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PELATIHAN BERHITUNG CEPAT DENGAN METODE JARIMATIKA DI MTSN 1 PROBOLINGGO Syadidul Itqan; Lilik Nur Susilowati; Sindi Aulia; Wulan Lailatul Mufidah; Imroatul Ma’rufah; Ika Rizqiyanti; Diana Putri
IEC: Journal of Educational Innovation Vol 1 No 1 (2025): Desember
Publisher : PT Cendekia Education Center

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Abstract

Multiplication is a fundamental topic in mathematics learning that often presents challenges for students, particularly in achieving speed and accuracy in calculations. This issue was identified among ninth-grade students at MTsN 1 Probolinggo, where learning practices were found to be less engaging and insufficient in supporting students’ conceptual understanding. To address this problem, this community service activity implemented the Jarimatika method as an innovative instructional approach to improve students’ multiplication skills. Jarimatika employs concrete and kinesthetic visualization through the use of fingers, which is suitable for the cognitive characteristics of junior secondary school students. The activity was conducted through three main stages: needs-based planning, participative training, and game-based evaluation. During the participative training stage, students actively practiced multiplication techniques using Jarimatika under guided instruction, while the game-based evaluation aimed to reinforce speed and accuracy in a positive and competitive learning atmosphere. The results demonstrated that students experienced greater ease in performing multiplication operations and showed high levels of enthusiasm and active participation throughout the learning process. Although quantitative measurements were not employed, qualitative observations indicated improvements in students’ confidence, responsiveness, and engagement in mathematics learning. These findings suggest that the Jarimatika method is effective in creating an interactive and enjoyable learning environment and has strong potential to enhance students’ motivation and learning outcomes in mathematics.
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.