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 304 Documents
Search results for , issue "Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal" : 304 Documents clear
Pengembangan Media Monopoli sebagai Sarana Belajar dan Bermain Siswa Sekolah Dasar dalam Materi Perkembangan Hewan dan Tumbuhan Aditia, Rizky Regba; Ramazaan, Farroza Titis; Savilasari, Juwanda; Kurniawati, Wahyu; Husna, Anisya Al
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1714

Abstract

The background is the need for an innovative approach in education to facilitate students' understanding of complex concepts. Monopoly media is developed to increase student engagement and facilitate understanding of concepts. Through interactive and interesting game elements. This study aims to develop Monopoly game-based learning media for animal and plant development material in Elementary Schools by applying the ADDIE model, which includes the analysis, design, and development stages. In the analysis stage, identification of needs and potential problems in learning is carried out. The design stage involves creating game components that are in accordance with the learning material. The development stage includes media production and validation, including the creation of game boards, question cards, and mystery cards. The subjects in this study were elementary school students, data collection techniques were carried out by interviewing and observing and data analysis was carried out using the Miles and Huberman data analysis techniques. The results of this development are expected to enrich students' learning experiences, improve collaboration, and motivate them in understanding animal and plant development material.
Pengembangan Media Video Pembelajaran Potensi Sumber Daya Alam pada Mata Pelajaran IPS di Kelas VIII SMP Hanafi, Fachri; Novrianti, Novrianti; Anugrah, Septriyan; Ramayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1771

Abstract

This research aims to develop valid and practical learning video media to be used as a supporting media in the learning process. The research was conducted using a type of research and development (R&D) with a 4D development model. The development procedures of this development are defined, design, development, and disseminate. The findings of this study, namely the development of learning video media using the Wondershare Filmora application in social studies subjects for grade VIII of junior high school, have been carried out in accordance with the development procedure that produces learning media in the form of documentary learning videos. This product has gone through the validation stage, based on the assessment of the results of material validation from teachers in the field of social studies at SMPN 8 Payakumbuh and media validation, namely Curriculum and Educational Technology lecturers. The validation results from material experts have been categorized as "Very valid" with an average of 4.7. The validation results from media expert I have been categorized as "Very Valid" with an average of 4.9 and the results from media expert II have been categorized as "Very Valid" with an average of 4.9. In the results of the practical test of learning video media products, it is at an average of 4.3 with the category "Very Practical". Based on these results, it can be concluded that the learning video media using the Wondershare filmora application in social studies subjects is declared very valid and very practical
Pengembangan Media Pembelajaran Multimedia Interaktif pada Materi Ekologi dan Keanekaragaman Hayati Indonesia untuk Peserta Didik Kelas VII di SMP Negeri 2 Darma Yanto, Rudi; Setiawan, Dena Latif
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1772

Abstract

The purpose of this research is to develop and determine the feasibility of interactive multimedia content in science class VII of Indonesia's ecology and biodiversity material. This research uses a Research and Development (R&D) method with a development model called ADDIE. This development model has five phases, namely analysis, design, development, implementation, and evaluation. The sample in this study was taken from 1 (one) class at SMP Negeri 2 Darma which amounted to 25 students. The data collection techniques in this study are observation, interviews, and questionnaires. The end result of this research is the development of products in the form of interactive multimedia content. The development of interactive multimedia was tested through a questionnaire for validation by media experts and obtained a feasibility level of 85% which is included in the "Very Feasible" feasibility level, and material experts realized that they got a feasibility percentage of 92% including the "Very Feasible" category. A small group experiment involving five students of SMP Negeri 2 Darma produced a result of 93% including the "Very Feasible" category. The results of the large group test with a total of 20 students showed a feasibility of 93% including the "Very Feasible" category. The average percentage of results from media experts, material experts, small-scale and large-scale trials got 91% with the category of "Very Feasible"
Pemanfaatan Platform Merdeka Mengajar terhadap Kompetensi Pedagogik Guru di SMAN 1 Airpura Sari, Nora Maita; Novrianti, Novrianti; Zen, Zelhendri; Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1775

