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Journal : Indo-MathEdu Intellectuals Journal

Pengaruh Media Pembelajaran Gimkit Berbasis Game Edukasi Terhadap Hasil Belajar Siswa di MA Subulul Huda Darma Damayanti, Alfina; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3994

Abstract

The purpose of this study was to analyze the effect of using educational game-based learning media, namely Gimkit, at MA Subulul Huda Darma. The approach used in this study was a quasi-experimental design with a pretest-posttest design in the control group. The research sample consisted of two classes, namely an experimental class of 23 students who utilized Gimkit learning media, and a control class of 23 students who followed learning with conventional methods. To test the hypothesis, Paired Sample T-Test statistical test was used. The results of data analysis showed that the average value of the pretest in the experimental class was 58.91 with a posttest value of 81.09, while in the control class the pretest value was 51.74 and the posttest reached 75.22. This finding indicates that the use of Gimkit significantly improved student learning outcomes in the experimental class compared to the control class. Based on these results, it can be concluded that the application of Gimkit learning media has a positive influence on the achievement of student learning outcomes. In addition to improving academic achievement, Gimkit also increases student engagement, facilitates mastery of Indonesian History material in a more interesting and effective way, and develops higher order thinking skills, ranging from recall to analysis and evaluation, thus making Gimkit an effective innovative pedagogical strategy.  
Penerapan Model Pembelajaran Berbasis Proyek dengan Media Interaktif Educandy untuk Meningkatkan Hasil Belajar Siswa di SMP Negeri 7 Kuningan Wijayanti, Angeli Dwi Intan; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3995

Abstract

This research aims to determine the effect of implementing a project-based learning model combined with the interactive media Educandy on students' learning outcomes. The research method used is a quantitative research method. The research design used is the One-Group Pretest-Posttest Design, which involves a pretest before treatment and a posttest after treatment. The subjects of the study are students from SMP Negeri 7 Kuningan. The population of this study consists of 1,115 students from SMPN 7 Kuningan, comprising 398 from grade VII, 382 from grade VIII, and 335 from grade IX, with the research sample taken from grade VII G, amounting to 40 students, consisting of 22 boys and 18 girls. The data collection techniques include observation, tests (pretest and posttest), interviews, and the methods of data analysis include descriptive tests, hypothesis testing (T-test), normality tests, validity tests, and reliability tests. The data processing for this research uses SPSS 26 for Windows. The results of this research conducted a hypothesis test with an average pretest score of 59.88 and a posttest score of 81.63. The t-test calculation yielded a significance value of 0.000, which is less than 0.05. This indicates a difference; therefore, H0 is rejected and H1 is accepted. It can be concluded that there is a significant improvement in the average learning outcomes of the students.
Penerapan Model Pembelajaran Berbasis Proyek Menggunakan Trello untuk Meningkatkan Hasil Belajar Siswa Kelas VII SMP Pertiwi Cilimus Enjeli, Putri; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3997

Abstract

This study aims to analyze the implementation of a project-based learning model using Trello to improve the learning outcomes of seventh-grade students at SMP Pertiwi Cilimus. The method used in this research is a quantitative method with a pre-experimental research approach. The population of this study consists of all seventh-grade students of SMP Pertiwi Cilimus, with a sample of 22 students from class VII A, comprising 14 male students and 8 female students. The data collection techniques used include observation and pre-test post-test. The data analysis technique used is quantitative data analysis, specifically the t-test. The research results show a significant increase in student learning outcomes. This is evidenced by the increase in the average student score from 72.27 in the pre-test to 81.14 in the post-test. This difference is statistically significant through the results of the Paired Sample T-Test (Sig. = .000). It can be concluded that the application of the project-based learning model assisted by Trello has a significant effect on improving the learning outcomes of students in class VII A of SMP Pertiwi Cilimus.
Penerapan Metode Cooperative Script Menggunakan Media Mind Mapping untuk Meningkatkan Pemahaman Siswa pada Mata Pelajaran IPS di MTsN 3 Kuningan Ridzik, Azmi Abu; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4093

