Welcome to the Mosharafa: Jurnal Pendidikan Matematika. Mosharafa: Jurnal Pendidikan Matematika (p-ISSN: 2086-4280 & e-ISSN: 2527-8827) publishes scientific articles on research results in the field of mathematics education that have never been published. Writers can come from various levels, such as students (S1, S2, S3), teachers, lecturers, practitioners, and observers of mathematics education. Mosharafa is published four times a year, namely in January, April, July, and October. Mosharafa Publisher is Program Studi Pendidikan Matematika Institut Pendidikan Indonesia. Mosharafa: Jurnal Pendidikan Matematika has been accredited rank 4 (SINTA 4) based on the Certificate and Surat Keputusan Direktur Jenderal Penguatan Riset dan Pengembangan Kementerian Riset, Teknologi, dan Pendidikan Tinggi Republik Indonesia No. 21/E/KPT/2018 tentang Peringkat Akreditasi Jurnal Ilmiah Periode I Tahun 2018. Accreditation is valid for 3 (three) years, namely Volume 5 Number 1 of 2016 to Volume 8 Number 1 of 2019. In July 2019, Mosharafa: Jurnal Pendidikan Matematika re-accredited and managed to rise to 3rd place (SINTA 3) based on Surat Keputusan Direktur Jenderal Penguatan Riset dan Pengembangan Kementerian Riset, Teknologi, dan Pendidikan Tinggi Republik Indonesia No. 23/E/KPT 2019 tentang Peringkat Akreditasi Jurnal Ilmiah Periode IV Tahun 2019. This accreditation is valid for 5 (five) years, starting from Volume 8 Number 2 of 2019 to Volume 13 Number 1 of 2024. The accreditation certificate is not being processed. Mosharafa: Jurnal Pendidikan Matematika was re-accredited in July 2021 and succeeded to rise to second place (SINTA 2) based on the Certificate and Surat Keputusan Direktur Jenderal Pendidikan Tinggi, Riset, dan Teknologi Kementrian Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia No. 105/E/KPT 2022 tentang Peringkat Akreditasi Jurnal Ilmiah Periode I Tahun 2022. Starting with Volume 10 Number 2 of 2021 and ending with Volume 15 Number 1 of 2026, this accreditation is valid for 5 (five) years. Submit your original research to Mosharafa Journal, where excellence meets impact. Together, let's shape the future of mathematics education research.
Department of Mathematics Education Program IPI Garut
From Linearity to Iteration: Navigating Polya's Problem-Solving Stages in an e-PBL Geometry Environment
Penelitian ini mengkaji bagaimana mahasiswa mengalami dan memaknai tahapan pemecahan masalah Polya saat mengerjakan tugas geometri dalam lingkungan electronic Problem-Based Learning (e-PBL) yang diimplementasikan melalui sistem manajemen pembelajaran berbasis Moodle yang dikustomisasi. Penelitian ini menggunakan desain deskriptif kualitatif dengan sumber data berupa artefak pemecahan masalah tertulis, wawancara semi-terstruktur, dan jejak digital selama e-PBL. Data dianalisis menggunakan analisis tematik Braun dan Clarke dengan pengodean deduktif berdasarkan empat tahap Polya dan pengodean induktif untuk menangkap pola penalaran yang muncul. Hasil penelitian menunjukkan bahwa pemecahan masalah berlangsung secara dinamis dan rekursif. Tahap memahami dan merencanakan melibatkan penafsiran ulang representasi multimodal, sedangkan tahap pelaksanaan ditandai oleh pergeseran representasi yang memperjelas konsep. Prompt reflektif dalam e-PBL mendukung deteksi kesalahan dan penguatan konsep, serta menegaskan peran tahap evaluasi. This study examines how students experience and interpret Polya’s problem-solving stages while working on geometry tasks in an electronic Problem-Based Learning (e-PBL) environment implemented through a customized Moodle based learning management system. Using a qualitative descriptive design, data were collected from written problem-solving artefacts, semi-structured interviews, and digital traces generated during e-PBL activities. The data were analyzed using thematic analysis following Braun and Clarke, combining deductive coding based on Polya’s four stages with inductive coding to capture emerging reasoning patterns. The findings indicate that problem-solving is enacted as a dynamic and recursive process rather than a linear sequence. Understanding and planning involve repeated reinterpretation of multimodal representations, while execution is characterized by representational shifts that support conceptual clarity. Reflective prompts in e-PBL facilitate error detection and conceptual consolidation, highlighting the importance of the evaluative stage.
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Design Thinking Approach in the Development of E-Worksheets and AI Videos to Enhance Problem-Solving Skills of Senior High School Students
Penelitian ini bertujuan mengembangkan rancangan e‑worksheet dan video AI melalui pendekatan design thinking untuk meningkatkan pemecahan masalah siswa SMA di Kota Pekalongan. Subjek penelitian terdiri atas 143 siswa dan 14 guru dari beberapa SMA berbeda yang terlibat pada tahap empathize dan define untuk mengidentifikasi profil permasalahan pembelajaran, yang menunjukkan bahwa pemecahan masalah kurang berkembang karena pembelajaran masih abstrak, berfokus pada hafalan, serta minim media interaktif sementara guru terkendala waktu bimbingan. Pada tahap ideate, melalui telaah literatur dan meta‑analisis, dikembangkan gagasan E‑TopWorksheets dengan Pendekatan Matematika Realistik berbantuan Mootion AI; hasil meta‑analisis menunjukkan nilai p<0,001 dengan effect size 0,841 yang menandakan pengaruh signifikan dan kuat penggunaan media serupa terhadap peningkatan pemecahan masalah matematika yang berpotensi menjadi dasar pengembangan media dan memerlukan pengujian lanjutan. Disimpulkan bahwa pendekatan design thinking efektif sebagai kerangka kerja pengembangan prototype media yang kontekstual, adaptif, dan berkontribusi pada inovasi media pembelajaran yang relevan dengan tuntutan pembelajaran abad ke‑21. This study aims to develop a design for e-worksheets and AI-based videos using a Design Thinking approach to enhance the problem-solving skills of Senior High School (SMA) students in Pekalongan City. The research subjects consisted of 143 students and 14 teachers from various high schools who were involved in the empathize and define stages to identify learning problem profiles; findings indicated that problem-solving skills were underdeveloped due to abstract instruction focused on rote learning, a lack of interactive media, and teachers' constraints regarding guidance time. In the ideate stage, through literature review and meta-analysis, the concept of E-TopWorksheets using a Realistic Mathematics Education approach assisted by Mootion AI was developed. The meta-analysis results showed a p-value < 0.001 with an effect size of 0.841, indicating a significant and strong influence of similar media on improving mathematical problem-solving, which potentially serves as a basis for media development and requires further testing. It is concluded that the Design Thinking approach is effective as a framework for developing contextual and adaptive media prototypes, contributing to learning media innovation relevant to 21st-century learning demands.