Abstract

The curriculum changes that occur are a challenge for teachers in their implementation. Therefore, the Ministry of Education and Culture launched the Independent Teaching Platform with the aim of helping teachers in understanding and implementing the Independent Curriculum. This study aims to determine the use of the Independent Teaching Platform on the pedagogic competence of teachers at SMA Negeri 1 Airpura. This research is a type of evaluative research with a quantitative descriptive approach. The sample in this study amounted to 49 people. The data analysis in this study was carried out descriptively. The results of the research on the use of the Merdeka Mengajar platform on the pedagogic competence of teachers at SMA Negeri 1 Airpura, with a percentage of questionnaire results of 74% on the Inspiration Video feature, 79% on the Independent Training feature, 76% on the Proof of Work feature, 73% on the Student Assessment feature, and 80% on the Teaching Tool feature, it can be concluded that this platform has played a significant role in supporting the development of teachers' pedagogic competence. Overall, this study shows that the Merdeka Teaching platform has been well utilized by teachers at SMA Negeri 1 Airpura. However, there are still several aspects that need to be improved to ensure that all features can be used optimally by all teachers, so that they can be more maximal in improving their pedagogic competence
Efektivitas Penggunaan Video Pembelajaran Terhadap Keterampilan Membaca Permulaan Siswa di SDN 52 Kuranji Abrila, Three Suhaimah; Bentri, Alwen; Novrianti, Novrianti; Anugrah, Septriyan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1776

Abstract

This study aims to determine the effectiveness of the use of learning videos on students' initial reading skills at SDN 52 Kuranji. This study uses a quantitative approach with a type of quasi-experimental desgin research with a pretest posttest control group design model The samples in this study were taken using a random sampling technique consisting of two classes, namely class 1A with 22 students as the experimental class and class 1B with 21 students as the control class. The data collection technique of this study uses an oral initial reading test. Data analysis techniques used normality test using the shapiro wilk technique, homogeneity test and non-parametic test- Mann Whitney for hypothesis testing. The results of data analysis showed that in the experimental class, the average pretest and posttest scores were 50.90 and 77.18, while in the control class, the average pretest and posttest scores were 53.38 and 63.80. Testing this hypothesis was carried out with a significance level of 0.05. Based on the results of the processing, it is known that there is a significant difference between the two classes. Therefore, it can be concluded that the use of learning videos is effective on students' initial reading skills at SDN 52 Kuranji
Pengaruh Model Project Based Learning (PjBL) Terhadap Hasil Belajar Membuat Gambar Objek Tiga Dimensi Bagi Peserta Didik Kelas IV Sekolah Dasar Gugus 2 Kecamatan Baso Fitri, Annisa Yuliani; Desyandri, Desyandri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1777

Abstract

This research is based on the low learning outcomes of students because educators have not used the right learning models and media, learning is still centered on educators, educators dominate learning activities, so that students are less involved in finding contextual problems that are being studied. This study aims to determine the effect of the Project Based Learning (PJBL) model on the learning outcomes of making three-dimensional object drawings for Grade IV students of Elementary School Group 2, Baso District. The type of research used is quasi-experimental design. The design used is Non-equivalent Control Group Design. Cluster random sampling technique. Class IV of SDN 15 Simarasok was designated as an experimental class and class IV of SDN 24 Sungai Cubadak as a control class. The instrument used in this study is a written test in the form of an objective test. The data analysis technique used in this study is a t-test (Paired Simple t-test) with the results of ttable > t-calculation which is 11.517 > 2.048 with a sig (2-tailed) < α 0.05 meaning that H1 is accepted and H0 is rejected So it can be concluded that there is an influence of the Project Based Learning (PBL) model assisted by wordwall media on the learning outcomes of making three-dimensional object images of students in grade IV SDN 15 Simarasok, Baso District.
Penerapan Model Pembelajaran SAVI (Somatic, Auditory, Visual, And Intellectual) untuk Menigkatkan Hasil Belajar Siswa Kelas X SMA Negeri 1 Ciawigebang Ardiansah, Adi; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1778

