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Journal : Indo-MathEdu Intellectuals Journal

Pengaruh Game Interaktif Wordwall dalam Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Al-Qur’an Hadist di Kelas VII MTsS Persatuan Umat Islam Kuningan Fatimah Az-Zahra; Eva Gustiana
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3982

Abstract

This study aims to determine the effect of using interactive game-based learning media Wordwall on increasing student learning motivation in the subject of Al-Qur'an Hadith in class VII MTsS Persatuan Umat Islam (PUI) Kuningan. The study used a quantitative approach with pre-experiment method and One-Group Pretest-Posttest design. The research sample consisted of 30 seventh grade students. The research instrument was a learning motivation questionnaire given before and after treatment. Data analysis was conducted using IBM SPSS Statistics software version 26. The results showed an increase in the average score of learning motivation from 36.13 to 47.37. The Wilcoxon Signed Ranks test resulted in a significance value of 0.000 (p < 0.05), which indicates that the use of Wordwall interactive games has a positive and significant effect on increasing student learning motivation.  
Penerapan Media Quizizz pada Mata Pelajaran Matematika untuk Meningkatkan Minat Belajar Siswa Kelas VII SMP Negeri 2 Kadugede Akbar, Mochammad Ibram; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3991

Abstract

Mathematics learning in schools is generally still dominated by conventional methods and monotonous material delivery, making it less interesting for students to learn. This study aims to increase students' interest in learning by using the interactive learning media Quizizz. The method used in this research is quantitative with a quasi-experimental design using the research design known as Nonequivalent Control Group Design. The study was conducted at SMP Negeri 2 Kadugede with subjects from class VII B (28 students) as the experimental class and VII C (30 students) as the control class. Data were collected through observation, questionnaires, and interviews. Data analysis techniques using t-test. The results of the analysis show that the average learning interest of students in the experimental class using Quizizz media is 43.75, which is higher than the control class at 32.47, with a difference of 11.28 points. This difference is statistically significant (p = 0.000). The Independent Samples T-Test shows a significance value of 0.000 (< 0.05), which means there is a significant difference in learning interest between the two groups. Thus, H₁ is accepted and H₀ is rejected, indicating that the use of Quizizz media is proven to be effective in increasing students' interest in learning Mathematics at SMP Negeri 2 Kadugede.
Pengaruh Media Pembelajaran Video Animasi Menggunakan Powtoon untuk Meningkatkan Minat Belajar Matematika Kelas V di SDN Cipari Kecamatan Cigugur Kabupaten Kuningan Firdaus, Alamsyah; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4059

Abstract

This study aims to determine the effect of using Powtoon-based animated video learning media on the learning interest in mathematics among fifth-grade students at SDN Cipari, Cigugur Subdistrict, Kuningan Regency in the 2025 academic year. The research employed a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design type. The population and sample consisted of all 35 fifth-grade students. Data were collected through observation, interviews, questionnaires, and pretest–posttest assessments. The instruments were validated by media and subject matter experts, and reliability was tested using SPSS. Data analysis included validity, reliability, normality, and homogeneity tests, as well as paired t-tests. The results showed that the use of Powtoon animated videos had a significant positive effect on students’ interest in learning mathematics, as evidenced by the difference in mean scores before and after treatment in the experimental group compared to the control group. Furthermore, the student satisfaction questionnaire results were in the “very satisfied” category regarding the use of this media. Therefore, Powtoon-based animated video media is effective as an alternative learning method for mathematics that is engaging, interactive, and capable of increasing elementary school students learning interest.
Pengaruh Penggunaan Aplikasi Google Play Books Terhadap Tingkat Pemahaman Belajar Siswa pada Mata Pelajaran Informatika di SMK Al-Ihya Selajambe Fahri, Amar; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4223