Indigenous Knowledge as Educational Asset: Culturally Responsive Mathematics Education and Equity Pursuit in Indonesia’s Multilingual Contexts
Di negara multibahasa seperti Indonesia, pembelajaran matematika selama ini beroperasi dalam paradigma terstandar yang kurang mengakomodasi keragaman budaya dan linguistik, sehingga menimbulkan kesenjangan penelitian mengenai model berskala besar yang mengimplementasikan pedagogi responsif budaya dalam sistem yang sangat heterogen. Untuk menjawab kesenjangan tersebut, studi ini memperkenalkan model GEMBIRA sebagai kerangka analitis baru untuk mengkaji bagaimana pengetahuan matematika berbasis budaya serta penggunaan bahasa ibu dapat diintegrasikan secara sistematis. Penelitian ini mensintesis dokumen kebijakan, studi empiris yang diindeks dalam Scopus (2020–2025), dan laporan internasional untuk menganalisis koherensi kebijakan, praktik pedagogis, dan hambatan struktural. Temuan menunjukkan bahwa pendidikan matematika responsif budaya berfungsi sebagai mekanisme dekolonisasi yang memperkuat pemahaman konseptual, afirmasi identitas, dan pemerataan. Studi ini menegaskan bahwa integrasi sistem matematika lokal dalam reformasi nasional menyediakan jalur yang kuat secara matematis menuju keadilan pendidikan serta menawarkan wawasan yang dapat ditransfer untuk transformasi berorientasi kesetaraan di berbagai konteks global. In multilingual nations such as Indonesia, mathematics instruction has long operated under standardized paradigms that suppress cultural–linguistic diversity, creating a research gap in large-scale models that operationalize culturally responsive pedagogy within highly heterogeneous systems. Addressing this gap, this study introduces the novel GEMBIRA model—treated here as a GEMBIRA model—as an analytical lens for examining how culturally rooted mathematical knowledge and mother-tongue instruction can be systematically integrated. The research synthesizes policy documents, empirical studies indexed in Scopus (2020–2025), and international reports to analyze policy coherence, pedagogical enactment, and structural constraints. Findings show that culturally responsive mathematics education functions as a decolonizing mechanism that strengthens conceptual understanding, identity affirmation, and equity. The study demonstrates that embedding indigenous mathematical systems within national reforms provides a mathematically robust pathway toward educational justice and offers transferable insights for equity-oriented transformation in diverse global contexts.
Exploring Mathematics Teacher Awareness and Responses to Gender-Based Classroom: A Qualitative Study in Australian Secondary School
Studi kualitatif ini menjelaskan perbedaan dalam interaksi di kelas dan hasil belajar antara kelas matematika yang hanya terdiri dari siswa laki-laki dan kelas matematika yang hanya terdiri dari siswa perempuan, dengan fokus khusus pada kesadaran guru dan strategi pengajaran adaptif di sekolah menengah Australia yang multikultural. Data dikumpulkan melalui observasi etnografis dan wawancara dengan guru matematika selama satu semester. Hasil penelitian menunjukkan pola yang jelas berdasarkan gender dalam partisipasi dan pendekatan pemecahan masalah. Siswa laki-laki diamati lebih mudah terlibat dalam proses kognitif tingkat tinggi. Sebaliknya, siswa perempuan cenderung mencari klarifikasi tentang konsep dasar sebelum mencoba tugas. Sebagai tanggapan, guru menerapkan berbagai strategi responsif gender, termasuk pertanyaan terbuka, aktivitas berbasis interaksi, dukungan satu lawan satu, dan penjelasan. Penelitian ini juga mengkaji pengaruh keragaman budaya, menemukan bahwa siswa dari latar belakang yang beragam berinteraksi dengan lancar dan tidak ada kelompok yang secara konsisten menunjukkan prestasi lebih tinggi daripada kelompok lain dalam konteks kelas yang diamati. Temuan ini menunjukkan bahwa lingkungan kelas dan praktik pengajaran di sekolah ini berhasil mendukung partisipasi siswa dari latar belakang yang beragam. This qualitative study explains differences in classroom interaction and learning outcomes between male students’ only and female students’ only mathematics classes, with a particular focus on teacher awareness and adaptive instructional strategies in a multicultural Australian secondary school. Data were collected through ethnographic observation and interview with the mathematics teacher over one term. The result revealed clear gender-based patterns in participation and problem-solving approaches. Male students were observed to engage more readily in higher-order cognitive processes. In contrast, female students tended to seek clarification on basic concepts before attempting tasks. In response, the teacher implemented a range of gender-responsive strategies, including open-ended questioning, interaction-based activities, one-on-one support, and explanations. The paper also explored the influence of cultural diversity, finding that students from diverse backgrounds interact smoothly and no group consistently demonstrates higher achievement than others in the observed classroom context. These findings suggest that the classroom environment and teaching practices at this school successfully support the participation of students from diverse backgrounds.
