Yuli Bangun Nursanti
Sebelas Maret University

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E - COMIC BASED ON THE CANVA APPLICATION WITH ENUMERATION RULES MATERIAL FOR 3RD GRADE HIGH SCHOOL Khairunnisa Kusumananda; Faatihah Nurul Hidayah; Yuli Bangun Nursanti
Journal of Mathematics and Mathematics Education Vol 14, No 1 (2024): Journal of Mathematics and Mathematics Education (JMME)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jmme.v14i1.89405

Abstract

Penelitian ini bertujuan untuk mengembangkan E-Comic berbasis aplikasi Canva sebagai media pembelajaran untuk materi kaidah pencacahan pada siswa SMA kelas 12. Metode penelitian yang digunakan adalah tinjauan pustaka, di mana studi literatur tentang penggunaan mediapembelajaran interaktif dalam konteks pendidikan matematika dipertimbangkan secara mendalam. Penggunaan E-Comic berbasis Canva dipilih sebagai metode inovatif untuk meningkatkan minat dan pemahaman siswa terhadap materi kaidah pencacahan. Penelitian ini diharapkan dapat memberikan kontribusi dalam pengembangan media pembelajaran yang efektif dan menarik dalam pembelajaran matematika di tingkat SMA.
The Development of Komfun CT Learning Media Based on Scratch to Enhance Computational Thinking Skills Yuli Bangun Nursanti; Rachma Lutfiana
PAEDAGOGIA Vol 28, No 2 (2025): PAEDAGOGIA Jilid 28 No 2 (2025)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/paedagogia.v28i2.102225

Abstract

This research is motivated by the low level of students' computational thinking skills in mathematics learning, particularly in the topic of function composition. To address this issue, a Scratch-based learning media was developed with the aim of helping students understand the concept of function composition while also enhancing their computational thinking skills. The aim of this study is to produce Komfun CT learning media based on Scratch for function composition material. The research was conducted in the 2024/2025 academic year using the Research & Development (R&D) method based on the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The quality of the developed media must meet the criteria of validity, practicality, and effectiveness. The instruments used in this study include observation sheets, interview guidelines, questionnaires, and tests. The observation sheets were used to obtain information about mathematics learning activities conducted by the teacher at school. The interview guidelines were used with students to collect qualitative data regarding the practicality of the developed media. The questionnaires consisted of a student response questionnaire, a material expert questionnaire, and a media expert questionnaire. Finally, the computational thinking test, which included a pre-test and post-test, was used to assess students’ computational thinking skills before and after using the media.The results showed that: (1) the media developed using the ADDIE model successfully produced Komfun CT learning media based on Scratch; (2) the Komfun CT learning media was declared feasible based on expert validation (material and media), covering aspects of validity, practicality, and effectiveness; (3) the developed media met the validity criteria with an average percentage of 93.86%. The practicality test results showed an average percentage of 83.60% from student responses. The effectiveness test based on N-Gain analysis showed an average gain score of 85.43%, indicating that the media is effective in enhancing students’ Computational Thinking.
A Systematic Literature Review of Technology-Supported Integers Instruction Riki Andriatna; Imam Sujadi; Lukman Hakim Muhaimin; Arum Nur Wulandari; Ira Kurniawati; Yuli Bangun Nursanti
Formatif : Jurnal Ilmiah Pendidikan MIPA Vol. 16 No. 1 (2026): Formatif: Jurnal Ilmiah Pendidikan MIPA
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/formatif.v16i1.2571

Abstract

Understanding integers is a fundamental component of mathematics learning; however, many students experience difficulties in mastering this concept. The integration of technology as a digital learning media offers potential opportunities to enhance students’ conceptual understanding of integers. The objective of this study is to provide a comprehensive synthesis of empirical evidence on the integration of technology in integers learning. A systematic literature review was conducted using the PRISMA methodology to identify, screen, and evaluate relevant articles from the Scopus and ERIC databases. The review process, which employed inclusion criteria, yielded nine selected articles published between 2006 and 2024. The results indicate that research on technology integration in integer learning is dominated by studies conducted in Indonesia, followed by Turkey, Pakistan, and Greece, with the majority of participants coming from elementary and secondary education levels. These findings also indicate a prevalence of technologies with varying levels of interactivity, categorized as high, medium, and low. Furthermore, across all these studies, the integration of technology consistently demonstrated a positive impact on students’ cognitive and affective outcomes, as well as on the overall learning process.