PENGEMBANGAN MEDIA KOMIK MATEMATIKA BERBASIS PBL UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA
DOI:
https://doi.org/10.24127/ajpm.v14i1.9661Keywords:
Komik Matematika, Problem Based Learning, Kemampuan pemecahan masalah matematisAbstract
Kemampuan pemecahan masalah matematis berperan penting pada pembelajaran matematika khususnya pada materi SPLDV. Namun, berdasarkan data PISA, TIMSS, dan hasil observasi dengan memberikan soal kemampuan pemecahan permasalahan masih tergolong rendah. Penelitian ini bertujuan menghasilkan dan menguji kualitas komik matematika mempergunakan “Problem Based Learning†(PBL) guna menaikkan kemampuan pemecahan permasalahan matematis siswa. Jenis penelitian yang dipergunakan yakni R&D melalui model ADDIE. Uji coba produk mellibatkan 31 siswa SMPN 18 Kota Jambi guna uji coba kelompok besar serta 9 siswa pada kelompok kecil. Teknik pengumpulan data melalui observasi serta wawancara. Instrument penghimpunan data mempergunakan angket serta tes. Hasil komik matematika yang diperoleh dari studiini yakni memenuhi kriteria valid, didapat dari hasil validasi bahan ajar dengan total skor 81 “Sangat Valid†masuk pada interval  dan validasi media pada total skor 82 “Sangat Baikâ€. Produk memenuhi kriteria praktis dari temuan penilaian guru matematika pada total skor 86 “Sangat Praktisâ€, serta temuan penilaian siswa pada total skor 497 “Sangat Baikâ€. Produk memenuhi kriteria efektif dari 31 siswa dengan total skor 1.177 “Sangat Efektif†serta perhitungan nilai gain kepada kenaikan kemampuan pemecahan permasalahan matematis siswa 0,7 “Cukup Efektifâ€, sehingga komik matematika dinyatakan layak diterapkan karena memenuhi kriteria valid, praktis serta efektif.
Mathematical problem solving ability plays an important role in learning mathematics, especially in SPLDV materialNevertheless, according to statistics from PISA, TIMSS, and observational assessments, problem-solving abilities remain comparatively deficient. This project is to develop and evaluate the efficacy of “Problem Based Learning†(PBL) mathematics comics in enhancing students' mathematical problem-solving abilities. The type of studi use is R&D with the ADDIE model. Product trials involved 31 students of SMPN 18 Jambi City for large group trials and 9 students for small group trials. Data collection techniques using observation and interviews. Data collection instruments used questionnaires and tests. The findings of the math comics from this research indicate that they satisfy the legitimate requirements, as shown by a material validation score of 81 “Very Valid†including in the interval  and media validation with a total score of 82 “Very Goodâ€. The product meets the practical criteria from the results of the math teacher assessment with a total score of 86 “Very Practicalâ€, and the results of the student assessment with a total score of 497 “Very Goodâ€. The product meets the effective criteria of 31 students with a total score of 1,177 “Very Effective†and the calculation of the gain value on improving students' mathematical problem solving ability which is 0.7 “Quite Effectiveâ€. It is concluded that math comics are feasible to apply because they meet the criteria of valid, practical and effectiveDiscovery Learning Model, Creative Thinking Ability, Grade IV Elementary Students.
References
Apostolou, D., & Linardatos, G. (2023). Cognitive Load Approach to Digital Comics Creation: A Student-Centered Learning Case. Applied Sciences, 13(13), 7896. https://doi.org/10.3390/app13137896
Aprilla, C. R. (2020). Pengembangan media pembelajaran matematika berbasis komik untuk meningkatkan keterampilan pemecahan masalah siswa. Thinking Skills and Creativity Journal, 3(2), 52–62. https://doi.org/10.23887/tscj.v3i2.30042
Asriningtyas, A. N., Kristin, F., & Anugraheni, I. (2018). Penerapan model pembelajaran problem based learning untuk meningkatkan kemampuan berpikir kritis dan hasil belajar matematika siswa kelas 4 SD. Jurnal Karya Pendidikan Matematika, 5(1), 23–32. https://doi.org/10.26714/jkpm.5.1.2018.23-32
Basir, M. A., Alif Hazira, K. V, & Kusmaryono, I. (2020). Pengembangan media islamic math comics dalam meningkatkan pemahaman matematis dan karakter siswa. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9 (3), 842. https://doi.org/10.24127/ajpm.v9i3.2539
Budinurani, K., & Jusra, H. (2020). Kemampuan Pemecahan Masalah Matematis Peserta Didik Dengan Penerapan Model Problem Based Learning Berbantu Media Komik Dengan Role Playing Games. Holistika: Jurnal Ilmiah PGSD, 4(2), 61. https://doi.org/10.24853/holistika.4.2.61-70
Bukhori, B. (2024). Pengembangan perangkat pembelajaran dengan pendekatan PBL berorientasi pada penalaran matematis dan rasa ingin tahu. PYTHAGORAS: Jurnal Matematika Dan Pendidikan Matematika, 13(2), 133–147. https://doi.org/10.21831/pg.v13i2.21169
Cahyono, B., Rohman, A. A., & Setyawati, R. D. (2023). Pengembangan Media Pembelajaran E-komik Berbasis Etnomatematik dan Kemampuan Berpikir Kreatif pada Materi Geometri MTs. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 12(2), 2283–2295. http://dx.doi.org/10.24127/ajpm.v12i2.7398
