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All Journal International Journal of Evaluation and Research in Education (IJERE) Jurnal Infinity Kontinu: Jurnal Penelitian Didaktik Matematika AKSIOMA: Jurnal Program Studi Pendidikan Matematika Eduma : Mathematics Education Learning and Teaching E-Dimas: Jurnal Pengabdian kepada Masyarakat Union: Jurnal Ilmiah Pendidikan Matematika Wacana Akademika : Majalah Ilmiah Kependidikan IndoMath: Indonesia Mathematics Education Dinamisia: Jurnal Pengabdian Kepada Masyarakat Buana Matematika : Jurnal Ilmiah Matematika dan Pendidikan Matematika JURNAL PENDIDIKAN TAMBUSAI Jurnal Pemikiran dan Penelitian Pendidikan Matematika (JP3M) Jurnal Pendidikan Matematika (Jupitek) JPM : Jurnal Pendidikan Matematika Delta: Jurnal Ilmiah Pendidikan Matematika Math Educa Journal Indonesian Journal of Community Services Imajiner: Jurnal Matematika dan Pendidikan Matematika JURNAL PEMBELAJARAN DAN MATEMATIKA SIGMA (JPMS) Jurnal ABDINUS : Jurnal Pengabdian Nusantara Jurnal Berdaya Mandiri Mosharafa: Jurnal Pendidikan Matematika Griya Journal of Mathematics Education and Application Jurnal Abdimas Serawai SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA PTK: Jurnal Tindakan Kelas Unnes Journal of Mathematics Education Jurnal Pendidikan Matematika Malikussaleh Cartesian: Jurnal Pendidikan Matematika Journal of Medives: Journal of Mathematics Education IKIP Veteran Semarang Jurnal Pendidikan Sultan Agung Komunita: Jurnal Pengabdian dan Pemberdayaan Masyarakat Jurnal Pengabdian Masyarakat dan Riset Pendidikan Hipotenusa: Journal of Mathematical Society Indonesian Journal of Education and Pedagogy Jurnal Infinity Jurnal Pendidikan Progresif Differential: Journal on Mathematics Education
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Pemberdayaan Tentor Lembaga Bimbingan Belajar Tanjungharjo Grobogan melalui Pengembangan Learning Object Material Berbasis Artifial Intelligence Basir, Mochamad Abdul; Jupriyanto, Jupriyanto; Riansyah, Andi; Aminudin, Mohamad
KOMUNITA: Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 5 No 1 (2026): Februari
Publisher : PELITA NUSA TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60004/komunita.v5i1.417

Abstract

Modern technology has created significant opportunities for enhancing personalization in learning, particularly through the utilization of data analytics and artificial intelligence, which enable the customization of learning products based on students’ needs, levels of understanding, and learning styles. This condition requires educators and tutoring instructors to possess adequate digital skills in order to produce instructional materials that are relevant, adaptive, and easily accessible. Responding to this need, this community service program was designed to provide training and assistance in developing digital-based learning products for tutors at the AURORA Tutoring Institute in Grobogan Regency, Central Java. The program was implemented through four stages: socialization, training, mentoring, and monitoring and evaluation. The training consisted of two main sessions: (1) multimedia production through the development of PowerPoint materials assisted by artificial intelligence and the recording of instructional content, and (2) training in managing a Learning Management System using Google Classroom. A total of 10 tutors participated in the entire series of activities. The evaluation results indicate an improvement in participants’ digital competencies, evidenced by all tutors (100%) being able to produce learning multimedia that is more engaging, interactive, flexible, and ready for use in tutoring sessions. This program demonstrates that structured training interventions can effectively enhance the quality of learning digitalization within tutoring institutions.
PENGARUH MOTIVASI PEMBELAJARAN TEAMS GAMES TOURNAMENT BERBANTUAN QUICK RESPONSE CODE TERHADAP KEMAMPUAN LITERASI NUMERASI Khasanah, Uswatun; Basir, Mochamad Abdul
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i2.9709

Abstract

According to the Programme for International Student Assessment (PISA) based on a survey conducted in 2022, the numeracy literacy skills of students in Indonesia are still below the average survey score. Based on interviews with mathematics teachers at SMP Negeri 37 Semarang, students tend to be lazy and unmotivated to work on story problems, especially in statistics. This study aims to determine the effect of motivation on the Teams Games Tournament learning model assisted by Quick Response Code on numeracy literacy skills. Quick Response Code is used as a creative way to deliver tournament questions packaged in 3 colored cards, namely green, blue, and pink. This study used a quantitative approach with a one-group pretest-posttest pre-experimental design. The sample in this study consisted of 28 students in class VIII B of SMP Negeri 37 Semarang in the 2025/2026 academic year. The results of the descriptive analysis showed an increase in the average pretest and posttest scores from 34,46 to 71,43. The results of hypothesis testing using a simple linear regression test between the motivation questionnaire and the numeracy literacy posttest obtained a significance value of 0.021 < 0.05 and  namely 2,452 > 2,056. The effect was 18.8%. These findings indicate that motivation has an effect on numeracy literacy ability, albeit a small percentage. Significant efforts to improve numeracy literacy ability require a continuous learning process, a supportive learning environment, and a sufficient amount of time. ABSTRAK Kemampuan literasi numerasi siswa di indonesia menurut Programme for International Student Assesment (PISA) berdasarkan survei pada tahun 2022 masih berada di bawah skor rata-rata hasil survei. Berdasarkan hasil wawancara dengan guru matematika di SMP Negeri 37 Semarang siswa cenderung malas dan kurang termotivasi untuk mengerjakan soal cerita terutama pada materi statistika. Penelitian ini bertujuan untuk mengetahui pengaruh motivasi pada model pembelajaran Teams Games Tournament berbantuan Quick Response Code terhadap kemampuan literasi numerasi. Quick Response Code digunakan sebagai kreasi penyampaian soal turnamen yang dikemas dalam 3 kartu warna yaitu hijau, biru, dan pink. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pre-experimental design tipe one-group pretest-posttest. Sampel dalam penelitian ini adalah 28 siswa kelas VIII B SMP Negeri 37 Semarang Tahun Ajaran 2025/2026. Hasil analisis deskriptif diperoleh peningkatan rata-rata nilai pretest dan posttest yang semula 34,46 menjadi 71,43. Hasil pengujian hipotesis menggunakan uji regresi linear sederhana antara angket motivasi dan posttest kemampuan literasi numerasi diperoleh nilai signifikansi 0,021 < 0,05 dan  yaitu 2,452 > 2,056. Pengaruh yang diberikan adalah sebesar 18,8%. Temuan ini mengindikasikan bahwa terdapat pengaruh motivasi terhadap kemampuan literasi numerasi meskipun dalam persentase kecil. Upaya peningkatan kemampuan literasi numerasi secara signifikan memerlukan proses pembelajaran berkelanjutan, lingkungan sekitar yang mendukung pembelajaran, serta rentang waktu yang cukup lama.