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 4,011 Documents
Pengembangan Media Pembelajaran Game Edukasi pada Materi Panca Indra Manusia Kelas IV SDN 21 Bunga Pasang Kahilah, Natasha Dwi; Anugrah, Septriyan; Hendri, Nofri; Kurnia, Reni
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3858

Abstract

This research is motivated by the low level of students’ understanding of the human five senses material due to the limited availability of interactive learning media. Teachers still rely on traditional lectures and conventional media, resulting in low student engagement and difficulty in grasping the material. The aim of this study is to develop an interactive educational game as a learning medium to improve the understanding of fourth-grade students at SDN 21 Bunga Pasang. This study uses the Research and Development (R&D) method with the 4D model (Define, Design, Develop, Disseminate). The research stages include needs analysis, design, expert validation, limited trials, and product dissemination. The media was developed using Construct 2 and accessed via Chromebook. Data were collected through validation questionnaires, practicality assessments, and effectiveness tests, then analyzed both quantitatively and qualitatively. The results show that the media is highly valid with an average score of 4.93 from the material expert, and 4.10 and 4.53 from two media validators. The practicality reached 90.9% (very practical), and the effectiveness test yielded an N-Gain score of 71.83% (moderately effective). Therefore, the educational game media is considered feasible, practical, and reasonably effective in enhancing students’ understanding of the human five senses material
Boosting Vocabulary Mastery with Quizlet: A Study on Seventh Grade Students Munir, Fairus Suryani; Samad, Pratiwi; Abbas, Moh. Jenli
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (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.v6i4.3859

Abstract

This research aims to explore the improvement of vocabulary mastery using Quizlet. The method used is quantitative with a pre-experimental research design and data collection using tests and questionnaires. The data analysis technique used is descriptive statistics. The results of the analysis show that the difference in students before and after the application of Quizlet usage is significantly different. The average pre-test score of students in vocabulary was 43.2, rising to 78.5, with a percentage increase of 81.7%. Data collection results were calculated using SPSS. The Wilcoxon signed-rank test analysis showed that Sig. (2-tailed) = 0.00, which is less than α = 0.05. This means that there is a significant difference in students' vocabulary before and after using Quizlet.
Modul Socioecopreuner Cilik Sebagai Inovasi Edukasi untuk Pengembangan Pariwisata Lokal di Kabupaten Pohuwato Abbas, Moh. Jenli; Samad, Pratiwi; Munir, Fairus Suryani
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (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.v6i4.3860

Abstract

The tourism industry of Pohuwato Regency, Bajo Torosiaje village, Gorontalo Province, particularly in the aspects of social, environmental, and economic sustainability, as well as efforts to improve the quality of human resources as a differentiator from other programs. This research uses a Research and Development (R&D) approach, focusing on the business planning of socioecopreneurship that encompasses entrepreneurship and social activity materials with the instilling of socioecopreneur character values, tailored for elementary school students. The data collection technique uses questionnaires and the data analysis technique involves descriptive statistical analysis. The research results show that the ecopreneurship-based learning approach significantly increases students' entrepreneurial interest and environmental literacy. The interest score increased from 69 to 72, while the percentage of students with low interest decreased from 27% to 3%. A total of 80% of students expressed satisfaction with the implementation of this module. This indicates a stronger understanding of sustainability and students' readiness to become young ecopreneurs who care about the environment.
Pengembangan E-Modul Berbasis Kodular Terhadap Kemampuan Komunikasi Matematis Siswa SMA pada Materi Trigonometri Mewan, Andreas; Hartono, Hartono; Abdillah, Abdillah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3862