Abstract

This research aims to determine the effectiveness of implementing the SAVI (Somatic, Auditory, Visual, Intellectual) learning model in improving the learning outcomes of class X SMA Negeri 1 Ciawigebang. SAVI is a somatic, auditory, visual intellectual learning approach and is supported by Accelerated Learning theory, Left Brain Theory, Right Brain Theory, Multiple Intelligence Theory and holistic (comprehensive) education. The SAVI approach is learning that combines physical movement with intellectual activity and the use of all the senses. This research uses a quasi-experimental method with a pretest-posttest control group design. The population of class X which consists of 12 classes is 432 students. The sample for this research was 72 class X students of SMA Negeri 1 Ciawigebang who were divided into two groups, namely the experimental group and the control group. The experimental class was given the SAVI learning method while the control class used the conventional method. The design used in this research is nonequivalent control group design. Learning outcome data was obtained from the pretest and posttest. The data collection techniques used in this research were observation, tests and questionnaires. the results of hypothesis testing using the t-test showed that Tcount > Ttable (2.414 > 2.032) and the significance value was more than 0.05 (p=0.029 < 0.05), so it could be stated that there was a significant difference in the increase in learning outcome scores in Thus, it can be concluded that the experimental group and the control group show that H0 is rejected and H1 is accepted
Implementasi Platform Digital Artificial Intelligence (AI) sebagai Media Pembelajaran Desain Grafis untuk Mengetahui Respon Siswa Desain Komunikasi Visual di SMKN 1 Japara Sulaeman, Ibnu; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1781

Abstract

This study aims to implement Artificial Intelligence (AI) digital platforms as a learning medium for graphic design to foster innovative ideas among students in the Visual Communication Design (DKV) program. The research method employed is qualitative with a descriptive approach, focusing on social reality by examining experiences as the primary data for understanding that reality. The primary focus of this research is to assess students' responses to AI as a learning medium for graphic design. The subjects of the study are 27 students from class XI DKV 1 and 27 students from class XI DKV 2, totaling 54 respondents. The data collected shows an average evaluation score of 80%, which falls into the "good" category across all assessment indicators. These indicators include the usefulness, ease of use, ease of learning the material, and students' satisfaction with the learning process. The results indicate that students' satisfaction with AI-based learning is very high, demonstrating that this method is not only effective but also provides an experience that enhances students' creativity
Analisis Ajen Atikan Dina Novel Pelesir Ka Basisir Karya Risnawati Triana, Rio Agus; Rachman, Fahmi
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1782

Abstract

The purpose of this study is to describe the content of the story, structure, and ajen atikan in the novel Pelesir ka Basisir by Risnawati with an analysis of the structure and ajen atikan. This research is qualitative research using a qualitative descriptive method. The existing research technique used is the literature review technique. The instrument used in this study is a data card. The data analysis technique used in this study is using content analysis techniques. The results of this research are the first content of the story in the novel Pelesir ka Basisir. Second, the story structure in the novel. The theme in travel; The plot used in this novel is a forward plot; There are 26 perpetrators in this novel. Of the 26 perpetrators, the 6 main perpetrators were their children and uncles, including Zahra, Ghifa, Iqbal, Pio, Galih, and Mang Oboy. There were 20 additional perpetrators including Emah, Apa, Mang Parman, Aki Haji, Umi Haji, Ua Sri, Ua Wawan, Bi Esih, Umi Ooy, Mang Didin, Ua Didi, Ua Lilis, Ua Jujun, Bi Icih, Bi Icah, Pa Asep, Tukik Officer, Bule, Villa Security Guard, and Mang Sapri. The settings in this novel include 11 time descriptions, 39 place settings, 8 social settings. Katilu, the ajen atikan contained in the novel, there are 5 atikan manusa ka Gusti, atikan manusa ka personal self, atikan manusa ka manusa sejen, atikan manusa ka alam, atikan manusa ka nature
Penerapan Metode Pembelajaran Aktif dalam Meningkatkan Keterampilan Berpikir Kritis Siswa Sekolah Dasar Adireza, Rifal; Julia, Julia; Nugraha, Rana Gustian
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1784

Abstract

This classroom action research is based on the use of a learning model that cannot train students in critical thinking, causing low student thinking. The purpose of this research is to improve students' critical thinking skills using an active learning method, namely PBL (Problem Based Learning). This class action research is carried out in accordance with the PTK stages, namely the initial condition (pre-action), action (action), and result (post-action). The material used in this study is the material of Changing the Form of Objects. The research was carried out in two cycles or two meetings. The stages of each cycle are planning, implementation, observation, and reflection. The assessment of critical thinking skills uses test questions in the form of PG questions as many as 10 items and descriptions as many as 3 items. The object of the research was 15 students in grade III of SDN Sukasirna I. The data collection techniques used in this study are observation and written tests. The data analysis techniques used are using qualitative data analysis and quantitative data analysis. The results of the research showed a significant increase by using the active learning method in improving students' critical thinking from cycle I and cycle II

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