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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 Desimal: Jurnal Matematika JMM (Jurnal Masyarakat Mandiri) JTAM (Jurnal Teori dan Aplikasi Matematika) JURNAL PENDIDIKAN TAMBUSAI QARDHUL HASAN: MEDIA PENGABDIAN KEPADA MASYARAKAT MAJU : Jurnal Ilmiah Pendidikan Matematika Jurnal Pendidikan Matematika (JPM) 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 Jurnal Abdimas Indonesia : Jurnal Abdimas Indonesia International Journal of Community Service MATH LOCUS: Jurnal Riset dan Inovasi Pendidikan Matematika Mathematics Research and Education Journal Proceedings Series on Social Sciences & Humanities Journal of Advanced Sciences and Mathematics Education 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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Higher thinking and digital literacy: Empowering technology for pre-service mathematics teacher Yanuarto, Wanda Nugroho; Jaelani, Anton
Al-Jabar: Jurnal Pendidikan Matematika Vol 12 No 2 (2021): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v12i2.9637

Abstract

Teachers play a more significant role as a symbol of teaching success. Teachers who hold a more potential digital literacy in education teach mathematics with patterns and procedures, leading to practical teaching mathematics. Influential digital literacy and higher thinking are not possible when teachers do not use technology to understand the concept of mathematics. Therefore, teachers are required to improve their technical abilities and higher thinking in mathematics learning. This research used a cross-sectional quantitative research. This research uses statistical analysis of the Kaiser Meyer-Oikin Test (KMO) and the Barlett's Test to obtain exploratory factor analysis. Subsequently, the analyzed using confirmatory factor analysis and structural equation model with Analysis of Moment Structure (AMOS). The purpose of this research is to provide an overview of the relationship between higher thinking skills and digital literacy. The review discoveries show that teachers' digital literacy has a more significant impact on the use of technology in the classroom, and teachers' higher thinking in the role of technology will encourage teachers to use more technology in their practical teaching. Teachers need to broaden their perspectives on the ability and quality of mathematics teaching that is more easily changed by changing practical instruction in the classroom. One of the reasons mathematics teachers still apply traditional teachings is the lower thinking and low level of digital literacy. Teachers are not capable of teaching the concept of mathematics with technology to students.
Kahoot! As a collaborative gamified mathematics learning platform for Indonesian junior school students Yanuarto, Wanda Nugroho; Setyaningsih, Eka; Umiatun, Kiki Nur
Al-Jabar: Jurnal Pendidikan Matematika Vol 14 No 1 (2023): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v14i1.16623

Abstract

The difficulty that teachers in Indonesia face is delivering engaging lectures to raise the level of academic accomplishment among their students. Incorporating elements of the game into the educational process is one way this can be accomplished. A platform such as Kahoot! gamification may be applied to the learning process in an effective and engaging manner. The purpose of this research is to evaluate Kahoot as a learning approach that is both helpful and enjoyable for students in Indonesia, particularly during the Covid-19 pandemic. The analysis of quantitative data was involved in this investigation. The enlisted participants were 242 students. The findings of this research can be applied to the question of whether or not Kahoot! should be utilized as a teaching strategy that incorporates gamification elements to raise students' academic accomplishment. Also, one of the potential solutions to the post-pandemic would be incorporating parts of gaming into the instructional process.
A learnability study on Wordwall.net: Online educational tool for mathematics learning Yanuarto, Wanda Nugroho; Setyaningsih, Eka
Al-Jabar: Jurnal Pendidikan Matematika Vol 15 No 1 (2024): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v15i1.20806

Abstract

Background: Schools were compelled to switch to distance learning due to community quarantine measures and lockdowns imposed during the global health crisis. In this context, Wordwall.net emerged as a valuable platform, enabling users to independently create interactive games, thereby supporting the remote learning process.Aim: The purpose of this study is to demonstrate how online teaching tools such as Wordwall.net can help teachers enable interactive learning when used correctly.Method: This study employs a cross-sectional analysis to evaluate the effectiveness, efficiency, and user satisfaction of utilizing Wordwall.net as a learning medium for Basic Integration material. This approach encompasses both classroom and online learning, with a particular focus on trigonometry as the final topic mandated by the curriculum. A total of 268 randomly selected volunteer students participated in this research.Result: Using Wordwall.net as a teaching resource for fundamental integration meets the needs of all students, regardless of their background. Furthermore, the findings provide insight into the instructional material's usability in terms of efficiency, efficacy, and satisfaction.Conclusion: Wordwall.net was effective in teaching the essential integration lesson. Therefore Wordwall.net allows teachers to create interactive games and printed classroom resources.
Flipped Classroom Model: Empowering Digital Literacy for Mathematics Learning in Society 5.0 Yanuarto, Wanda Nugroho; Jaelani, Anton; Purwanto, Joko
Indonesian Journal of Science and Mathematics Education Vol. 4 No. 2 (2021): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v4i2.9638

