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Gamifying Education: Evaluating the Role of 'Corner' Video Game in Improving Conceptual Understanding and Learning Interest Laswadi; Handican, Rhomiy; Arnawa, I Made; Asmar, Ali
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.75651

Abstract

The need for innovative approaches in mathematics learning has become increasingly urgent to address the challenges of conceptual understanding and foster sustainable learning interest among students. This study aims to evaluate the effectiveness of the educational video game "Corner" in enhancing students' mathematical conceptual understanding and strengthening their interest in learning mathematics. The research employed a quasi-experimental method with a Non-equivalent (Pre-test and Post-test) Control Group Design. The instruments used included a mathematical conceptual understanding test and a mathematics learning interest questionnaire. Data were analyzed using independent sample t-tests and paired sample t-tests to compare the results between the experimental and control groups. The findings revealed that the use of the educational game "Corner" significantly improved students' mathematical conceptual understanding. Additionally, there was an increase in students' interest in learning mathematics, as indicated by significant differences between the pre-test and post-test results in the experimental group compared to the control group. These findings suggest that game-based educational media is not only effective in helping students grasp mathematical concepts but also motivates them to become more active and enthusiastic in learning mathematics. Therefore, the use of game-based learning media such as "Corner" can be adopted by educators as an effective strategy to improve the quality of mathematics education in schools.
Development Of Mathematics-Based Learning Media Problem-Based Android-Assisted Learning For Students Grade VIII Junior High School Bintang, As; Asmar, Ali; Arnawa, I Made; Musdi, Edwin
JETL (Journal of Education, Teaching and Learning) Vol 10, No 1 (2025): Special Issue
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v10i1.7048

Abstract

This study aims to produce teaching materials based on the Adroid-assisted problem based learning model to improve students ' mathematical problem solving skills that are valid, practical, and effective. This is motivated by the low ability to solve mathematical problems of students from SMPN 15 and Madrasah students from previous research, as well as the lack of utilization of digital Learning media in the process of learning mathematics.  The research procedure is guided by the design of Plomp development. The development Model studied by Plomp is the initial investigation phase, the development or prototyping phase, and the research phase. The population in this study is eighth grade students MTsN 1 Padang. Data collection instruments are in the form of initial investigation phase instruments with interview guidelines, student opinion questionnaires, student test sheets. Instrument for validity test. Instrument for practicality test. Instrument for effectiveness test. The results of this study showed the assessment of the material aspects by mathematics education by 86.67%, for linguists by 93.75%, and for educational technologists by 80%. Thus obtaining an average score of 86.81% with very valid criteria. Based on the results of the practical test of teaching materials by teachers and students get an average score of 86.78% with this score included in the criteria of very practical. The score obtained from the teacher's practicality test was 85% and the student's practicality test was 88.57%.
Enhancing student learning motivation: Developing an integrated mathematics module with islamic values Hifzhi, Husnul; Asmar, Ali; Fauzan, Ahmad; Jamaan, Elita Zusti
Al-Jabar: Jurnal Pendidikan Matematika Vol 15 No 1 (2024): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v15i1.21980

Abstract

Background: The teaching of mathematics in Islamic schools has not yet succeeded in attracting and motivating students to learn. The lack of relevant context and meaningful values in the teaching materials can lead to low student motivation. Integrating Islamic values into mathematics learning modules is expected to provide more meaningful, relevant learning experiences and increase students' motivation to learn.Aim: This study aims to produce a mathematics module integrated with Islamic values to enhance students' learning motivation. The module is designed to meet the criteria of being valid, practical, and effective.Method: This research employs the Plomp development model, which consists of three stages: preliminary stage, development stage, and assessment stage. The developed module has been validated by experts in content, language, and media.Result: The implemented module meets the criteria of validity, practicality, and effectiveness. The module is valid with an average score of 88.9%, practical with an average score of 89.7%, and effective in improving students' mathematics learning outcomes, with 86.67% of students achieving mastery. The module also successfully increased students' learning motivation, with 84.50% of students showing improved motivation.Conclusion: Based on these results, it can be concluded that the mathematics module integrated with Islamic values is valid, practical, and effective.
Development of blended learning media on similarity and congruence topics Ismet, Ismet; Yerizon, Yerizon; Fauzan, Ahmad; Asmar, Ali
Al-Jabar: Jurnal Pendidikan Matematika Vol 15 No 2 (2024): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v15i2.23484

Abstract

Background:  The integration of technology in education has become increasingly important in enhancing student engagement. Mathematics, as a foundational subject, often requires innovative approaches to improve students' problem-solving skills and conceptual understanding. Blended learning combines traditional and digital methods, offering a flexible and effective solution for teaching complex mathematical topics.Aim: This research aims to develop valid, practical, and effective learning media for teaching the topics of similarity and congruence, enabling students to better understand these mathematical concepts. The media is designed based on the Blended Learning approach.Method: The development process follows the Plomp model, which consists of three stages: (1) the initial investigation stage to identify needs and context, (2) the product development stage where the media is designed and refined, and (3) the assessment stage to evaluate its validity, practicality, and effectiveness.Results: The developed learning media was validated with a validity score of 86.99, categorized as very valid. It also achieved a practicality score of 87.01, indicating it is very practical, and an effectiveness score of 83.33, categorized as effective.Conclusion: Blended Learning-based media for teaching similarity and congruence is a valid, practical, and effective tool that can enhance students' understanding of the topics.