other way, all students who hate mathematics can solving mathematical problem, even all the answer is not match with the real needs of an <em>Utoh</em>. <em>Utoh</em> is a professional worker who expert in counting the total weaved <em>rumbia</em> leaves to cover whole roof of <em>Rumoh</em> Aceh. Students who consider mathematics as their enemy which means they hate mathematics cannot be said that they cannot solve mathematical problem at all, but they have the strategy to solve it, although they face some problem in the process of solving it. All of students’ answer called as alternative solution for solving mathematical problems. Finally in this research, students who hate mathematics has a good ability in making the representation of mathematical expression and this is a good information for teachers and researchers who conduct learning and research in mathematics at school.</p> Mulia Putra Copyright (c) 2024 Numeracy https://ejournal.bbg.ac.id/numeracy/article/view/2633 Sun, 07 Apr 2024 14:08:21 +0700 PENGEMBANGAN E-LKPD BERBASIS CONCEPT-RICH INSTRUCTION (CRI) BERBANTUAN VIDEO ANIMASI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIRKREATIF PADA MATERI PERSAMAAN LINEAR https://ejournal.bbg.ac.id/numeracy/article/view/2575 <p style="font-weight: 400;">Upaya untuk meningkatkan kemampuan berpikir kreatif siswa kelas VII dalam memahami konten terkait persamaan linear, penelitian ini fokus pada pembuatan <em>E-LKPD</em> (Elektronik Lembar Kerja Peserta Didik) yang berbasis Concept-Rich instruction (CRI) dan didukung dengan video animasi.. Metode penelitian dan pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation) diterapkan dalam proses pengembangan melalui wizer.me untuk <em>E-LKPD</em> dan Plotagon Studio untuk video animasi. Temuan penelitian ini menunjukkan seberapa baik <em>E-LKPD</em> dikombinasikan dengan film animasi dapat meningkatkan kapasitas berpikir orisinal siswa. Siswa kelas VII SMP Al-Falah Kota Jambi dijadikan sebagai subjek penelitian penelitian ini. Angket validitas, angket respon guru dan siswa, serta tes kemampuan berpikir kreatif merupakan contoh instrumen penelitian. Data menunjukkan 90% untuk validitas desain dan 92% untuk validitas isi dan materi, hasil analisis menunjukkan validitas yang tinggi pada <em>E-LKPD</em> dengan materi persamaan linear menggunakan video animasi. <em>E-LKPD</em> berbasis <em>Concept-Rich Instruction</em> untuk materi persamaan linear, yang diperkaya dengan video animasi, teruji pula kepraktisannya. Nilai kepraktisan sebesar 95% pada uji perseorangan, 86% pada uji kelompok kecil, 81% pada uji kelompok besar nilai <em>N-Gain</em> sebesar 71%.&nbsp;&nbsp; Berdasarkan hasil penelitian, diperoleh kesimpulan bahwa <em>E-LKPD</em> menunjukkan efektivitasnya dalam membantu siswa merekonstruksi konsep matematika dan meningkatkan kemampuan berpikir kreatif.<br><br><br><em><strong>Absract</strong></em><br><em>In an effort to improve the creative thinking abilities of class VII students in understanding content related to linear equations, this research focuses on creating E-LKPD (Electronic Student Worksheets) based on Concept-Rich Instruction (CRI) and supported by animated videos.. Research methods and ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development is implemented in the development process through wizer.me for E-LKPD and Plotagon Studio for animated videos. The findings of this research show how well E-LKPD combined with animated films can increase students' original thinking capacity. Class VII students of Al-Falah Middle School, Jambi City were used as research subjects for this study. Validity questionnaires, teacher and student response questionnaires, and creative thinking ability tests are examples of research instruments. The data shows 90% for design validity and 92% for content and material validity. The analysis results show high validity of the E-LKPD with linear equation material using animated videos. E-LKPD based on Concept-Rich Instruction for linear equation material, which is enriched with animated videos, has also proven its practicality. The practicality score of 95% in the individual test, 86% in the small group test, and 81% in the large group test shows its effectiveness in helping students reconstruct mathematical concepts and improving creative thinking abilities, as reflected in the increase in the N-Gain value of 71%.</em></p> Putri Lovia Agustinawati, Yelli Ramalisa, Feri Tiona Pasaribu Copyright (c) 2024 Numeracy https://ejournal.bbg.ac.id/numeracy/article/view/2575 Fri, 19 Apr 2024 14:44:16 +0700 PENGARUH PENGGUNAN LEMBAR KERJA PESERTA DIDIK MATEMATIKA (LKPD) BERBASIS ETNOMATEMATIKA UNTUK MENINGKATKAN KEMAMPUAN LITERASI - NUMERASI https://ejournal.bbg.ac.id/numeracy/article/view/2587 <p>Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan lembar kerja peserta didik berbasis etnomatematika untuk meningkatkan kemampuan literasi numerasi. Jenis penelitian ini adalah korelasi dengan pendekatan kuantitatif yang dilaksanakan pada peserta didik kelas X SM Dharma Pancasila Medan. Data penelitian terdiri atas jawaban siswa dan hasil survey. Kemampuan literasi numerasi pesert didik dilihat melalui cara menjawab, pertama menafsirkan soal seperti menuliskan diketahui, ditanya, dan dijawab secara sistematis, kedua menyimpulkan dari hasil jawaban yang telah ditulis kemudian dirangkum dengan beberap kalimat. Hasil penelitian menginformasikan bahwa nilai t<sub>hitung</sub> 2,39 &gt; t<sub>tabel</sub> 1,995. Maka dapat disimpulkan terdapat pengaruh secara signifikan pada kemampuan literasi numerasi peserta didik menggunakan LKPD berbasis etnomatematik Kemudian hasil angket untuk mengetahui respon peserta didik terhadap penggunan LKPD berbasis etnomatematika berpredikat sangat baik. Hal ini bisa dilihat dari hasil angket senilai 83% yang artiny pesert didik kelas X MIA1 termotivasi saat menggunakan LKPD. Hal ini diukur dari 3 (tiga) indikator yang digunakan untuk mengetahui respon dari pesert didik kelas X MI 1 SM Dharma Pancasil Medan. Adapun indikatornya seperti motivasi belajar, pemahaman konsep, dan percaya diri.