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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 150 Documents
Search results for , issue "Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal" : 150 Documents clear
Perbedaan Hasil Belajar Peserta Didik Menggunakan Media Powerpoint dan Media Gambar pada Mata Pelajaran IPAS Kelas IV SD Negeri Samata Kab. Gowa Ahmad, Nurzakiya; Ismail, . Ilyas; Munirah, Munirah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4280

Abstract

This study aims to determine the differences in students’ learning outcomes in the IPAS subject taught using PowerPoint media and image media in Grade IV of SD Negeri Samata, Gowa Regency. The study employed a quasi-experimental method with a non-equivalent control group pretest-posttest design. The research population consisted of all 73 fourth-grade students, with a sample of 48 students selected using purposive sampling. Data were collected using learning outcome tests and documentation, then analyzed descriptively. The average learning outcome of students taught using PowerPoint media was 76.13, which falls into the “good” category, while the average score of students taught using image media was 74.38, also categorized as “good.” The results of the analysis using the non-parametric Mann-Whitney U test showed an Asymp. Sig. (2-tailed) value of 0.66 > 0.05, indicating that there was no significant difference between the two groups. Based on these findings, it can be concluded that both PowerPoint media and image media are equally effective in supporting students’ learning outcomes in the IPAS subject for Grade IV.
Stimulasi Guru dalam Perkembangan Kognitif dengan Alat Permainan Edukatif Puzzle pada Anak Usia 5-6 Tahun di PAUD Ceria Kubu Raya Elisten, Ria; Halida, Halida; Ramadhani, Ariyani
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4283

Abstract

This study aims to describe and obtain information regarding teacher stimulation in cognitive development using the educational game tool Puzzle for children aged 5-6 years at PAUD Ceria Kubu Raya. The research method used is qualitative descriptive. The researcher's presence in this study is as an observer collecting observational data about the teacher stimulating cognitive skills through playing with the educational game tool Puzzle in early childhood. The participants of this study are children aged 5-6 years in class B2, totaling 5 children, and 1 classroom teacher as a source for interviews. The data collection techniques used in this study are observation, interviews, and documentation. The data analysis conducted includes data collection, data reduction, data presentation, and conclusions. The technique used to examine the validity of the data is source triangulation and technique triangulation. The results of the study through observation, interviews, and documentation show that teachers stimulate cognitive development with educational play tools, specifically puzzles, for children aged 5-6 years at PAUD Ceria Kubu Raya, in accordance with the observed indicators.
Pengaruh Penggunaan Video Pembelajaran Terhadap Motivasi dan Hasil Belajar Siswa Kelas VII Mata Pelajaran Sejarah Kebudayaan Islam di MTsN 3 Kota Padang Shahfitri, Rahma Diyanti; Eldarni, Eldarni; Hendri, Nofri; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4284

Abstract

The learning of Islamic Cultural History (SKI) at MTsN 3 Kota Padang still faces obstacles, particularly regarding limited learning resources, the complexity of the material, as well as low student motivation and learning outcomes. This study aims to determine the effect of using learning videos on the motivation and learning outcomes of Grade VII students. The study uses a quantitative approach with a Quasi Experimental Nonequivalent Control Group Design. The research subjects were 61 students, consisting of 30 students in the experimental class using learning videos and 31 students in the control class using PowerPoint media. Data were collected through learning motivation questionnaires and learning outcome tests, then analyzed using Independent Sample t-test, Welch’s t-test, and MANOVA. The analysis results showed a significance value of 0.000 < 0.05, which means that the use of learning videos has a significant effect on students' motivation and learning outcomes.
Peranan Bakat dalam Optimasi Pembelajaran Matematika di Perguruan Tinggi Fitriani, Fitriani; Neviyarni, Neviyarni; Afdal, Afdal
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4295

