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
Efektivitas Model Cooperative Learning Berbantuan Media Quizwhizzer untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Bahasa Inggris Kelas X Melia, Revi; Ripai, Ipan
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.v6i5.4029

Abstract

This study aims to determine the effectiveness of the Cooperative Learning model assisted by the quizwhizzer media in improving students' learning outcomes in English subjects for Grade X at MA Subulul Huda Darma. The study employs a quantitative approach with a quasi-experimental method and a Nonequivalent Control Group Design. The sample consisted of two classes: the experimental class, which used the Cooperative Learning model with Quizwhizzer, and the control class, which used conventional methods. Data collection was conducted through pretest and posttest, analyzed using normality test, homogeneity test, and an Independent Sample T-Test. The hypothesis test results showed a significance value (Sig. 2-tailed) of 0.000 < 0.05, indicating a significant difference in learning outcomes between the two classes. Thus, the use of the Cooperative Learning model assisted by Quizwhizzer media proved effective in improving students' learning outcomes. This model is capable of creating an interactive, enjoyable learning environment and increasing students' active engagement.  
Inovasi Manajemen Pemasaran dalam Perspektif Islam Arif, Miftakhul
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.v6i5.4030

Abstract

This research aims to examine how innovative marketing management strategies are implemented in higher education. Strategies to attract new customers and retain old customers require universities to develop a competitive advantage based on the quality of their services. This study uses a qualitative method with a type of library research. The data used in this research comes from scientific articles published in academic journals, research report results, and other related documents. Data was collected using documentation study techniques. Meanwhile, the analysis technique used is content analysis, which aims to evaluate the content of the collected literature. The findings of this research indicate that the marketing management of educational services from the perspective of the Qur'an can be carried out through the methods of bil hikmah, mauidhah hasanah, and al jidal billati hiya ahsan. The orientation and model of service marketing are implemented in a holistic spiritual manner based on religious values.  
Strategi Peningkatan Sistem Penjaminan Mutu pada Lembaga Pendidikan Tinggi Islam Arif, Miftakhul
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.v6i5.4031

Abstract

The purpose of this study is to analyze the strategy of the quality assurance system of Islamic higher education in improving the quality of institutions in the era of globalization and the industrial revolution 4.0. Quality assurance is seen as important as a quality control instrument in maintaining and developing the quality of education. This research uses a qualitative method with the type of library research. Data were obtained from scientific articles published in academic journals, research reports, and other related documents using documentation techniques. Data analysis was conducted through content analysis to evaluate the content of the collected literature. The results showed that the application of total quality management in education can encourage more effective and sustainable institutional change. In the context of higher education, assessment and accreditation that have been focusing on inputs and outputs can be improved through the application of total quality management that integrates inputs, processes, and outputs as a whole.
Pengaruh Penerapan Media Video Animasi Berbasis Powtoon Terhadap Hasil Belajar Siswa pada Mata Pelajaran Pendidikan Pancasila di Kelas VIII SMPN 4 Darma Juliany, Leni; Haerudin, Dodi Ahmad
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.v6i5.4033

Abstract

The purpose of this study was to determine the effect of the application of Powtoon-based animated video media on student learning outcomes in Pancasila Education subjects in class VIII SMP Negeri 4 Darma. The research used a quantitative method with a quasi-experimental design type Nonequivalent Control Group Design, where class VIII A was used as the experimental class and VIII B as the control class. Data collection techniques were carried out through multiple choice tests, documentation, and interviews, with the main instrument being a learning outcome test. Data analysis used Mann-Whitney test and N-Gain test. The results showed that there was no significant effect between the application of Powtoon-based animated video media and student learning outcomes, as indicated by the Asymp.Sig (2-tailed) value of 0.250> 0.05. However, there is an increase in learning outcomes after being given treatment with an average N-Gain value of 0.52451 which is in the moderate category. This shows that even though the research hypothesis is rejected, the use of Powtoon media still has a positive impact on increasing student understanding. Therefore, the results of this study can be used as evaluation and consideration material for teachers to develop digital learning media in Pancasila Education subjects, so that the learning process is more interesting, interactive, and able to encourage increased student learning outcomes in the future
Efektivitas Model Game Based Learning Menggunakan Aplikasi Blooket dalam Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Bahasa Inggris Kelas VII di SMP Negeri 2 Cikijing Widiantika, Wafa; Haerudin, Dodi Ahmad
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.v6i5.4034

