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Analisis Kebutuhan Media Edugame Untuk Menunjang Pembelajaran Di Era Digitalisasi Pada Kelas VII Sariyanto, Slamet; Suprayitno, Iswahyudi Joko; Sulistyaningsih, Dwi
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 4: Juni 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i4.9318

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat kebutuhan media pembelajaran matematika sebagai media penunjang pembelajaran dengan memanfaatkan teknologi yang kini semakin berkembang permasalahan yang terjadi saat ini adalah kebiasaan siswa suka bermain game hingga lupa waktu dalam hasil survei penduduk indonesia 180 juta aktif bermain game dan 70% diantaranya usia 13 sampai 24 ditahun 2021, siswa dalam pelajaran matematika materi aljabar dan aritmatika sosial mengalami kesulitan dalam pemahamannya karena terbatasnya media pembelajaran yang tersedia. Perkembangan teknologi saat ini memberikan peluang untuk menciptakan media pembelajaran yang kreatif dan inovatif yang dapat digunakan dalam pembelajaran . Peneliti menggunakan metode ADDIE yang terbatas pada tahap analisis dan dengan menggunakan pendekatan kualitatif data diperoleh dari hasil observasi, wawancara dan angket kebutuhan siswa. hasil analisis diperoleh 83% siswa menginginkan pembelajaran dengan media edugame dan 84% rata-rata siswa menginginkan pembelajaran yang menyenangkan seperti video pembelajaran dan game edukasi. Dengan adanya media pembelajaran edugame diharpkan siswa lebih aktif, semangat dan termotivasi untuk belajar sehingga dapat meningkatkan peluang pemahaman siswa terhadap materi yang dipelajari
Media Pembelajaran Interaktif Pendekatan Etnomatematika Budaya Jawa Terhadap Hasil Belajar Siswa Materi Geometri: Penelitian Isna Nur Aini; Martyana Prihaswati; Iswahyudi Joko Suprayitno
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.482

Abstract

This study aims to identify and examine the types of interactive learning media based on ethnomathematics that incorporate Javanese culture and their influence on students' learning outcomes in geometry. The research method used is the Systematic Literature Review (SLR), which includes formulating research questions, searching literature, setting inclusion and exclusion criteria, selecting relevant literature, presenting data, and drawing conclusions. The articles analyzed were sourced from Google Scholar within the 2020–2025 timeframe, resulting in 21 articles that met the inclusion criteria. The findings indicate that the dominant interactive media used include e-modules, application-based media, and digital animations. Javanese cultural elements commonly integrated into the learning media include the Joglo traditional house, Surya Majapahit batik, Kudus Tower, Grebeg Maulud ceremony, Sesaji Rewanda tradition, and traditional dances such as Tari Remo. These cultural elements are utilized to explain geometric concepts such as three-dimensional shapes, two-dimensional figures, geometric transformations, and coordinate systems. The use of interactive media based on local culture has been proven to significantly enhance students' conceptual understanding and learning motivation.
STEAM in the Perspective of 21st Century Mathematics Learning: A Field Study of Indonesia and Malaysia Aziz, Abdul; Iswahyudi Joko Suprayitno; Alma Rif’atun Nisa
Jurnal Pendidikan Matematika Universitas Lampung Vol. 13 No. 3 (2025): Jurnal Pendidikan Matematika Universitas Lampung
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/mtk/v13i3.pp183-192

Abstract

The aim of this study is to explore the implementation of the STEAM approach in Indonesia and Malaysia in relation to mathematics learning concepts and the skills developed during the mathematics learning process. This study employs a descriptive qualitative method with school students as the research subjects, aiming to examine the application of STEAM in the learning process in both countries. The findings reveal that the integration of STEAM has a positive impact on mathematics learning, particularly in enhancing students’ confidence as well as their critical thinking, creativity, communication, and collaboration skills. The application of STEAM in the context of 21st-century mathematics education encourages students to build self-confidence in facing challenges, which is essential for maximizing their potential.  
ANALISIS KEMAMPUAN SPASIAL SISWA KELAS VIII DALAM MEMECAHKAN MASALAH GEOMETRI DITINJAU DARI GAYA BELAJAR Iriani, Uswatun Hasanah; Mawarsari, Venissa Dian; Suprayitno, Iswahyudi Joko
Journal of Lesson Study in Teacher Education Vol. 3 No. 1 (2024): Volume 3 No 1 2024
Publisher : Litbang PWM Jawa Tengah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51402/jlste.v3i1.131

Abstract

This study aims to describe the spatial abilities of students with visual, auditory, and kinesthetic learning styles. The type of research used in this study is qualitative descriptive research. The research subjects consisted of 21 students in class VIII, MTs Al Hidayah Sadeng, Semarang. Data collection techniques include tests, anchors, and interviews. The results of this study showed that students with high spatial and moderate visual and auditory learning styles were able to understand the problem by explaining what was known and being asked correctly. And it's able to relate concepts so that it can find the right formula and solve the given problem correctly and precisely. Meanwhile, students with moderate abilities and a kinetic learning style are only able to write down what is known and asked. And yet it has not been able to relate concepts so that it cannot find the right formula and not solve the given problem properly and precisely. While students with low spatial abilities with visual and kinesthetic learning styles are able to write down what is known and asked, subjects with auditory learning styles write but are less precise. Students with visual, auditory, and kinesthetic learning styles have not been able to relate concepts, so they have not been able to find the right formula and cannot solve the given problem correctly and precisely. Students with high spatial, medium, or low abilities cannot describe objects based on what is known and asked.
Effectiveness of Quizz based Edugame as Learning Support Media for Improvement of Learning Outcomes Sariyanto, Slamet; Suprayitno, Iswahyudi Joko; Sulistyaningsih, Dwi
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 1 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i1.377

Abstract

The study discusses the effectiveness of using quiz-based edugame to improve student learning outcomes in the context of increasingly rapid technological developments. The negative impact of technology in the world of education is the decline of students' interest in learning because they are more interested in playing games than learning. Therefore, the emergence of innovation to use games as educational materials to attract student interest and motivation. The purpose of this study was to determine the impact of using edugame as learning media on students' learning outcomes. The method in this study uses the SLR (systematic literature review) method by analyzing articles from google scholar in the publication year 2021-2025 with a focus on the use of edugame in formal learning at the elementary, junior high, and high school levels. This study only covers Android-based or digital edugame and does not examine in depth external factors such as economic background or parental support for the effectiveness of edugame. The results of the analysis show that the use of quiz-based edugame has a positive impact where the increase in students' learning outcomes reaches 13.7% to 35% compared to usual learning, besides that edugame also increase students' interest and motivation to learn, therefore edugame can be an alternative for educators to utilize in an effort to improve students' learning outcomes.
Development of T-Solve Interactive Learning Media with Polya Approach on Pythagorean Theorem Putri, Vika Amelia; Aziz, Abdul; Suprayitno, Iswahyudi Joko
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 1 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i1.401

Abstract

Mathematics learning in schools is often dominated by conventional methods, resulting in passive student participation and low conceptual understanding, especially in topics such as the Pythagorean Theorem. This study aims to develop and evaluate the effectiveness of “T-SOLVE,” an interactive learning media based on Polya’s problem-solving approach, in enhancing students’ understanding of the Pythagorean Theorem. The research employed a Research and Development (R&D) method using the ADDIE model. The sample consisted of eighth-grade students at SMP Negeri 2 Sumowono. Data were collected through expert validation sheets, student response questionnaires, and tests to measure learning outcomes. The results indicate that the T-SOLVE media is valid, practical, and effective in improving students’ conceptual understanding and engagement. The media’s integration of problem-solving steps supports students in learning independently and applying concepts to real-life situations. The implication of this research is that T-SOLVE can be used as an alternative learning resource that promotes interactive, student centered learning, which addresses the initial problem of passive learning and low motivation. Furthermore, it contributes to improving mathematical problem solving skills and serves as a relevant tool for 21st century learning.
Analisis Kebutuhan Siswa Kelas VIII terhadap Media Animasi Interaktif dalam Pembelajaran Teorema Pythagoras Putri, Vika Amelia; Aziz, Abdul; Suprayitno, Iswahyudi Joko
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 5 No. 1 (2025): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v5i1.1346