Abstract

This study aims to determine the effectiveness of implementing the Cooperative Script method using Mind Mapping media in improving students’ comprehension in Social Studies subjects at MTsN 3 Kuningan. The scope of the study focuses on ninth-grade students with a total sample of 30 participants. This research employed an experimental method with a pretest-posttest control group design. Data were collected through written tests administered before (pretest) and after (posttest) the learning method was applied. Data analysis was conducted using the t-test to examine differences in learning outcomes before and after treatment. The results showed a significant improvement in students’ comprehension, with the posttest mean score (80.00) being higher than the pretest mean score (50.00). The t-count value (2.382) was greater than the t-table value (2.042), with a significance level of 0.000 (< 0.05), indicating that the alternative hypothesis was accepted. It can be concluded that the Cooperative Script method combined with Mind Mapping media is effective in enhancing students’ learning outcomes. The implications of this research suggest that teachers can utilize this method and media to create more active, creative, and motivating learning environments for better material comprehension.
Penerapan Metode Pembelajaran Discovery Learning Menggunakan Aplikasi Quizizz untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran TIK di SMPN 1 Lebakwangi Yasa, Regita Amelia; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4097

Abstract

This study was motivated by the low learning outcomes of students in Information and Communication Technology (ICT) at SMPN 1 Lebakwangi due to the use of conventional methods that are passive and lack interactivity. To address this issue, the Discovery Learning method was implemented with the assistance of the Quizizz application as an interactive, enjoyable, and educational game-based platform capable of providing immediate feedback. The objective of this study is to determine students' learning outcomes before and after the implementation of Discovery Learning assisted by Quizizz, as well as to analyze its impact on improving learning outcomes. The research method used a quasi-experimental design with a One Group Pretest-Posttest design. The research sample consisted of 31 ninth-grade students from Class IX A, selected using purposive sampling. Data were collected through observation, learning achievement tests (pretest and posttest), and student response questionnaires, then analyzed using normality, homogeneity, and t-tests with the help of SPSS version 26. The results of the study showed a significant increase in the average learning achievement of students. Student responses were also very positive; they felt more active, motivated, and able to understand the material more easily
Pengaruh Media Visualisasi Infografis Berbasis Coreldraw untuk Meningkatkan Pemahaman Siswa dalam Mata Pelajaran Desain Grafis Kelas X RPL di SMK Pertiwi Kuningan Arsyad, Firdaus; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4113

Abstract

The purpose of this study was to determine the effect of using infographic visualization media based on CorelDRAW on improving students' understanding in the subject of Graphic Design class X RPL at SMK Pertiwi Kuningan. The research method used was a quantitative method with a pre-test - post-test control design. The population of the study consisted of students of class X RPL. The sample used in this study was students of class X RPL 3 with a total of 36 students, and the sampling technique used was purposive sampling. Data collection techniques were carried out through observation, test techniques, and questionnaires. The data analysis technique in this study was normality test, homogeneity test, and hypothesis testing (T-Test). The results of the study showed an increase in students' understanding after using infographic visualization media based on CorelDRAW. Based on the calculation of hypothesis testing (t-test), it was known that the average post-test score was 85.00, while the pre-test score was 70.00, so it was known that the post-test score was higher than the pre-test score. It was also known that the t-count value was 1.906, and the t-table value was 1.688. Therefore, it can be concluded that t-count > t-table (1.906 > 1.688) and the significance value was less than 0.05 (p = 0.000 < 0.05), so it can be stated that there was a significant difference in the increase in learning outcomes between the pre-test and post-test scores. Thus, it can be concluded that H0 was rejected and Ha was accepted.  
Pengembangan Aplikasi Mobile dengan Teknologi Virtual Reality (VR) untuk Meningkatkan Minat Belajar Siswa dalam Mata Pelajaran Bahasa Indonesia di MTs Negeri 12 Kuningan Aryanto, Aryanto; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4154