Abstract

In the era of society 5.0, technology and education are likely two side of coin. Teachers can use technology in the classroom. Also, teachers play a role in maximizing the quality of learning. This study employed descriptive qualitative research. This study aimed produced an overview of flipped classroom used in learning activities, particularly in learning mathematics. The research data in this study were observations, semi-structure interviews, and documentation of flipped classroom learning activities. The research subjects were 37 seventh-grade students of one of junior high school in Purwokerto, Indonesia. The data analysis technique in this study consisted of four stages:1) data collection, 2) data reduction, 3) data presentation and 4) drawing conclusions. The results of this study are: 1) flipped classroom improves teachers and students digital literacy; 2) flipped classroom as one alternative learning model; 3) flipped classroom expressed students’ positive activities with technology; and 4) flipped classroom provide opportunities for parents interact with students in home activities.
Upaya Meningkatkan Hasil Belajar Matematika Melalui Model Problem Based Learning Berbantuan Media Papan Magnet Diagram (Panetagram) Pada Siswa Kelas IV SD Negeri 3 Sokanegara Ahyaningsih, Faiz; Yanuarto, Wanda Nugroho; Purwani, Purwani
Proceedings Series on Social Sciences & Humanities Vol. 24 (2025): Proceedings of International Student Conference on Education (ISCE) 2025
Publisher : UM Purwokerto Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/pssh.v24i.1586

Abstract

This study aims to improve student learning outcomes through the application of the Problem Based Learning (PBL) learning model with the help of diagram magnet board media (Panetagram). This research is motivated by the low student learning outcomes in mathematics subjects caused by the lack of variety in learning methods. The uniqueness of this research lies in the integration of the Problem Based Learning model with the magnetic board diagram (panetagram) media in collaborative mathematics learning. This research is important to provide contextual solutions to the problem of low learning outcomes at the elementary school level, as well as contribute to the development of active and collaborative learning models. This research was conducted at the partner school during the implementation of PPL II, namely at SD Negeri 3 Sokanegara. This type of research is Classroom Action Research (PTK). Data collection methods used test techniques (evaluation questions), non-test techniques (teacher activity observation sheets and student activity observation sheets), and documentation. The research subjects were fourth grade students of SD Negeri 3 Sokanegara with a total of 30 students. The results showed an increase in students' math learning outcomes which can be seen from the results of the average score in cycle I 71.33 with a completion percentage of 53%. Math learning outcomes in cycle II obtained an average score of 87 with a completion percentage of 70%. The learning outcomes of cycle III obtained an average score of 98.67 with a percentage of 100% completeness with very good criteria. The results showed that the application of the Problem Based Learning (PBL) learning model assisted by the magnet board diagram (panetagram) media was very effective in improving the learning outcomes of mathematics class IV SD Negeri 3 Sokanegara in 2024/2025.
Peningkatan Kemampuan Numerasi Peserta Didik Menggunakan Pembelajaran Blended Learning Berbantuan Whole Number Board pada Materi Bilangan Cacah di Kelas V Sekolah Dasar Negeri 3 Sokanegara Tahun Ajaran 2024/2025 Wardani, Fitrian Prila; Yanuarto, Wanda Nugroho; Purwani, Purwani
Proceedings Series on Social Sciences & Humanities Vol. 24 (2025): Proceedings of International Student Conference on Education (ISCE) 2025
Publisher : UM Purwokerto Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/pssh.v24i.1626

Abstract

This study aims to apply the blended learning model assisted by the whole number board and improve the numeracy skills of students in the material of whole numbers of class V of SD Negeri 3 Sokanegara in the 2024/2025 academic year. This research was conducted in April - May 2025. The method used in this study is classroom action research (CAR). This method is carried out in four stages, namely planning, implementation, observation and reflection of action. The four stages are cycles that take place repeatedly and are carried out with the same steps. Based on the results of the study, it was concluded that the blended learning model assisted by the whole number board can improve the numeracy skills and learning independence of students in the material of whole numbers of class V of SD Negeri 3 Sokanegara in the 2024/2025 academic year. This is indicated by the increase in students' numeracy skills pra cycle by 43% in cycle I by 70% and cycle II by 91%.
The 21st Century Skills Model of Mathematics Students Today’s Instruction Age Yanuarto, Wanda Nugroho; Setyaningsih, Eka; Zakaria, Mohamad Ikram
Jurnal Pendidikan Indonesia Vol 14 No 2 (2025): June
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpi-undiksha.v14i2.85109

