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Pengabdian Masyarakat Berbasis Participatory Action Research (PAR): Pelatihan dan Pendampingan Pembelajaran STEM bagi Guru SMA di Kabupaten Kerinci. Jamin, Ahmad; Setiawan, M Eval; Handican, Rhomiy
RANGGUK: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2025): RANGGUK: Jurnal Pengabdian Kepada Masyarakat
Publisher : Institut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/rgk.v5i2.6978

Abstract

Science teachers' misconceptions about the implementation of interdisciplinary curriculum, which is often reduced to physical crafts, as well as the dominance of conventional teaching materials, are major problems in Public High Schools in Kerinci Regency. This community service program aims to eliminate theoretical misconceptions and improve the practical capacity of educators in developing STEM for HOTS-based Student Worksheets integrated with local potential. The approach applied is Participatory Action Research (PAR) through four circular stages: Diagnose, Act, Measure, and Reflect. Activities are facilitated collaboratively through structured hybrid mentoring. The results of the community service program confirm the effectiveness of pedagogical interventions with an N-Gain score of 0.71 (High category) for increasing teachers' conceptual understanding. Furthermore, the average instructional performance of educators in executing the Engineering Design Process (EDP) stages in the classroom actually reached 85.40% or exceeded the minimum success indicator. In practice, this program culminates in the standardization of three volumes of STEM LKPD collections with ISBNs that innovatively highlight local potential engineering, such as the utilization of Cassiavera waste and water filtration of Lake Kerinci. This transformation of educator competencies has proven effective in shifting the instructional paradigm to be more divergent in order to stimulate students' critical reasoning.
A Study of Extrovert and Introvert Personality Types on Students' Mathematical Problem-Solving Ability Nasution, Eline Yanty Putri; Handican, Rhomiy; Yulia, Putri
Journal Evaluation in Education (JEE) Vol 6 No 2 (2025): April
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i2.1586

Abstract

Purpose of the study: Mathematical problem-solving ability is a crucial skill influenced by various factors, including personality types. This study aims to analyze students' mathematical problem-solving abilities based on extrovert and introvert personality types in the MBTI framework. Methodology: This research was descriptive qualitative research. Data were collected through an MBTI questionnaire to determine students' personality types and a mathematical problem-solving test to assess their abilities. The participants consisted of 11 undergraduate students from the Mathematics Education Department at Institut Agama Islam Negeri Kerinci, who were enrolled in the Mathematical Statistics course. Main Findings: Extroverted students tend to excel in understanding problems and planning solutions; however, they are more likely to overlook careful execution. In contrast, introverted students struggle with planning and do not always review the solutions they have produced. It can be concluded that extroverted students have better mathematical problem-solving abilities than introverted students in the mathematical statistics course. These results highlight the role of personality in cognitive strategies and error patterns during problem-solving. Tailored instructional approaches could help both extroverted and introverted students optimize their problem-solving abilities. The small sample size and single-institution context may limit the generalizability of these findings. Future research is recommended to expand on these insights. Novelty/Originality of this study: This study fills the gap by conducting an in-depth analysis of specific problem-solving behaviors, cognitive strategies, and error tendencies associated with extroverted and introverted students based on the MBTI framework, thereby offering a richer understanding of how personality types affect problem-solving ability.
Instructional Edutainment Media "Number Game" Based on Mobile Technology to Improve Mathematical Conceptual Understanding Laswadi Laswadi; Rhomiy Handican; Eline Yanty Putri Nasution
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.53913

Abstract

Integrating technology into learning is a challenge for education in the current digital era, so innovation is needed to make students' cognitive, constructive processes more optimal. This development research aims to produce edutainment media in the form of quality mobile technology-based "Number Game" video games. This type of research is developed using the ADDIE model. Methods of data collection using questionnaires and tests. The mobile game was implemented for VII graders of junior high school consisting of 34 students. The research instruments comprised media and material validation sheets, teacher and student practicality questionnaires, and conceptual understanding ability test instruments. The results showed that the "Number Game" edutainment media developed was valid with an average media validation score of 4.49, with a very good classification. The mean material validation score is 4.17, with a good classification. The "Number Game" game developed is practical, with an average teacher response questionnaire score of 3.75 with a good classification, an average student response questionnaire score is 3.35 with a good classification, and an average percentage of learning implementation is 93.51% with a very good category. The "Number Game" game effectively understood students' concepts, with a learning completeness percentage of 67.64 with an effective classification. It is concluded that educational games are feasible and effective in learning.
Gamifying Education: Evaluating the Role of 'Corner' Video Game in Improving Conceptual Understanding and Learning Interest Laswadi; Rhomiy Handican; I Made Arnawa; Ali Asmar
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.75651

