Pengembangan Poster Digital Kontekstual Segitiga dan Segiempat untuk Meningkatkan Pemecahan Masalah Siswa

Qiyamul Fajri, Caswita Caswita, Chika Rahayu

Abstract


Problem solving is a core competence in mathematics, yet seventh-grade students still struggle with contextual problems on triangles and quadrilaterals. This study aimed to develop a contextual digital poster and to examine its validity, practicality, and preliminary effectiveness in supporting students' mathematical problem-solving ability. This research and development study applied the ADDIE model (analysis, design, development, implementation, and evaluation). A limited trial was conducted with 30 seventh graders at Azzahra Islamic Junior High School, Lampung, using a one-group pretest-posttest design without a comparison group. The instruments were expert validation sheets, teacher and student response questionnaires, and an essay test based on Polya's four steps. The material expert validation averaged 4.33 and the media expert validation averaged 4.38 (both very valid); the responses of one teacher and 30 students averaged 4.35 and 4.41 (very practical); classical completeness rose from 20.00% to 80.00% with a mean N-Gain of 0.58 (moderate). The contextual digital poster is feasible for use and shows preliminary evidence of effectiveness. However, because the design has no comparison group, the score gain cannot be attributed to the poster alone, and further research with a control group is needed.

Keyword: digital poster, contextual, problem solving, triangles and quadrilaterals, ADDIE


Full Text:

PDF

References


Adrillian, H., Nizaruddin, N., & Aini, A. N. (2023). Pengembangan game edukasi matematika berbasis aplikasi Android untuk meningkatkan kemampuan literasi numerasi siswa SMP. Jurnal Kualita Pendidikan, 4(1), 72–81. https://doi.org/10.51651/jkp.v4i1.379

Ahmad, N., & Saragih, E. M. (2025). Pengaruh model pembelajaran kooperatif tipe Send A Problem berbantuan media poster untuk meningkatkan kemampuan pemecahan masalah matematis siswa. Diskrit: Jurnal Inovasi Pendidikan Matematika, 3(2), 196–201. https://jurnal.una.ac.id/index.php/diskrit/article/view/4257/3518

Aisyah, P. N., Khasanah, S. U. N., Yuliani, A., & Rohaeti, E. E. (2018). Analisis kemampuan pemecahan masalah matematis siswa SMP pada materi segiempat dan segitiga. JPMI (Jurnal Pembelajaran Matematika Inovatif), 1(5), 1025–1036. https://doi.org/10.22460/jpmi.v1i5.p1025-1036

Akbar, S. (2013). Instrumen perangkat pembelajaran. Remaja Rosdakarya.

Arsyad, A. (2017). Media pembelajaran. Rajawali Pers.

Azkia, N. F., Muin, A., & Dimyati, A. (2023). Pengaruh media pembelajaran digital terhadap hasil belajar matematika: Meta analisis. JPMI (Jurnal Pembelajaran Matematika Inovatif), 6(5), 1873–1886. https://doi.org/10.22460/jpmi.v6i5.18629

Badan Standar, Kurikulum, dan Asesmen Pendidikan. (2022). Capaian pembelajaran mata pelajaran matematika fase A–fase F (Keputusan Kepala BSKAP Nomor 008/H/KR/2022). Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.

Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer. https://doi.org/10.1007/978-0-387-09506-6

Fitria, N. F. N., Hidayani, N., Hendriana, H., & Amelia, R. (2018). Analisis kemampuan pemecahan masalah matematik siswa SMP. Edumatica: Jurnal Pendidikan Matematika, 8(1), 49–57. https://doi.org/10.22437/edumatica.v8i01.4728

Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74. https://doi.org/10.1119/1.18809

Johnson, E. B. (2002). Contextual teaching and learning: What it is and why it’s here to stay. Corwin Press.

Lestari, K. E., & Yudhanegara, M. R. (2015). Penelitian pendidikan matematika. Refika Aditama.

Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge University Press. https://doi.org/10.1017/CBO9780511811678

National Council of Teachers of Mathematics. (2000). Principles and standards for school mathematics. NCTM.

Nieveen, N. (1999). Prototyping to reach product quality. In J. van den Akker, R. M. Branch, K. Gustafson, N. Nieveen, & T. Plomp (Eds.), Design approaches and tools in education and training (pp. 125–135). Kluwer Academic Publishers.

OECD. (2023). PISA 2022 results (Volume I): The state of learning and equity in education. OECD Publishing. https://doi.org/10.1787/53f23881-en

Polya, G. (1973). How to solve it: A new aspect of mathematical method (2nd ed.). Princeton University Press.

Pribadi, B. A. (2017). Media dan teknologi dalam pembelajaran. Kencana.

Pujawati, F., Azkia, M. N., & Susilawati, W. (2025). Exploration of the implementation of deep learning approach in teaching mathematics in secondary schools. Unnes Journal of Mathematics Education, 14(2), 98–105. https://doi.org/10.15294/ujme.v14i2.27374

Schoenfeld, A. H. (1985). Mathematical problem solving. Academic Press.

Sopia, N., Setiawan, B., Rismawati, M., Andri, A., & Nasari, J. (2023). Analisis kemampuan pemecahan masalah matematis siswa SMP. J-PiMat, 5(1), 755–764. https://doi.org/10.31932/j-pimat.v5i1.2406

Sugiyono. (2019). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.

Suyuti, S., Wahyuningrum, P. M. E., Jamil, M. A., Nawawi, M. L., Aditia, D., & Rusmayani, N. G. A. L. (2023). Analisis efektivitas penggunaan teknologi dalam pendidikan terhadap peningkatan hasil belajar. Journal on Education, 6(1), 1–11. https://doi.org/10.31004/joe.v6i1.2908




DOI: https://doi.org/10.31932/j-pimat.v8i2.7550

Article Metrics

Abstract view : 0 times
PDF - 0 times

Refbacks

  • There are currently no refbacks.


Lisensi Creative Commons
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional.