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All Journal International Journal of Evaluation and Research in Education (IJERE) SAINSMAT Indonesian Journal of Educational Studies Jurnal Pendidikan Sains Kreano, Jurnal Matematika Kreatif-Inovatif Jurnal Daya Matematis Al Ishlah Jurnal Pendidikan MaPan : Jurnal Matematika dan Pembelajaran Jurnal Cendekia : Jurnal Pendidikan Matematika Saintifik : Jurnal Matematika, Sains, dan Pembelajarannya DIDAKTIKA : Jurnal Kependidikan Pepatudzu : Media Pendidikan dan Sosial Kemasyarakatan Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Parameter Al asma : Journal of Islamic Education Mosharafa: Jurnal Pendidikan Matematika Panrannuangku Jurnal Pengabdian Masyarakat ARRUS Journal of Social Sciences and Humanities ARRUS Journal of Mathematics and Applied Science Kognitif: Jurnal Riset HOTS Pendidikan Matematika Foremost Journal SAINSMAT: Journal of Applied Sciences, Mathematics, and Its Education Issues in Mathematics Education (IMED) Indonesian Journal of Research and Educational Review (IJRER) JURNAL SAINS, SOSIAL DAN HUMANIORA Seminar Nasional Pengabdian Kepada Masyarakat Agrikan: Jurnal Agribisnis Perikanan SAINSMAT: Jurnal Ilmiah Ilmu Pengetahuan Alam JTechLP JoEELE Tamaddun Journal of Scientific Research, Education, and Technology Seminar Nasional Hasil Penelitian LP2M UNM PERFORMANCE: JOURNAL OF ENGLSH EDUCATION AND LITERATURE Ininnawa: Jurnal Pengabdian Masyarakat ARRUS Jurnal Pengabdian Kepada Masyarakat GEMBIRA (Pengabdian Kepada Masyarakat) Jurnal Tadris Matematika (JTMT) Kreano, Jurnal Matematika Kreatif Inovatif Jurnal Hasil-Hasil Pengabdian dan Pemberdayaan Masyarakat (JHP2M) Issues in Mathematics Educations (IMED)
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Pembelajaran Matematika dengan Menerapkan Model Game-Based Learning (GBL) dalam Mengembangkan Kecerdasan Logis-Matematik Siswa SMP Talib, Ahmad
Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Vol. 8 No. 4 (2025): Volume 8 Nomor 4 Tahun 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/proximal.v8i4.7190

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model Game-Based Learning (GBL) terhadap kecerdasan logis matematik siswa kelas VIII SMP. Metode yang digunakan adalah kuasi eksperimen dengan desain non-equivalent control group design. Sampel terdiri dari dua kelas, yaitu kelas eksperimen yang menggunakan model GBL dan kelas kontrol yang menggunakan metode konvensional. Instrumen pengumpulan data berupa tes pretest dan posttest kecerdasan logis matematik. Analisis data meliputi analisis deskriptif dan uji inferensial (independent sample t-test). Hasil analisis menunjukkan bahwa terdapat peningkatan signifikan pada kecerdasan logis matematik siswa kelas eksperimen, dengan rata-rata N-Gain sebesar 0,82 (kategori tinggi), dibandingkan kelas kontrol yang memperoleh rata-rata N-Gain sebesar 0,66 (kategori sedang). Uji-t menghasilkan nilai signifikansi 0,000 (p < 0,05), yang berarti terdapat perbedaan signifikan antara kedua kelompok. Dengan demikian, dapat disimpulkan bahwa model pembelajaran GBL efektif dalam mengembangkan kecerdasan logis matematik siswa dibandingkan dengan pembelajaran konvensional.
Trends and Recommendation Practices in Didactical Design for Mathematics Learning: A Systematic Literature Review Juhaevah, Fahruh; Upu, Hamzah; Bernard; Talib, Ahmad
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 4 No. 4 (2025): Vol. 4 No. 4 2025
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v4i4.954

Abstract

This systematic literature review examines didactical design in mathematics learning from 2015-2025, analyzing implementation patterns across educational contexts while evaluating key design elements. Following PRISMA guidelines, we analyzed 32 articles from diverse international sources. Results revealed distinct educational level-specific approaches to mathematics instruction, with geometry emerging as the predominant content area. Findings indicate that successful didactical designs align instructional approaches with students’ developmental stages: gamification for elementary arithmetic, Realistic Mathematics Education for junior high geometry, problem-based learning for senior high trigonometry, and Socratic questioning for undergraduate calculus. GeoGebra was identified as the most frequently utilized educational tool, highlighting the significance of dynamic mathematics software. This study contributes to mathematics education by providing evidence-based guidance for didactical design implementation while identifying critical research gaps regarding cross-cultural effectiveness, longitudinal impacts, and technology integration. The geographical concentration of studies suggests a need for more diverse international perspectives to strengthen the generalizability of findings.
The Use of Socio-Affective Strategies in Learning Speaking Skills Sukimin, Anggun Putri Maharani; Sunra, La; Talib, Ahmad
PERFORMANCE: JOURNAL OF ENGLISH EDUCATION AND LITERATURE Vol 4, No 4: November (2025) Performance: Journal of English Education and Literature
Publisher : State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/performance.v4i4.79466