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Penelitian ini bertujuan untuk menganalisis keperluan siswa SMP terhadap media pembelajaran animasi interaktif berbasis Problem Based Learning (PBL) dalam memahami materi matematika. Pendekatan PBL dipilih karena mampu menghubungkan konsep-konsep matematika dengan situasi nyata, yang dapat meningkatkan pemahaman siswa. Penelitian ini memanfaatkan metode kuantitatif deskriptif melalui teknik purposive sampling, melibatkan 23 siswa kelas VIII di SMPN 2 Sumowono. Data dikumpulkan melalui observasi, wawancara, dan angket, kemudian dianalisis menggunakan persentase. Temuan analisis menunjukkan bahwa mayoritas 91% siswa membutuhkan media pembelajaran digital untuk membantu mereka memahami materi matematika. Selain itu, 91% siswa tertarik menggunakan media media interaktif untuk membantu mereka menyelesaikan soal teorema pythagoras, yang mengindikasikan bahwa siswa lebih menyukai pembelajaran yang mengaitkan materi dengan kehidupan keseharian. Temuan ini menunjukkan bahwa pengembangan media pembelajaran animasi interaktif berbasis PBL sangat diperlukan guna mempertinggi pemahamandan minat belajar matematika siswa.
Maintaining Character Education During and After Pandemic Aziz, Abdul; Suprayitno, Iswahyudi Joko; Prahmana, Rully Charitas Indra; Prasetyo, Puguh Wahyu
Proceeding International Conference on Mathematics and Learning Research 2021: Proceeding International Conference on Mathematics and Learning Research
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The focus of education during the COVID-19 pandemic is more likely to be cognitive and learning. There has been no maximum effort in strengthening character education. The limited face-to-face meetings in learning have an impact on character education. This situation also applies at the university level. Prospective mathematics teachers who are currently studying have an essential role in building good character education. This study will see how future mathematics teachers' character in producing culture-based learning videos will be seen. The theme in the video that was made was ethnomathematics. The subjects in this study were prospective mathematics teachers who had implemented campus teaching programs and educational internships. With the teaching experience that is owned, it will be seen how the character of the prospective teacher during making learning videos and what character values are contained in the tape so that it can have a positive impact on students. Based on observations during the manufacturing process, most of the prospective teachers have central character values . The results of ethnomathematics-based learning videos are one of the media that can instil character values for students.
Systematic Literature Review (SLR): Media Puzzle sebagai Alat Pembelajaran Matematika Hidayatun Nida Khofiyati; Iswahyudi Joko Suprayitno; Dwi Sulistyaningsih
J-CEKI : Jurnal Cendekia Ilmiah Vol. 5 No. 1: Desember 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v5i1.11700

Abstract

Penelitian ini bertujuan untuk menganalisis secara sistematis literatur tentang penggunaan media puzzle sebagai alat pembelajaran. Melalui systematic literature review, penelitian ini mengkaji 7 artikel yang diterbitkan antara tahun 2020-2025. Hasil review menunjukkan bahwa media puzzle memiliki potensi besar dalam meningkatkan engagement, motivasi, dan hasil belajar siswa. Temuan utama meliputi efektivitas puzzle dalam mengembangkan kemampuan kognitif, problem-solving, dan spatial intelligence. Penelitian juga mengidentifikasi faktor-faktor yang mempengaruhi efektivitas implementasi puzzle dalam pembelajaran. Implikasi penelitian menunjukkan perlunya pengembangan framework yang komprehensif untuk mengintegrasikan puzzle dalam kurikulum pendidikan.
ANALISIS KEMAMPUAN BERPIKIR KRITIS DALAM MENYELESAIKAN SOAL HOTS DITINJAU DARI SELF-EFFICACY PESERTA DIDIK PADA MATERI SISTEM PERSAMAAN LINEAR DUA VARIABEL Afifah, Rihadatuj Jihanul; Prihaswati, Martyana; Suprayitno, Iswahyudi Joko
Pedagogy: Jurnal Pendidikan Matematika Vol. 10 No. 4 (2025): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/pedagogy.v10i4.7507

Abstract

Penelitian ini bertujuan untuk menganalisis kemampuan berpikir kritis peserta didik ditinjau dari self-efficacy dalam menyelesaikan soal HOTS kelas IX SMP Muhammadiyah 1 Semarang. Jenis penelitian ini adalah penelitian deskriptif kualitatif dengan pengumpulan data melalui tes kemampuan berpikir kritis berupa soal uraian berbasis HOTS, angket self-efficacy dan wawancara yang kemudian akan di lakukan analisis data melalui   tahapan   reduksi data, penyajian data, dan   penarikan kesimpulan. Penelitian dilakukan pada 10-12 November 2025 dengan subjek penelitiannya berjumlah 23 peserta didik kelas IX-A. Hasil penelitian mengungkapkan apabila indikator kemampuan berpikir kritis hanya dapat dipenuhi oleh peserta didik dengan self-efficacy tinggi dan sedang dengan intensitas berbeda. Sementara itu, peserta didik dengan self-efficacy rendah hanya dapat memenuhi maksimal dua indikator berpikir kritis. Simpulan penelitian ini menegaskan pentingnya memberikan perhatian khusus terhadap aspek self-efficacy peserta didik karena hal tersebut berpengaruh signifikan terhadap kemampuan berpikir kritis matematisnya dalam menyelesaikan permasalahan matematika terutama pada level tinggi.