Abstract

Talent is an innate potential that plays a significant role in the success of mathematics learning in higher education, but its development still faces various obstacles. This study aims to review the latest literature (2020–2025) on the role of talent in mathematics learning, focusing on the definition of talent, types of talent, internal and external factors that influence it, and its relationship with learning interest. This literature review shows that mathematical talent is not limited to cognitive aspects, but also includes creative, visual-spatial, social, and psychomotor abilities. Internal factors such as cognitive abilities, motivation, and interest, as well as external factors such as family support, school, and educational policies, have been shown to greatly influence the development of student talent. The results of the study also confirm that talent without interest tends to be difficult to develop, while interest can strengthen motivation and perseverance in honing talent. In this context, educators play a central role as facilitators and motivators through strategies such as early talent identification, differentiated learning, extracurricular activities, collaboration with parents, and continuous evaluation. Thus, student talent development requires a holistic approach that integrates innate potential, motivation, and environmental support for optimal learning outcomes
Pengaruh Media Flashcard terhadap Hasil Belajar Pendidikan Pancasila Siswa Kelas I di SD Negeri 02 Selimbau Saparani, Saparani; Setyowati, Dessy; Suriyana, Suriyana
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4296

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh media flashcard terhadap hasil belajar Pendidikan Pancasila pada siswa kelas I di SD Negeri 02 Selimbau. Latar belakang penelitian menunjukkan bahwa hasil belajar siswa kelas I dalam mata pelajaran Pendidikan Pancasila masih rendah, disebabkan oleh keterbatasan perkembangan kognitif siswa pada usia 6-7 tahun dan metode pembelajaran konvensional yang kurang menarik. Oleh karena itu, penggunaan media flashcard diusulkan sebagai solusi untuk meningkatkan minat dan pemahaman siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian pra-eksperimental, yaitu desain One Group Pretest-Posttest Design. Populasi penelitian adalah seluruh siswa kelas I SD Negeri 02 Selimbau yang berjumlah 20 orang, dengan teknik pengambilan sampel jenuh. Data dikumpulkan melalui soal tes pilihan ganda. Teknik analisis data meliputi uji normalitas dan uji hipotesis menggunakan One Sample Test. Hasil uji hipotesis menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0.000, yang lebih kecil dari 0.05. Hal ini menunjukkan bahwa terdapat pengaruh yang signifikan dari penggunaan media flashcard terhadap hasil belajar Pendidikan Pancasila siswa kelas I di SD Negeri 02 Selimbau. Terdapat peningkatan rata-rata skor sebesar 25.5 poin antara Pretest dan Posttest, mengindikasikan peningkatan pemahaman materi yang signifikan pada siswa. Dengan demikian, hipotesis nol (H₀ ) ditolak dan hipotesis alternatif (H₁ ) diterima.
Analisis Peran Artificial Intelligence dalam Proses Evaluasi Pembelajaran Bahasa Indonesia di Kalangan Mahasiswa; Studi Kasus di Sekolah Tinggi Ilmu Ekonomi Balikpapan Aisyah, Aisyah; Ryndu, Aisyah Bunga; Azahrah, Anissya; Puter, Sherin Auliya; Febriani, Widya; Anhar, Anhar
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4306

Abstract

The development of artificial intelligence (AI) technology has brought significant changes to the digitization of education, including in higher education. This study aims to analyze the role of AI in improving the efficiency, accuracy, and personalization of learning evaluation in Indonesian language courses at the Balikpapan College of Economics (STIE). This study uses a qualitative approach with a single instrumental case study design, supplemented by participatory observation and analysis of survey data collected through Google Forms from STIE Balikpapan students. The results of the study show that the use of AI can accelerate access to information, tailor learning materials to individual needs, and improve the objectivity of evaluation. However, challenges related to ethical aspects and the potential misuse of AI in an academic context were also found. Therefore, clear regulations and adequate digital literacy are needed for both students and lecturers. These findings emphasize the importance of integrating adaptive and ethical AI in Indonesian language learning evaluations, without neglecting the humanistic values that form the foundation of education.
Dampak Game Online pada Hasil Belajar Siswa Kelas VI di SDM PUU UPPO Ritti, Oktavianus; Lende, Petrus; Making, Samuel Rex M.
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4307