Abstract

The study aimed to discover (1) The socio-afffective strategies students use in learning speaking skills. (2) How students applied the socio-affective strategies in learning speaking skills. This study is a type of qualitative research that uses qualitative descriptive methods to collect the data. Interviews and documentation were used as the instruments to collect the data. Five students were selected as participants by using a purposive random sampling technique. This study showed that the students used all types of socio-affective strategies: asking questions, cooperating with others, lowering anxiety, self-reinforcement, self-talk, taking someone’ temperature, empathizing with others, and social-mediating. Eventually, among those socio-affective strategies, the students frequently ask questions, cooperate with others, and engage in self-talk. The researcher concluded that the socio-affective strategies are helpful for them to interact with teachers and friends, build self-confidence, and enhance their knowledge of English, especially in speaking skills.Keywords: Socio-Affective Strategies and Speaking Skills.
The Use of Taboo Game in Learning English to Improve Students Vocabulary Mastery Dianing, Putri; Korompot, Chairil Anwar; Talib, Ahmad
PERFORMANCE: JOURNAL OF ENGLISH EDUCATION AND LITERATURE Vol 4, No 4: November (2025) Performance: Journal of English Education and Literature
Publisher : State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/performance.v4i4.79475

Abstract

This research aims to determine the use of Taboo Game in learning English to improve students vocabulary mastery. This research used a quantitative approach and pre-experimental methods. The sample in this research was 28 students of class VIII-G SMPN 21 Makassar and was selected by using non-probability sampling method, namely purposive sampling by selecting samples based on their own assessment of who is most informative or relevant to the research objectives. Data was obtainde from questionnaire, pre-test and post-test from 28 respondents.The results of the research concluded that: (1) by using Taboo Game strategies, the students vocabulary mastery was considered has a significant results with data analysis obtained from questionnaires, pre-test and post-test which resulted in a very significant increase with a score of 27,2 in the experimental class with 4 indicators, namely spelling, meaning, pronounciation and use. (2) Using taboo games can attract positive perceptions from students and agreeing that the use of taboo games in increasing vocabulary mastery is effective in learning English. (3) The students were interested in learning English by using the Taboo game with the results of 28 respondents as a sample and then recapitulated and analyzed with a total score classification with significant results. So, with the existence of learning innovations with taboo games, it can increase students' learning ability and interest in learning, although the existing indicators need to be improved one by one.Keywords: Taboo Game, Vocabulary Mastery, Learning Interest
English Education Students' Perceptions of Automated vs Human Assessment in Spoken English Proficiency Nur Aeni; Muhalim Muhalim; Hasriani Ganteng; Muhammad Tahir; Ahmad Talib
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 3 (2025): SEPTEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i3.7655