Development of Interactive Learning Media Using Canva for Teaching Sequences and Series in Senior High School
Penelitian ini bertujuan untuk mengembangkan dan mendeskripsikan kelayakan dan kepraktisan media pembelajaran interaktif berbasis Canva untuk topik Barisan dan Deret dalam matematika SMA. Penelitian ini menggunakan pendekatan Penelitian dan Pengembangan (R&D) dengan model 4D (Definisikan, Rancang, Kembangkan, Sebarkan), yang terbatas pada tahap Kembangkan. Subjek penelitian terdiri dari pakar media, pakar materi, dan siswa kelas sepuluh sebanyak 3 siswa untuk validasi dan 12 siswa untuk kepraktisan. Data dikumpulkan melalui kuesioner validasi dan kepraktisan serta dianalisis secara kuantitatif menggunakan skala Likert. Hasil validasi menunjukkan bahwa media tersebut memperoleh nilai rata-rata 3,67 dari pakar media, 3,50 dari pakar materi, dan 3,67 dari siswa, semuanya dikategorikan sangat layak. Tes kepraktisan juga menunjukkan kategori sangat praktis, dengan nilai 3,42 (pakar media), 3,92 (pakar materi), dan 3,70 (siswa). Aspek yang paling menonjol adalah struktur dan daya tarik, yang menunjukkan bahwa media tersebut tidak hanya menarik secara visual tetapi juga praktis dalam meningkatkan pemahaman konsep dan motivasi belajar siswa. This study aims to develop and describe the feasibility and practicality of an interactive learning media based on Canva for the topic of Sequences and Series in senior high school mathematics. The research employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, Disseminate), limited to the Develop stage. The subjects consisted of a media expert, material experts, and tenth-grade students as many as 3 students for validation and 12 students for practicality. Data were collected through validation and practicality questionnaires and analyzed quantitatively using a Likert scale. The validation results showed that the media obtained an average score of 3.67 from the media expert, 3.50 from the material experts, and 3.67 from the students, all categorized as very feasible. The practicality test also indicated a very practical category, with scores of 3.42 (media expert), 3.92 (material experts), and 3.70 (students). The most prominent aspects were structure and attractiveness, indicating that the media is not only visually engaging but also practically in enhancing conceptual understanding and students’ learning motivation.
Development of RME-Based Cross Math Worksheets to Strengthen Conceptual Understanding of Number Operations
Pembelajaran matematika di perguruan tinggi masih didominasi oleh penggunaan lembar kerja siswa konvensional yang kurang interaktif dan belum secara optimal memperkuat pemahaman siswa tentang operasi bilangan. Penelitian ini bertujuan untuk mengembangkan lembar kerja siswa berbasis permainan edukatif Cross Math yang terintegrasi dengan pendekatan Realistic Mathematics Education (RME) dan untuk menguji validitas, kepraktisan, dan efektivitasnya dalam meningkatkan pemahaman konseptual siswa tentang operasi bilangan. Penelitian ini menggunakan metode Penelitian dan Pengembangan dengan model 4D, yang terdiri dari tahap mendefinisikan, merancang, mengembangkan, dan menyebarluaskan. Subjek penelitian adalah mahasiswa Program Studi Pendidikan Matematika di Universitas Muhammadiyah Bangka Belitung. Instrumen penelitian meliputi lembar validasi ahli, kuesioner respons siswa, dan tes pemahaman konseptual dalam bentuk pretest dan posttest. Data dianalisis menggunakan teknik deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa lembar kerja yang dikembangkan memenuhi kriteria validitas tinggi dan kepraktisan tinggi. Lebih lanjut, tes efektivitas menunjukkan peningkatan pemahaman konseptual siswa tentang operasi bilangan, dengan penguasaan klasik mencapai 83,33% dan peningkatan yang diamati di semua indikator pemahaman konseptual. Temuan ini menunjukkan bahwa lembar kerja berbasis permainan edukatif Cross Math yang terintegrasi dengan pendekatan RME efektif sebagai bahan pembelajaran alternatif untuk meningkatkan keterlibatan siswa dan pemahaman konseptual dalam pembelajaran matematika.
Enhancing TPACK and Statistical Literacy through Generative AI–Based Adaptive Learning: A Mixed-Methods Study
Penelitian ini mengkaji dampak kerangka pembelajaran adaptif terintegrasi Generative Artificial Intelligence (GenAI; ChatGPT) terhadap peningkatan Technological Pedagogical and Content Knowledge (TPACK) dan literasi statistis calon guru matematika. Kerangka tersebut menerapkan interaksi dialogis berbasis mahasiswa, structured prompting, dan scaffolding dosen untuk mempersonalisasi eksplorasi statistika. Dengan desain kuasi-eksperimen mixed methods, penelitian melibatkan 72 mahasiswa (37 kelompok eksperimen dan 35 kontrol). Data kuantitatif dianalisis menggunakan uji t berpasangan dan ANCOVA, sedangkan data kualitatif dianalisis secara tematik. Hasil menunjukkan kedua kelompok meningkat secara signifikan, namun kelompok eksperimen memiliki skor akhir tersesuaikan yang lebih tinggi. Temuan kualitatif menegaskan peningkatan pemahaman konseptual, kemampuan desain pembelajaran berbasis teknologi, serta refleksi kritis terhadap etika penggunaan AI. Studi ini mendukung integrasi literasi AI dalam kurikulum pendidikan guru. This study examines the impact of a Generative Artificial Intelligence (GenAI; ChatGPT)–integrated adaptive learning framework on improving Technological Pedagogical and Content Knowledge (TPACK) and statistical literacy among prospective mathematics teachers. The framework employed student-driven dialogic interaction, structured prompting, and lecturer-guided scaffolding to personalize statistical exploration. Using a mixed-methods quasi-experimental design, 72 students participated (37 experimental, 35 control). Quantitative data from tests and questionnaires were analyzed using paired t-tests and ANCOVA, while interviews and observations underwent thematic analysis. Results showed significant gains in both groups, but the experimental group achieved higher adjusted posttest scores, indicating superior effectiveness of GenAI-integrated learning. Qualitative findings highlighted improved conceptual understanding, instructional design skills, and critical reflection on ethical AI use. The study supports embedding AI literacy and pedagogically grounded prompting within teacher-education curricula and institutional policy.
