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Implementasi Media Pembelajaran Ular Tangga Numerasi dalam Program Kampus Mengajar 7 di SDN 35 Ampenan Mawarni, Ririn; Anugrah, Inayah; Anjani, Tik Kun; Renata, Zabina; Sorayya, Hilalatus; Wulandari, Nourma Pramestie
Rengganis Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2024): November 2024
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v4i2.484

Abstract

Kampus Mengajar was one of MBKM's programs established to help improve learning in schools. The targets of the Kampus Mengajar program were schools located in 3T areas or schools with poor numeracy and literacy levels. One of the schools targeted by Kampus Mengajar and used as a place of service was SDN 35 Ampenan. SDN 35 Ampenan was one of the schools in the Sekarbela sub-district, Mataram City, which, in terms of the level of students' numeracy and literacy, was below standard. The way to improve numeracy and literacy in schools was to use fun learning media. Educational material in the form of a snakes and ladders game was one of the approaches used. This game was conducted to improve students' knowledge in numeracy and literacy, teach students cohesiveness in teamwork, and reinforce students' memory of previously taught lessons. The work program of this learning media using the Snakes and Ladders game can enhance understanding and student engagement in the learning process. It makes students more enthusiastic about participating in lessons and helps prevent boredom with the classroom environment. Based on the results of this work program, students have been able to solve problems that exist in the school.
Efektivitas Penggunaan Media Games Edukasi Berbasis Teknologi: Wordwall Terhadap Motivasi Belajar Siswa Renata, Zabina; Oktavia, Irna; Irawan, Dedi; Rohmaturobbi, A Naji; Pebrianto, Anggi; Nurhidayati, Laela; Anggia, Indry Puspita
Griya Journal of Mathematics Education and Application Vol. 4 No. 4 (2024): Desember 2024
Publisher : Pendidikan Matematika FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/griya.v4i4.497

Abstract

In the digital era, technology has permeated various aspects of life, including education. One popular implementation is the use of educational games such as Wordwall, which has been proven to enhance students' learning motivation. This study aims to evaluate the effectiveness of Wordwall on students' learning motivation in Indonesia. The research employs content analysis methods on relevant literature collected from various academic sources. The results show that Wordwall increases students' intrinsic motivation from 60% to 85%, extrinsic motivation from 55% to 80%, and interest in lessons from 65% to 90%. This improvement aligns with Social Cognitive Theory and ARCS theory, emphasizing the importance of interactive media and material relevance in boosting learning motivation. These findings are consistent with previous research indicating that technology-based learning media effectively enhances students' learning motivation. Therefore, integrating Wordwall into the curriculum can create a more interactive and effective learning environment and improve the quality of education in Indonesia.
Pengembangan Media Pembelajaran Berbasis Website Berbantuan Geogebra untuk Meningkatkan Hasil Belajar Siswa pada Materi Geometri Renata, Zabina; Amrullah, Amrullah; Triutami, Tabita Wahyu
Mandalika Mathematics and Educations Journal Vol 7 No 3 (2025): Edisi September
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v7i3.9699

Abstract

The use of media in the learning process greatly affects students' learning outcomes. Geogebra can visualize geometric concepts as a learning medium. This research aims to develop a website-based learning media assisted by Geogebra to improve student learning outcomes on geometry material, specifically parallel lines and angles for the 8th grade at SMPN 2 Kuripan, which is valid and practical. The method used is research and development (R&D) with the 4D model developed by Thiagarajan, which includes the define stage, design stage, develop stage, and disseminate stage. The results from the questionnaires, interviews, and post-test learning outcomes were analyzed for validity, practicality, and effectiveness. The research results show that the developed media (1) is valid with very valid criteria; (2) practical with very practical criteria; (3) the learning outcomes of students using the Geogebra website are better than those of students who do not use the website as a medium. Based on the research, it can be said that the developed media is valid, practical, and effective in improving students' learning outcomes.
Pelatihan Pemanfaatan Media Pembelajaran Interaktif Berbasis IT dalam Mengoptimalkan Pembelajaran Matematika Bagi Guru SD Gugus Suntalangu Triutami, Tabita Wahyu; Subarinah, Sri; Arjudin, Arjudin; Turmuzi, Muhammad; Azmi, Syahrul; Renata, Zabina
Rengganis Jurnal Pengabdian Masyarakat Vol. 5 No. 2 (2025): November 2025
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v5i2.839

Abstract

Kemajuan ilmu pengetahuan dan teknologi mendorong perubahan dalam metode pembelajaran dengan memanfaatkan teknologi informasi. Guru diharapkan mampu menggunakan berbagai media, baik sederhana maupun modern, sesuai tuntutan perkembangan zaman, bahkan menciptakan media pembelajaran mereka sendiri. Hal ini menuntut pengajar memiliki pemahaman yang memadai tentang media pembelajaran. Namun, di banyak sekolah, termasuk SD Gugus Suntalangu Kecamatan Suwela Lombok Timur, matematika masih dianggap sulit dan kurang menarik oleh siswa. Hasil observasi dan wawancara menunjukkan bahwa guru di wilayah tersebut jarang memanfaatkan media pembelajaran berbasis IT dalam mengajar matematika. Untuk menjawab kebutuhan tersebut, kegiatan pelatihan dilaksanakan guna meningkatkan keterampilan guru dalam menggunakan atau mengembangkan media pembelajaran matematika interaktif berbasis teknologi. Pelatihan ini dilakukan melalui metode ekspos fakto, praktik, diskusi, presentasi, serta evaluasi. Luaran yang diharapkan adalah para guru dapat memanfaatkan hasil kegiatan ini secara maksimal, tidak hanya di Gugus Suntalangu, tetapi juga di sekolah-sekolah sekitar Kecamatan Suela. Selain itu, hasil kegiatan akan didokumentasikan dan dipublikasikan pada jurnal nasional terakreditasi sebagai bentuk penyebarluasan manfaat program.