cover
Contact Name
Rizal Kamsurya
Contact Email
rizal_kamsurya@stkipmnc.ac.id
Phone
+6285243611246
Journal Mail Official
imeij@indo-intellectual.id
Editorial Address
Jl. Panjang No.1, RT.1/RW.3, Kedoya Utara, Kec. Kb. Jeruk, Kota Jakarta Barat, Daerah Khusus Ibukota Jakarta 11520 Dusun Kotania Atas, Desa Eti Kec. Seram Barat Kabupaten Seram Bagian Barat Propinsi Maluku
Location
Kab. seram bagian barat,
Maluku
INDONESIA
Indo-MathEdu Intellectuals Journal
ISSN : 28085604     EISSN : 28085078     DOI : 10.54373
Core Subject : Education,
Indo-MathEdu Intellectuals Journal is a fully refereed (double-blind peer review) and an open-access online journal for academics, researchers, graduate students, early-career researchers and students, published by Lembaga Intelektual Muda (LIM) Maluku. IMEIJ is a periodical publication (two times a year, in March and September) with the primary objective to disseminate scientific articles in the fields of mathematics education. IMEIJ is indexed by Directory of Open Access Journals, Indonesian Scientific Journal Database, Google Scholar, and several others including Crossref,
Articles 230 Documents
Search results for , issue "Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal" : 230 Documents clear
Pengembangan Media Komik Digital Berbahasa Jerman Cerita Rakyat Batak Toba Raja Si Opat Ama dengan Bantuan Aplikasi Next G-Toon Saruksuk, Wiwik Maywan; Simamora, Christy Aprilia; Siregar, Chyntia Pamela; Pasaribu, Novyar Ardhana; Naswa, Laili Insyirah; Hutagalung, Surya Masniari
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1561

Abstract

This research aims to develop German-language digital comic media that elevates the Toba Batak folklore "Si Raja Opat Ama" using the Next G-Toon application. The research method used a quantitative descriptive approach, including data collection through an online survey to assess the level of reader satisfaction with digital comics and data collection related to Toba Batak folklore from various sources. The results showed high interest from readers in digital comics, with the majority positively assessing quality, safety, ease of use, and providing recommendations for this digital comic. Visualization of the story through images and German text facilitates understanding of context and sentence structure. In conclusion, the German-language digital comic about Toba Batak folklore proved to be interesting and effective in helping learn German and understand local culture. It is recommended to develop further digital comics that raise folklore or other local cultures as an effort to preserve cultural heritage and promote Indonesia's cultural wealth
Pengaruh Penggunaan Media Pembelajaran Interaktif Electronic Dictionary Card terhadap Hasil Belajar Bahasa Inggris pada Kelas VII di SMP Saparida, Rina Aprillia; Amilia, Winanda; Yeni J, Fetri; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1562

Abstract

This research is motivated by the low learning outcomes of students in the United Kingdom Subject, so the right learning media is needed to improve learning outcomes. This study aims to determine the effect of the use of Electronic Dictionary Card interactive learning media on United Kingdom learning outcomes in grade VII in junior high school. This study uses an experimental method with a pre-experiment design, especially a one group pretest-posttest design. The research sample is grading VII students of SMP Negeri 43 Mukomuko. Data collection techniques include tests, interviews, and observations, with instruments in the form of multiple-choice tests for pretest and posttest. The results of the study showed that there was a significant influence of the use of Electronic Dictionary Card interactive media on students' United Kingdom learning outcomes. This is evidenced by the increase in the average score from the pretest by 57.4 to 86 in the posttest. A simple linear regression analysis also showed the t-count value > the t-table (8.915 > 2.1009), which indicated a significant difference between the pretest and posttest results. Thus, the use of Electronic Dictionary Card interactive media has a significant effect on improving United Kingdom learning outcomes in grade VII of junior high school
Studi Komparatif Penggunaan Aplikasi Scratch dan Aplikasi Blockly pada Mata Pelajaran Informatika Siswa SD Islam Al-Azhar 32 Padang Sukri, Indah Hasanah; Amilia, Winanda; Yeni, Fetri; Rahmayanti , Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1569

