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Pengaruh Pembelajaran Matematika Melalui Media Audiovisual Terhadap Kemampuan Literasi dan Numerasi Siswa Kelas X SMK Nurul Jadid Ivatun Mardiyah; Moh Syadidul Itqon
Relevancia: Jurnal Pendidikan dan Pembelajaran Vol. 3 No. 01 (2026): Relevancia: Jurnal Pendidikan dan Pembelajaran
Publisher : CV Edujavare Publishing

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

Abstract

Mathematics learning often faces difficulties in conveying complex concepts that are difficult for students to understand. To make the material easier to understand, appropriate learning tools are needed. One effective tool is audiovisual media. SMK Nurul Jadid is a vocational high school committed to providing high-quality vocational education with modern facilities and experienced teachers, so that the learning environment supports the implementation of innovative learning methods such as the use of audiovisual media in mathematics subjects. This study aims to see how the use of audiovisual media affects the mathematics learning process in class X SMK Nurul Jadid. The method used is a Systematic Literature Review (SLR). The results of the study show that audiovisual media is very effective in mathematics learning. The use of this media can attract students' attention, increase learning motivation, and improve students' literacy and numeracy skills.
Meningkatkan Hasil Belajar Matematika Materi Bilangan Bulat Melalui Pendekatan Kontekstual Pada Siswa Kelas VII MTsN 1 Probolinggo Sindi Aulia; Moh Syadidul Itqon; Nurul Isnaini
AL-MIKRAJ Jurnal Studi Islam dan Humaniora (E-ISSN 2745-4584) Vol. 6 No. 1: Al-Mikraj, Jurnal Studi Islam dan Humaniora
Publisher : Pascasarjana Institut Agama Islam Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/almikraj.v6i1.9070

Abstract

This classroom action research (CAR) aims to improve mathematics achievement in integers in seventh grade students of MTsN 1 Probolinggo through the application of the Contextual Teaching and Learning (CTL) approach, and to describe students' responses to the application of this approach. The contextual approach emphasizes learning through 'experience' rather than 'memorization' and connects learned concepts to the real world. This study uses the Kemmis and Taggart spiral model of CLAR, which consists of two cycles. The subjects of the study were seventh grade students of MTsN 1 Probolinggo in the 2025/2026 academic year. The results of Cycle I showed an average formative test score of 175.86 with a classical completion percentage of 51.72% (15 out of 29 students completed the test), which did not meet the classical success indicators (e.g., 85%). After improvements in Cycle II, the average formative test score increased to 104.83, with 27 students completing the test, so that the classical completion percentage reached 93.10%. This significant improvement demonstrates that the implementation of contextual learning strategies is effective in improving mathematics learning outcomes and meeting classical completeness standards.
Peningkatan Motivasi Belajar Siswa Melalui Game Edukasi Woyground Pada Mata Pelajaran Matematika Kelas IX MTs Negeri 1 Probolinggo Diana Putri; Moh Syadidul Itqon; Babun
AL-MIKRAJ Jurnal Studi Islam dan Humaniora (E-ISSN 2745-4584) Vol. 6 No. 1: Al-Mikraj, Jurnal Studi Islam dan Humaniora
Publisher : Pascasarjana Institut Agama Islam Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/almikraj.v6i1.9082

Abstract

This study aims to improve the learning motivation of ninth-grade students of MTs Negeri 1 Probolinggo in Mathematics through the use of Woyground educational game media. The type of research used is Classroom Action Research (CAR) which is carried out in two cycles. Each cycle includes the planning, implementation, observation, and reflection stages. The subjects of the study were 35 ninth-grade students of MTs Negeri 1 Probolinggo in the odd semester of the 2025/2026 academic year. Data collection was carried out through observation, learning motivation questionnaires, and learning outcome tests. Data were analyzed by calculating the percentage increase in learning motivation based on the formula proposed by Yonny et al. The results showed that the use of Woyground educational games can significantly increase student learning motivation. In the initial conditions, the average student learning motivation was 49% (moderate category). After the action in cycle I, learning motivation increased to 65% (high category), and in cycle II it increased again to 77.14% (very high category). Furthermore, increased learning motivation also impacted student learning outcomes, with completion rates increasing from 8.51% in the initial phase to 45.71% in Cycle I and 88.57% in Cycle II. This demonstrates that the implementation of the Woyground educational game media can create an engaging, interactive, and enjoyable learning environment, thereby enhancing student motivation and learning outcomes in Mathematics.
Penerapan Stategi Pembelajaran Berbasis Permainan Untuk Meningkatkan Hasil Belajar Matematika Siswa Kelas VIII SMP Dwi Putri Yanti; Puji Rahayu; Moh Syadidul Itqon
AL-MIKRAJ Jurnal Studi Islam dan Humaniora (E-ISSN 2745-4584) Vol. 6 No. 1: Al-Mikraj, Jurnal Studi Islam dan Humaniora
Publisher : Pascasarjana Institut Agama Islam Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/almikraj.v6i1.9113

Abstract

This study aims to describe and measure the effectiveness of implementing a game-based learning strategy in improving mathematics learning outcomes for eighth-grade junior high school students. Mathematics is often perceived as difficult and boring, leading to decreased student interest and learning outcomes. A game-based learning strategy was chosen because it can create a fun learning environment and increase student motivation and learning activities. This classroom action research (CAR) was conducted at Nurul Jadid Junior High School with 20 students, using two cycles encompassing planning, implementation, observation, and reflection. The results showed an increase in the average grade from 73.75 in cycle I to 82.5 in cycle II, as well as an increase in the percentage of students completing the course from 55% to 70%. This indicates that the game-based learning strategy is effective in improving students' mathematics learning outcomes.