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 Multimedia Interaktif Menggunakan Aplikasi Articulate Storyline pada Mata Pelajaran Informatika Kelas X SMA Rahmi, Azizu; Yeni J, Fetri; Rahmi, Ulfia; Amilia, Winanda
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1862

Abstract

Learning in the classroom, teachers have not optimized the use of media other than LKS, so students tend to be bored because they do not understand the material because the images are not clear in the LKS. This research aims to produce interactive multimedia that is valid and practical so that it can be used by teachers, especially in informatics subjects. This type of research is Research and Development (R&D) research, the development model used is the 4-D (Define, Design, Development, & Disseminate) development model. The subject of the study is class X students of SMA Pertiwi 1 Padang with a total of 20 students. In the research process, data collection by observation and using questionnaires. Data processing obtained from media validation, material validation and student practicality tests with assessment using a Likert scale questionnaire with a score range of 1 to 5. Validity Test, validation from material experts with an average score of 4.87 in the very valid category, validation results from media experts obtained an overall average of 4.85 in the very valid category. The results of the practicality test on students obtained an average score of 4.62 with the category of very practical. Based on these results, interactive multimedia using the Articulate Storyline application in the informatics subject class X of high school is very valid and practical to be used as a learning medium
Pengaruh Permainan Tradisional Terhadap Peningkatan Kelincahan Siswa Kelas 5 SDN 2 Cileuleuy Maulana, Aviv Ryan; Fauzan, Elang
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1865

Abstract

The purpose of this study was to determine the zig-zag training on increasing agility in traditional sports games on the obstacle number. The method in this study is a type of quantitative research using an experimental method with a One Group Pretest-Posttest Design. The instrument used was the Pretest-Posttest on zig-zag agility. The data analysis technique used was the analysis prerequisite test, namely the Normality Test, Homogeneity Test, Hypothesis Test, Paired Sample T-test. This study was conducted at SD Negeri 2 Cileuleuy with a sample of 20 fifth grade students, selected by Quota Sampling. The results of this study indicate that zig-zag training has a significant effect on agility in the obstacle game, namely the fifth grade students of SD Negeri 2 Cileuleuy
Analisis Pembentukan Karakter Melalui Lingkungan Sekolah SDN Tanjung Pura Kabupaten Tasikmalaya Yulianti, Eva; Nurfirdaus, Nunu; Ropiah , Opah
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1866

Abstract

The purpose of this study is to find out the implementation of character formation, the role of the school environment in the formation, and the efforts made by teachers and principals in the formation of the character of SDN Tanjung Pura, Tasikmalaya Regency. This study uses a qualitative method using 13 research subjects. Data analysis is carried out by the stages of data reduction, data presentation, and conclusion drawing. Research results were obtained through observation, interviews and documentation. Observations were carried out by making direct observations at the research location regarding character formation through the school environment of lower class students at SD Negeri Tanjung Pura. The implementation of character education at SDN Tanjung Pura includes routine activities such as Dhuha prayers, reciting the Yasin Koran, and mutual cooperation. Spontaneous activities such as reprimands and non-physical punishment are also carried out to increase students' vigilance. School principals play a role in creating policies and facilities that support character education and become role models in discipline. Apart from teaching, teachers guide students in carrying out worship and instill discipline through example and direct guidance. A good school environment also supports the process of forming student character
Pengaruh Penggunaan Web Sebagai Media Pembelajaran PKN Kelas X di SMK Muhammadiyah 1 Kuningan Pratama, Latif; Ripai, Ipan
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1867

Abstract

The purpose of this study is to determine the influence of the use of the web as a learning medium for class X PKN at SMK Muhammadiyah 1 Kuningan. The method in this study uses experiments and types of quantitative research with a one group pretest posttest design. The instruments used are pretest and posttest. The data analysis techniques used were validity tests, normality tests, and paired sample t tests. This research was carried out at SMK Muhammadiyah 1 Kuningan with a sample of 18 students of class X Hospitality. The results of the study show that the learning outcomes of students in PKN learning before using web blogs as a learning medium are far from the KKM (Minimum Completeness Criteria) score with an average of 62.61. The learning outcomes of students in PKN learning after using web blogs as a learning medium have increased with an average score of 78.78. The results of the paired sample t-test Ha were accepted and Ho was rejected because of sig. (2-tailed) 0.001 < 0.05. This means that there is an influence on student learning outcomes before and after using web blogs as a learning medium
Penerapan Media Pembelajaran Interaktif Menggunakan Articulate Storyline untuk Meningkatkan Hasil Belajar Siswa dalam Mata Pelajaran Matematika Kelas X di Madrasah Aliyah Plus Ar Ruhama Hermansyah, Maman; Lutfi, Ahmad Fajri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1868

Abstract

The purpose of this study is to determine the influence of the application of articulate storyline interactive learning media on student learning outcomes in class X mathematics subjects at Madrasah Aliyah Plus Ar Ruhama. The method in this study is a quantitative method with a type of experimental research in the form of Pre-Experimental Design. The research design is One Group Pretest-Posttest Design. Sampling of this study uses a saturated sampling method, namely all members of the population are used as samples. This research was conducted on 12 students in class X. The data collection technique is carried out through the initial test and the final test. The data analysis technique was carried out through a t-test. The results of the research the average pretest score was 53.33, after the pretest was carried out then it was treated by using articulate storyline interactive learning media in mathematics subjects, after carrying out learning using articulate storyline interactive learning media there was an increase in learning outcomes which was seen from the posttest results where the average score was 76.67. Based on the results of the Paired sample t-test, it was concluded that the application of articulate storyline interactive learning media was influential in improving student learning outcomes in mathematics class X
Pengaruh Media Pembelajaran Aplikasi Canva Terhadap Hasil Belajar Siswa pada Mata Pelajaran Teknologi Informasi dan Komunikasi di MTsN 3 Kuningan Kurniawan, Ade; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1870

