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PENGGUNAAN GAME EDUKASI DIGITAL DALAM PEMBELAJARAN TEOREMA PYTHGORAS UNTUK MENINGKATKAN KEMANDIRIAN BELAJAR SISWA SMP Safitri, Yeni; Setiawan, Rudy; Wijaya, Elita Mega Selvia
Inteligensi : Jurnal Ilmu Pendidikan Vol 7, No 2 (2024)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v7i2.8083

Abstract

This study aims to determine the effectiveness of using the digital educational game Zep Quiz to improve students’ learning independence on the Pythagorean Theorem topic in eighth-grade junior high school. The method used was a pre-experimental design with a one-group pretest–posttest model involving 21 students from SMP Islam Hasanuddin. Data were collected through learning achievement tests and student perception questionnaires. The results showed an increase in the average score from 57.62 on the pre-test to 78.09 on the post-test, representing a 36% improvement. The questionnaire results also revealed positive student perceptions toward the digital game-based learning media, indicating that it is engaging, interactive, and helpful in understanding mathematical concepts. Therefore, Zep Quiz is considered effective in enhancing students' independent learning skills and mathematics achievement in the Pythagorean Theorem topic.
SAHABAT PERPUSTAKAAN DIGITAL: PENINGKATAN KEMITRAAN SEKOLAH DAN MASYARAKAT DALAM PENGEMBANGAN LITERASI Rudy Setiawan; Elita Mega Selvia Wijaya
Jurnal Pengabdian Masyarakat : BAKTI KITA Vol. 6 No. 2 (2025): Mei - Oktober
Publisher : LPPM Universitas Islam Darul 'Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/baktikita.v6i2.10626

Abstract

This community service program aims to increase partnerships between schools and the community in literacy development through extracurricular activities and the construction of digital libraries at SMAS Islam Diponegoro Wagir. This program is a response to the condition of partner schools that face limitations in reading collections, suboptimal library management, and lack of community participation in supporting literacy culture. Activities are carried out through problem identification, planning, implementation, and evaluation of results. Various extracurricular-based literacy activities and the provision of digital reading access are carried out to improve students' literacy skills. The development of digital libraries using the Google Sites platform makes it easier for students to access learning resources. In addition, the involvement of parents and the community is also increased through collaboration in literacy activities. The results show an increase in students' interest in reading, active literacy activities in schools, and the emergence of community support for literacy culture. This program has been proven to be able to strengthen the school literacy ecosystem with a participatory and sustainable approach.
RANCANGAN PROJECT BASED E-LEARNING BERBASIS INTERNET OF THINGS UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF MAHASISWA Wijaya, Elita Mega Selvia; Setiawan, Rudy
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 6 No. 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

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

Abstract

This research aims to improve the creative thinking abilities of Tribhuwana Tunggadewi University students through the use of an Internet of Things (IoT) based e-learning project design. The research subjects consisted of 60 students divided into experimental class (30 students) and control class (30 students). The research method used was a control class and an experimental class with pretest and posttest administration in both classes. The data collected is quantitative and qualitative data which is analyzed using descriptive and inferential statistical techniques. The research results showed that there was a significant difference between the creative thinking abilities of students in the experimental and control classes after being given treatment. The experimental class that used an IoT-based project-based e-learning design showed a more significant increase in creative thinking abilities compared to the control class. This shows that the use of IoT-based project based e-learning designs is effective in improving students' creative thinking abilities. Discussion of research results shows that the use of IoT-based project based e-learning designs can improve students' creative thinking abilities through more interactive, collaborative, and contextual learning. In addition, the use of IoT technology can facilitate student-centered learning activities and provide a more personalized and enjoyable learning experience. In conclusion, the use of an IoT-based project based e-learning design can be an innovative and effective alternative learning method in improving students' creative thinking abilities. This research contributes to the development of learning model that is oriented towards creative thinking skills and the use of technology in education.
MODUL DIGITAL ADAPTIF MATEMATIKA SEBAGAI SOLUSI UNTUK KEANEKARAGAMAN KEMAMPUAN BELAJAR Setiawan, Rudy; Wijaya, Elita Mega Selvia; Anwar, Moh. Farid Nurul
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 7 No. 2 (2025): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v7i2.1218

