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The Impact of the Hand Calculator Prism Model on Fourth-Grade Students' Computational Abilities Jumaroh, Juju; Faiz, Aiman; Afendi, Arief Hidayat
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2197

Abstract

Indonesian students consistently demonstrate low mathematical literacy in international assessments, with computational difficulties stemming from negative perceptions and monotonous instructional approaches. This study examined the effectiveness of the Hand Calculator Prism model—a finger-based manipulative method—in enhancing fourth-grade students' computational abilities. Employing a pre-experimental one-group pretest-posttest design, 30 fourth-grade students from SDN 1 Jamblang participated in five structured learning sessions. Data collection utilized computational ability tests, observation sheets, and Likert-scale questionnaires. Analysis involved descriptive statistics, paired sample t-tests, Cohen's d effect size, and Normalized Gain calculations. Significant improvement was observed from pretest (M = 51.27, SD = 8.91) to posttest (M = 85.53, SD = 14.24), yielding a mean gain of 34.26 points. The paired t-test confirmed statistical significance (t = -15.741, p < 0.001) with an exceptionally large effect size (d = 2.86). The N-Gain value of 0.6110 indicated medium-to-high effectiveness. Student responses demonstrated excellent engagement (87% Response, 82% Acceptance). Observational data revealed progressive improvement across implementation sessions, particularly in conceptual understanding and problem-solving activities. The Hand Calculator Prism model represents a viable, resource-accessible pedagogical approach that significantly enhances elementary students' arithmetic skills while fostering positive attitudes toward mathematics learning.
Development of UNO Game Media in Mathematics Learning Integer Operations Jumaroh, Juju; Surachman, Shintia Permata; yaroh, Yaroh
International Journal of Technology and Modeling Vol. 1 No. 1 (2022)
Publisher : Etunas Sukses Sistem

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63876/ijtm.v1i1.5

Abstract

This research is a development research that aims to improve the UNO game media using the ADDIE model (Analysis, Design, Development of Production, Implementation or Delivery, Evaluations) to be used in mathematics education media for the Integer Operations module. This research was tested on class by selecting 15 students to be exact who had taken the integer operations learning module. This study uses the test method, which is to provide questionnaires to students, as well as documentation. The instruments used in this study were the module aspect feasibility validation sheet, media feasibility validation, practicality and student comment sheets. The results of the analysis from the validator and student comments show that the UNO card can help sharpen students' brains in counting activities because they can learn by playing without feeling bored. The use of UNO card media has a positive impact on improving student learning outcomes. This can ensure that the UNO card game can attract attention and can make it easier for students to learn mathematics.