Students’ Computational Thinking Abilities in Geometry Problem Solving: The Role of Self-Efficacy
Kemampuan berpikir komputasi sangat krusial dalam pembelajaran geometri yang memerlukan penalaran logis dan terstruktur. Selain aspek kognitif, kemampuan ini dipengaruhi oleh aspek afektif seperti efikasi diri. Penelitian ini bertujuan menganalisis kemampuan berpikir komputasi mahasiswa dalam menyelesaikan masalah geometri serta mengkaji peran efikasi diri dalam membedakan kualitas kemampuan tersebut. Menggunakan metode kualitatif dengan desain studi kasus, penelitian ini melibatkan 60 mahasiswa semester lima Program Studi Pendidikan Matematika di Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan. Instrumen yang digunakan meliputi tes berpikir komputasi, kuesioner, wawancara, dan observasi. Data dianalisis melalui teknik analisis isi yang mencakup reduksi, kategorisasi, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa mahasiswa dengan efikasi diri tinggi memiliki kemampuan berpikir komputasi yang lebih unggul dibandingkan mahasiswa dengan efikasi diri rendah. Temuan ini menegaskan pentingnya efikasi diri dalam membentuk profil berpikir komputasi dan berimplikasi pada pengembangan strategi pembelajaran matematika yang mengintegrasikan aspek kognitif serta afektif. Computational thinking is essential in geometry education, as it demands logical, systematic, and structured reasoning. Beyond cognitive dimensions, this ability is significantly influenced by affective factors, particularly self-efficacy. This study aims to analyze students' computational thinking skills in solving geometric problems and examine how self-efficacy differentiates the quality of these skills. Employing a qualitative case study design, the research involved 60 fifth-semester Mathematics Education students at Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan. Data were collected through computational thinking tests, questionnaires, interviews, and observations, and subsequently analyzed using content analysis techniques, including data reduction, categorization, and conclusion drawing. The findings reveal that students with high self-efficacy demonstrate superior computational thinking abilities compared to those with low self-efficacy. This study underscores the critical role of self-efficacy in shaping computational thinking profiles and suggests the need for integrated cognitive-affective instructional strategies in mathematics education.
Exploring Self-Efficacy Profiles and Their Influence on Undergraduate Students' Geometry Problem-Solving Processes: A Qualitative Case Study
Pemecahan masalah geometri menuntut integrasi antara kemampuan kognitif dan aspek afektif, khususnya efikasi diri. Penelitian ini bertujuan mengidentifikasi profil efikasi diri mahasiswa pendidikan matematika serta menganalisis pengaruhnya terhadap proses pemecahan masalah geometri berdasarkan tahapan Polya. Menggunakan desain studi kasus kualitatif, penelitian ini melibatkan 33 mahasiswa. Data dikumpulkan melalui skala efikasi diri, tes geometri berbasis empat tahap Polya, dan wawancara semi-terstruktur dengan subjek yang merepresentasikan tingkat efikasi diri tinggi, sedang, dan rendah. Hasil penelitian mengungkap tiga profil berbeda: mahasiswa dengan efikasi diri tinggi mampu menunjukkan pemahaman mendalam hingga evaluasi reflektif; mahasiswa dengan efikasi diri sedang mampu melaksanakan prosedur namun tidak stabil pada tahap perencanaan dan evaluasi; sedangkan mahasiswa dengan efikasi diri rendah kesulitan dalam merumuskan strategi dan verifikasi hasil. Temuan ini menegaskan bahwa efikasi diri berpengaruh signifikan terhadap kualitas pemecahan masalah geometri, sehingga perlu diintegrasikan dalam perancangan pembelajaran matematika yang komprehensif. Geometric problem-solving demands the integration of cognitive abilities and affective readiness, notably self-efficacy. This study aims to identify the self-efficacy profiles of mathematics education students and analyze their influence on the geometric problem-solving process based on Polya’s stages. Employing a qualitative case study design, the research involved 33 students. Data were collected through a self-efficacy scale, geometric problem-solving tests structured according to Polya’s four stages, and semi-structured interviews with subjects representing high, moderate, and low self-efficacy levels. The findings reveal three distinct profiles: students with high self-efficacy demonstrate deep understanding followed by reflective evaluation; those with moderate self-efficacy execute procedures correctly but show instability during the planning and evaluation stages; while students with low self-efficacy struggle with strategy formulation and result verification. These findings underscore that self-efficacy significantly influences the quality of geometric problem-solving, highlighting the necessity of integrating affective factors into the design of comprehensive mathematics instruction.
Exploring the Role of ChatGPT in Enhancing Students’ Mathematical Creative Thinking in Geometry Learning: A Qualitative Case Study
Pikiran kreatif merupakan kompetensi kunci dalam pembelajaran geometri, yang sering melibatkan pemecahan masalah yang tidak rutin dan secara visual kompleks, namun banyak siswa mengalami kesulitan dalam mengembangkan strategi pemecahan masalah. Peningkatan penggunaan kecerdasan buatan generatif seperti ChatGPT menawarkan peluang pedagogis baru, namun perannya dalam mendukung pemikiran kreatif matematis masih belum jelas. Studi ini bertujuan untuk mengkaji bagaimana keterkaitan pembelajaran yang didukung ChatGPT terhadap pemikiran kreatif matematis siswa dalam geometri dan menganalisis karakteristik pemecahan masalah siswa saat didukung oleh AI. Studi kasus kualitatif dilakukan dengan 29 siswa kelas tujuh dari SMP di Kampar. Data dikumpulkan melalui Tes Kemampuan Berpikir Kreatif Matematika dengan empat soal geometri non-rutin, observasi kelas, dan analisis tanggapan tertulis siswa, yang dievaluasi menggunakan indikator berpikir kreatif matematika. Temuan menunjukkan bahwa berpikir kreatif siswa berada pada tingkat sedang, dengan ChatGPT paling efektif dalam mendukung elaborasi, sementara fleksibilitas dan orisinalitas tetap relatif lemah. Kesalahan utama terjadi pada tahap keterampilan transformasi dan proses, terutama dalam tugas visual-spasial. ChatGPT berfungsi sebagai scaffolding prosedural dan elaboratif rather than katalisator untuk pemikiran divergen, menyoroti kebutuhan akan integrasi AI yang terarah dan reflektif dalam pembelajaran geometri. Creative thinking is a key competency in geometry learning, which often involves solving non-routine and visually complex problems, yet many students struggle to develop problem-solving strategies. The increased use of generative artificial intelligence such as ChatGPT offers new pedagogical opportunities, but its role in supporting mathematical creative thinking remains unclear. This study aims to examine how ChatGPT-supported learning relates to students' mathematical creative thinking in geometry and to analyse the characteristics of students' problem solving when supported by AI. A qualitative case study was conducted with 29 seventh-grade students from a secondary school in Kampar. Data were collected through a Mathematical Creative Thinking Ability Test with four non-routine geometry questions, classroom observations, and analysis of students' written responses, which were evaluated using indicators of mathematical creative thinking. Findings indicate that students' creative thinking is at a moderate level, with ChatGPT most effective in supporting elaboration, while flexibility and originality remain relatively weak. The main errors occurred at the transformation and process skill stages, especially in visual-spatial tasks. ChatGPT functioned as procedural and elaborative scaffolding rather than a catalyst for divergent thinking, highlighting the need for targeted and reflective AI integration in geometry learning.