Abstract

Students in today's digital age are required to have 21st-century skills in order to adapt and compete in the real world. However, many students are still not optimally developing their critical thinking and creative problem-solving skills in the context of interdisciplinary learning. This study aims to analyze the influence of exposure to collaborative problem-solving, information and digital literacy, and interactive communication on students' critical thinking and creative problem-solving skills. This study employs a quantitative approach with a cross-sectional survey design. The research subjects are first-year students in the mathematics education program, with a total of 422 respondents. Data were collected using a closed-ended questionnaire based on 21st-century skill indicators and validated by experts. The data analysis technique used is Structural Equation Modeling (SEM) to determine the relationships between variables comprehensively. The results of the study indicate that students' critical thinking and creativity are significantly influenced by interactive communication skills, collaborative problem-solving, and digital information literacy. These findings emphasize the importance of integrating 21st-century skills into mathematics education to support students' readiness to face global challenges. The conclusion of this study is that mastery of collaborative skills, digital literacy, and communication significantly contributes to the development of critical thinking and creative problem-solving among students. The implications of this study suggest the need for curriculum design and teaching strategies that explicitly emphasize the integration of 21st-century skills in the mathematics learning process.  
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.
Realizing sustainable development goal 4 (SDG 4): Examining quality processes, content, and outcomes in higher education students Yanuarto, Wanda Nugroho; Setyaningsih, Eka; Hapsari, Ira; Fukui, Masanori
Al-Jabar: Jurnal Pendidikan Matematika Vol 16 No 2 (2025): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v16i2.28533

Abstract

Purpose: This study explores how Sustainable Development Goal 4 (SDG 4), which emphasises inclusive, equitable, and quality education, is implemented in the context of Indonesian higher education. It focuses on how the quality of teaching processes, curriculum content, and student learning outcomes interact to shape meaningful learning experiences. Method: A cross-sectional quantitative design was used, involving 638 university students from Universitas Muhammadiyah Purwokerto, Indonesia. Data were collected through a structured questionnaire and analysed using Structural Equation Modelling (SEM-AMOS) to examine both direct and indirect relationships among instructional practices, curriculum relevance, and learning achievement. Findings: The analysis showed a strong and positive connection between the quality of educational processes and student outcomes. However, weaker or even negative links were observed between process quality and content, as well as between content and outcomes, suggesting that good teaching practices alone are insufficient without a coherent and relevant curriculum design. Significance: This study deepens the understanding of SDG 4 by showing how pedagogy and curriculum alignment jointly contribute to learning equity in universities. The findings offer practical insights for educators and policymakers striving to enhance teaching quality and inclusiveness in higher education.
Co-Authors Agung Muhammad Iqbal Ahyaningsih, Faiz Akhmad Jazuli Alif Nur Indriyani Alsulami, Naif Mastoor Amri, Khofifatul Anam, ⁠Muhammad Ghousul Anton Jaelani Arief Maulana Wijaya Arif Budiman Arifudin, Imam Bamas Aprihadi Setiawan Belbase, Shashidhar Deppy Widianto Dian Wicaksono Diana Puspitasari Dinda Nur Azizah Eka Setyaningsih Eka Setyaningsih Elfis Suanto Eli Purwati Eni Safitri Erica Revanda Kusumaningtyas Erna Handayani Fukui, Masanori Ghina Nur Azizah Hapsari, Ira Hendi Mustofa Hitman Sagah I Ketut Sukarma Idraswara, Redhatama Arya Inayati, Nur Isna Iqbal, Agung Muhammad Ira Hapsari Isnawan, Mohamad Galang Isnawan, Muhamad Galang Joko Purwanto Joko Purwanto Joko Purwanto Karina Adelia Putri Kiki Nur Umiatun Latief, Abdillah Choirul Latif Hisbulloh Latifah Hanum Lestari MS, Suci Lestari, Azhar Nur Dini Liza Dian Hidayat Luthfiana Milla Susanti M. Zaeni Lathif Masanori Fukui Maya Intan Nurbaeti Mohamad Ikram Zakaria Mohamad Ikram Zakaria Mohamad Januar Mohammad Jimmy Budiarto Mukhlis Prasetyo Aji Mukti Agung Wibowo Nabila Lutfhi Afifah Nibas A, ⁠Vierel Maulana Ningsih, Afrilia Setia Nunazzi Amara Arfa Pambudi, ⁠Priyo Parwati Parwati Prakosa, Ilham Panca Purwani, Purwani Putri, Abhista Emilia Qodariah, Rismawati Laila Rakan Kairo Rakhmalaely, Andien Aulia Rezka Wahyu Dwiyanti Rina Okdwiani Rizqi Muji Prisnaini Rusmayadi, Muh Safitri, Eni Samsuriadi, Samsuriadi Setianingsih, Cahyani Ayu Sriyanto Sriyanto Stephanie Prisca Dewi Subuh Anggoro Sudirman Sudirman Sumiyati Sumiyati Supriyanto Supriyanto Susanti, Luthfiana Milla Syarifah, Zagita Aqmal Tri Vandi Prahestu Umiatun, Kiki Nur Wahyuningsih, Purwanti Wardani, Fitrian Prila Wida Susanti Zakaria, Mohamad Ikram