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All Journal International Journal of Evaluation and Research in Education (IJERE) Pythagoras: Jurnal Matematika dan Pendidikan Matematika Jurnal Pendidikan Indonesia Journal of Education and Learning (EduLearn) AdMathEdu : Jurnal Ilmiah Pendidikan Matematika, Ilmu Matematika dan Matematika Terapan Tadris: Jurnal keguruan dan Ilmu Tarbiyah Proceeding Seminar LPPM UMP Tahun 2014 JIEM Jurnal Varidika AlphaMath: Journal of Mathematics Education Al-Jabar : Jurnal Pendidikan Matematika Math Didactic: Jurnal Pendidikan Matematika JSSH (Jurnal Sains Sosial dan Humaniora) AKSIOLOGIYA : Jurnal Pengabdian Kepada Masyarakat Indonesian Journal of Science and Mathematics Education JMM (Jurnal Masyarakat Mandiri) JTAM (Jurnal Teori dan Aplikasi Matematika) QARDHUL HASAN: MEDIA PENGABDIAN KEPADA MASYARAKAT MAJU : Jurnal Ilmiah Pendidikan Matematika JPM : Jurnal Pendidikan Matematika Literasi : Jurnal Ilmu Pendidikan de Fermat : Jurnal Pendidikan Matematika Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika Hipotenusa : Journal of Mathematical Society Theta : Jurnal Pendidikan Matematika International Journal of Community Service MATH LOCUS: Jurnal Riset dan Inovasi Pendidikan Matematika Proceedings Series on Social Sciences & Humanities Edumatica: Jurnal Pendidikan Matematika Kreano, Jurnal Matematika Kreatif Inovatif Jurnal Pengabdian Kepada Masyarakat Kalam International Journal of Didactic Mathematics in Distance Education Jurnal Pendidikan MIPA
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Journal : JTAM (Jurnal Teori dan Aplikasi Matematika)

The Model of Students’ Emotional Intelligence of Professional Education Program in Indonesia Yanuarto, Wanda Nugroho; Setyaningsih, Eka; Suanto, Elfis; Isnawan, Mohamad Galang
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 9, No 1 (2025): January
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v9i1.27483

Abstract

Recently, there has been a noticeable increase in the significance of students' emotional intelligence (EI) and personality traits regarding self-awareness, self-management, and social awareness. This is to guarantee that their workforce is trained successfully and continuously produces good results. The aims of the study are as follows. (1) to assess how well the proposed model fits the students' data, and (2) to identify the connection between EI domains. The authors opted for a cross-sectional study design by questionnaire survei for EI domains. A total of 1,284 students were involved in this research. The purposive design procedure that resulted in the sample selection involved five departments within the Professional Educational Programs at Universitas Muhammadiyah Purwokerto in Indonesia. The structural model includes all of the interdependencies between the variables. Statistics for Windows 24.0 and Analysing Moment Structures (AMOS) 24 Version were utilized for data analysis. According to the findings, students' levels of self-awareness significantly affect their ability to self-manage in professional education programs, and vice versa. Thus, our study strengthened the idea that EI with an emotion-response process mask is a quality requirement for effective students in any kind of learning environment. 
Augmented Reality for Mathematics Learning: A Study for Enhancing Mathematical Comprehension in High School Students Yanuarto, Wanda Nugroho; Suanto, Elfis; Isnawan, Mohamad Galang
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 8, No 3 (2024): July
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v8i3.22778

Abstract

Numerous initiatives have sought to incorporate novel learning environments or technology, including Augmented Reality, into delivering more comprehensive education. But it's crucial to look at how this technology or settings impact different types of students. Research purposes: the main purposes of this study are the degree to which students are receptive to adopting augmented reality software as a learning tool and the effectiveness of such software in improving students' comprehension of probability and statistics in junior high school. Seventy-seventh graders from Purwokerto City, Indonesia's junior highs bordering urban and rural areas, participated. Research methods: two groups of students could be selected: one for the experiment and another for control purposes. In contrast to the control group, who stuck with tried-and-true teaching techniques, the experimental group conducted additional exploration of probability concepts either alone or in small groups using custom-built augmented reality software. While the control group continued to use more traditional methods of education, the experimental group utilised custom-built augmented reality software to explore probability concepts further, either individually or in small groups. All three courses met for a total of sixty-two days. Research results: The findings from the study showed that students' grasp of mathematical ideas can be improved by around 25.6% with the help of augmented reality learning apps. Furthermore, we analyse the differences in student learning and inquiry behaviours between two experimental conditions that differ in the complexity of augmented reality information. Furthermore, the results of the attitude questionnaire and the open-ended questions (5 items questions) corroborate the students' good opinions towards applications. However, in the future, researchers may look at how augmented reality affects students' more subjective characteristics, such as learning anxiety, and broaden the demographic of those who use these apps.
Game-Based Learning Utilised Kahoot! Application for Mathematics Literacy and Motivation Among Primary Students: Experimental Study Yanuarto, Wanda Nugroho; Hanum, Latifah
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 9, No 4 (2025): October
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v9i4.33105

