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Journal : Indo-MathEdu Intellectuals Journal

Pengembangan Media Pembelajaran Berbasis Gimkit Materi Perkalian Kelas V Sekolah Dasar Yuanta, Friendha; Suroso, Nur Listiana Dwi Hutami; Wulandari, Diah Ayu; Anggraini, Dwi Nadila; Hermawan, Nadya Sapta; Yosepin Betssy Tomasoa
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.v6i1.2575

Abstract

This research focuses on the development of Gimkit-based quiz media that emphasizes the process of creative and collaborative learning. Gimkit is an online game that can create a fun classroom atmosphere and motivate students to learn in diversity materials. The type of research used in this study is Research and development (R&D) using the Multimedia Devolopment Life Cycle development model. The stages carried out are concept, design, material collecting, assembly, testing, and distribution. The data collection techniques used are observation, questionnaires, and tests, while the data analysis techniques use qualitative and quantitative data analysis techniques. Research on the development of Gimkit-based interactive quizzes showed the results of media and material validation with a percentage of 89% stating that the Gimkit application is suitable for use as a learning medium. Thus, this Gimkit makes it easier for educators and students to explain the material and receive the material clearly and the learning goals can be achieved.
Pengaruh Penggunaan Media Kahoot Terhadap Hasil Belajar Materi Keragaman Suku Bangsa dan Budaya pada Siswa Kelas IV UPT SD Negeri 232 Gresik Wulandari, Diah Ayu; Suprihatien, Suprihatien; Yuanta, Friendha
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.v6i1.2664

Abstract

This study aims to determine the influence of the use of Kahoot media on the learning outcomes of ethnic and cultural diversity materials. This study uses a quantitative approach with a type of quasi experiment research whose population is all grade IV students, which is divided into two groups, namely class IV A with 14 students as the experimental group and class IV B with 13 students as the control group. The data collection technique used is a test in the form of multiple-choice questions. Validity and reliability tests are carried out to test the instrument. Furthermore, a normality test was carried out with the results of the variable =2,26, the variable while , while the results of the postes homogeneity test  this was stated that both variables were declared to be normally distributed and homogeneous. To find out whether or not there is an influence of Kahoot media in learning, the results of which showed that the learning outcomes of the Ethnic and Cultural Diversity material of grade IV A students who were taught using Kahoot learning media were better than without using Kahoot media in learning on Ethnic and Cultural Diversity material.
Pengembangan Media Pembelajaran Berbasis Google Sites Berbentuk E-Book Materi Kegiatan Ekonomi Mata Pelajaran Ilmu Pengetahuan Sosial Kelas IV Sekolah Dasar Yuanta, Friendha; Putri, Syafana Azelita; Amelia, Hikmah Putri; Qur’aini, Qori Ulil; Rasmi, Sita Satya; Santoso, Vica Alverina Auria
Indo-MathEdu Intellectuals Journal Vol. 6 No. 2 (2025): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i2.2661

Abstract

This research aims to determine the feasibility and effectiveness of Google Sites-Based Learning Media in the form of E-Books for the subject "Economic Activities" in Class 4 Elementary School Social Sciences. Furthermore, a validation test was carried out to ensure the usefulness and quality of Google Sites-based learning media for students at the fourth grade level in social studies. This research is development research that uses the ADDIE model which consists of five stages, namely, analysis, design, development, implementation and evaluation. As well as the research methods used through interviews, confirmation, observation, which are outlined in qualitative data analysis techniques in the form of reports to understand certain objects in the form of E-Books, which are collected through the results of this method. This is development research. This research intends to develop Web-based social studies teaching materials (Google Sites) for fourth grade students that focus on 'Economic Activities' which will influence students to improve students' critical thinking skills and digital literacy. Development of Google Sites-Based Learning Media in the form of E-Books accompanied by validation testing as well as analysis and mapping of test results.
Pengembangan Media Pembelajaran Berbasis Google Sites Berbentuk E-Book Materi Kegiatan Ekonomi Mata Pelajaran Ilmu Pengetahuan Sosial Kelas IV Sekolah Dasar Yuanta, Friendha; Putri, Syafana Azelita; Amelia, Hikmah Putri; Qur’aini, Qori Ulil; Rasmi, Sita Satya; Santoso, Vica Alverina Auria
Indo-MathEdu Intellectuals Journal Vol. 6 No. 2 (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.v6i2.2661

Abstract

This research aims to determine the feasibility and effectiveness of Google Sites-Based Learning Media in the form of E-Books for the subject "Economic Activities" in Class 4 Elementary School Social Sciences. Furthermore, a validation test was carried out to ensure the usefulness and quality of Google Sites-based learning media for students at the fourth grade level in social studies. This research is development research that uses the ADDIE model which consists of five stages, namely, analysis, design, development, implementation and evaluation. As well as the research methods used through interviews, confirmation, observation, which are outlined in qualitative data analysis techniques in the form of reports to understand certain objects in the form of E-Books, which are collected through the results of this method. This is development research. This research intends to develop Web-based social studies teaching materials (Google Sites) for fourth grade students that focus on 'Economic Activities' which will influence students to improve students' critical thinking skills and digital literacy. Development of Google Sites-Based Learning Media in the form of E-Books accompanied by validation testing as well as analysis and mapping of test results.
Pengembangan Media Pembelajaran Komik Digital Materi Persatuan dan Kesatuan pada Siswa Kelas 5 di SDN Pakis V Surabaya Anggraini, Dwi Nadila; Yuanta, Friendha; Pratiwi, Desi Eka
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.v6i4.3728