Abstract

This study aims to examine the effectiveness of a Virtual Reality (VR)-based mobile application in increasing students' interest and understanding of Indonesian language subjects. The study used a pre-experimental method with a One Group Pretest–Posttest Design. The population was from class VIII A to D with a sample of class VIII B of 29 students selected. Data analysis techniques included normality, homogeneity, paired sample t-test, validity, and reliability tests. The research results indicate a significant improvement in student learning outcomes after the treatment. The average pretest score of the students is 54.14, while the average posttest score increased to 75.52. The normality test shows that the data is normally distributed, the homogeneity test shows homogeneous variance, and the Paired Sample t-Test produces a significance value of 0.001 < 0.05, indicating a significant difference between the pretest and posttest. The validity test shows that most of the items are valid, while the reliability of the instrument has a Cronbach's Alpha value of 0.602, which falls into the reliable category. These findings prove that the use of VR through the VR3D Movies application is effective in increasing students' interest and learning outcomes, as evidenced by the increase in enthusiasm, motivation, and active engagement during learning.
Pengaruh Penggunaan Media Quizizz Terhadap Minat Belajar Siswa pada Mata Pelajaran Sejarah Kebudayaan di Sekolah MTs Nurul Huda Timbang Febriani, Juwita; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4169

Abstract

This study aims to determine the effect of using the interactive learning media Quizizz on students' learning interest in the subject of Islamic Cultural History at MTs Nurul Huda Timbang. The method used in this study was a pre-experimental one-group pretest-posttest design. The sample size was 29 students in grade IX 3. The instrument used was a student learning interest questionnaire. Data analysis used a paired sample t-test. The results showed an increase in the average score of students' learning interest from 36.76 in the pretest to 39.59 in the posttest. The t-test obtained a significance value (sig. 2-tailed) of 0.005 < 0.05, indicating a difference in the average student learning interest before and after using Quizizz. Therefore, it can be concluded that the use of Quizizz media has an effect on the subject of Islamic Cultural History at MTs Nurul Huda Timbang.  
Pengaruh Penerapan Media Pembelajaran Flipbook Maker Terhadap Hasil Belajar Siswa pada Mata Pelajaran Dasar-Dasar Desain Grafis di SMK Negeri 1 Luragung Firmansyah, Muhamad Fahmi; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4351

Abstract

This study was motivated by the lack of Flipbook Maker-based learning media in Computer Graphics classes at vocational schools, resulting in conventional learning processes that are less appealing to students. This study aims to develop and determine the effectiveness of Flipbook Maker-based learning media in improving student learning outcomes. The research method used is quantitative with a pre-experimental design using the One Group Pretest-Posttest model. The research subjects were 30 students in class X DKV 1 at SMK Negeri 1 Luragung. Data were collected through learning outcome tests in the form of pre-tests and post-tests, as well as student response questionnaires to determine the practicality of the media. Data analysis was conducted by comparing the average pretest and posttest scores and calculating the increase in learning outcomes using gain scores. The results showed that the average pretest score of 63.67 increased to 79.17 on the posttest, with a difference of 15.5 points. This increase shows that the use of Flipbook Maker media is effective in improving student learning outcomes in Computer Graphics. In addition, student response to this media was very good, as it was considered interesting, easy to use, and helpful in understanding the material. Thus, Flipbook Maker-based learning media is suitable for use as an innovative alternative in technology-based learning in vocational schools
Pengaruh Aplikasi Quizwhizzer Terhadap Hasil Belajar Siswa Kelas VII pada Mata Pelajaran Informatika Rahma, Zea Fauzia; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i3.1478

Abstract

This research aims to find out whether the Quizwhizzer application has an influence on the learning outcomes of class VII students in the Informatics subject.  This research is quantitative with experimental methods. The research design is Pre-Experiment One Group Pretest-Posttest Control Group Design. The population used was class VII C students, totaling 17 boys and 16 girls. Data collection uses observation, questionnaires, and test questions. Data were analyzed using normality test, t test, validity test and reliability test. There are differences in student learning outcomes, this can be seen from hypothesis testing using the t-test. The results obtained by calculating the hypothesis test (t-test) mean the increase in posttest results was 72.12, while the increase in pretest results was 62.42, resulting in an increase in the result scores. posttest learning was 9.7 greater than pretest learning results. The value of Tcount > Ttabel (7.649 > 2.042) and the significance value is more than 0.05 (p=0.0000 < 0.05), it can be stated that there is a difference in increasing the value of learning outcomes in class VII C. Thus, it can be concluded that H0 is rejected, and Ha accepted