<br><br><br><em><strong>Abstract</strong></em><br><em>This research ms to determine the effect of using students' ethnomathematics-based worksheets to improve numeracy literacy skills. This type of research is &nbsp;correlation with &nbsp;quantitative pproach carried out on class X students t SM Dharm Pancasila Medan.. Research dat consists of student nswers nd survey results. Students' numeracy literacy bilities re seen through how they nswer, first interpreting questions such s writing down what they know, being sked nd nswering systematically, secondly concluding from the results of the nswers that have been written nd then summarizing them in several sentences. The research results indicate that the tcount value is 2.39 &gt; ttable 1.995. So it can be concluded that there is &nbsp;significant influence on the numeracy literacy skills of students using ethnomathematics-based LKPD. Then the results of the questionnare to determine students' responses to the use of ethnomathematics-based LKPD were rated s very good. This can be seen from the questionnare results which re 83%, which means that class X MIA1 students re motivated when using LKPD. This is measured from 3 (three) indicators used to determine the response of class X MI 1 SM Dharm Pancasila Medan students. The indicators include learning motivation, understanding of concepts, nd self-confidence.</em></p> Kamal Arief.SA, Risna Mira Bella Saragih, Yenni Novita Harahap Copyright (c) 2024 Numeracy https://ejournal.bbg.ac.id/numeracy/article/view/2587 Mon, 22 Apr 2024 11:13:31 +0700 DESAIN MEDIA PEMBELAJARAN BERBASIS STEM DESIGN THINKING BERBANTUAN VIDEO ANIMASI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA https://ejournal.bbg.ac.id/numeracy/article/view/2582 <p style="font-weight: 400;">Penelitian ini berlatarbelakang pada rendahnya kemampuan pemecahan masalah matematis karena kurang optimalnya pelaksanaan pembelajaran. Penelitian ini tujuannya untuk mendeskripsikan proses serta kualitas hasil dari desain produk berupa media pembelajaran berbasis STEM <em>Design Thinking</em> berbantuan video animasi&nbsp; untuk meningkatkan kemampuan pemecahan masalah matematis siswa. Penelitian ini menerapkan metode R&amp;D beserta model pengembangan ADDIE. Instrumen yang dipergunakan yakni angket validitas desain dan materi, angket praktikalitas untuk guru dan siswa, angket efektivitas untuk siswa, serta tes kemampuan pemecahan masalah matematis. Penelitian dilaksanakan di SMP Islam Al-Falah Jambi dengan siswa kelas VII 1 sebagai subjek penelitiannya. Penelitian ini menghasilkan bahwa media pembelajaran berbasis STEM <em>Design Thinking</em> berbantuan video animasi telah teruji kualitasnya meliputi kevalidan, kepraktisan, serta keefektifan. Media pembelajaran dinyatakan layak digunakan di mana persentase skor penilaian 93,03% pada kriteria sangat valid untuk aspek kevalidan, 88,51% pada kriteria sangat praktis untuk aspek kepraktisan, dan 84,09% pada kriteria sangat efektif untuk aspek keefektifan. Selain itu, keefektifan juga diukur melalui analisis N-Gain di mana didapat angka N-Gain senilai 0,63 atau 63% dengan kriteria cukup efektif. Jadi, kriteria kualitas produk berupa valid, praktis, maupun efektif terpenuhi, karenanya media pembelajaran layak digunakan dalam pembelajaran matematika.<br><br><br><em><strong>Abstract</strong>The foundation of this research bolstered by the low ability of mathematical problem solving because the learning implementation has not been ideal. This research’s purpose &nbsp;is to describe the process and quality of product development result in the form of STEM Design Thinking-based learning media assisted by animated videos to increase students’ mathematical problem solving ability. This research is using R&amp;D method with ADDIE development model. The used research instruments are design and material validity questionnaire, practicality questionnaire for teacher and students, effectivity questionnaire for students, and mathematical problem solving ability tests. This research was held in SMP Islam Al-Falah Jambi with students of class VII 1 as the research subjects. The results of this research are concluded that quality of STEM Design Thinking-based learning media assisted by animated videos has been tested, including the validity, practicality, and effectivity. The developed learning media deserve to be used with the percentage of assessment score reached 93,03% with the very valid criteria for the validity aspect, 88,51% with the very practical criteria for the practicality aspect, and 84,09% with the very effective criteria for the effectivity aspect. Besides that, the effectivity is measured by N-Gain analysis too and the N-Gain value obtained is 0,63 or 63%, so the learning media is effective enough to increase students’ mathematical problem solving ability. Therefore, learning media meets the criteria of being valid, practical, and effective so it is worthy to be used mathematics learning.</em></p> Selyna Ayuni, Feri Tiona Pasaribu, Ade Kumalasari Copyright (c) 2024 Numeracy https://ejournal.bbg.ac.id/numeracy/article/view/2582 Mon, 22 Apr 2024 11:18:28 +0700