Daulay, M. I. (2017). Developing Social Science-History’s Comics-Based Learning Media for the Fifth Grade of Primary School In Pekanbaru City. International Journal of Research in Counseling and Education, 1(1), 15–21. https://doi.org/10.24036/008za0002
Fahreza, V., Sumilat, J. M., Anggraheni, D., Wayansari, C., & Leonard, L. (2022). The Development of E-Comic Learning Media for Elementary School Mathematics Learning. Formatif: Jurnal Ilmiah Pendidikan MIPA, 12(2). https://doi.org/10.30998/formatif.v12i2.14238
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
Hendriana, H., Johanto, T., & Sumarmo, U. (2018). The Role of Problem-Based Learning to Improve Students’ Mathematical Problem-Solving Ability and Self Confidence. Journal on Mathematics Education, 9(2), 291–300. https://doi.org/10.22342/jme.9.2.5394.291-300
Ikhlas, A. (2018). Pengaruh Model Pembelajaran Berbasis Masalah dan Gaya Kognitif Siswa Terhadap Hasil Belajar Matematika Siswa di Kelas VIII SMP Negeri 7 Kerinci. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, 2(2), 135–143. https://doi.org/10.22437/jiituj.v2i2.5988
Kenedi, A. K., Helsa, Y., Ariani, Y., Zainil, M., & Hendri, S. (2019). Mathematical connection of elementary school students to solve mathematical problems. Journal on Mathematics Education, 10(1), 69–80. http://dx.doi.org/10.22342/jme.10.1.5416.69-80
Kusmanto, H., & Marliyana, I. (2014). Pengaruh Pemahaman Matematika Terhadap Kemampuan Koneksi Matematika Siswa Kelas Vii Semester Genap Smp Negeri 2 Kasokandel Kabupaten Majalengka. Eduma : Mathematics Education Learning and Teaching, 3(2). https://doi.org/10.24235/eduma.v3i2.56
Kusumadewi, R. F., NEOLAKA, A., & Yasin, M. (2020). Bahan ajar komik matematika berbasis digital bagi siswa Sekolah Dasar. Phenomenon: Jurnal Pendidikan MIPA, 10(1), 85–101. https://doi.org/10.21580/phen.2020.10.1.6339
Ntobuo, N. E., Amali, L. M. K., Paramata, D. D., & Abdjul, T. (2023). Developing Elementary School Student’s Learning Independence by using Android-Based Gravity e-comic. Jurnal Pendidikan Sains Indonesia, 11(3), 668–682. https://doi.org/10.24815/jpsi.v11i3.30442
OECD. (2023). PISA 2022 Results (Volume I). OECD. https://doi.org/10.1787/53f23881-en
Oktari, V., & Murti, R. C. (2022). Pengaruh Media Komik Terhadap Hasil Belajar Materi Perkalian dengan Pendekatan RME. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 11(4), 3460–3468. http://dx.doi.org/10.24127/ajpm.v11i4.6095
Putra, D. T., Firdaus, F. M., & Oktari, V. (2023). Pengembangan Kosika (Komik Sekitar Kita) Berbasis Pendekatan Realistic Mathematics Education Untuk Memfasilitasi Pemahaman Perkalian. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 12(4), 3683. https://doi.org/10.24127/ajpm.v12i4.8135
Putra, J. (2019). Penerapan Model PBL Untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Peserta Didik Kelas XII MIPA2 SMAN 12 Pekanbaru. Jurnal Prinsip Pendidikan Matematika, 1(2), 78–88. https://doi.org/10.33578/prinsip.v1i2.32
TIMSS. (2019). Average Mathematics Achievement. http://timss2019.org/download
Widoyoko, E. P. (2012). Teknik Penyusunan instrumen penelitian (cetakan pertama). Pustaka Pelajar.
Winarni, S., & Hidayat, R. (2018). Pengembangan media pembelajaran komik matematika berbasis problem based learning dengan manga studio V05 dan geogebra. EDUMATICA: Jurnal Pendidikan Matematika, 8(2), 81–91. https://doi.org/10.22437/edumatica.v8i2.5486
Yustiara, R. I., Siagian, T. A., & Susanto, E. (2021). Analisis Kemampuan Pemecahan Masalah Matematis Siswa Kelas VII SMPN 4 Kaur pada Materi Perbandingan Berdasarkan Langkah Penyelesaian Polya. Jurnal Edukasi Matematika Dan Sains, 9(2), 313–326. https://doi.org/10.25273/jems.v9i2.10420
Zarvianti, E., & Sahida, D. (2020). Designing Comics By Using Problem Based Learning (PBL) to Improve Student’s Creative Thinking Skills. International Journal of Social Learning (IJSL), 1(1), 75–88. https://doi.org/10.47134/ijsl.v1i1.8
Downloads
Published
Issue
Section
License
Authors who publish with AKSIOMA: Jurnal Program Studi Pendidikan Matematika agree to the following terms:

Creative Commons License
AKSIOMA: Jurnal Program Studi Pendidikan Matematika is licensed under a Creative Commons Attribution 4.0 International License.
This journal provides immediate open access to its content on the principle that making research freely available to the public supports a greater global exchange of knowledge. AKSIOMA offers all authors of journal articles allows their research openly available, free access and time restrictions.
All articles published Open Access will be immediately and permanently free for everyone to read and download. Under the CC-BY license, authors retain ownership of the copyright for their article, but authors grant others permission to use the content of publications in AKSIOMA in whole or in part provided that the original work is properly cited. Users (redistributors) of AKSIOMA are required to cite the original source, including the author's names, AKSIOMA as the initial source of publication, year of publication, volume number and DOI (if available).

.png)



.png)

