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All Journal Jurnal Pendidikan Matematika Paradikma: Jurnal Pendidikan Matematika Jurnal Infinity Journal on Mathematics Education (JME) Jurnal Riset Pendidikan Matematika SIGMA: Jurnal Pendidikan Matematika Pendas : Jurnah Ilmiah Pendidikan Dasar Jurnal Pendidikan Matematika Raflesia Journal of Education and Instruction (JOEAI) Jurnal Pendidikan Matematika (JUDIKA EDUCATION) Journal of Mathematics Science and Education JURNAL CEMERLANG: Pengabdian pada Masyarakat SIGMA Journal of Authentic Research on Mathematics Eduacation (JARME) JURNAL PERSPEKTIF PENDIDIKAN Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Silampari Jurnal Pendidikan Ilmu Fisika Community Engagement and Emergence Journal (CEEJ) PHI: Jurnal Pendidikan Matematika JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Journal of Elementary School (JOES) Mandalika Mathematics and Educations Journal LOSARI: Jurnal Pengabdian Kepada Masyarakat EMTEKA: Jurnal Pendidikan Matematika FARABI: Jurnal Matematika dan Pendidikan Matematika Silampari Journal Sport e-SPORT: Jurnal Pendidikan Jasmani, Kesehatan dan Rekreasi Journal of Advanced Sciences and Mathematics Education Inovasi Matematika (Inomatika) Dirasatul Ibtidaiyah Linggau Journal Science Education (LJSE) Bakti Nusa Linggau PKM Linggau: Jurnal Pengabdian dan Pemberdayaan Masyarakat Polinomial : Jurnal Pendidikan Matematika JGK (Jurnal Guru Kita) Global Education Journal Lemma: Letters of Mathematics Education AB-JME: Al-Bahjah Journal of Mathematics Education Jurnal Infinity Pendidikan Olahraga dan Kesehatan Mathematics Education Journal Journal on Mathematics Education SJME (Supremum Journal of Mathematics Education) Proceeding of Silampari Conference of Life Science and Technolog
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Intergrasi media Pembelajaran Digital dan pemetaan Konsep Dalam Kemampuan Pemecahan masalah matematis: Systematic Literatur Review Asma Aziza; Sukasno; Anna Fauziah
Prosiding Silampari Conference of Life Sciences and Techonology (Silamparilist) Vol 2 (2026): Proceeding Silampari Conference of Life Science and Technology
Publisher : Proceeding of Silampari Conference of Life Science and Technology

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Abstract

This study aims to analyze the characteristics and trends in the use of digital learning media, examine the role of concept mapping strategies, and identify the potential integration of both in improving students' mathematical problem-solving abilities. The study employed a Systematic Literature Review (SLR) methodology following the PRISMA 2020 guidelines. Data sources were obtained through Google Scholar, focusing on articles indexed in Scopus Q1 and journals classified under SINTA 2 and SINTA 3. From the initial search results, a total of 48 articles were identified, of which 20 met the established inclusion criteria. The findings indicate that digital learning media are characterized by interactivity, flexibility, and their capacity to effectively visualize abstract mathematical concepts. Concept Mapping strategies were found to assist students in organizing knowledge and understanding relationships among concepts. Furthermore, the integration of digital educational resources and concept mapping demonstrates significant potential for enhancing mathematical problem-solving competence. These findings suggest that the combination of technological tools and cognitive methodologies can serve as an effective alternative for improving the quality of mathematics education.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID MENGGUNAKAN I-SPRING DAN APK BUILDER PADA MATERI BILANGAN BULAT DI KELAS VII SMP Deapisatra; Idul Adha; Anna Fauziah
SIGMA Vol. 11 No. 2 (2026): SIGMA
Publisher : Prodi Pendidikan Matematika FKIP Universitas Madura

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis android menggunakan I-Spring dan APK Builder pada materi bilangan bulat kelas VII SMPIT An-Nida serta mengetahui tingkat validitas, kepraktisan, dan efektifitas media yang dikembangkan. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Media yang dikembangkan telah divalidasi oleh para ahli di bidangnya masing-masing terdiri atas satu ahli materi, satu ahli media, satu ahli bahasa, serta kepraktisan media dinilai oleh guru matematika dan uji kelompok kecil. Subjek penelitian siswa kelas VII SMPIT An-Nida, data dikumpulkan melalui angket validasi, angket kepraktisan, serta tes hasil belajar berupa pretest dan posttest. Hasil penelitian menunjukkan bahwa media yang dikembangkan memperoleh nilai validitas sebesar 0,75 dari ahli materi (valid), 0,92 dari ahli media (sangat valid), dan 0,94 dari ahli bahasa (sangat valid). Hasil uji kepraktisan memperoleh rata-rata persentase sebesar 86% dengan kategori sangat praktis. Selain itu, hasil uji efektivitas menunjukkan peningkatan hasil belajar dengan nilai N-Gain sebesar 0,85 yang termasuk kategori tinggi. Dengan demikian, media pembelajaran berbasis android menggunakan I-Spring dan APK Builder dinyatakan valid, praktis, dan efektif sehingga layak digunakan dalam pembelajaran bilangan bulat.  
PENGEMBANGAN MEDIA KOMIK BERBASIS MODEL STAD PADA PEMBELAJARAN IPAS KELAS V SD NEGERI 32 LUBUKLINGGAU Hidayaturrokhman; Fauziah, Anna; Rijal, Akmal
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53576