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa e-modul Android yang mencapai kriteria valid, praktis dan efektif sehingga layak digunakan. Penelitian ini menggunakan metodologi Research and Development (R&D). Langkah-langkah untuk mengembangkan aplikasi ini menggunakan model ADDIE yang merupakan singkatan dari Analysis, Design, Development, Implementation dan Evaluation. Subjek dalam penelitian ini adalah siswa kelas X SMA Negeri 1 Ketungau Tengah yang berjumlah 23 siswa. Instrumen yang digunakan dalam penelitian ini adalah lembar validasi ahli media dan materi, angket respons guru dan siswa, dan posttest. Hasil penelitian terkait dengan kevalidan mencapai tingkat kevalidan dengan kategori "Sangat Valid" dengan kevalidan media mencapai 86,11% dan kevalidan materi mencaThis research aims to produce learning media in the form of an Android e-module that meets the criteria of being valid, practical, and effective, making it suitable for use. This research employs a Research and Development (R&D) methodology. The steps to develop this application use the ADDIE model, which stands for Analysis, Design, Development, Implementation, and Evaluation. The subjects of this research are 23 students from class X of SMA Negeri 1 Ketungau Tengah. The instruments used in this research include a media and material expert validation sheet, teacher and student response questionnaires, and a posttest. The research results related to validity reached a validity level categorized as "Very Valid" with media validity reaching 86.11% and material validity reaching 86%. It achieved a practicality level with the criteria "Very Practical" indicated by teacher response questionnaires scoring 85% and student response questionnaires scoring 93.51%. It achieved an effectiveness level with the criteria "Very Effective" based on the completeness scores determined by the school, with test results showing a student completeness percentage of 69.56%. Thus, it can be concluded that the modular-based e-module on students' mathematical communication skills regarding trigonometric comparison is suitable for use.pai 86%, mencapai tingkat kepraktisan dengan kriteria "Sangat Praktis" ditunjukan dengan angket respons guru yang mencapai nilai 85% dan angket respons yang diberikan siswa mencapai nilai 93,51%, mencapai tingkat keefektifan dengan kriteria "Sangat Efektif" berdasarkan nilai ketuntasan yang ditentukan sekolah dengan hasil tes menunjukan persentase ketuntasan siswa mendapatkan nilai 69,56%. Dengan ini dapat disimpulkan bahwa e-modul berbasis kodular terhadap kemampuan komunikasi matematis siswa pada materi perbandingan trigonometri layak digunakan.
Kajian Poskolonialisme dalam Novel Helen dan Sukanta Sebagai Sarana Pembentukan Karakter Nasionalisme pada Siswa Firmani, Sakinah Isna; Agustyowati, Diah Rahma Cahya; Safitri, Ruli Nur; Anggraeni, Vera Rahma
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3874

Abstract

This article will examine Pidi Baiq's novel Helen dan Sukanta using a postcolonialism approach. The study focuses on forms of hybridity and mimicry in the novel Helen dan Sukanta and their role as a means of shaping nationalism character in students. This research employs a qualitative descriptive method, with a literary postcolonialism approach. The research data consists of forms of mimicry and hybridity in Pidi Baiq's novel Helen dan Sukanta, as well as their connection to the formation of students' nationalism character. The data analysis process is conducted interactively, involving three stages: data reduction, data presentation, and conclusion drawing. The results of the postcolonialism study on Pidi Baiq's novel Helen dan Sukanta indicate that there are three forms of hybridity, consisting of (1) education and (2) attitude. The findings also reveal three forms of mimicry: (1) language, (2) appearance, and (3) weapons. The results of this study can also serve as a means of fostering nationalism character in students, as the postcolonialism analysis contains nationalist values. The formation of nationalist character through postcolonial studies can be integrated into Indonesian language subjects at the junior high school level and advanced Indonesian language courses at the senior high school level.
Meningkatkan Kemampuan Membaca Permulaan Melalui Media Kartu Suku Kata Bergambar pada Anak Disabilitas Intelektual Ringan Putri, Enjeli Dwi; Iswari, Mega; Rahmahtrisilvia, Rahmahtrisilvia; Zulmiyetri, Zulmiyetri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3881

Abstract

This study was motivated by a problem found at SLB Negeri 1 Linggo Sari Baganti involving Grade III students with mild intellectual disabilities. The purpose of this research was to examine the improvement of beginning reading skills through the use of pictured syllable card media. The study employed a Single Subject Research (SSR) method with an A-B design. Phase (A) represented the initial condition before the intervention, while Phase (B) was the intervention phase where students received treatment using pictured syllable cards. The baseline phase (A) was conducted over three sessions. The intervention phase (B), using the pictured syllable card media, was conducted over nine sessions. The research results showed that in the baseline phase (A), the percentage scores were 12.5%, 12.5%, and 12.5%. In the intervention phase (B), the scores increased to 25%, 25%, 37.5%, 50%, 62.5%, 75%, and reached 100% in the final three sessions. Based on the findings, it can be concluded that the use of pictured syllable cards during the intervention phase was effective in improving beginning reading skills in students with mild intellectual disabilities
Pengaruh Penerapan Model Pembelajaran Contextual Teaching and Learning (CTL) untuk Meningkatkan Lingkungan Belajar yang Kolaboratif dalam Mata Pelajaran IPAS Siswa Kelas III SDN 01 Lubuk Alung Basra, Melani; Hidayati, Abna; Rayendra, Rayendra; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3882

