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Eyus Sudihartinih
Department of Mathematics Education, Universitas Pendidikan Indonesia

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Enhancing Conceptual Understanding of Quadratic Equations through Scratch-Based Game Learning: A Constructivist Approach Halimatu Sa'diyyah; Eyus Sudihartinih; Muhammad Faishal Faturrahman; Kakoma Luneta
Jurnal Pendidikan MIPA Vol 27, No 1 (2026): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v27i1.pp397-415

Abstract

Quadratic equations are a fundamental topic in mathematics education, but various studies show that students' conceptual understanding of this material is still low. Scratch-based learning media that have been developed previously also tend to be limited to visual aspects and have not fully integrated narratives, interactive evaluations, and learning principles that support the construction of students' knowledge. This research aims to develop a Scratch-based mathematics learning media on the square equation material for class X high school students and to test its validity, practicality, and effectiveness in facilitating students' understanding of the concepts. The novelty of this research lies in the integration of interactive visuals, narratives, and game-based evaluations designed in harmony with the principles of constructivism and the cognitive needs of students. The research used the ADDIE development model, involving 19 students from class X at one of the high schools in West Bandung Regency. Data were collected through test and non-test instruments, including questionnaires from material experts, media experts, UAT, and student responses. The results of the study show that the learning media developed meet the criteria of validity, practicality, and potential effectiveness. The improvement in learning outcomes was shown by an increase in students' average scores from 38 in the pre-test to 82.1 in the post-test, with the majority of N-Gain scores in the high category. The biggest improvement occurred in contextual problem-solving skills. In addition, this media is potentially effective in helping overcome student misconceptions, especially in distinguishing between quadratic equations and quadratic functions, and is supported by positive student responses to the engagement and ease of understanding the material. Keywords: learning media, quadratic equations, scratch, ADDIE.
The Development of Scratch-Based Interactive Mathematics Learning Media to Enhance Understanding of Exponents Lia Arista; Dadan Dasari; Eyus Sudihartinih; Kakoma Luneta
Jurnal Pendidikan MIPA Vol 27, No 2 (2026): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v27i2.pp1067-1085

Abstract

This study addresses the need for interactive mathematics learning media to improve students' understanding of the concept of exponents. The objective of this research is to develop and evaluate Scratch-based learning media using the ADDIE model. This study employed a Research and Development (R&D) method consisting of five stages: analysis, design, development, implementation, and evaluation. Data were collected through expert-validation questionnaires, User Acceptance Test (UAT) questionnaires, and conceptual-understanding tests administered before and after the implementation of the media. The validation results indicated that the developed media and learning materials were highly valid, with validity scores of 0.90 and 0.95, respectively. In addition, the conceptual understanding test instrument was validated by a mathematics education expert and was deemed suitable for assessing students' understanding of exponent concepts. The User Acceptance Test (UAT) was conducted with prospective mathematics teachers to evaluate the usability and practicality of the developed media. In contrast, the implementation and learning outcome assessments were conducted with students. The UAT results showed that the developed media was positively evaluated by users, obtaining a score of 82.9%, which falls within the very good category. The developed media provided interactive learning activities that encouraged students to actively engage with concepts of exponents throughout the learning process. The results showed that students achieved better learning outcomes, as evidenced by increases in their pretest and posttest scores. The average N-Gain score of 0.84 was categorized as high, indicating an improvement in students' understanding of exponent concepts after using the developed media. The study resulted in a Scratch-based multimedia learning media that was evaluated as highly valid and positively received by users. The findings indicated improvements in students' understanding of exponent concepts, while several usability aspects, particularly related to device compatibility, may be further refined in future development. Keywords: ADDIE, exponent, learning media, Scratch.