http://jurnalbeta.ac.id/index.php/betaJTM/issue/feedBeta: Jurnal Tadris Matematika2026-05-01T03:02:27+00:00Kamirsyah Wahyukwahyu@uinmataram.ac.idOpen Journal Systems<p><strong>Beta: Jurnal Tadris Matematika</strong> (p-ISSN: <a href="https://portal.issn.org/resource/ISSN/2085-5893" target="_blank" rel="noopener">2085-5893</a> | e-ISSN: <a href="https://portal.issn.org/resource/ISSN/2541-0458" target="_blank" rel="noopener">2541-0458</a>) is an international journal devoted to publishing and disseminating research, ideas, and practices on mathematics education. Specifically, it focuses on the <strong>critical, humanistic, political, or socio-cultural perspective</strong> of mathematics education and <strong>affects</strong> in mathematics teaching and learning. The journal is published by Universitas Islam Negeri (UIN) Mataram <strong>in collaboration with</strong> <a href="https://drive.google.com/file/d/1RJxfoQeENUQI0_sHRymjb6e-SXqQl1eF/view?usp=sharing" target="_blank" rel="noopener">Asosiasi Dosen Matematika dan Pendidikan Matematika PTKIN</a> (Ad-Mapeta) half-yearly (<strong>May</strong> and <strong>November</strong>) and has been indexed in <a href="https://drive.google.com/file/d/1xuYqbEXGFhIt8JGjAhM0Pu_oesVoTjRC/view?usp=sharing" target="_blank" rel="noopener">SINTA 3</a> until 2028.</p> <p><strong>2024</strong> <em>Acceptance rate 1<strong>6%</strong> - Overall acceptance rate (2017-present) <strong>24% </strong></em></p> <p>The published articles are licensed under a <a href="http://creativecommons.org/licenses/by-nc/4.0/">Creative Commons Attribution-NonCommercial 4.0 International License</a></p>http://jurnalbeta.ac.id/index.php/betaJTM/article/view/737Students’ conceptual difficulties in learning curved-surface solids: The needs for RME-based interactive e-module2026-02-02T10:34:11+00:00Yoga Tegar Santosaa418240010@student.ums.ac.idMutiara Hisda Mahmudaha418240004@student.ums.ac.idEko Ari Wibowoa418230003@student.ums.ac.id<p><em><strong>[English]:</strong></em> This study aims to identify students’ difficulties in learning curved-surface solids, analyze the key aspects of their conceptual understanding, and explore their needs regarding content and digital features for an RME-based e-module. A mixed-method approach with a sequential explanatory design was employed. The participants consisted of 94 ninth-grade students from a private junior high school in Surakarta, Indonesia. Data were collected using a questionnaire as well as in-depth interviews. Quantitative data were analyzed descriptively, while qualitative data were processed through reduction, display, and conclusion drawing. The findings reveal that students continue to struggle with visualizing three-dimensional shapes, understanding the structure and use of formulas for volume and surface area, and identifying components of curved-surface solids. Their conceptual understanding falls within the “moderate” category, with noticeable uncertainty in explaining, connecting, and applying concepts. Moreover, students require content that offers deeper conceptual explanations, step-by-step procedural examples, and contextualized exercises, highlighting the need for integrating the RME approach into the e-module. They also expect digital features such as 3D visualizations, tutorial videos, interactive object manipulation, and automated assessments.</p> <p><em><strong>[Bahasa]:</strong></em> Penelitian ini bertujuan untuk mengidentifikasi kesulitan belajar dan menganalisis pemahaman konsep siswa pada materi bangun ruang sisi lengkung, serta mengeksplorasi kebutuhan mereka terhadap konten dan fitur e-module sebagai landasan pengembangan e-module berbasis <em>realistic mathematics education </em>(RME). Penelitian ini menggunakan pendekatan <em>mixed-method</em> dengan desain <em>sequential explanatory</em>. Partisipan terdiri atas 94 siswa kelas IX dari salah satu SMP swasta di Kota Surakarta, Indonesia. Data diperoleh melalui angket dan wawancara mendalam. Analisis data kuantitatif dilakukan secara deskriptif, sedangkan data kualitatif dianalisis melalui proses reduksi, penyajian, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa siswa masih mengalami kesulitan dalam memvisualisasikan bentuk tiga dimensi, memahami struktur dan penerapan rumus volume serta luas permukaan, serta mengidentifikasi komponen bangun ruang sisi lengkung. Pemahaman konsep siswa berada pada kategori cukup dengan kecenderungan ketidakpastian dalam menjelaskan, menghubungkan, dan menerapkan konsep. Selain itu, siswa membutuhkan konten berupa penjelasan konseptual yang mendalam, contoh prosedural bertahap, dan latihan kontekstual yang menunjukkan perlunya integrasi pendekatan RME pada e-module. Siswa juga mengharapkan fitur digital seperti visualisasi 3D, video tutorial, manipulasi objek interaktif, dan asesmen otomatis.