Pengaruh Pendekatan Etnomatematika Berbasis Proyek terhadap Peningkatan Efikasi Diri Siswa SMA pada Materi Limit Fungsi Aljabar
DOI:
https://doi.org/10.61650/dpjpm.v1i2.202Keywords:
Etnomatematika, Pembelajaran Berbasis Proyek, Efikasi Diri, Batas Fungsi Aljabar, BanduraAbstract
Penelitian ini bertujuan untuk menguji pengaruh Project-Based Learning (PBL) terhadap peningkatan Self-Efficacy siswa SMA pada materi Limit Fungsi Aljabar. Rendahnya self-efficacy siswa yang menjadi tantangan utama dalam penguasaan matematika abstrak menjadi latar belakang penelitian ini. Penelitian ini menggunakan rancangan quasi eksperimen (Nonequivalent Pretest-Posttest Control Group Design) dengan sampel dibagi menjadi kelompok eksperimen (yang memperoleh PjBL Ethnomathematics, menggunakan konteks media Pizza/Potato Chips) dan kelompok kontrol (pembelajaran konvensional). Instrumen utama yang digunakan adalah Mathematical Self-Efficacy Questionnaire yang dikembangkan berdasarkan teori Bandura. Hasil Independent Sample T-test pada skor posttest menunjukkan adanya perbedaan yang sangat signifikan (p < 0,05) antara kedua kelompok, dengan skor rata-rata kelompok eksperimen lebih tinggi. Analisis Skor Penguatan Ternormalisasi (N-Gain) mengonfirmasi bahwa peningkatan efikasi diri pada kelompok eksperimen berada dalam kategori "Tinggi" (N-Gain > 0,70), jauh melebihi kelompok kontrol. Disimpulkan bahwa Pendekatan Etnomatematika Berbasis Proyek efektif dalam meningkatkan efikasi diri siswa karena memberikan penguasaan dan pengalaman tidak langsung melalui proyek kontekstual dan kolaboratif. Temuan ini menekankan pentingnya peningkatan dimensi afektif dalam pembelajaran matematika, sejalan dengan SDG 4 (Pendidikan Berkualitas).
Downloads
References
Adekantari, P., Su’ud, null, & Sukardi, S. (2020). The Influence of Instagram-Assisted Project Based Learning Model on Critical Thinking Skills. Journal of Educational and Social Research, 10(6), 315–322. http://doi.org/10.36941/jesr-2020-0129
Afifah, A., Ainiyah, D., & Dehham, S. H. (2024). Interactive Digital Media PanPinRu as an Effort to Increase Interest in Learning Students in Linear Equations of One Variable, 2(December), 185–188.
Brethes, H., Cavalli, E., Denis-Noël, A., Melmi, J. B., el-Ahmadi, A., Bianco, M., & Colé, P. (2022). Text Reading Fluency and Text Reading Comprehension Do Not Rely on the Same Abilities in University Students With and Without Dyslexia. Frontiers in Psychology, 13. http://doi.org/10.3389/fpsyg.2022.866543
Cahyadi, M. R., Ariansyah, F., & Vitor, P. (2023). Analysis of skills using pattern-finding strategies in solving mathematical problems given gender differences, 1, 6–10.
Darmayanti, R. (2022). Digital comic learning media based on character values on students’ critical thinking in solving mathematical problems in terms of learning styles. Available at SSRN 4803023. Retrieved from https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4803023
Darmayanti, R., In, A., Afifah, A., Verliana, A., & Nurmaltasari, D. (2023). Analysis of the Need for Pizzaluv- Math Learning Media So that Students Can Easily Learn the Limits of Trigonometric Functions, 1(3), 211–220.
Giaconi, V., Rojas, F., Catalán, M., Montenegro, H. L., & Guíñez, F. (2022). Tensions in Teaching Statistical Inference in Pre-Service Teacher Education; Tensiones al enseñar inferencia estadística en la formación inicial docente. Ensenanza de Las Ciencias, 40(3), 71–86. http://doi.org/10.5565/rev/ensciencias.5595
Golos, D. B. (2013). Developing preschooldeaf children’s language and literacy learning from an educational media series. American Annals of the Deaf, 158(4), 411–425. http://doi.org/10.1353/aad.2013.0039
Guarinos, V., Ramírez-Alvarado, M., & Martín-Pena, D. (2023). Sound fiction and verbodependent creativity. Sound short stories without words; Ficción sonora y creatividad verbodependiente. Microrrelatos sonoros sin palabras. Revista Latina de Comunicacion Social, 2023, 332–352. http://doi.org/10.4185/rlcs-2023-1949
Kholil, M. (2020). Students’ creative thinking skills in solving mathematical logic problem with open-ended approaches. Journal of Physics Conference Series, 1465(1). http://doi.org/10.1088/1742-6596/1465/1/012044
Komalasari, N. (2024). Pengembangan media pembelajaran matematika berbasis Game Edukasi android menggunakan gdevelop untuk melatih kemampuan penalaran matematis peserta …. digilib.uinsgd.ac.id. Retrieved from https://digilib.uinsgd.ac.id/90992/
Martinez, S., & Valverde, J. C. (2022). Influence of Context on Greatest Common Divisor Problem Solving: A Qualitative Study. Mathematics, 10(8). http://doi.org/10.3390/math10081325
Muhammad, I., Darmayanti, R., Arif, V. R., Afolaranmi, A. O., & Indonesia, U. P. (2023). Discovery Learning Research in Mathematics Learning : A Bibliometric Review, 1, 26–33.
Nanath, K. (2021). The role of communication medium in increasing e-waste recycling awareness among higher educational institutions. International Journal of Sustainability in Higher Education, 22(4), 833–853. http://doi.org/10.1108/IJSHE-10-2020-0399
Nuroifah, N., & Bacri, B. S. (2020). PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS APLIKASI ANDROID MATERI SISTEM EKSKRESI SISWA KELAS XI SMA NEGERI 1 DAWARBLANDONG MOJOKERTO Nisfatun Nuroifah , Bachtiar Syaiful Bachri. Jurnal Mahasiswa Universitas Negeri Surabaya, 1–10.
Qomaria, N., Afifah, A., & Manivannan, R. (2025). Identification of Junior High School Students â€TM Experiences in Using Question Card Media for Algebra Learning, 3(April), 7–10.
Seema, R., & Varik-Maasik, E. (2023). Students’ digital addiction and learning difficulties: shortcomings of surveys in inclusion. Frontiers in Education, 8. http://doi.org/10.3389/feduc.2023.1191817
Sugiyono. (2020). Metodologi Penelitian Kuantitatif, Kualitatif dan R & D.
Topsakal, I. (2022). The Effect of Problem-based STEM Education on the Students’ Critical Thinking Tendencies and Their Perceptions for Problem Solving Skills. Science Education International, 33(2), 136–145. http://doi.org/10.33828/sei.v33.i2.1
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Delta-Phi: Jurnal Pendidikan Matematika

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