Fostering Students’ Critical Mathematical Thinking on Linear Equations through STEAM-Based Water Filtration Projects
Penerapan Project-Based Learning (PjBL) berpotensi mengembangkan berpikir kritis, namun integrasi masalah nyata seperti mitigasi bencana masih jarang dilakukan. Penelitian ini bertujuan menguji keefektifan proyek mitigasi filter air berbasis STEAM dalam menumbuhkan kemampuan berpikir kritis siswa. Menggunakan desain eksperimen murni posttest-only control group, penelitian ini melibatkan 58 siswa kelas VII SMP Negeri 3 Kembang Jepara yang dipilih melalui cluster random sampling. Kelompok eksperimen menerapkan proyek STEAM, sementara kelompok kontrol menggunakan pembelajaran konvensional. Data dikumpulkan melalui tes hasil belajar dan angket respons, lalu dianalisis menggunakan uji independent t-test. Hasil penelitian menunjukkan bahwa kemampuan berpikir kritis siswa pada kelompok eksperimen secara signifikan lebih baik dibandingkan kelompok kontrol. Temuan ini menegaskan bahwa proyek mitigasi filter air berbasis STEAM efektif mengembangkan berpikir kritis serta keterampilan abad ke-21 (kreativitas, kolaborasi, dan komunikasi). Integrasi matematika dalam konteks dunia nyata melalui proyek STEAM menjadi strategi krusial untuk menumbuhkan kepedulian siswa terhadap isu mitigasi bencana. While Project-Based Learning (PjBL) is recognized for its potential to develop students' critical thinking, the integration of real-world contexts, particularly disaster mitigation, remains underexplored. This study aims to evaluate the effectiveness of a STEAM-based water filter mitigation project in fostering students' critical thinking skills. Employing a true experimental posttest-only control group design, the study involved 58 seventh-grade students from SMP Negeri 3 Kembang Jepara, selected via cluster random sampling. The experimental group implemented the STEAM project, while the control group received teacher-centered conventional instruction. Data were collected through achievement tests and student response questionnaires, followed by independent t-test analysis. The findings reveal that students engaged in the STEAM-based project demonstrated significantly higher critical thinking skills than those in the conventional group. This study confirms that STEAM-based water filter mitigation projects effectively develop critical thinking and reinforce 21st-century skills, including creativity, collaboration, and communication. Furthermore, integrating mathematics into real-world contexts through STEAM serves as a crucial strategy to enhance students' awareness of disaster mitigation issues.
Needs Analysis: Developing Scratch Media with Sumedang Local Wisdom to Enhance Students' Computational Thinking
Transformasi digital menuntut penguasaan berpikir komputasional (computational thinking/CT) sebagai fondasi utama pendidikan matematika. Namun, keterampilan penalaran logis siswa di Kabupaten Sumedang masih rendah karena pembelajaran belum mengoptimalkan kearifan lokal. Penelitian ini bertujuan menganalisis profil awal kemampuan CT siswa pada aspek dekomposisi, pengenalan pola, abstraksi, dan algoritma, serta mengidentifikasi kebutuhan terhadap media interaktif berbasis Scratch. Menggunakan model pengembangan ADDIE yang dibatasi pada tahap analisis, penelitian ini melibatkan 32 siswa kelas VIII dan tiga guru matematika di sebuah SMP Negeri di Sumedang. Data dihimpun melalui tes CT, kuesioner, wawancara, dan dokumentasi. Temuan menunjukkan kemampuan CT siswa masih rendah, terutama pada aspek abstraksi (18,98%) dan algoritma (16,01%). Hasil analisis kebutuhan menunjukkan tingkat urgensi yang sangat tinggi (83%) bagi pengembangan media berbasis Scratch terintegrasi kearifan lokal Sumedang sebagai sarana penguatan penalaran komputasional dan motivasi belajar siswa. Digital transformation necessitates the mastery of computational thinking (CT) as a fundamental pillar of mathematics education. However, students' logical reasoning skills in Sumedang Regency remain underdeveloped, largely because instructional methods have yet to optimize the use of local wisdom. This study aims to analyze the initial CT profiles of students, focusing on decomposition, pattern recognition, abstraction, and algorithms, and to identify the necessity for Scratch-based interactive learning media. Adopting the ADDIE development model, limited to the analysis phase, the study involved 32 eighth-grade students and three mathematics teachers at a public junior high school in Sumedang. Data were gathered through CT competency tests, questionnaires, interviews, and documentation. The findings reveal that students' CT skills are low, particularly in abstraction (18.98%) and algorithms (16.01%). Furthermore, the needs analysis indicates a high level of urgency (83%) for developing Scratch-based media integrated with Sumedang’s local wisdom as a cognitive tool to strengthen computational reasoning and enhance student motivation.
STEM-PBL Based E-Module with Jambi Context: Development Research to Improve Students’ 4C Skills
Penelitian ini bertujuan untuk merancang dan mengevaluasi modul e-learning berbasis STEM-PBL yang terintegrasi dengan konteks budaya Jambi guna meningkatkan keterampilan 4C siswa. Penelitian ini menggunakan jenis penelitian research and development (R&D) dengan model ADDIE. Peserta penelitian terdiri dari 26 siswa dan 1 guru matematika dari kelas VII.1 MTs N 3 Batang Hari. Alat penelitian meliputi tes keterampilan 4C, lembar validasi ahli, kuesioner tanggapan guru dan siswa, serta lembar observasi. Validasi materi dan desain oleh ahli menghasilkan skor 92% dan 94%, masing-masing, dengan skor validitas keseluruhan 93%, menunjukkan bahwa e-module memenuhi standar kualitas akademik dan pedagogis. Dalam hal kepraktisan, uji coba individu memperoleh skor 92%, sementara uji coba kelompok kecil mendapatkan 89%, dengan skor kepraktisan rata-rata 90,5%, menunjukkan bahwa e-modul mudah digunakan dan mendukung pembelajaran yang efektif. Pengamatan di kelas menunjukkan skor 88,6%, menunjukkan bahwa implementasi e-modul sesuai dengan sintaks pembelajaran STEM-PBL. Selain itu, siswa mencapai skor n-gain rata-rata 0,78 pada tes keterampilan 4C. Secara keseluruhan, hasil penelitian menunjukkan bahwa e-module yang dikembangkan valid dan praktis sebagai sumber belajar. Integrasi STEM-PBL dengan pedagogi yang relevan secara budaya dalam konteks pendidikan Indonesia menawarkan pendekatan yang menjanjikan untuk meningkatkan keterampilan 4C siswa. This study aimed to design and evaluate a STEM-PBL-based e-module integrated with the cultural context of Jambi to improve students’ 4C skills. The study employed a research and development (R&D) approach using the ADDIE model. The participants consisted of 26 students and 1 mathematics teachers from class VII.1 MTs N 3 Batang Hari. The research instruments included a 4C skills test, expert validation sheets, teacher and student response questionnaire, and observation sheets. The material and design expert validations yielded scores of 92% and 94%, respectively, resulting in an overall validity score of 93%, indicating that the e-module meets academic and pedagogical quality standards. In terms of practicality, the individual trial achieved a score of 92%, while the small-group trial obtained 89%, with an average practicality score of 90.5%, suggesting that the e-module is easy to use and supports effective learning. Classroom observations showed a score of 88.6%, indicating that the implementation of the e-module aligns well with the STEM-PBL learning syntax. Furthermore, students achieved an average n-gain score of 0.78 on the 4C skills test. Overall, the findings indicate that the developed e-module is valid and practical as a learning resource. Integrating STEM-PBL with culturally relevant pedagogy in the Indonesian educational context offers a promising approach to enhancing students’ 4C skills.
