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Pengenalan Website Wordwall Sebagai Media Pembelajaran Interaktif di SMP Negeri 3 Tanjung Beringin Minta Ito Simamora; Yumira Simamora; Sartika Wati; Risna Mira Bella Saragih; Khoiruddin Matondang; Icha Prame Shela
JALIYE: Jurnal Abdimas, Loyalitas, dan Edukasi Vol. 4 No. 2 (2025): JALIYE: Jurnal Abdimas, Loyalitas, dan Edukasi
Publisher : Fakultas Keguruan dan Ilmu Pendidikan UNIVA Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jaliye.v4i2.1243

Abstract

Technological developments require teachers to integrate interactive digital media to improve the quality of 21st-century learning. However, early observations at SMP Negeri 3 Tanjung Beringin showed that the utilization of web-based learning media was not optimal despite the availability of supporting facilities. This community service activity aims to introduce the Wordwall platform as an interactive learning media solution and to enhance teachers’ pedagogical competence in operating its features. The implementation method uses a learning-by-doing approach, which includes the preparation stage, workshops through lectures and demonstrations, independent practice in content creation, and evaluation. The results show a significant increase in teachers’ understanding and technical skills in developing digital learning media. Teachers were able to explore quiz features, games, and even printable formats (PDF) to overcome network constraints. In conclusion, this activity successfully narrowed the digital literacy gap and increased teacher motivation to create a more dynamic and student-centered learning environment at SMP Negeri 3 Tanjung Beringin.
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) TERHADAP KEMAMPUAN KOMUNIKASI MATEMATIS SISWA BERBANTUAN APLIKASI FLIPHTML5 Siti Syahirani; Nur Rahmi Rizqi; Khoiruddin Matondang
OMEGA: Jurnal Keilmuan Pendidikan Matematika Vol. 4 No. 2 (2025): OMEGA: Jurnal Keilmuan Pendidikan Matematika
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan Dan Ilmu Pendidikan, Universitas Alwashliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/jkpm.v4i2.928

Abstract

This research aims to investigate the effect of the Problem-Based Learning (PBL) learning model on the mathematical communication skills of class XI MAS students at the UNIVA Medan Project, with the help of the FlipHTML5 application. The method used in this research is quasi-experimental with a factorial design. Data collection was carried out through mathematical communication skills tests and statistical analysis to test hypotheses. The results showed that there was a significant increase in the mathematical communication skills of students in the experimental group compared to the control group. The average posttest score for the experimental group was 85.52, while the control group was 78.04. It is indicated that this difference did not occur by chance, but rather was the result of differences in the treatment applied. In addition, the FlipHTML5 application was proven to be effective in improving students' mathematical communication skills with an average score percentage of 73.63% in the experimental class compared to 71.37% in the control class. These results indicate that the use of the FlipHTML5 application in learning with the PBL model makes a positive contribution to improving students' mathematical communication skills.
PENGARUH MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA ANIMASI INTERAKTIF TERHADAP KEMAMPUAN PEMAHAMAN KONSEP MATEMATIS Rahmawati, Ayu; Harahap, Yenni Novita; Matondang, Khoiruddin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41091

Abstract

This study investigates the effect of the Problem Based Learning (PBL) model assisted by interactive animation media on students’ mathematical conceptual understanding and compares it with conventional learning methods. An experimental research method with a control group pretest–posttest design was employed. The sample consisted of two classes of grade XI students at SMKS Al-Washliyah Pasar Senen 2 Medan in the 2025/2026 academic year. Class XI TKJ, consisting of 36 students, was assigned as the experimental group and received instruction using the PBL model assisted by interactive animation media. Class XI TBSM, consisting of 32 students, served as the control group and was taught using conventional learning methods. The research instrument was a mathematical conceptual understanding test administered as both a pretest and a posttest to measure students’ initial and final understanding. The results showed that the experimental class achieved a higher average posttest score of 82.40 compared to the control class, which obtained an average score of 73.38. The mean difference between the two classes was 9.02 points. Statistical analysis using the Independent Samples t-test indicated a significance value (2-tailed) of 0.000, which is less than 0.05, with a t-value of 6.075. These findings indicate that the PBL model assisted by interactive animation media has a significant positive effect on students’ mathematical conceptual understanding. Moreover, there are significant differences in learning outcomes between students taught using PBL with interactive animation media and those taught using conventional methods, with the former achieving better conceptual understanding.
PENGEMBANGAN E-MODUL BERBASIS CANVA MELALUI PENDEKATAN STEAM UNTUK MENINGKATKAN KEMAMPUAN NUMERASI MATEMATIS SISWA Agustina, Ruizhaica; Simamora, Yumira; Matondang, Khoiruddin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.44210

Abstract

This study aims to develop a Canva-based e-module through the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach to improve students' mathematical numeracy skills. The research employed a Research and Development (R&D) method using the 4D model (Define, Design, Develop, Disseminate), with the dissemination stage conducted on a limited basis. The subjects were 10th grade students of MA Al Washliyah Tanjung Beringin, involving individual testing (6 students), small group testing (10 students), and field testing (30 students). The instruments used were expert validation sheets, practicality questionnaires, and numeracy tests. The results indicate that the developed e-module meets validity criteria, with average scores from media experts (0.83), material experts (0.73), post-test (1.0), and teaching module (0.78), all categorized as valid. The practicality results show scores of 87.5% from teachers and 83.5% from students, indicating a very practical category. The effectiveness is reflected in the increase of classical learning completeness from 70% in small group testing to 80% in field testing, exceeding the minimum passing grade of 75. Thus, the Canva-based e-module using the STEAM approach is proven to be valid, practical, and effective in improving students’ mathematical numeracy skills.