Ani Afifah
Universitas PGRI Wiranegara, Indonesia

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Edmodo-Based E-Learning Media for Middle School Students on Sequences and Series Ani Afifah; Fatkhur Roji
Delta-Phi: Jurnal Pendidikan Matematika Vol. 2 No. 2 (2024): Delta-Phi: Jurnal Pendidikan Matematika (August)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v2i2.49

Abstract

This research aims to develop an Edmodo-based e-learning media integrated with Macromedia Flash 08 for middle school students on sequences and series. The development of this media used a 3-D model (Define, Design, Develop) and focused on assessing the resulting product's validity, practicality, and effectiveness. Validation results showed that the developed learning media were highly valid, with a validity score of 4.68 from media experts and 4.62 from material experts. Regarding practicality, this media was deemed easy to use by teachers (score 4.53) and students (score 4.48). The media's effectiveness was also evident in the student learning achievement rate of 95% and the average positive student response rate of 89%. This learning media increased student interest and motivation in learning mathematics and made learning more engaging and interactive. However, there are challenges such as internet connection stability and the time required to access materials through Edmodo and Macromedia Flash. Overall, Edmodo-based e-learning media combined with Macromedia Flash 08 is a suitable alternative to support mathematics learning in the digital age.
Identification of Junior High School Students' Experiences in Using Question Card Media for Algebra Learning Nur Qomaria; Ani Afifah; Rathish Manivannan
Delta-Phi: Jurnal Pendidikan Matematika Vol. 3 No. 1 (2025): Delta-Phi: Jurnal Pendidikan Matematika (April)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v3i1.105

Abstract

This study aims to explore junior high school students' experiences in using Question Card media in algebra learning. Using a qualitative approach, this study involved 26 students of grade VII B at SMP Darul Ulum 5 Rebalas as the main participants. Data were collected through classroom observations, interviews, and student response questionnaires to understand perceptions, engagement, and challenges faced during the learning process using Question Cards. The results showed that Question Card media was able to increase students' interest, attention, and engagement in algebra learning. Most students stated that using Question Cards made learning more interactive, enjoyable, and helped them understand abstract algebraic concepts. Data analysis showed that the level of student learning interest was in the high category (74.7%), with indicators of engagement and attention also showing high percentages. However, there were some students who still felt more comfortable with conventional methods, so further adaptation was needed. These findings confirm that Question Card media can be an innovative alternative in mathematics learning, especially algebra, to enhance students' learning experiences actively and meaningfully. This study recommends the development of similar media and training for teachers to optimize the use of interactive media in mathematics learning at the junior high school level.
Interactive Digital Media PanPinRu as an Effort to Increase Interest in Learning Students in Linear Equations of One Variable Ani Afifah; Dewi Ainiyah; Sabeeha Hamzah Dehham
Delta-Phi: Jurnal Pendidikan Matematika Vol. 2 No. 3 (2024): Delta-Phi: Jurnal Pendidikan Matematika (December)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v2i3.109

Abstract

This study aims to evaluate the effectiveness of interactive digital-based PanPinRu (Segment Moving Board) media in increasing the learning interest of class VII A students at SMP Darul Ulum 5 Grati on One Variable Linear Equations. The research method used is Design-Based Research, which emphasizes the iterative process of media development and implementation through collaboration between researchers, teachers, and students in a real classroom environment. PanPinRu media was developed as an interactive digital application that allows students to manipulate variables and constants virtually. It is equipped with automatic feedback features and game-based challenges (gamification). Data were collected through observations, learning interest questionnaires, interviews, and learning outcome tests, then analyzed qualitatively and quantitatively. The results showed that integrating interactive digital-based PanPinRu media significantly increased students' learning interest, with an average student response score of 65.57 (increased category) and an average student learning outcome of 84.74, which exceeded the Learning Objective Achievement Criteria. This finding confirms that interactive technology in mathematics learning media can be an innovative solution to improve student motivation and learning outcomes in the One Variable Linear Equation material