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Journal : Indo-MathEdu Intellectuals Journal

Peningkatan Kemampuan Pemahaman Konsep Siswa pada Materi Dimensi Tiga Menggunakan AR: Kalkulator Geogebra 3D Marito, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1681

Abstract

This study aims to describe the use of AR: GeoGebra 3D Calculator in improving students' understanding of mathematical concepts in three-dimensional materials. This study uses a quantitative approach with a pseudo-experimental method. The sample consisted of 69 eleventh grade students from MAS Al-Washliyah 22, which was divided into an experimental group (35 students) using AR: GeoGebra 3D Calculator and a control group (34 students) using conventional methods. The data collection technique is carried out through a concept comprehension test, namely pretest and posttest. Data analysis was carried out quantitatively on the test results obtained using an independent t-test test for normalized gain. The results showed that the experimental group showed a significantly higher increase in average scores from pretest to postes compared to the control group. The results of the independent t-test of the postes scores showed that there was a significant difference between the two groups. The normalized gain analysis further confirmed that the experimental group achieved a higher improvement (0.61) than the control group (0.41), with a significant difference (t = 4.876, p <0.001). The results of this study show that the use of AR: GeoGebra 3D Calculator significantly improves students' understanding of concepts in three-dimensional materials compared to conventional methods
Pembelajaran Berbasis Gamifikasi Menggunakan Kahoot untuk Meningkatkan Minat Belajar Mahasiswa pada Pembelajaran Online Marito, Winanda
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (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.v6i1.2689

Abstract

This research aims to describe gamification-based learning using Kahoot to enhance students' interest in online learning. This study employs a quantitative approach with a quasi-experimental method. The design used is one group pretest-posttest. The sample in this study consists of 30 students from the Physical Education, Health, and Recreation study program. Data collection techniques were conducted through a learning interest questionnaire given before the learning (pretest) and after the learning (posttest) and an observation sheet for the implementation of learning. Data analysis used paired t-test. The research results indicate that there is a 15.5% increase in student learning interest with a t-value of 15.847, p < 0.001, which means there is a significant difference in the increase of student learning interest before and after the implementation of gamification-based learning with Kahoot. The success rate of the learning implementation is 88.75% across all observed aspects, including lesson preparation, execution, student activities, and time management. These findings indicate that gamification-based learning using Kahoot can enhance student learning interest in online learning.
Meningkatkan Kemampuan Computational Thinking Siswa Sekolah Dasar Menggunakan Lembar Aktivitas Unplugged Coding dalam Pembelajaran Matematika Marito, Winanda; Riani, Nova
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (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.v6i4.3757

Abstract

This research aims to improve the computational thinking (CT) skills of elementary school students through unplugged coding activity sheets in mathematics learning. The research uses a quantitative approach with a One Group Pretest-Posttest Design pre-experimental design. The subjects of the study are 25 fourth-grade students from Muhammadiyah 18 Medan, selected through purposive sampling. Data was collected using a CT ability test administered before and after the learning session. Data analysis was conducted using a paired sample t-test and N-Gain calculation. The research results show a significant increase in students' CT ability with an average score rising from 54.48 (pre-test) to 73.32 (post-test), a t-statistic value of -86.782, and a significance level of 0.000 (p < 0.05). The N-Gain value of 0.65 indicates the effectiveness of learning in the medium category. All CT indicators showed improvement, with generalization experiencing the highest increase (39.6%), followed by decomposition (39.3%), abstraction (38.9%), and algorithmic thinking (38.6%). However, the debugging and iteration indicators showed relatively lower increases of 28.7% and 23.6%, respectively. This research demonstrates that mathematics learning with unplugged coding activity sheets can be a solution to develop the CT abilities of primary school students with limited technological devices.
Peningkatan Kemampuan Pemahaman Konsep Siswa pada Materi Dimensi Tiga Menggunakan AR: Kalkulator Geogebra 3D Marito, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1681

Abstract

This study aims to describe the use of AR: GeoGebra 3D Calculator in improving students' understanding of mathematical concepts in three-dimensional materials. This study uses a quantitative approach with a pseudo-experimental method. The sample consisted of 69 eleventh grade students from MAS Al-Washliyah 22, which was divided into an experimental group (35 students) using AR: GeoGebra 3D Calculator and a control group (34 students) using conventional methods. The data collection technique is carried out through a concept comprehension test, namely pretest and posttest. Data analysis was carried out quantitatively on the test results obtained using an independent t-test test for normalized gain. The results showed that the experimental group showed a significantly higher increase in average scores from pretest to postes compared to the control group. The results of the independent t-test of the postes scores showed that there was a significant difference between the two groups. The normalized gain analysis further confirmed that the experimental group achieved a higher improvement (0.61) than the control group (0.41), with a significant difference (t = 4.876, p <0.001). The results of this study show that the use of AR: GeoGebra 3D Calculator significantly improves students' understanding of concepts in three-dimensional materials compared to conventional methods
Pembelajaran Berbasis Gamifikasi Menggunakan Kahoot untuk Meningkatkan Minat Belajar Mahasiswa pada Pembelajaran Online Marito, Winanda
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (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.v6i1.2689

Abstract

This research aims to describe gamification-based learning using Kahoot to enhance students' interest in online learning. This study employs a quantitative approach with a quasi-experimental method. The design used is one group pretest-posttest. The sample in this study consists of 30 students from the Physical Education, Health, and Recreation study program. Data collection techniques were conducted through a learning interest questionnaire given before the learning (pretest) and after the learning (posttest) and an observation sheet for the implementation of learning. Data analysis used paired t-test. The research results indicate that there is a 15.5% increase in student learning interest with a t-value of 15.847, p < 0.001, which means there is a significant difference in the increase of student learning interest before and after the implementation of gamification-based learning with Kahoot. The success rate of the learning implementation is 88.75% across all observed aspects, including lesson preparation, execution, student activities, and time management. These findings indicate that gamification-based learning using Kahoot can enhance student learning interest in online learning.