Abstract

This research is motivated by the implementation of Informatics learning at SD Islam Al-Azhar 32 Padang. The theory and practice of programming languages ​​is included in the Informatics material but is not implemented so that the ability to recognize and understand programming languages ​​in children has not yet emerged. Apart from that, the Informatics learning outcomes of students who have not yet reached the KKM are 70. This research aims to determine the effect of the scratch programming language in improving the Informatics learning outcomes of class IV students at Al-Azhar 32 Islamic Elementary School in Padang. This type of research is quantitative research. This quantitative research uses experimental methods. As for several types of experimental methods, researchers used Quasi Experiments. Then, the research design pattern used in this research uses the non-equivalent group design. The non-equivalent group design is a design that requires the existence of an experimental and control group. This is because the determination of the hypothesis is based on the results of the observations of the two groups. Determination of experimental and control groups is not random. These two groups will later be tested using the same instruments and analyzing which treatment is more optimal
Penggunaan Media Teknologi Digital Prezi sebagai Bahan Ajar Bahasa Indonesia dengan Tema Teks Biografi di Kelas X MAN 2 Kepahiang untuk Meningkatkan Pembelajaran Bahasa Indonesia Melianda, Oki; Rustinar, Eli; Asmara , Adi
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1575

Abstract

This study is motivated by the low ability of students to explain the learning processes they undergo. During lessons, students often feel bored due to the use of only printed textbooks and blackboards, which results in a lack of understanding of the material presented by the educator. This research employs a qualitative descriptive method with the objective of evaluating the use of the digital media prezi as a teaching material for Indonesian language with a biographical text theme in grade X at MAN 2 Kepahiang. The findings indicate that the use of prezi digital media is highly effective in enhancing Indonesian language learning, making the material more engaging and comprehensible for students.
Pengaruh Model Pembelajaran Flipped Classroom Terhadap Hasil Belajar IPAS pada Kelas V di SDN 18 Balimbing Salsabilah, Bahren; Zuliarni, Zuliarni; Eldani, Eldani; Hidayati, Abna
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1578

Abstract

Based on observations of the learning process carried out at SDN 18 Balimbing, the learning process in science subjects is still teacher centred. In this case the teacher still explains the learning material from beginning to end, where students are not involved in the process of discussing the material. When the teacher is explaining the material, there is no student involvement in discussing the material, not all students pay attention and lack concentration in listening to the teacher's explanation and there are also students who carry out other activities that are not related to the current learning. This type of research is quantitative research using a Quasy Experiment approach. The population in this study was class V students at SDN 18 Balimbing. The samples for this research were class V.A as the experimental class and V.B as the control class, each consisting of 16 students. The data collection technique uses a test in the form of 40 objective questions, then the resulting data obtained is analyzed using the t-test. The results of this research show that the average score for the experimental class is 80.62, while the average score for the control class is 67.81. Based on the t-test calculation, the tcount ˃ ttable value is 3.364 ˃ 2.042, meaning there is a significant difference in learning outcome values ​​at the significance level ɑ 0.05. Thus, it can be concluded that the use of the Flipped Classroom learning model influences learning outcomes in class V science and science subjects at SDN 18 Balimbing
Evaluasi Pelatihan Pembuatan Media Interaktif Berbasis Powtoon Bagi Guru SD Muhammadiyah Berok Menggunakan Model CIPP Yulistina, Nova; Rahmi, Ulfia; Eldarni, Eldarni; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1589

Abstract

The evaluation of this training is needed to ensure the achievement of the goals that have been set. The evaluative approach used is to use the CIPP model which consists of context, process, and product. The method used in this study is the mixed methods method, which combines quantitative and qualitative methods to be used together in a research activity, so that more comprehensive, valid, reliable, and objective data is obtained. In the implementation of the training, the percentage of students obtained stated "Very Good" from vulnerable 80% - 100% as many as 9 teachers, and the percentage of "Good" assessment from vulnerable 60% - 79% as many as 2 teachers while the percentage of "Poor" and "Very Poor" with a percentage of 40% - 59% and ≤39% was 0 out of a total of 11 students who participated in the training. The results of this study show that the ability of the trainees has significantly increased, as shown by the data that 81.81% of participants (teachers) have succeeded in achieving their goals in participating in the training. The CIPP model has proven to be effective in evaluating Powtoon-based interactive media making training for elementary school teachers. The implementation of the recommendations resulting from this evaluation is expected to improve the quality of training and ultimately improve the quality of learning in elementary schools.
Profil Kemampuan Pemecahan Masalah Matematis Siswa dalam Menyelesaikan Soal Matriks ditinjau dari Perbedaan Gender di Kelas XI SMA Negeri 01 Menjalin Yani, Yani; Hartono, Hartono; Abdillah, Abdillah
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1590