Mathematical Thinking Processes of Junior High School Students in Solving Contextual Problems Based on Learning Styles
Masalah kontekstual menuntut proses berpikir matematis yang runtut, logis, dan reflektif. Penelitian ini bertujuan menganalisis proses berpikir matematis siswa dalam menyelesaikan masalah kontekstual berdasarkan kerangka Mason (tahap entry, attack, dan review) ditinjau dari gaya belajar. Menggunakan pendekatan kualitatif deskriptif, penelitian ini melibatkan siswa kelas VII SMP Negeri di Kota Cirebon. Tiga subjek dipilih secara purposif untuk mewakili gaya belajar visual, auditori, dan kinestetik. Data dikumpulkan melalui tes, angket gaya belajar, dan wawancara mendalam. Hasil menunjukkan perbedaan karakteristik berpikir: siswa visual memenuhi seluruh indikator pada semua tahapan; siswa auditori mampu pada tahap entry dan attack namun terbatas dalam mengembangkan solusi pada tahap review; sedangkan siswa kinestetik hanya memenuhi sebagian indikator dan kesulitan dalam justifikasi serta refleksi. Temuan ini menegaskan pengaruh gaya belajar terhadap kualitas proses berpikir matematis. Implikasinya, pembelajaran matematika perlu dirancang secara adaptif untuk memperkuat penalaran dan refleksi siswa sesuai karakteristik belajarnya. Contextual problems in mathematics require a mathematical thinking process that is coherent, logical, and reflective. This study aims to analyze students' mathematical thinking processes in solving contextual problems based on Mason’s framework—comprising the entry, attack, and review phases—viewed through learning styles. Utilizing a descriptive qualitative approach, the study involved seventh-grade students at a state junior high school in Cirebon. Three subjects were purposively selected to represent visual, auditory, and kinesthetic learning styles. Data were gathered through mathematical thinking tests, learning style questionnaires, and in-depth interviews. The results reveal distinct characteristics: visual learners met all indicators across all phases; auditory learners succeeded in the entry and attack phases but struggled with developing alternative solutions during the review phase; while kinesthetic learners only met partial indicators and faced difficulties in providing justification and reflection. These findings underscore the influence of learning styles on the quality of mathematical thinking. Consequently, mathematics instruction should be adaptively designed to strengthen student reasoning and reflection according to their learning characteristics.
The Effectiveness of the Math Expert Application in Improving Students’ Mathematical Reasoning in Trigonometry
Kemampuan pemecahan masalah dan penalaran matematis adalah aspek krusial dalam pembelajaran matematika. Namun, ketergantungan siswa pada teknologi dalam menyelesaikan soal justru memicu penurunan kemampuan penalaran tersebut. Penelitian ini bertujuan menganalisis kemampuan penalaran matematis siswa SMK menggunakan aplikasi Math Expert. Melalui metode campuran (mixed method) tipe embedded design, penelitian ini melibatkan 86 siswa kelas X SMK di Cianjur yang terbagi ke dalam kelas eksperimen dan kontrol. Data dikumpulkan melalui kuesioner, observasi, wawancara, dan instrumen tes penalaran matematis berdasarkan standar NCTM. Hasil penelitian menunjukkan perbedaan signifikan pada enam indikator penalaran NCTM, yang meliputi kemampuan: justifikasi kesimpulan; pengujian dugaan matematis; evaluasi argumen; variasi metode solusi; pengorganisasian data masalah; serta penilaian terhadap hasil kerja orang lain. Secara keseluruhan, penggunaan aplikasi Math Expert terbukti efektif meningkatkan kemampuan penalaran matematis siswa SMK, meskipun tingkat peningkatan pada setiap indikator bervariasi. Problem-solving and mathematical reasoning are crucial aspects of mathematics education. However, students' over-reliance on technology for problem-solving has triggered a decline in these specific reasoning abilities. This study aims to analyze the mathematical reasoning skills of vocational high school (SMK) students through the implementation of the Math Expert application. Utilizing a mixed-methods approach with an embedded design, the research involved 86 tenth-grade students in Cianjur, divided into experimental and control groups. Data were collected via questionnaires, observations, interviews, and mathematical reasoning tests based on NCTM standards. The findings indicate significant differences across six NCTM reasoning indicators, including the ability to: justify conclusions; test mathematical conjectures; evaluate arguments; employ diverse solution methods; organize situational problem data; and assess the work of others. Overall, the results demonstrate that the Math Expert application effectively enhances students' mathematical reasoning skills, although the degree of improvement varies across the specific indicators.