Abstract

The increasing use of automated evaluation systems in language assessment raises questions about their acceptance and perceived fairness compared to human evaluation. This study examines how English Education students perceive automated and human assessment of spoken English proficiency, focusing on factors influencing acceptance and preferences for hybrid models. A mixed-methods design was employed with 120 English Education students (80 female, 40 male) from Universitas Negeri Makassar. Quantitative data were collected using a 20-item Likert-scale questionnaire (Cronbach’s α = .87) covering six dimensions: Perceived Ease of Use, Perceived Usefulness, Attitude Toward Technology, Self-Efficacy, Behavioral Intention, and Personal Innovativeness. Qualitative data from semi-structured interviews explored students’ experiences and preferences regarding automated and human evaluation. Descriptive statistics indicated generally positive perceptions of automated evaluation, with the highest mean scores for “Automated feedback helps improve pronunciation and fluency” (M = 3.9, SD = 0.928) and “I enjoy playing with new technology in language acquisition” (M = 4.0, SD = 1.071). However, the lowest score for “I plan to use automated evaluation frequently” (M = 2.7, SD = 1.071) reflected hesitancy toward regular use. Thematic analysis revealed three main themes: appreciation of efficiency but skepticism about accuracy, preference for human empathy and contextual understanding, and concerns about algorithmic bias, particularly for non-standard accents. Students strongly favored a hybrid approach, endorsing AI for preliminary feedback and routine practice while valuing human evaluation for comprehensive assessment and motivational support. These findings suggest the need for transparent, inclusive AI tools integrated with human oversight to achieve balanced, pedagogically sound evaluation frameworks in English language education.
Co-Authors Abduh, Amirullah Abdul Rahman Abdullah Abdullah Abuba, Isra Agung Izzul Haq Ahmad Syah Ahmad Zaki Ahmad, Khawaritzmi Abdallah Ahmar, Ansari Saleh Alimuddin Tampa Andi Sri Hardiana Andina Ainayah Naim Annisa, Andi Nur Ariyani, Amra Asdar Asdar . asmaun, asmaun Asriati Asriati, Asriati Auliah, Syarifah Rahmah Auliyanti Sahril Nurfadhilah Auliyaputri, Nurul Awi Dassa Awi Dassa, Awi Azis Husen, Azis Baa, Sultan Bafagih, Aisyah Baso Intang Sappaile Baso Intang Sappaile, Baso Intang Baso Jabu, Baso Bernard Bernard Bernard Bernard Bernard Bernard Bernard Bilal, Buya Ahmad Buamona, Suryawati Carles, Carles Chairunnisa, Annisa Dewi, Nirmala Dianing, Putri Djam’an, Nurwati Emiastia, Emiastia Fairul, Muh. Fajar Arwadi Farahdiba, Syarifah Fatahuddin Fatahuddin Fatahuddin fatur Rahman, fatur Fauzan, Muh. Miftah Fauzan, Muhammad Miftah Fauziah Fauziah G, Hasriani G., Hasriani Garaika Geminastiti Sakkir Gifari, Nursyamri Gunawan, Sukriyanto Gustikasari Amin Hairil, Jumahir Hamin, Muhammad Nur Ihsan Hamzah Upu Hardianti Hafid Haryanto Atmowardoyo, Haryanto Hasriani Ganteng Hastuty Hastuty Hastuty Musa Hastuty Musa Hermayana, Amelia Resky Hisyam Ihsan Ilham Minggi Ilham Minggi Ilham Minggi Ilham Minggi Ishaq Munajah Ismail bin Kailani Jalaluddin Mulbar Jamaluddin Jamaluddin Js, Nurmulyana Juhaevah, Fahruh Jumarni Jumarni Kala'allo, Teresia Octavia Kamaruddin, Dani Kamaruddin, Nurzatulshima Korompot, Chairil Anwar Kusuma, Dian Indah Laitupa, Ibnu W Lela, Nur lina marlina, lina Ma'rup Ma'rup Ma'rup, Ma'rup Maemuna Muhayyang Mahdi H, Muh. Firas Mardiyanah Nasta Marup, Marup Maulida, Nur Rahma Megawati Megawati Megawati Megawati Meidiyani, Resky Meliyana R, Sitti Masyitah Muh. Fairul Muh. Irsan Muh. Sofyan Muh. Tahir Muh. Tahir Muhalim Muhalim Muhammad Dinar Dinar Muhammad Miswar Heru Muhammad Tahir Muliati M, A. Muliati, A. Muliati, Andi Munawwara, Zakiratul Munir Munir, Munir Muqsitulqadri Syarif Mustikawati, Yunitari Muthmainnah Muthmainnah Mytra, Prima Nafsih, Alfattah Nasrullah Nasrullah Nasrullah Noni, Nurdin NUR AENI Nur Aeni Nur Ikhsan Ismail Nurchumayrah, Zalsa Auliya Nurdin Arsyad Nurdin, Rifqah Nur' Arfani Nurhakimah Mujahid Nurul Dwianta, Alya Nurwati Djam'an Octavia Kala’allo, Teresia Pemu, Nasrullah Pratiwi, Duta Aisyah Putri Melinia Amanda Putri, Melati Arvita R. Rusli Rahma Hidayati Darwis Rahmah, Sakinah Aulia Rahman, Abdul Rahman, St. Aulia Ramdhani, Nurfitriah Ramlah, Salma Riani, Nindi Rika Ridisrawan, Akhmad Muflih Rifandi, Muh. Rismayanti Rosadi, Muhammad Taufiq Rosidah Rosidah Rosidah Rosidah Rosidah Rusdin Rusdin Rusdin Rusdin Ruslan Daeng Matteru, Ruslan Daeng Ruslan Ruslan Rusli Rusli Rusli Rusli Rusli, R Ryan Rayhana Sofyan, Ryan Rayhana Safrawa, Gabriel Rachel Sahid Sally, Fauzan Hari Sudding Salsabila, Nurul Sari, Rolita Maya Sibian, Miske Elsy Sofyan, Muh. Sri Yuyun Sukimin, Anggun Putri Maharani Sunra, La Suradi Suradi Suradi Suradi Tahmir, Suradi Surentu, Nada Indah Sutamrin, Sutamrin Syahid, Nurul Khatimah Syair, Siti Nurazizah Tahmir, Suradi Teken, Rhima Novelin Titaheluw, Syahnul S. Tuzsaliha, Rafiah Uhrawi, Teti Usman Mulbar Usman Mulbar W. Wawan Widyarti Hakman Wira Zaky, Andi Rifqy Yulianti Para&#039;pak Yusuf, Emi Marlina M