</p>2026-05-01T00:00:00+00:00Copyright (c) 2026 Yoga Tegar Santosa, Mutiara Hisda Mahmudah, Eko Ari Wibowohttp://jurnalbeta.ac.id/index.php/betaJTM/article/view/729The role of visual representation in primary student’s ability to solve fraction word problems2025-11-10T10:02:48+00:00Davina Aureliadavinaurelia00@gmail.comSlamet Arifinslamet.arifin.pasca@um.ac.idSiti Faizahfaizah.siti.pasca@um.ac.idRadeni Sukma Indra Dewiradenisukmaindradewi.pasca@um.ac.idRatna Ekawatiratna.ekawati.pasca@um.ac.id<p><em><strong>[English]:</strong></em> Difficulties in solving fraction word problems remain a persistent challenge in elementary mathematics education, as students struggle to translate written situations into appropriate mathematical representations and corresponding operations, or vice versa. This study explores how visual representation contributes to primary students’ ability to solve fraction word problems. Despite fractions being fundamental for mathematics advancement, students struggle with translating written problems into mathematical operations. Through a systematic literature review following the PRISMA framework, 28 peer-reviewed articles that were published between 2015 and 2025 were analyzed from Semantic Scholar, ERIC, and Scopus databases using the SPIDER tools for keyword selection. The findings reveal that area models were most frequently used, followed by number lines, bar models, and set models. Furthermore, the findings suggest that visual representations are associated with improved performance in solving fraction word problems and may support students’ conceptual understanding of fractions by organizing information and providing concrete illustrations of abstract concepts.</p> <p><em><strong>[Bahasa]:</strong></em> Kesulitan dalam menyelesaikan soal cerita pecahan masih menjadi tantangan yang persisten dalam pendidikan matematika tingkat dasar, karena siswa mengalami kesulitan dalam menerjemahkan situasi soal tertulis menjadi representasi matematis yang tepat dan operasi yang sesuai atau sebaliknya. Penelitian ini mengkaji dampak representasi visual terhadap kemampuan siswa sekolah dasar dalam menyelesaikan soal cerita pecahan. Meskipun pecahan merupakan konsep dasar dalam perkembangan matematika, siswa sering kesulitan dalam menerjemahkan soal tertulis menjadi operasi matematika. Melalui tinjauan literatur sistematis berdasarkan kerangka kerja PRISMA, 28 artikel yang diterbitkan antara tahun 2015 dan 2025 dari database Semantic Scholar, ERIC, dan Scopus menggunakan alat SPIDER untuk pemilihan kata kunci. Temuan menunjukkan bahwa model area paling sering digunakan, diikuti oleh garis bilangan, model batang, dan model himpunan; selain itu, temuan tersebut juga mengindikasikan bahwa representasi visual berkaitan dengan peningkatan kemampuan dalam memecahkan soal cerita pecahan dan dapat mendukung pemahaman konseptual siswa tentang pecahan dengan cara mengorganisasikan informasi serta memberikan ilustrasi konkret atas konsep-konsep abstrak.</p>2026-05-01T00:00:00+00:00Copyright (c) 2026 Davina Aurelia, Slamet Arifin, Siti Faizah, Radeni Sukma Indra Dewi, Ratna Ekawatihttp://jurnalbeta.ac.id/index.php/betaJTM/article/view/779Assessing the problem-solving test items and self-efficacy questionnaire in statistics education2026-03-26T06:32:03+00:00Imam Nursahidimamnursahid.2024@student.uny.ac.idAgus Maman Abadiagusmaman@uny.ac.idWahyu Anugerah Sianiparwahyuanugerah.2024@student.uny.ac.id<p><em><strong>[English]: </strong></em>The study aims to analyze the quality of problem-solving test items and a self-efficacy questionnaire using the AnBuso. The problem-solving test items were developed to measure the students’ cognitive abilities ranging from understanding (C2) to evaluating (C5) in statistical topics. This study employed a quantitative descriptive approach focusing on eight-grade students at a public school SMP Negeri 1 Mlati with a sample consisted of 32 students. The analysis was proceeded in terms of test item characteristics, including discriminative power, difficulty level, expert validity, and item reliability. The findings indicated that 53.33% of the items had good discriminative function, 20% had fairly good function, and 26.67% had poor function. A total of 33.33% of the items were classified as easy, 66.67% as moderate, and none as difficult. The validity was 0.90 (highly valid), and the reliability of multiple-choice items was 0.51 (moderate), while open-ended items reached 0.72 (high). Meanwhile, the self-efficacy questionnaire had a validity of 0.89 (highly valid) and a reliability of 0.83 (very high). Overall, the test instruments and questionnaire showed high validity and adequate reliability. It is hoped that the research finding can serve as a reference for educators and curriculum developers in designing better evaluation tools so that the learning objectives can be optimally achieved.