Abstract

This study aims to determine the impact of online gaming on the learning outcomes of sixth-grade students at SDM Puu Uppo. The background of this study is based on the phenomenon of increasing intensity of online gaming among elementary school students, which is suspected to affect their concentration, motivation, and academic achievement. This study uses a qualitative approach with structured interviews as the main instrument, supplemented by documentation of students' daily test results. The research subjects are 20 sixth-grade students who were selected purposively to obtain a more in-depth picture of online gaming habits and their impact on learning. Research data was collected through interview guidelines that focused on the frequency of gaming, duration, and its impact on learning activities at home and at school. In addition, learning outcome data was obtained through students' daily test scores in several core subjects. The results showed that the majority of students who played online games intensively tended to experience a decline in their daily test scores. This was due to reduced study time, decreased concentration, and increased fatigue as a result of excessive playing time. Thus, it can be concluded that online games have a negative impact on the learning outcomes of sixth-grade students at SDM Puu Uppo, requiring parental guidance and wise control of online game use.
Pemanfaatan Video Youtube untuk Meningkatkan Keterampilan Mendengarkan Bahasa Jerman Nainggolan, Laura Hotmauli; Sitinjak, Febyola Angelika; Rajagukguk, Yuni Kristina; Sari, Risnovita
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4293

Abstract

This study aims to explain the use of YouTube videos as a learning tool to improve German listening skills (Hörverstehen) among students. The method applied in this study is qualitative with a descriptive approach to explore the experiences, views, and reactions of students and teachers regarding the use of YouTube videos in learning. The research subjects were selected purposively from students taking German lessons and experiencing difficulties in listening skills. Data collection techniques included observation of the learning process, in-depth interviews, and documentation of teaching materials and student reflections. The data analysis method used was thematic analysis, which includes the stages of data reduction, data presentation, and drawing conclusions, to identify thematic patterns that emerged from the qualitative data. The research findings indicate that the use of YouTube videos has positive impacts, such as improving comprehension of native speaker conversations, expanding vocabulary, increasing learning motivation, and providing access to flexible, independent learning; however, there are several challenges such as variations in the quality of the materials and the need for teacher intervention to make the use of videos more effective. The conclusion of this study states that YouTube is a learning resource that has the potential to improve German listening skills if selected and implemented pedagogically
Pengaruh Media Puzzle Terhadap Hasil Belajar Siswa pada Materi Penjumlahan Bilangan Pecahan di Kelas 3 SD Hery Setiyawan; Qonita Ayu Nabilah; Anisah Kurniasih
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.3542

Abstract

This study aims to determine the effect of puzzle media on student learning outcomes in the material of adding fractions in grade 3 of elementary school. The method used is an experiment with a pretest-posttest control group design, where one group uses puzzle media in the learning process and the other group uses conventional methods. The population taken is the results of classes 3B and 3C. The sample of this study consists of two classes, namely the experimental class (using puzzle media) and the control class (not using puzzle media). The instrument used is an essay test of 5 pretest questions and 5 posttest questions. The results of the analysis using the t-test showed a significant difference between student learning outcomes in the experimental class and the control class. The use of puzzle media has been proven to improve students' understanding of the concept of fractions in a more enjoyable, active, and interactive way. Therefore, puzzle media can be used as an alternative effective learning media in improving student learning outcomes in mathematics, especially adding fractions.
Kolaborasi Sekolah Bersinar dan Guru PAI dalam Menanamakan Nilai-Nilai Pendidikan Karakter untuk Pencegahan Penyalahgunaan Narkoba pada Siswa SMA Negeri 14 Bone Erfidah; Yahya, Muhammad; Wahyuni, Sri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.3915

Abstract

This study aims to determine the collaboration between BERSINAR schools and Islamic Religious Education (PAI) teachers in instilling character education values to prevent drug abuse in students at SMA Negeri 14 Bone. This study used a qualitative approach with an exploratory research design. Data were obtained by interviewing PAI teachers and students at SMA Negeri 14 Bone. The results showed that the PAI teachers carried out their role in instilling character values through three main roles: as teachers by linking teaching materials to Islamic teachings and the dangers of drugs, using varied methods, and instilling religious values, discipline, and responsibility in students' learning and habits. As role models, teachers demonstrated religious attitudes, discipline, and responsibility that reflected real examples for students in staying away from drugs. As motivators, teachers provided moral and spiritual guidance to raise students' awareness in protecting themselves from drugs. The contribution of PAI teachers has been proven to be able to shape religious, disciplined, and responsible characters as a whole, which serve as a strong foundation in fortifying students from drug abuse and contributing to the creation of a healthy and drug-free school environment, in line with the predicate of SMA Negeri 14 Bone as a BERSINAR School (Drug-Free).

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