Zamzam, Kenys Fadhilah
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Journal : Pi: Mathematics Education Journal

Development of E-modules Based on Articulate Storyline 3 Kalyaningsih, Ima; Zamzam, Kenys Fadhilah
Pi: Mathematics Education Journal Vol. 8 No. 2 (2025): October
Publisher : Program Studi Pendidikan Matematika Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/pmej.v8i2.12214

Abstract

This research aims to craft an e-module developed using Articulate Storyline 3, focusing on integer concepts, specifically designed for seventh-grade junior high school students. Mathematics, as a crucial component of Indonesia's educational curriculum, is often perceived as complex and monotonous by students, necessitating innovative approaches in learning. This e-module is expected to emerge as a groundbreaking tool that stimulates students' enthusiasm in exploring the subject matter. To achieve this, the study adopts a Research and Development (R&D) approach, implementing the ADDIE model, which consists of initial analysis, conceptual design, development, real-world implementation, and comprehensive evaluation. Validation results indicate that the e-module achieves a remarkably high validity level of 95.19%, a practicality score of 83.33%, and an effectiveness rate of 87.85%. Beyond merely meeting validity criteria, the e-module is meticulously designed to ensure accessibility for students while proving to be a powerful tool in enhancing their academic performance. Thus, this Articulate Storyline 3-based e-module is envisioned as a revolutionary learning instrument—an engaging and interactive medium that supports the achievement of learning objectives related to integers at the junior high school level.
Development of Adventure-Based Educational Games to Improve Critical Thinking Skills and Interest in Learning Regan Moro, Fabianus; Zamzam, Kenys Fadhilah
Pi: Mathematics Education Journal Vol. 8 No. 2 (2025): October
Publisher : Program Studi Pendidikan Matematika Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/pmej.v8i2.12263

Abstract

Games are widespread in society, not only among children but adults also play games. It is not uncommon for school-age children to play this game until late at night which of course interferes with their study time. In this study, the researcher developed an educational game called "Math Adventure".  This educational game makes students learn while playing because, on the one hand, students play but on the other hand it is also useful to provide education or lessons for students. The educational game "Math Adventure" developed by the researcher contains questions from the two-variable linear equation system material.  The game "Math Adventure" is a type of adventure game in a maze where the character will look for the correct answer in a box or room in a maze. There are 4 answers available and are spread across 4 different rooms. The game "Math Adventure" has gone through a validation process by two validators and has been tested on 5 students. In the validation process, the game "Math Adventure" was declared valid and worth testing. Based on the results of the students' responses after being tested the game "Math Adventure" received a good response from the students.  The game "Math Adventure" can be used as an alternative for teachers to improve students' critical thinking skills and students' interest in learning in mathematics lessons.