</p> <p><em><strong>[Bahasa]:</strong></em> Penelitian ini bertujuan menganalisis kualitas butir soal kemampuan pemecahan masalah dan angket <em>self-efficacy</em> berbantuan aplikasi AnBuso. Soal kemampuan pemecahan masalah dikembangkan untuk mengukur kemampuan kognitif siswa pada level memahami (C2) hingga mengevaluasi (C5) pada materi statistika. Metode penelitian ini menggunakan pendekatan deskriptif kuantitatif dengan fokus utama pada siswa kelas VIII di SMP Negeri 1 Mlati dengan sampel sebanyak 32 orang siswa. Proses analisis dilakukan dari segi karakteristik soal yaitu daya pembeda, tingkat kesulitan kemudian validitas ahli, dan reliabilitas soal. Temuan penelitian menunjukkan bahwa instrumen pemecahan masalah memiliki daya pembeda yaitu 53.33% soal memiliki fungsi pembeda yang baik, 20% cukup baik, dan 26.67% tidak baik. Sebanyak 33.33% soal tergolong mudah, 66.67% sedang, dan tidak ada soal yang tergolong sulit. Kevalidan sebesar 0.90 (sangat valid) dan reliabilitas soal pilihan ganda sebesar 0.51 (sedang), soal uraian 0.72 (tinggi). Sementara angket <em>self-efficacy </em>memiliki kevalidan sebesar 0.89 (sangat valid) dan reliabilitas sebesar 0.83 (sangat tinggi). Secara keseluruhan, instrumen tes dan angket yang dikembangkan menunjukkan tingkat kevalidan yang tinggi serta reliabilitas yang memadai. Hasil analisis ini diharapkan dapat menjadi acuan bagi pendidik dan pengembang kurikulum dalam menyusun alat evaluasi yang lebih baik, sehingga tujuan pembelajaran dapat tercapai secara optimal. </p>2026-05-30T00:00:00+00:00Copyright (c) 2026 Imam Nursahid, Agus Maman Abadi, Wahyu Anugerah Sianiparhttp://jurnalbeta.ac.id/index.php/betaJTM/article/view/762How effective is game-based educational platform on students’ learning interest and mathematics problem-solving skills?2026-03-03T08:34:58+00:00Desi Ratnasari220103080.mhs@uinmataram.ac.idLalu Suciptociptobajok@uinmataram.ac.idMuhammad Syawahidsyawahid@uinmataram.ac.idMarini Kasimmarini@uum.edu.my<p><em><strong>[English]:</strong></em> This study aims to investigate the impacts of Kahoot, a game-based educational platform, on students’ learning interest and mathematical problem-solving abilities. The study employed a quantitative approach with a quasi-experimental research, specifically the non-equivalent control group design. The research population consisted of all seventh-grade students at a private junior high school in Indonesia, totaling 25 students which are selected through saturated sampling technique. The research instruments included a learning interest questionnaire and an essay-based test measuring mathematical problem-solving skills. Data were analyzed through multivariate assumption testing, followed by hypothesis testing using Multivariate Analysis of Variance (MANOVA). The results of the assumption tests indicated that: (i) the data satisfied the assumption of multivariate normality, (ii) the dependent variables demonstrated adequate intercorrelations for multivariate analysis, and (iii) the covariance matrices across groups exhibited homogeneous characteristics. Accordingly, the MANOVA outcomes revealed a significance value of less than 0.05 (p < 0.05), indicating that the use of Kahoot had a statistically significant effect, both simultaneously and partially, on students’ learning interest and mathematical problem-solving abilities. The research outcomes in this paper strengthened the past studies which claim that Kahoot can be utilized as an innovative instructional platform for teaching and learning mathematics.