Abstract

This research aims to determine the effect of applying the Contextual Teaching and Learning (CTL) model in enhancing a collaborative learning environment and student learning outcomes in the IPAS subject for grade III at SDN 01 Lubuk Alung. The identified issue is the lack of collaboration among students during the learning process, which affects the low learning outcomes. The learning model previously used was less supportive of active student interaction in understanding the material. This type of research is quantitative research with a Quasi-Experimental approach. The population of this study is the third-grade students of SDN 01 Lubuk Alung. The research sample consists of two classes, namely the experimental class and the control class, each consisting of 25 students. The data collection technique used achievement tests that were analyzed using a t-test. The research results show that the calculated t-value = 5.34 and the tabel t-value = 2.01 at a significance level of α = 0.05, which means the calculated t-value is greater than the tabel t-value (calculated t > tabel t). Thus, it can be concluded that the hypothesis is accepted and there is a significant effect of the application of the Contextual Teaching and Learning model to improve the collaborative learning environment in the IPAS subject of grade III SD 01 Lubuk Alung. The application of the Contextual Teaching and Learning model to enhance the collaborative learning environment has proven to be effective.  
Pengembangan Video Pembelajaran Matematika Berbasis Aplikasi Geogebra untuk Meningkatkan Pemahaman Konsep Siswa Kelas VIII SMP Negeri 1 Belitang Hilir Dalam Materi Persamaan Garis Lurus Firanti, Firanti; Alhadad, Syarifah Fadillah; Muchtadi, Muchtadi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3883

Abstract

This study aims to develop learning media in the form of a GeoGebra application-based math learning video to improve the understanding of the concepts of students in grade VIII of SMP Negeri 1 Belitang Hilir. This Research is a Development Research (R&D) using the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects in the study consisted of material and media experts (as validators), as well as students and teachers (as product trial subjects). Data collection techniques were conducted through indirect communication, using instruments in the form of expert validation sheets, teacher response questionnaires, and student response questionnaires. The results of validation by material experts showed a validity level of 91.9% and by media experts of 93.84%, both of which were included in the very valid category. The teacher response questionnaire showed a practicality level of 97.64%, while the student response questionnaire was 90.13%, both included in the very practical category. In addition, the posttest results showed the effectiveness level of the learning media of 77.28% which was included in the effective category. Thus, the GeoGebra-based learning video media developed is considered valid, practical, and effective for use in learning mathematics.
Pengaruh Penggunaan Media Pembelajaran Quizizz pada Mata Pelajaran Informatika Terhadap Kemampuan Berpikir Kritis Siswa di SMP Negeri 5 Kuningan Nabilah, Adelia Yuke; Haerudin, Haerudin
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3896

Abstract

This study aims to determine the effect of using the Quizizz learning media on students' critical thinking skills in the subject of Informatics at SMP Negeri 5 Kuningan. This research uses a quantitative method with a quasi-experimental design involving two groups, namely the experimental group that is treated using the Quizizz media and the control group that uses the lecture method. Data will be collected through pretests and posttests to measure the improvement in students' critical thinking skills. The data collection technique in this research is using a questionnaire to determine the effectiveness of the Quizizz media on students' critical thinking skills. The results of the study are expected to provide a positive contribution to the development of more interactive and effective learning methods. Based on the hypothesis test, the average value of the results of students' critical thinking skills in the experimental class was 78.70, while the control group was 60.83. The results of the t-test showed a significance value (2-tailed) of 0.000 <0.05, it can be concluded that there is an influence of the use of Quizizz learning media on students' critical thinking skills and is included in the good category. The results of the distribution of student response questionnaires to see the influence of the use of Quizizz learning media on students' critical thinking skills with the results of the analysis stated that the overall average percentage was 81% and was included in the good category.
Gamifikasi Pembelajaran Menyimak: Efektifitas Permainan “Simon Says” dalam Meningkatkan Kemampuan Auditori Siswa Dakka, Litha Nesidekawati; Alfian, Heri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (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.v6i5.3897

Abstract

This study investigated the effectiveness of the "Simon Says" game in improving students' listening skills, specifically focusing on their auditory comprehension abilities. Employing a pre-experimental design with pretest and posttest, the research involved first-year students at SMP Negeri 1 Tirawuta. Data were collected using listening tests administered before and after implementing the "Simon Says" game as a teaching intervention over eight meetings. The results demonstrated a significant improvement in students' listening skills. The mean score increased from 6.43 to 7.93 for comprehension of spoken statements and from 3.8 to 6.5 for comprehension of dialogues. Statistical analysis using a t-test confirmed the significance of these improvements (t-test values of 5.884 and 6.825 for spoken statements and dialogues, respectively, both exceeding the t-tabel value of 2.045 at df=29 and p<0.05). These findings indicated that the "Simon Says" game is an effective gamification strategy for enhancing students' auditory skills in English language learning, making the learning process more engaging and less stressful. It is recommended that English teachers incorporate this game into their listening lessons.

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