Abstract

This research aims to find out the learning using the Canva application in the subject of Information and Communication Technology in grade VIII MTsN 3 Kuningan. This study is experimental research, with a classical experimental design Classical Experimental Design. The subjects of the study were 30 students in grade VIII of MTsN 3 Kuningan. Research data was taken by questionnaire and observation sheet. The validity and reliability of the questionnaire were tested using Corrected Item-Total Correlation. The normality test was used the Shapiro Wilk test because the samples studied were less than 50. The results showed that there was an influence of the canva application on the learning outcomes of grade VIII students of MTsN 3 Kuningan in the subject of Information and Communication Technology, as evidenced by the significance value of 0.032 for the learning outcome variable
Pengembangan Media Pembelajaran Pop-Up Book pada Pembelajaran IPAS Kelas IV di Sekolah Dasar Sari, Dessy Rahma; Fatmawati, Risdiana Andika; Farisi, Salman Al
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1876

Abstract

This study aims to address the difficulties faced by fourth-grade students at SDN 41 Sungai Raya in understanding IPAS material due to the limited use of engaging learning media. A pop-up book learning media was developed with the goals of producing suitable media, practical media, and effective media for teaching IPAS. The research method used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analyze, design, development, implementation, and evaluation. The product validation was conducted by three experts: media expert, subject matter expert, and language expert. Trials were carried out on fourth-grade students using questionnaires, pretests, and posttests. The validation results showed that the pop-up book media received a score of 88% from the media expert (highly suitable), 100% from the subject matter expert (highly suitable), and 66% from the language expert (suitable). Small group trials demonstrated a practicality score of 95% (highly practical) and effectiveness based on an N-gain score of 0.76 or 76% (effective). This pop-up book learning media is suitable, practical, and effective for teaching IPAS to fourth-grade students
Pengaruh Multimedia Interaktif Berbasis Aplikasi Articulate Storyline 3 pada Materi Sistem Koordinasi Manusia Terhadap Motivasi Belajar Kelas XI MIPA di MAN 1 Kota Makassar Khairunnisa, Magfirah; Hamansah, Hamansah; Rivai, Andi Tenri Ola
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1881

Abstract

The purpose of this study was to determine the effect of using interactive multimedia based on the articulate storyline 3 application on the human coordination system material for class XI MIPA at MAN 1 Makassar City. The type of research used was quasi-experimental with a non-equivalent control group design. The sampling technique used the purposive sampling method. The results showed that the learning motivation of students who were taught using interactive multimedia based on the articulate storyline 3 application was in the high category with an average value of 66.20. While the learning motivation of students who were taught without using interactive multimedia based on the articulate storyline 3 application was in the high category with an average value of 61.26. The results of the hypothesis test analysis in this study were 0.001 < 0.05 or H0 was rejected and H1 was accepted so that it can be concluded that there is an effect of using interactive multimedia based on the articulate storyline 3 application on student learning motivation on the human coordination system material for class XI MIPA at MAN 1 Makassar City
Penerapan Fingerprint dalam Meningkatkan Karakter Disiplin Siswa di SMA Negeri 1 Luragung Merliyani, Siska; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1882

Abstract

The purpose of the study was to analyze how the effectiveness of the implementation of fingerprint attendance at SMAN 1 Luragung on improving the character of student discipline at SMAN 1 Luragung. The method used in this study is a qualitative method with a qualitative design of a descriptive type. The research participants were 10 students in grade XI. The data collection technique uses interviews, observations, and documentation while the instrument used is an interview sheet. Data analysis techniques by means of data reduction, data presentation and verification or conclusion drawing. The results of the study show that the use of fingerprint attendance at SMA Negeri 1 Luragung is generally quite effective. This technique helps create a more organized and comfortable learning environment by improving student discipline and attendance management in general. The level of student attendance discipline at SMA Negeri 1 Luragung has increased significantly. Students become more responsible, punctual, and understand that discipline is the key to success, both in school and in everyday life. The implementation of the fingerprint system at SMA Negeri 1 Luragung has a significant effect on improving the character of student discipline. This system makes students more aware of the importance of responsibility and punctuality, thereby reducing the rate of tardiness and absenteeism.
Efektivitas Pemanfaatan Media Video Pembelajaran bagi Siswa Fase E Pada Mata Pelajara Informatika di SMAN 1 Matur Wulandari, Lusi; Syafril, Syafril; Hendri, Nofri; Rahmayanti, Elsa; Amsal, Mutiara Felicita
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1885

Abstract

The learning process carried out by teachers does not utilize media that is in accordance with informatics materials, resulting in a lack of enthusiasm and interest for students. This study aims to determine the effectiveness of the use of learning video media for phase E students in the Informatics subject at SMAN 1 Matur. The type of research used is a quantitative approach with a quasi-experimental method. The research design used is a Nonequivalent Control Group with a design form that provides different treatment to each class. The sampling technique used in this study is purposive sampling. The data needed was obtained from the students' learning outcomes, written and practical tests. The data obtained were analyzed using a t-test which was previously carried out first a normality test and a homogeneity test

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