</p> <p><strong><em>[Bahasa]:</em></strong> Penelitian ini bertujuan mengetahui dampak penggunaan platform game edukasi, Kahoot, terhadap minat belajar dan pemecahan masalah matematika siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis <em>quasi experiment</em> dan desain <em>non-equivalent control group</em>. Populasi penelitian adalah seluruh siswa kelas VII di sekolah swasta menengah pertama di Indonesia berjumlah 25 siswa yang dipilih dengan teknik sampling jenuh. Instrumen penelitian berupa angket minat belajar dan tes uraian kemampuan pemecahan masalah. Data dianalisis melalui uji asumsi multivariat, kemudian dilanjutkan dengan uji hipotesis menggunakan Multivariate Analysis of Variance (MANOVA). Hasil uji asumsi menunjukkan bahwa (i) data memenuhi asumsi normalitas multivariat, (ii) variabel dependen memiliki hubungan yang memadai untuk dianalisis secara multivariat, dan (iii) matriks kovarians antar kelompok menunjukkan karakteristik homogen. Selanjutnya,hasil uji MANOVA menunjukkan nilai signifikansi < 0.05 sehingga dapat disimpulkan bahwa penggunaan media Kahoot berpengaruh signifikan, baik secara simultan maupun parsial, terhadap minat belajar dan kemampuan pemecahan masalah matematis siswa. Temuan penelitian ini memperkuat penelitian-penelitian terdahulu yang menyatakan bahwa Kahoot dapat dimanfaatkan sebagai media inovatif untuk pengajaran dan pembelajaran matematika.</p>2026-05-30T00:00:00+00:00Copyright (c) 2026 Desi Ratnasari, Lalu Sucipto, Muhammad Syawahid, Marini Kasimhttp://jurnalbeta.ac.id/index.php/betaJTM/article/view/742Systematic literature review on emotion recognition AI feedback in mathematics game online among middle school students2025-12-04T08:06:53+00:00Razid Ananda Siregarrazidsrg6@gmail.comRahmah Joharrahmah.johar@usk.ac.idMailizarmailizar@usk.ac.id<p><em><strong>[English]:</strong></em> This study synthesizes, critically analyzes, and maps empirical evidence regarding the effectiveness of artificial intelligence (AI) feedback in emotion recognition within online mathematics games among middle school students. Employing the Systematic Literature Review (SLR) method, this research utilized the PRISMA 2020 guidelines. A rigorous screening process of 495 articles from EBSCO, Springer Nature, and Taylor & Francis databases resulted in 20 final inclusion articles. The synthesis findings reveal a research shift toward feedback designs that deliberately influence the user’s emotional state, dominated by emotion-based feedback and delivery method-based feedback. The impact of this feedback is positive, specifically improving mood and well-being and facilitating direct emotional regulation. The effectiveness is moderated by three main factors: system and technology design, cognitive and behavioral factors, and content and learning situations. These findings imply that online game designers must consider system architectures that actively manage students’ emotional states through social support and adaptive content, beyond just providing performance feedback. Since the reviewed literatures are dominated by quantitative research, this study recommends that future research incorporates qualitative approaches to more deeply explore the nuanced, subjective emotional experiences of students interacting with AI systems.</p> <p><em><strong>[Bahasa]:</strong></em> Penelitian ini mensintesis, menganalisis secara kritis, dan memetakan bukti empiris mengenai efektivitas umpan balik kecerdasan buatan (AI) dalam pengenalan emosi pada permainan matematika daring di kalangan siswa sekolah menengah. Menggunakan metode Systematic Literature Review (SLR), penelitian ini mengikuti pedoman PRISMA 2020. Proses penyaringan yang ketat terhadap 495 artikel dari basis data EBSCO, Springer Nature, dan Taylor & Francis menghasilkan 20 artikel yang memenuhi kriteria inklusi. Temuan sintesis menunjukkan adanya pergeseran tren penelitian menuju desain umpan balik yang secara sengaja memengaruhi keadaan emosional pengguna, yang didominasi oleh umpan balik berbasis emosi dan umpan balik berbasis metode penyampaian. Dampak dari umpan balik ini bersifat positif, khususnya dalam meningkatkan suasana hati dan kesejahteraan, serta memfasilitasi regulasi emosi secara langsung. Efektivitas tersebut dimoderasi oleh tiga faktor utama: desain sistem dan teknologi, faktor kognitif dan perilaku, serta konten dan situasi pembelajaran. Temuan ini menyiratkan bahwa perancang permainan daring harus mempertimbangkan arsitektur sistem yang secara aktif mengelola keadaan emosional siswa melalui dukungan sosial dan konten adaptif, lebih dari sekadar memberikan umpan balik performa. Karena literatur yang ditinjau didominasi oleh kajian kuantitatif, penelitian ini merekomendasikan agar studi di masa depan menggabungkan pendekatan kualitatif untuk mengeksplorasi pengalaman emosional subjektif siswa yang lebih bernuansa saat berinteraksi dengan AI.</p>2026-05-30T00:00:00+00:00Copyright (c) 2026 Razid Ananda Siregar, Rahmah Johar, Mailizar