Abstract

The background of this research is the low learning outcomes of students due to the dominance of lecture methods and the lack of utilization of technology-based learning media. This study aims to determine the effectiveness of the Game Based Learning model assisted by the Blooket application in improving the learning outcomes of seventh-grade students in English subjects at SMP Negeri 2 Cikijing. This research employs a quantitative approach with a quasi-experimental method and an Nonequivalent Control Group Design. The sample consists of two classes: an experimental class that uses the Game Based Learning model assisted by the Blooket application, and a control class that uses conventional methods. Data collection techniques were carried out through pretests and posttests, which were then analyzed using normality tests, homogeneity tests, and t-tests (Independent Sample T-Test). The results of the hypothesis test show that the significance value (Sig. 2-tailed) is 0.000 < 0.05, indicating a significant difference in learning outcomes between the two classes. Therefore, the use of the Game Based Learning model supported by the Blooket application is proven to be effective in enhancing students’ learning outcomes. This model successfully creates an engaging and interactive learning environment that fosters student motivation and active participation in English learning.
Efektivitas Model Pembelajaran Project Based Learning (PjBL) Berbantuan Kahoot untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Karmila, Mia; Ripai, Ipan
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.v6i5.4035

Abstract

The purpose of this study was to determine the effectiveness of student learning outcomes in the subject of Informatics at MA Subulul Huda Darma, influenced by the use of the Project Based Learning (PjBL) model assisted by Kahoot. The PjBL approach was applied to create a more active, creative, and enjoyable learning environment. The research method used was a pre-experimental design with a one-group pretest-posttest design. The population in this study consisted of all 11th-grade students at MA Subulul Huda Darma enrolled in the Informatics subject, with a sample size of 30 students. To collect the data, learning outcome tests were administered before (pre-test) and after (post-test) the treatment. The pre-test results showed an average score of 62.83, while the post-test results showed an increased average score of 82.50. Based on data analysis using SPSS version 26 with the paired sample t-test, the significance value (2-tailed) was 0.000 < 0.05, indicating that H₀ is rejected and Hₐ is accepted. Therefore, there is a significant difference between the pre-test and post-test scores. These results indicate that the use of the Project Based Learning model assisted by Kahoot is effective in improving student learning outcomes in the Informatics subject at MA Subulul Huda Darma.
Pengembangan Media Pembelajaran Interaktif Berbasis Educaplay pada Mata Pelajaran Informatika di SMP Negeri 1 Ciwaru Fuadi, Wafa; Nurjanah, Hifni Fitriah
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.v6i5.4036

Abstract

This study aims to develop interactive learning media based on Educaplay in class VII Informatics subjects at SMP Negeri 1 Ciwaru. The background of this research is based on the low motivation of students in learning Informatics which is still dominated by the lecture method, and not optimal utilization of technology-based learning media. This research uses the development research method (Research and Development) with the ADDIE model. The subjects of this study were 30 seventh grade students. Data collection was done through observation, interviews, and questionnaires. Product validation was conducted by material experts and media experts. The results of the material expert validation showed a feasibility percentage of 92% (very feasible category), while the media expert validation obtained a percentage of 86% (very feasible category). Product trials were conducted through beta test 1 (small group) and beta test 2 (large group). The results of beta test 1 obtained a percentage of 75% (decent category), and beta test 2 obtained a percentage of 88% (very decent category). Based on the results of validation and trials, Educaplay-based interactive learning media is declared feasible for use as an alternative learning media that can increase student involvement and motivation in learning Informatics. This media can provide a more enjoyable, contextual, and interactive learning experience.
Pengembangan Media Pembelajaran Game Edukasi Quizalize untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Bahasa Indonesia Kamiliya, Khansa; Nurjanah, Hifni Fitriah
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.v6i5.4037