Abstract

This study examines the effectiveness of adaptive digital modules in addressing the diversity of learning abilities of students in Elementary School Teacher Education (PGSD) classes. The background of this study focuses on the challenges faced by students with varying levels of ability in learning mathematics. The purpose of this study is to develop and evaluate adaptive digital modules that can adjust learning materials to the needs of individual students. The research method used was a quasi-experiment including module development, trials in several PGSD classes, and data collection through pre-tests, post-tests, and satisfaction surveys. The results showed that the use of adaptive digital modules significantly improved understanding of mathematical concepts, motivated students, and accommodated various learning styles. This module succeeded in reducing disparities in learning outcomes and increasing student engagement. The conclusion of this study is that adaptive digital modules are an effective solution for diversity of learning abilities so that they can improve the quality of learning in PGSD classes.
PENGEMBANGAN MODUL MATEMATIKA BERBASIS GAMIFIKASI UNTUK MENINGKATKAN PEMAHAMAN KONSEP SISWA MATERI OPERASI HITUNG DASAR DAN PECAHAN Setiawan, Rudy; Wijaya, Elita Mega Selvia
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 8 No. 2 (2026): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v8i2.2422

Abstract

Mathematics is an important subject in elementary school (SD) because it trains logical thinking and problem-solving skills for students. However, many students find math difficult and boring so their motivation to learn is low. This research aims to develop gamification-based mathematics modules on basic and fractional calculation operation materials to improve the understanding of elementary school students' concepts. The method used is Research and Development (R&D) with the ADDIE model which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The analysis was carried out through observation and interviews with teachers at SDN Dinoyo 1 Malang. Design includes designing modules with gamification elements such as points, badges, challenges, and leaderboards. Development was carried out using Articulate Storyline and Canva Education, then validated by material and media experts with results suitable for use with minor revisions. The implementation will be carried out in June 2025 involving 30 students in grades IV-V. Evaluation shows pretest-posttest results with an average increase student score of 18.5 points (p<0.05). The student response was very positive, 92% stated that learning was fun and helped with concept understanding. Teachers also assessed that the modules facilitate the delivery of material and improve student learning activities. The conclusion of this study is that gamification-based mathematics modules are effectively used to improve the understanding of the concept of basic and fractional calculation operations in elementary school students.
GAME EDUKASI AUGMENTED REALITY BERBASIS RME (REALISTIC MATHEMATICS EDUCATION) UNTUK MENINGKATKAN COMPUTATIONAL THINKING SISWA Odhitya Desta Triswidrananta; Agung Nugroho Pramudhita; Elita Mega Selvia Wijaya
Inteligensi : Jurnal Ilmu Pendidikan Vol 7, No 1 (2024): DOI: http://doi.org/10.33366/ilg.v7i1
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v7i1.5907

Abstract

This research addresses the common problem in mathematics education in Indonesia, which is the students' difficulties, as reflected in Indonesia's declining ranking in the Program for International Student Assessment (PISA). The research aims to create an innovative Augmented Reality (AR) Educational Game based on the Realistic Mathematics Education (RME) approach to improve students' understanding of the spatial geometry mathematics subject at the elementary school level. AR technology allows students to interact with mathematical objects in real-world contexts using Android devices. This game is designed to make mathematics more engaging and relevant to elementary school students. The research was conducted at Purwantoro 1 Public Elementary School in Malang City over four months, following the Game Development Lifecycle (GDLC). The test results showed an n-gain improvement of 0.71, indicating a positive impact of the game's development on students' learning outcomes.