Abstract

The purpose of this study is to find out the characteristics and evaluate students' mathematical problem-solving abilities when solving matrix problems, with a special focus on the gender gap. This study uses a qualitative research approach using a descriptive methodology. The research was carried out at SMA Negeri 01 Menjalin with a sample of 21 students consisting of 14 women and 7 boys. The analysis focused on two students of each gender. The data collection tools used are tests, interview guidelines, validation sheets, and documentation. The data collection techniques used in the study are measurement techniques and direct communication techniques. Meanwhile, the data analysis technique is by reducing data, presenting data, and drawing conclusions. Based on the results of data analysis, it is known that each gender has different problem-solving skills. The average score of men's problem-solving ability was 45.71 based on the number of samples of 7 students. For women, the average score was 73.57, based on a sample of 14 students. It is proven that women have superior problem-solving skills than men
Kemampuan Pemecahan Masalah Matematis Siswa dalam Menyelesaikan Soal Cerita Program Linier Ditinjau dari Minat Belajar di Kelas XI SMA Negeri 01 Menjalin Hermawati, Wiwin; Ardiawan, Yadi; Irvandi, Wandra
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1591

Abstract

The influence of interest on student learning is quite large, because it also indirectly affects the talents they have. The purpose of this study is to describe students' problem-solving abilities as viewed from the students' learning interests themselves. The method used is a qualitative descriptive method. This study was conducted at SMA Negeri 01 Menjalin with 29 students as research subjects and six students taken from high, medium, and low learning interests. The data collection tools used were problem-solving ability test sheets, learning interest questionnaires, and validation sheets. Meanwhile, the data collection techniques used were direct communication techniques and measurement techniques. Data reduction, data presentation, and drawing conclusions are some of the data analysis approaches used in this study. The results of this study indicate that students with high learning tendencies also tend to be skilled in solving problems. There are six students who have high learning tendencies; five of them are very good at solving problems, and one is fine. Even students who are not very interested in school can have impressive problem-solving abilities. Of the thirteen students with a high learning propensity, seven showed outstanding problem-solving skills
Pengembangan Multimedia Pembelajaran pada Pembelajaran Informatika Kelas VIII di SMP Negeri 1 Kinali Gusfianora, Fara; Eldarni, Eldarni; Syafril, Syafril; Rayendra, Rayendra
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1592

Abstract

This research aims to produce multimedia learning in informatics subjects using a 4D (four-D) development model which includes four stages, namely define, design, development, and dissemination. In the Development Step, a media validity test was carried out with two media expert validators and one material expert validator, then a practicality test was carried out on 30 junior high school grade VIII students to test the practicality of the multimedia learning developed. The results of the media validity assessment with validator I got a percentage of 94.67 with the category "very valid" and the results with validator II got a percentage of 97.33 with the category "very valid". The validity of the material obtained by the material validator obtained a percentage of 96.36 with the category of "very valid". Multimedia learning is said to be practical based on a practicality test with a percentage of 95.43 with the category "very practical". The steps taken in analyzing the respondents and then finding the percentage of the average results can be determined by the assessment criteria for the practicality test. Based on the results of the validity and practicality test, it can be concluded that the learning multimedia product in the informatics subject is very feasible to be used in the learning process.
M-Learning Aplikasi MIT App Inventor pada Materi Sistem Persamaan Linier Dua Variabel (SPLDV) Kelas VIII SMP Negeri 2 Pontianak Terhadap Keterampilan Berpikir Kritis Saputra, Oky; Muchtadi, Muchtadi; Sandie, Sandie
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1595

Abstract

This article aims to develop M-Learning-based learning media using the MIT APP Inventor Application to improve students' critical thinking skills on the topic of two-variable linear equation system (SPLDV) in grade VIII of SMPN 2 Pontianak. The method used is research and development by involving 3 experts for material validation and 3 experts for media validation. The research subjects consisted of 29 grade VIII students of SMPN 2 Pontianak. The data collected includes validation sheets, student response questionnaires, teacher response questionnaires, and student critical thinking skills tests. The results of the study show that the MIT APP Inventor application-based learning media achieves a validity level of 81.61% (very valid), a practicality level of 86.76% (very practical), and an effectiveness level of 17% (quite effective). Thus, the MIT APP Inventor application is suitable to be used as a learning medium for grade VIII students of SMPN 2 Pontianak in facing SPLDV materials

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