Abstract

The purpose of this research is to develop valid and effective educational game learning media based on Quizalize, as well as to enhance the learning motivation of tenth-grade students at SMA Negeri 1 Jalaksana. The method used in this research is the ADDIE development model, which consists of five stages: analyze, design, development, implementation, and evaluation. The subjects of this research involve 30 students from class X-M-7. The development process begins with an analysis of student needs and the curriculum, followed by the design of media that includes creating biographical content, interface design, and developing interactive quizzes. Media validation is conducted by two experts, namely a content expert and a media expert, who provide assessments of the feasibility of the developed media. The results of the validation showed that the developed learning media meets the eligibility criteria with a percentage of 92% from material experts and 91% from media experts, categorized as very good. The analysis results indicated a significant increase in student learning motivation after using the Quizalize media, with the average motivation score rising from 70 to 85. The conclusion of this study is that the Quizalize-based educational game learning media developed is not only valid and feasible to use, but also effective in enhancing student learning motivation in the Indonesian language subject on biography material.
Pengembangan Media Pembelajaran Interaktif Berbasis Blooket pada Mata Pelajaran Informatika di SMP Negeri 1 Cigandamekar Andrean, Anre; Nurjanah, Hifni Fitriah
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.v6i5.4038

Abstract

This study aims to develop interactive learning media based on Blooket in Informatics subjects, especially data analysis material for class VIII SMP Negeri 1 Cigandamekar. The method used is Research and Development (R&D) with the ADDIE model which includes five stages: analysis, design, development, implementation, and evaluation. Research data were collected through validation questionnaires from material experts, media experts, and student responses at the trial stage, while qualitative data were obtained through observations and field notes. Data analysis was conducted using quantitative and qualitative descriptive analysis techniques. The validation showed that the material expert gave a feasibility percentage of 90% and the media expert of 92%, both categorized as “very feasible”. Student trials were conducted in two stages, namely small group tests (6 students) with a percentage of 85% and large group tests (20 students) with a percentage of 82%, both of which were categorized as “very good”. These results show that Blooket learning media is effective in increasing students' interest and motivation to learn. Blooket is able to create a more interactive and competitive learning atmosphere. Recommendations are addressed to teachers to utilize Blooket in learning and to further researchers to develop this media at other levels and subjects to obtain broader and deeper results.
Pengembangan Media Pembelajaran Video Animasi Berbasis Animaker pada Mata Pelajaran IPS di SMP Negeri 2 Kadugede Pika, Yuni Nur; Nurjanah, Hifni Fitriah
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.v6i5.4039

Abstract

The lack of the use of technology-based learning media, especially in Social Sciences subjects, causes students to feel bored and easily sleepy because learning feels monotonous. This research aims to develop animated video learning media based on Animaker for IPS subjects at SMP Negeri 2 Kadugede. The development model used is ADDIE, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects of the study involved 20 eighth-grade students conducted in 2 trial cycles, namely a small group of 6 people and a large group of 14 people. Data collection techniques were carried out using validation sheets and feasibility questionnaires by users (students). The results showed that the validity of the media obtained a value of 100% in the "Very Feasible" category from material experts and 91% in the "Very Feasible" category from media experts. Beta test 1 obtained a percentage of 73% in the "Good" category and beta test 2 obtained a percentage of 91% in the "Very Good" category. It can be concluded that the development of Animaker-based animated video learning media is suitabel for use in Social Studies learning.

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