Needs Analysis: Development of an LMS-Assisted DELPHI-STEAM Model to Improve Students' Computational Thinking and Character
Kemajuan teknologi menuntut siswa memiliki keterampilan berpikir komputasional sekaligus karakter yang kuat. Namun, belum tersedia model pembelajaran yang mengintegrasikan kedua aspek tersebut secara simultan. Penelitian ini bertujuan melakukan analisis kebutuhan untuk mengembangkan model pembelajaran DELPHI-STEAM (Deep Learning Project Hypnoteaching-STEAM) berbasis Learning Management System (LMS). Menggunakan model pengembangan ADDIE, penelitian saat ini berada pada fase analisis. Data dikumpulkan melalui instrumen penilaian berpikir komputasional, survei karakter, protokol observasi, dan wawancara terhadap guru serta siswa di 15 sekolah negeri dan swasta di Kabupaten Sumedang. Hasil penelitian menunjukkan bahwa pengembangan model DELPHI-STEAM berbasis LMS beserta perangkat pendukungnya sangat esensial dan layak diimplementasikan. Model ini terbukti dapat meningkatkan kemampuan berpikir komputasional dan pengembangan karakter secara bersamaan. Selain itu, model ini mampu mentransformasi matematika dalam proyek STEAM menjadi pengalaman belajar yang lebih bermakna dan menyenangkan bagi siswa. Technological advancements demand that students possess both computational thinking skills and strong character development. Currently, pedagogical models that simultaneously integrate these two aspects remain scarce. This study aims to conduct a needs analysis for developing the LMS-supported DELPHI-STEAM (Deep Learning Project Hypnoteaching-STEAM) model. Adopting the ADDIE development framework, the research is currently in the analysis phase. Data were collected through computational thinking assessments, character surveys, observation protocols, and interviews involving teachers and students across 15 public and private schools in Sumedang Regency. The findings indicate that the development of the LMS-based DELPHI-STEAM model and its supporting tools is both essential and feasible. This model is designed to concurrently enhance computational thinking and character growth. Furthermore, it transforms mathematics, traditionally utilized as a mere computational tool in STEAM projects, into a more meaningful and engaging learning experience for students.
The Effectiveness of The Mathematics in Context Approach on Students’ Problem-Solving Ability
Pembelajaran matematika memerlukan pendekatan relevan untuk mengembangkan kemampuan pemecahan masalah kompleks. Penelitian ini bertujuan mengevaluasi efektivitas pendekatan Mathematics in Context (MiC) terhadap kemampuan pemecahan masalah matematika siswa kelas V di tiga sekolah dasar Kabupaten Pinrang. Penelitian dilakukan sebanyak 17 pertemuan menggunakan bahan ajar dan panduan guru yang telah divalidasi ahli. Data dikumpulkan melalui instrumen pretes dan postes yang mengukur lima aspek pemecahan masalah: analisis, desain, eksplorasi, implementasi, dan verifikasi. Hasil analisis menunjukkan adanya perbedaan rata-rata kemampuan siswa yang signifikan sebelum dan sesudah perlakuan di ketiga sekolah. Berdasarkan skor N-Gain, pendekatan MiC terbukti cukup efektif meningkatkan kemampuan pemecahan masalah siswa; aspek analisis, desain, dan eksplorasi berada pada kategori sedang, sementara aspek implementasi dan verifikasi berada pada kategori rendah. Temuan ini menyimpulkan bahwa pendekatan MiC efektif dalam membantu siswa memahami dan merancang strategi penyelesaian, namun kurang optimal dalam meningkatkan kemampuan prosedur penyelesaian (implementasi) dan verifikasi jawaban. Mathematics education aims to cultivate students' ability to solve complex mathematical problems, necessitating the use of relevant pedagogical approaches. This study evaluates the effectiveness of the Mathematics in Context (MiC) approach on the mathematical problem-solving skills of fifth-grade students across three elementary schools in Pinrang Regency. The intervention was conducted over seventeen sessions using MiC-based instructional materials and teacher guides validated by experts. Data were collected via pre-test and post-test instruments measuring five dimensions of problem-solving: analysis, design, exploration, implementation, and verification. Analysis revealed a significant difference in mean problem-solving scores before and after the MiC intervention across all schools. N-Gain analysis results indicate that the MiC approach is moderately effective in enhancing student performance; specifically, the analysis, design, and exploration aspects reached the "medium" category, while implementation and verification remained in the "low" category. These findings suggest that while the MiC approach effectively supports students in understanding and designing problem-solving strategies, it is less optimal in improving procedural execution and solution verification.
Development of Differentiated Learning Tools with Mathematics Problem Solving Based on ESD to Improve Critical Thinking Skills of Junior High School Students
Rendahnya kemampuan berpikir kritis siswa SMP dan keterbatasan perangkat pembelajaran berbasis Education for Sustainable Development (ESD) menjadi latar belakang penelitian ini. Penelitian ini bertujuan mengembangkan perangkat pembelajaran matematika pada materi perbandingan (senilai, berbalik nilai, dan skala) untuk meningkatkan kemampuan berpikir kritis siswa. Menggunakan model pengembangan 4D (Define, Design, Develop, Disseminate), penelitian dilakukan terhadap 32 siswa kelas VII C SMP Negeri 12 Jember. Instrumen pengumpulan data meliputi lembar validasi, observasi keterlaksanaan, tes hasil belajar, dan angket respons siswa. Hasil penelitian menunjukkan perangkat pembelajaran memenuhi kriteria: Valid, dengan rerata 3,92; Praktis, dengan persentase respons siswa 87% dan keterlaksanaan 100%; serta Efektif, dengan peningkatan hasil belajar melalui skor N-Gain sebesar 87%. Simpulan penelitian ini menunjukkan bahwa perangkat pembelajaran berbasis ESD layak digunakan dan berpotensi menjadi alternatif untuk meningkatkan kemampuan berpikir kritis siswa. The low critical thinking skills among junior high school students and the lack of learning resources based on Education for Sustainable Development (ESD) underpin this research. This study aims to develop mathematics learning materials on the topic of ratios—covering direct proportions, inverse proportions, and scales—to enhance students' critical thinking skills. Employing the 4D development model (Define, Design, Develop, Disseminate), the study involved 32 seventh-grade students at SMP Negeri 12 Jember. Data collection instruments included validation sheets, observation forms for instructional implementation, learning achievement tests, and student response questionnaires. The results indicate that the developed materials meet the following criteria: Valid, with an average score of 3.92; Practical, evidenced by an 87% student response rate and 100% instructional implementation; and Effective, demonstrated by an N-Gain score of 87% in learning outcomes. In conclusion, the ESD-based learning materials are feasible for classroom use and serve as a viable alternative to improve students' critical thinking skills.
