Kurnia Hidayati
UIN Kiai Ageng Muhammad Besari Ponorogo

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Student Engagement in Mathematics Learning thru Interactive Digital Media at Madrasah Ibtidaiyah Kurnia Hidayati; Sofwan Hadi; Izza Aliyatul Muna
Journal of Educational Studies Vol. 4 No. 3 (2026): October
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/jes.v4i3.3964

Abstract

This study aims to analyze student engagement in mathematics learning thru the use of interactive digital media in madrasah ibtidaiyah, viewed from three main dimensions: behavioral engagement, emotional engagement, and cognitive engagement. This study is motivated by the still low student engagement in abstract and less varied mathematics learning, thus requiring technological-based learning innovations that are more interactive and meaningful. This study uses a qualitative approach with a case study design. Data were collected thru observation, interviews, and documentation during the mathematics learning process utilizing interactive digital media such as Quizizz and Wordwall. The research results show that interactive digital media can significantly enhance student engagement across all three aspects of engagement. In terms of behavioral engagement, students are more actively involved in learning activities, both individually and in groups. In terms of emotional engagement, students exhibit high enthusiasm, enjoyment, and reduced anxiety toward mathematics. Meanwhile, in terms of cognitive engagement, students demonstrate improved thinking skills, conceptual understanding, and perseverance in solving mathematical problems thru visualization and direct feedback provided by digital media. Based on these findings, it can be concluded that interactive digital media not only serves as a learning aid but also as an effective means of simultaneously integrating students' behavioral, emotional, and cognitive engagement. This research implies that mathematics education in elementary schools needs to be designed based on interactive technology to create a more active, enjoyable, and meaningful learning experience