Leonard Leonard
Universitas Media Nusantara Citra

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Development of a Mathematics Learning Module Using a Problem-Based Learning Approach for 7th-Grade Junior High School Students Leonard Leonard; Anisa Irena Putri
Journal on Math and Science Educational Technology Vol. 1 No. 2 (2025): Journal on Math and Science Educational Technology
Publisher : PT. Eduresearch Mitra Inovasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61193/jmset.v1i2.77

Abstract

This study aimed to develop an effective Problem-Based Learning (PBL)-based Mathematics Learning Module for seventh-grade junior high school (SMP/MTs) students, enhancing the mathematics learning process through a combination of guided instruction and independent study. The research employed the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The module content was systematically designed through a needs analysis, conceptual design, prototype development, and formative evaluation. Expert validation results indicated that the PBL-based mathematics module demonstrated good quality in terms of content relevance, instructional design, and usability. It is expected that the developed module will serve as an effective instructional resource, supporting teachers in implementing student-centered learning and promoting students’ active engagement and problem-solving skills in mathematics.
Developing a Tic-Tac-Toe-Based Board Game for Learning Trigonometry: An ADDIE-Oriented Educational Design Study Leonard Leonard
Journal on Math and Science Educational Technology Vol. 2 No. 1 (2026): Journal on Math and Science Educational Technology
Publisher : PT. Eduresearch Mitra Inovasi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study developed and evaluated the initial feasibility of Make the Sequence, a physical board game adapted from tic-tac-toe to support Grade 11 students' engagement with trigonometry. The product was designed in response to teachers' need for reusable, low-technology learning media that connect problem-solving, peer explanation, and strategic play. The study used an educational research-and-development design organized through the ADDIE model. The analysis phase identified trigonometric functions, the sine and cosine rules, and trigonometric equations as topics requiring more interactive practice. The design and development phases produced an 8 x 8 magnetic board, team chips, 64 trigonometry problem cards, special action cards, and a facilitator guide. The prototype was reviewed by a mathematics content expert and a media design expert, then tested with 24 Grade 11 students. Expert validation indicated that the prototype was appropriate for classroom use after minor revisions related to title visibility and board-edge contrast. Classroom observations showed that the game supported turn-taking, visible participation, peer discussion, and facilitator-guided feedback during problem solving. Because the study did not use a control group or a pretest-posttest achievement measure, the findings are interpreted as evidence of content validity, usability, and classroom feasibility rather than as evidence of learning effectiveness. The article contributes a replicable design specification and formative evaluation argument for future studies of non-digital game-based learning in secondary mathematics.
HALMATIKA: A Halma-Based Board Game for Learning Logarithm Concepts in Secondary Mathematics Leonard Leonard; Galih Budi Prasetyo Suryo Nugroho
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.v16i1.2230

Abstract

This study aimed to develop HALMATIKA, a Halma-based board game for learning logarithm concepts in secondary mathematics, and to examine its feasibility for classroom use. The study employed a research-and-development design using the ADDIE model, which comprises analysis, design, development, implementation, and evaluation. The needs analysis was conducted at SMA 2 Perguruan “Cikini” in South Jakarta through interviews with teachers and expert consultation. As a learning medium, HALMATIKA was designed by integrating the movement mechanics of the Halma board game with logarithm question cards, enabling students to engage in concept practice through interactive, collaborative gameplay. Material experts, media experts, and students evaluated the product. A field trial was conducted with 27 tenth-grade students. The findings showed that HALMATIKA achieved a mean score of 4.55 from material experts and 4.70 from media experts, indicating a high level of feasibility. Student responses also yielded a positive mean score of 4.21, suggesting that the medium was well accepted in the classroom. These findings indicate that HALMATIKA is a feasible learning medium for teaching logarithm concepts. The study implies that board game-based media can provide a more engaging learning environment and support the presentation of abstract mathematical concepts more interactively.