Abstract

This study aims to examine the effect of using the Google Play Books application on students' learning comprehension levels in Informatics at SMK Al-Ihya Selajambe. The background of this study stems from the need for innovative digital learning media that can increase student engagement and deepen their understanding of the material. This study uses a quantitative experimental method with a pretest-posttest control group design. The research population consisted of all 10th grade students, with a purposive sample of two classes, each consisting of 32 students, namely the experimental class and the control class. The research instrument was a validated learning comprehension test, while data were collected through pretest and posttest administration and then analyzed using an independent t-test with a significance level of 0.05. The results showed that the average posttest score in the experimental class (90.75) was higher than that in the control class (85.06). The hypothesis test produced a significance value of <0.001, indicating a significant difference between the two groups. Thus, the use of Google Play Books was proven to have a positive and significant effect on improving students' learning comprehension.
Penerapan Media Pembelajaran Kahoot untuk Meningkatkan Minat Belajar Siswa pada Mata Pelajaran Informatika di MTsN 9 Kuningan Kelas VII Husaini, Mochammad Fahri Akbar; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1812

Abstract

This study aims to find out the extent of the application of kahoot media in increasing students' interest in learning informatics subjects in MTsN 9 Kuningan school. The research method used is a quantitative method. The design used was quasi-experimental which was part of the experimental method, this study grouped the respondents into two parts, namely the first class as an experimental class that was given treatment using Kahoot media and the second class as a control class that was given treatment using conventional learning. The instrument in this study is in the form of a questionnaire that uses kahoot media which has previously been tested for validity and reliability. Data analysis includes normality and homogeneity tests, linearity and the use of paired sample t-tests. The results of this study indicate that there are differences in terms of increasing the learning interest of students taught using conventional learning methods with students taught using kahoot learning media. The use of kahoot learning media in learning Informatics class VII MTsN 9 Kuningan is better than conventional media. This is evidenced by the results of the pretest and posttest questionnaire calculations for the experimental class, the pretest was 71.44 and the posttest was 80.25. This shows a significant increase in student interest in learning after the kahoot learning media treatment with an increase value of 5.81
Efektivitas Penggunaan Media Wordwall untuk Meningkatkan Minat Belajar Siswa Kelas VII SMPN 1 Cipicung Ramanda, Rio; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1831

Abstract

The purpose of this study is to increase the effectiveness of woodwall media on the learning interest of SMPN 1 Cipicung students. The method used in this study uses a quantitative approach with pre-experimental designs (non-designs) in the form of intact-group comparison). The instruments used are observation, interviews, and questionnaires. The research data obtained from the data of the results of the questionnaire that was declared valid using the instrument test, namely the validity and reliability test. Data analysis techniques used normality tests, homogeneity tests, and t-tests. The results of data analysis show that ICT learning using wordwall media has been effectively applied to increase the learning interest of grade VII students of SMPN 1 Cipicung. In the delivery of learning materials, it shows the effect of direct involvement between teachers and students so that it can facilitate the teaching and learning process so that the expected goals can be achieved, especially in increasing students' interest in learning.
Pengaruh Media Pembelajaran Aplikasi Canva Terhadap Hasil Belajar Siswa pada Mata Pelajaran Teknologi Informasi dan Komunikasi di MTsN 3 Kuningan Kurniawan, Ade; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1870

Abstract

This research aims to find out the learning using the Canva application in the subject of Information and Communication Technology in grade VIII MTsN 3 Kuningan. This study is experimental research, with a classical experimental design Classical Experimental Design. The subjects of the study were 30 students in grade VIII of MTsN 3 Kuningan. Research data was taken by questionnaire and observation sheet. The validity and reliability of the questionnaire were tested using Corrected Item-Total Correlation. The normality test was used the Shapiro Wilk test because the samples studied were less than 50. The results showed that there was an influence of the canva application on the learning outcomes of grade VIII students of MTsN 3 Kuningan in the subject of Information and Communication Technology, as evidenced by the significance value of 0.032 for the learning outcome variable