Integrated Non-Digital Media Innovation ‘Space Capsule’ to Train Spatial Visualization Skills in Solid Geometry for Students
Tujuan penelitian ini menghasilkan media pembelajaran non-digital terintegrasi bernama "Kapsul Ruang" untuk melatih kemampuan visualisasi spasial materi bangun ruang siswa SMP. Studi ini dirancang menggunakan pendekatan model 4D, yang mencakup fase Define, Design, Develop, dan Disseminate yang melibatkan validator ahli materi dan media, serta siswa SMP sebagai subjek uji coba melalui tahapan one-to-one, small group, dan field test. Informasi dikumpulkan serta dievaluasi berdasarkan standar validitas, kegunaan praktis, dan dampak efektif dari bahan ajar non-digital yang sedang dalam proses pembuatan. Media non digital terbukti memiliki tingkat kevalidan 85% dengan kategori sangat valid, kepraktisan tinggi dengan persentase 89,3%, dan efektif meningkatkan pemahaman konsep geometri tiga dimensi, terutama bagi sekolah dengan keterbatasan akses teknologi digital. Media non digital ini berimplikasi bagi pembelajaran matematika sebagai sepaket media pembelajaran dengan integrasi pendekatan visual, manipulatif, dan game-based learning sehingga yang memberikan alternatif solusi praktis yang responsif. The purpose of this study is to produce an integrated non-digital learning media called "Space Capsule" to train the spatial visualization ability of junior high school students' spatial geometry material. The study was crafted using the 4D development framework, which includes the stages of Define, Design, Develop, and Disseminate used by involving expert validators of material and media, as well as junior high school students as trial subjects through one-to-one, small group, and field test stages. Information was gathered and evaluated based on the standards of validity, practicality, and effectiveness for the non-digital media currently in development. Non-digital media is proven to have a validity level of 85% with a very valid category, high practicality with a percentage of 89.3%, and is effective in increasing the understanding of three-dimensional geometry concepts, especially for schools with limited access to digital technology. This non-digital media has implications for mathematics learning as a package of learning media with an integration of visual, manipulative, and game-based learning approaches, thus providing alternative responsive practical solutions.
Metacognitive Scaffolding in Problem-Based Learning: A Pathway to Developing Higher-Order Thinking Skills
Kemampuan Berpikir Tingkat Tinggi (HOTS) siswa dalam pembelajaran matematika masih rendah, khususnya pada kemampuan menganalisis, mengevaluasi, dan mencipta. Penelitian ini bertujuan menguji pengaruh Problem-Based Learning yang diperkaya dengan scaffolding metakognitif (PBL-MS) terhadap peningkatan HOTS siswa. Penelitian kuasi-eksperimental dengan desain pretest–posttest control group melibatkan 60 siswa kelas X SMA Negeri 15 Bandung yang dibagi ke dalam kelompok eksperimen (PBL-MS) dan kontrol (PBL). Data kemampuan HOTS dikumpulkan melalui tes tertulis berbentuk esai berdasarkan taksonomi Bloom revisi. Hasil penelitian menunjukkan bahwa peningkatan HOTS siswa pada kelompok PBL-MS berada pada kategori sedang (N-Gain = 0,51), sedangkan kelompok PBL berada pada kategori rendah (N-Gain = 0,30), dengan perbedaan yang signifikan (Sig. 2-tailed < 0,05). Temuan ini menunjukkan bahwa integrasi scaffolding metakognitif dalam PBL lebih efektif dalam meningkatkan kemampuan HOTS siswa. Students’ Higher-Order Thinking Skills (HOTS) in mathematics learning remain low, particularly in analyzing, evaluating, and creating skills, indicating the need for instructional strategies that can better support students’ thinking processes. This study aimed to examine the effect of Problem-Based Learning enriched with metacognitive scaffolding (PBL-MS) on improving students’ HOTS. A quasi-experimental study with a pretest–posttest control group design was conducted at SMA Negeri 15 Bandung, involving 60 tenth-grade students divided into an experimental group (PBL-MS) and a control group (PBL). HOTS data were collected using an essay-based written test developed based on the revised Bloom’s taxonomy, covering analyzing, evaluating, and creating indicators. The results showed that the improvement in HOTS of students taught using PBL-MS was in the moderate category (N-Gain = 0.51), while students taught using PBL alone achieved a low category (N-Gain = 0.30). Statistical analysis indicated a significant difference between the two groups (Sig. 2-tailed < 0.05). These findings indicate that integrating metacognitive scaffolding into Problem-Based Learning provides a stronger effect on improving students’ higher-order thinking skills.
Exploring Gender Differences in Spatial Reasoning: Analyzing Hyperbolic Problem-Solving Skills Among University Students
Penelitian mengenai perbedaan penalaran spasial berdasarkan gender di tingkat universitas masih memerlukan konfirmasi lebih lanjut. Penelitian ini bertujuan mendeskripsikan perbedaan langkah-langkah penyelesaian soal hiperbola antara mahasiswa laki-laki dan perempuan. Menggunakan metode kualitatif, penelitian ini melibatkan 30 mahasiswa yang dipilih melalui rumus Slovin dari total populasi 480 mahasiswa. Instrumen penelitian meliputi tes soal hiperbola dan pedoman wawancara. Hasil penelitian menunjukkan adanya perbedaan signifikan pada aspek orientasi spasial, di mana mahasiswa perempuan menunjukkan keunggulan dalam langkah-langkah penyelesaian karena pemahaman konsep jarak yang lebih baik. Temuan ini menyimpulkan bahwa terdapat karakteristik unik pada penalaran spasial perempuan di tingkat pendidikan tinggi yang berbeda dari temuan umum di tingkat sekolah. Hasil penelitian ini memberikan kontribusi teoretis bagi pengembangan literatur penalaran spasial dalam pendidikan matematika. Research on gender-based differences in spatial reasoning at the university level requires further empirical confirmation. This study aims to describe the differences in procedural steps for solving hyperbola problems between male and female students. Employing a qualitative method, the study involved 30 students selected via Slovin’s formula from a population of 480. Research instruments consisted of hyperbola problem-solving tasks supported by interview transcripts. The findings reveal distinct differences in spatial orientation, where female students demonstrated superior performance in solving steps due to a robust understanding of distance concepts. In conclusion, these results highlight unique spatial reasoning characteristics among female students in higher education, diverging from common findings at the school level. This research contributes to the theoretical development of spatial reasoning literature within mathematics education.