Abstract

This study explores how game-based learning using the Kahoot! application can enhance mathematics literacy and learning motivation among primary school students. Employing a quantitative experimental approach, the research involved two student groups: the experimental group engaged in math lessons incorporating Kahoot!, while the control group received conventional teacher-centered instruction. A total of sixty elementary students took part in the study. To evaluate outcomes, mathematics literacy was assessed through pre-tests and post-tests, while a motivation questionnaire gauged students' engagement and attitudes toward learning math. The findings showed that the experimental group experienced significantly greater gains in both mathematics literacy and motivation. The interactive, game-like nature of Kahoot! created a more enjoyable and participatory learning atmosphere, promoting better understanding of mathematical concepts. These results indicate that game-based learning tools like Kahoot! can enhance academic performance and foster a more positive attitude toward mathematics. The study underscores the potential of digital learning innovations to make classrooms more interactive and student-focused, ultimately supporting the development of key mathematical skills in primary education.
Employing Nearpod as a Resource to Encourage Active Students in BYOD Mathematics Learning Model Yanuarto, Wanda Nugroho; Setyaningsih, Eka; Amri, Khofifatul
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 7, No 1 (2023): January
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v7i1.11864

Abstract

In the period of the last few decades, more complex technology have been integrated into our daily lives. Therefore, teachers are advocating that students BYOD (bring your own device). This aims are investigated the activities of students during the lesson, which enables teachers to evaluate their students' progress in learning. In addition to this, students' learning experiences and raise their levels of satisfaction with their education with Nearpod and the dynamic interaction that occurs between them. Descriptive statistics were used for the analysis. Descriptive data for the questions and items were compiled in Excel, and included frequency, percentage, mean, and standard deviation. The goal of this research is to explore how female students feel about using Nearpod in conjunction with a video-conferencing learning system on a Bring Your Own Device (BYOD) learning platform. This study was conducted at Universitas Muhammadiyah Purwokerto (n = 78 students) and Purwokerto Secondary School in Central Java (n = 83 students and 9 teachers), during the even semester of the 2020/2021 school year. The objectives of this study required the development and administration of a questionnaire to all of the women enrolled in the "Mathematics Education" course. Researchers concluded from their study that students are open to using their own devices in class and are willing to benefit from the affordances provided by the BYOD platform and the Nearpod to engage in active learning during lectures. Therefore, there has to be more work done by universities to figure out which of the growing elements of education should be prioritized in order to create the best possible conditions for instruction and learning. 
The Model of Creative Thinking, Critical Thinking, and Entrepreneurial Skills Among University Students Yanuarto, Wanda Nugroho; Hapsari, Ira
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 6, No 2 (2022): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v6i2.7467

Abstract

Digital skills for the twenty-first century are comprise of four fundamental capabilities: cognition abilities; process capabilities; systems capabilities; and social skills. Using one's ability to think creatively to demonstrate cognitive abilities can be very effective. On the other hand, critical thinking is a skill that can be developed at the university level and is used to transform raw data into meaningful information. Furthermore, the study purpose is investigate the relationship the entrepreneurial skills in students in the world of education, both in terms of educational and economic issues. Researchers are looking into the relative importance of creative thinking (CRE), critical thinking (CRI), and entrepreneurial skills (ETS) as primary predictors of success when it comes to learning and mastering skills in the technologically advanced development society (TCDS). In this study, which takes a quantitative approach, a cross-sectional survey gathers data. In order to analyze the relationship formed by CRE, CRI, and ETS among university students in TCDS, we used the structural equation model (SEM) method. In this study, 85 students from the Faculty of Teacher Training and Education, and 315 students from the Faculty of Economics and Business at Universitas Muhammadiyah Purwokerto participated, for a total of 315 students. The following research procedures were used in this investigation: (3) The relationship between CRE, CRI, and ETS was determined using a Structural Equation Model (SEM). In addition, the findings of this study include the following points: The EFA and CFA analysis revealed that the CRE construct contained four valid sub-constructs, while the CRI and ETS constructs each contained five valid sub-constructs. The results of the SEM analysis revealed a statistically significant relationship between CRE, CRI, and ETS, with a moderately significant relationship between CRE and ETS ( = 0,291), as well as a statistically significant relationship between CRI and ETS ( = 0,143). The correlation between CRE and CRI, on the other hand, was found to be high ( = 0.894). Finally, demonstrate that the CRE, CRI, and ETS have played a role in improving the performance of university students during the TCDS era.