Abstract

This study was motivated by the low interest and learning outcomes of students in Natural and Social Science (IPAS) learning due to the limited use of innovative learning media. The purpose of this study was to develop a comic-based learning media integrated with the Student Teams Achievement Division (STAD) model that is valid, practical, and effective for fifth-grade students of SD Negeri 32 Lubuklinggau. This study employed a Research and Development (R&D) method using the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. Data were collected through interviews, questionnaires, and learning outcome tests. Product validity was assessed by language experts, media experts, and material experts using Aiken’s V index. The results indicated that the validity scores were 0.96 from language experts, 0.88 from media experts, and 0.91 from material experts, with an average validity score of 0.92 categorized as highly valid. Practicality results showed percentages of 98% from teachers, 94.67% from one-to-one evaluation, and 94% from small group evaluation, with an average practicality score of 95.56%, categorized as highly practical. Effectiveness testing showed an average pre-test score of 43.48 and a post-test score of 84.92, resulting in an N-Gain score of 0.73 categorized as high. Therefore, the comic-based STAD learning media is considered highly valid, highly practical, and effective for use in elementary school IPAS learning.
Workshop Penyusunan Bahan Ajar Interaktif Berbasis Aplikasi Canva dan Powtoon Bagi Para Guru DI SD Negeri 41 Kota Lubuklinggau Lucy Asri Purwasi; Rani Refianti; Anna Fauziah; Idul Adha; Denny Alfian
LOSARI: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2024): Desember 2024
Publisher : LOSARI DIGITAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53860/losari.v6i2.374

Abstract

Kegiatan ini bertujuan untuk mengeksplorasi pengetahuan dan keterampilan guru Sekolah Dasar Negeri 41 Kota Lubuklinggau dalam menyusun bahan ajar interaktif dengan memanfaatkan aplikasi Canva dan Powtoon. Jumlah peserta kegiatan adalah 20 orang, terdiri dari guru kelas dan bidang studi. Adapun metode pelaksanaan yaitu diskusi, ceramah dan demonstrasi. Instrumen yang digunakan dalam kegiatan, yaitu angket berkaitan dengan pemahaman, keterampilan dan penerapan. Analisis data meggunakan pendekatan kuantiatif deskriptif. Hasil evaluasi menunjukkan hasil kriteria sangat baik pada masing-masing aspek pemahaman konsep peserta dengan persentase sebesar 87,5%, sementara keterampilan dalam mengoperasikanaplikasi tersebut mencapai 84%, dan keinginan penerapan dalam pembelajaran menunjukkan hasil sebesar 88,66%. Hal ini menunjukkan bahwa para guru berhasil menguasai materi dan keterampilan yang diajarkan, serta diharapkan dapat mengimplementasikannya dalam proses pembelajaran di kelas
Artificial Intelligence assisted Renewable Energy Case Based Learning Integrated with Science Process Skills and Digital Literacy Yolanda, Yaspin; Arini, Wahyu; Fauziah, Anna; Effendi, Effendi; Pribadi, Imam Arif
Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Vol. 9 No. 2 (2025): July
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/e-saintika.v9i2.3050

Abstract

The lack of understanding and interest among students in learning science and the scarcity of energy are very interesting topics to study using case-based learning. The novelty lies in the use of Case Based Learning and Artificial Intelligence related to renewable energy. The objectives of the study are (1) to identify the Hypothetical Learning Trajectory (HLT) of renewable energy based on learning barriers, and (2) to measure scientific process skills and digital literacy. The sample consisted of 120 high school students in Lubuklinggau. The research design was a Lesson Study approach. Implementation occurred over two cycles in collaboration with teachers to design renewable energy learning materials, including lesson plans (RPP), Student Worksheets (LKPD) 1 and 2. AI tools used included Padlet, Kahoot, and Cap Cut. Data collection involved documentation, observation, and interviews. Data analysis was conducted using quantitative descriptive methods. Learning difficulties were identified in students' inability to conduct investigations, analyze data, and communicate graphs effectively. LKPD 1 and 2 were found to be highly valid with a validity test score of 0.92, making them suitable for use. Additionally, there was an increase in students' average science process skills by 0.87, categorized as high, and digital literacy by 0.88, categorized as highly skilled. Its contribution lies in integrating digital LKPD that is easy to access and engaging due to AI integration. Furthermore, the LKDP developed involves students conducting experiments and field observations to measure the efficiency of biomass stoves fueled by rice husks, wood chips, and LPG stoves. Another interesting finding is that students with low abilities experienced a very high increase in digital literacy. The next step is to develop diagnostic test instruments for science literacy, digital literacy, and learning modalities.