Abstract

The need for innovative approaches in mathematics learning has become increasingly urgent to address the challenges of conceptual understanding and foster sustainable learning interest among students. This study aims to evaluate the effectiveness of the educational video game "Corner" in enhancing students' mathematical conceptual understanding and strengthening their interest in learning mathematics. The research employed a quasi-experimental method with a Non-equivalent (Pre-test and Post-test) Control Group Design. The instruments used included a mathematical conceptual understanding test and a mathematics learning interest questionnaire. Data were analyzed using independent sample t-tests and paired sample t-tests to compare the results between the experimental and control groups. The findings revealed that the use of the educational game "Corner" significantly improved students' mathematical conceptual understanding. Additionally, there was an increase in students' interest in learning mathematics, as indicated by significant differences between the pre-test and post-test results in the experimental group compared to the control group. These findings suggest that game-based educational media is not only effective in helping students grasp mathematical concepts but also motivates them to become more active and enthusiastic in learning mathematics. Therefore, the use of game-based learning media such as "Corner" can be adopted by educators as an effective strategy to improve the quality of mathematics education in schools.
Developing a Mobile Game Using Scientific Approach to Support Mathematics Learning Rhomiy Handican; Wahyu Setyaningrum
Edumatika Vol 4 No 1 (2021): May 2021, Edumatika : Jurnal Riset Pendidikan Matematika
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan IAIN Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/ejrpm.v4i1.607

Abstract

The widespread use of smartphones to play games and the lack of use as a medium for learning mathematics is the reason for the need for the development of smartphone-based edutainment learning media. The purpose of this research is to design and develop interactive edutainment learning applications of mobile mathematics games to help junior high school students to learn line and angles material. This mobile game-based application incorporates graphic design, background music, and animation, and a major structural element in game development to attract students. This research belongs to the type of Research and Development (R&D) and the model used is the ADDIE model that is carried out in a systematic stage. The results of the study show that the developed game meets the valid aspects, where the level of expert approval of the design functionality has an average value of 4,49 out of 5, meanwhile, the assessment of the material has an average score of 4,17 out of 5 and the user states that the game meets the practical aspect with an average score of  3,75 out of 5. It is hoped that this game-based learning application called "CORNER" for mobile devices can act as an additional tool for improving students' conceptual understanding and interest to learn through the scientific approach used.
Co-Authors Ade Putra Hayat Ade Putra Hayat Agung Tri Prasetia Ahmad Fauzan AHMAD LUTFI Ahmad Yani Ahmad, Jafar Ali Asmar Ali Asmar Amanda Putri Amelia, Silva Anggi Desviana Siregar Desviana Siregar, Anggi Desviana Siregar Desviana Anna Nurbaiti Annisa Diana Salsabila Annisa Tri Wahyuni Anriany Casanova Aprilita, Thesa Dwi Arfia, Kiara Aryani, Letty Aryasandy, Nensy Asa'ari, Asa'ari Asmaul Husna Atika Rahayu Azahra Rahmadia Azwar Ananda Cici Andriani Desi Fitriani Dewi Murni Dian Refdelina Eline Yanty Putri Nasution Elni Putri Gunawan, Rilla Gina Hamidi, Furqon Hartuti, Rina Hengki Firmanda Herdi Setiawan I Made Arnawa I Made Arnawa Ice Dwi Novelza Icha putri Ida Hamidah Jamaris Jamaris Jamin, Ahmad Karim, M Khaidir, Chritina Laswadi Laswadi Laswadi Laswadi Latifa Yunisca Lia Angela M. Eval Setiawan Mahmud Hibatul Wafi Maisaroh, Dian Melsita, Holdia Miftahul Jannah Mudjiran Mudjiran Mukhaiyar Mukhaiyar nawawi, jafni Ndani, Yelza Elin Nia Monika Sari Noorin Nisdawati Nurhizrah Gistituati Nuri Ria Sri Wahyuni Nurzen Nurzen, Nurzen Patmala, Kiki Putri Yulia, Putri Putri Yulianti Putri, Emel Nopita Putri, Nur Nadia Putri, Viola Amanda Rafsanjani, Tuti Ravico Ravico, Ravico raymond, maiza Reri Seprina Anggraini Ria Deswita Rian Rafiska Riki Saputra, Riki Risdiyanti, Irma Riva Darwata, Siti Rivanda, Rinal Rurisman, Rurisman Rusdinal Rusdinal Rusdinal, Rusdinal Salsabila, Nilza Humaira Saputra, Syukron Sari, Nola Siti Riva Siti Riva Darwata Solfema Suryani, M.Pd, Ade Irma Syaputri, Indah Juli Syukron Saputra Tabita Wahyu Triutami Ulfa Lu’luilmaknun Vrasetya, Arshinta Wahyu Setyaningrum Wulandari, Nourma Pramestie Yan Guspriadi Yolanda, Puput Yufitri Yanto Yulia, Putri Zakkya Zakkya