Abstract

This research aims to determine the feasibility and effectiveness of digital comic learning media on the material of unity and integrity that can be applied to fifth-grade students at SDN Pakis V Surabaya. This study is a research with Research and Development (R&D) methods, using the ADDIE development model which consists of five stages. These stages include: analysis stage, design stage, development stage, implementation stage, and evaluation stage. The instruments used in this research include questionnaires and tests. The questionnaires are intended for media experts, material experts, and student responses. The tests consist of pretest assessment sheets and posttest assessment sheets. The trial subjects in this research amount to 29 fifth-grade students of SDN Pakis V Surabaya. The validation results by media experts on the digital comic learning media for the material of unity and oneness obtained a score percentage of 98% with the criterion of 'Very Good.' The validation results by content experts obtained a score percentage of 96% with the criterion of 'Very Good.' Meanwhile, the results of student response assessment obtained a score percentage of 98.43% with the criterion of 'Very Good.' Based on the percentage scores obtained, the media is declared suitable for use. Furthermore, the assessment of student learning outcomes (pretest and posttest) obtained a calculated r of 0.974, which is greater than the table r of 0.367, thus the media is declared effective for use.
Pengembangan Media Pembelajaran Animasi Game Berbasis Canva pada Materi Membaca dan Menulis Suku Kata pada Kelas 1 SDN Pakis V Surabaya Riana, Aulia; Yuanta, Friendha; Bahtiar, Reza Syehma
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3839

Abstract

This study aims to develop Canva-based animated game learning media called Batulia Play for reading and writing syllables in grade 1 students of SDN Pakis V Surabaya. This type of research is a development research (Research and Development) that adopts the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), focusing on visual and interactive aspects to increase student motivation and learning outcomes. Media validation was conducted by media experts, material experts, and through student responses, followed by a pretest-posttest test to measure its effectiveness. The validation results showed an average percentage of 97% from media experts, 88% from material experts, and 92.73% from student responses, all included in the “Strongly Agree” category. After using Batulia Play media, student learning outcomes increased by 11.38%. Thus, Batulia Play media is proven to be feasible and effective in learning to read and write syllables in grade 1 SDN Pakis V Surabaya.
Pengembangan Media Pembelajaran Berbasis Gimkit Materi Perkalian Kelas V Sekolah Dasar Yuanta, Friendha; Suroso, Nur Listiana Dwi Hutami; Wulandari, Diah Ayu; Anggraini, Dwi Nadila; Hermawan, Nadya Sapta; Yosepin Betssy Tomasoa
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.v6i1.2575

Abstract

This research focuses on the development of Gimkit-based quiz media that emphasizes the process of creative and collaborative learning. Gimkit is an online game that can create a fun classroom atmosphere and motivate students to learn in diversity materials. The type of research used in this study is Research and development (R&D) using the Multimedia Devolopment Life Cycle development model. The stages carried out are concept, design, material collecting, assembly, testing, and distribution. The data collection techniques used are observation, questionnaires, and tests, while the data analysis techniques use qualitative and quantitative data analysis techniques. Research on the development of Gimkit-based interactive quizzes showed the results of media and material validation with a percentage of 89% stating that the Gimkit application is suitable for use as a learning medium. Thus, this Gimkit makes it easier for educators and students to explain the material and receive the material clearly and the learning goals can be achieved.
Pengaruh Penggunaan Media Kahoot Terhadap Hasil Belajar Materi Keragaman Suku Bangsa dan Budaya pada Siswa Kelas IV UPT SD Negeri 232 Gresik Wulandari, Diah Ayu; Suprihatien, Suprihatien; Yuanta, Friendha
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.v6i1.2664

Abstract

This study aims to determine the influence of the use of Kahoot media on the learning outcomes of ethnic and cultural diversity materials. This study uses a quantitative approach with a type of quasi experiment research whose population is all grade IV students, which is divided into two groups, namely class IV A with 14 students as the experimental group and class IV B with 13 students as the control group. The data collection technique used is a test in the form of multiple-choice questions. Validity and reliability tests are carried out to test the instrument. Furthermore, a normality test was carried out with the results of the variable =2,26, the variable while , while the results of the postes homogeneity test  this was stated that both variables were declared to be normally distributed and homogeneous. To find out whether or not there is an influence of Kahoot media in learning, the results of which showed that the learning outcomes of the Ethnic and Cultural Diversity material of grade IV A students who were taught using Kahoot learning media were better than without using Kahoot media in learning on Ethnic and Cultural Diversity material.