Yuli Witanto
State University of Semarang

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Integrated Volume Card Game Make A Match Learning Model: Improving Motivation of Learning Outcomes of the Concept of Spatial Building Anggun Tri Wahyuni; Yuli Witanto
Journal Evaluation in Education (JEE) Vol 6 No 1 (2025): January
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i1.1385

Abstract

Purpose of the study: This study aims to design, develop, and evaluate the effectiveness of an innovative interactive learning medium, a volume card game integrated with the Make a Match cooperative learning model, to enhance students' conceptual understanding of volume in mathematics. Methodology: Using an ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection tools included pretest-posttest questionnaires, expert validation sheets, and N-Gain analysis to assess the media’s validity and learning effectiveness. Statistical analysis, including the Paired Samples T-Test, was conducted using SPSS software. Main Findings: The findings revealed that the volume card game achieved a high validity score of 91% according to expert evaluations, indicating that it is well-suited for classroom use. Furthermore, the game significantly improved student learning outcomes, as evidenced by the Paired Samples T-Test results (p = 0.000) and an N-Gain score of 0.7575, which falls in the high category. Positive feedback was overwhelming, with 98.6% of students reporting that the game was engaging, enjoyable, and effective in fostering their understanding of volume concepts. Novelty/Originality of this study: This study introduces an innovative combination of interactive learning tools and cooperative learning strategies, addressing the challenges of teaching abstract mathematical concepts. By merging gamification with collaborative learning, the volume card game provides an engaging and practical approach to enhance motivation and deepen conceptual understanding. The novelty of this research lies in its dual focus on integrating educational games with cooperative learning and demonstrating its scalable potential for application in broader mathematical topics and academic contexts.
A Study of Students’ Mathematical Concept Understanding Ability: Learning Anxiety and Independence in Learning Mathematics Rizki Heni Muslimah; Yuli Witanto
Journal Evaluation in Education (JEE) Vol 6 No 2 (2025): April
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i2.1482

Abstract

Purpose of the Study: This study aims to explore fourth-grade students’ understanding of mathematical concepts by examining two psychological and behavioral variables: mathematics anxiety and learning independence. Specifically, the study investigates how these two factors influence students’ abilities to comprehend and apply mathematical concepts in classroom learning. Addressing this issue is essential, as early mathematical understanding serves as a foundation for more complex problem-solving in later education. Methodology: This research employs a qualitative case study approach, with data collected through classroom observations, structured interviews with students and teachers, and analysis of related documents, including student worksheets, math test scores, and teacher reflections. The study utilizes a customized analytical framework based on a modified version of Bloom’s Taxonomy, allowing for a detailed exploration of cognitive understanding, emotional responses, and metacognitive strategies in relation to mathematical learning. Main Findings: Findings indicate that many fourth-grade students experience moderate to high levels of math anxiety, often rooted in negative prior experiences. This anxiety correlates with lower conceptual understanding and reduced classroom performance. Conversely, students who demonstrate high learning independence characterized by initiative, persistence, and self-regulation tend to show greater comprehension and confidence in learning mathematics, even in the face of challenging tasks. Novelty/Originality of this study: The novelty of this study lies in its integrative framework that connects emotional (anxiety), behavioral (independence), and cognitive (conceptual understanding) domains in elementary mathematics education. It also introduces a structured interview instrument designed specifically to uncover students’ internal learning experiences, providing deeper insight into early mathematical development.
Development of Number Puzzles on KPK And FPB Materials to Improve Mathematics Learning Outcomes Sukmawati Berlian Susanti; Yuli Witanto
Journal Evaluation in Education (JEE) Vol 6 No 3 (2025): July
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i3.1754

Abstract

Purpose of the study: The purpose of the study was to test the feasibility and effectiveness of the Number Puzzle media product developed by the researcher, as an innovation in improving math learning outcomes on the material of the Smallest Common Multiple and Greatest Common Factor. Methodology: This research is a Research and Development (R&D) study with qualitative and quantitative approaches. Researchers used simple random sampling. Data sources consisted of primary and secondary. The research data were obtained from test and then non-test techniques, which include interviews, questionnaires, observations, and a combination of all of them. The aspects measured were learning media, learning outcomes, and learning needs of mathematics subjects. Main Findings: The learning environment is less supportive in the use of concrete learning media with student characteristics, so learning is not effective. Many students have difficulty in understanding math concepts. The main problem is that a variety of learning media has not been used, only in the form of teacher books, student books and student worksheets. Novelty/Originality of this study: The novelty of this research is to develop a product in the form of a number puzzle media (puka). The number puzzle media (puka) is designed in the form of a rectangle, with numbers that can be read clearly, the number puzzle media (puka) is designed with the right and harmonious color selection, the number puzzle media (puka) is equipped with QR-Code, so that the learning atmosphere becomes more active, creative, and fun.