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 Media Game Education Berbasis Web dalam Meningkatkkan Kemampuan Mengenal Bilangan pada Disabilitas Rungu (Single Subject Research Kelas II di SLB Negeri 2 Padang) Jayanti, Sekar Dwi; Rahmahtrisilvia, Rahmahtrisilvia; Taufan, Johandri; Zulpiani, Mardhatilla; Irdamurni, Irdamurni
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.v6i5.4087

Abstract

This research is based on the problems discovered by the researcher at SLB Negeri 2 Padang. A hearing-impaired student in grade II who still does not recognize numbers. This study aims to improve the ability to recognize numbers using web-based educational game media. The research uses a quantitative approach and the type of research used in this study is experimental research in the form of single subject research (SSR), with an A-B-A design. The results of the study showed that the Baseline (A) condition was carried out three times and obtained a stability presentation of 30% each. Which shows a horizontal directional trend. And in the condition of Intervention (B) which was carried out 7 times by observers and obtained an increase of 90%. Which shows an increasing trend of direction with a change level (+50) and at baseline conditions (A2) that is carried out 3 times to obtain a stable percentage of 30%, indicating a tendency to increase with the change level (+5). It can be said that there is an increase in recognizing numbers by using game education media which shows the percentage of data with an overlap of 0%. Based on the results of the study, it can be concluded that web-based game education media can improve the ability to recognize numbers in children with hearing disabilities
Peningkatan Hasil Belajar Peserta Didik pada Elemen Mengenal Lingkungan Sekitar Menggunakan Model Problem Based Learning di Kelas IV SDN 03 Malepang Santifa, Viza; Masniladevi, Masniladevi; Astimar, Nelly; Anita, Yesi
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.v6i5.4088

Abstract

This study aims to describe the improvement in student learning outcomes in the element of recognizing the surrounding environment using the Problem-Based Learning (PBL) model in Grade IV of SDN 03 Malepang. The approaches used are qualitative and quantitative. This research is a Classroom Action Research (CAR) conducted in two cycles, with Cycle I consisting of 2 meetings and Cycle II consisting of 1 meeting. Each cycle includes four stages: planning, implementation, observation, and reflection. Data collection techniques include observation, tests, non-tests, and document analysis. The results of the study showed improvements in every aspect. The preparation of teaching modules increased from 93.7% to 100% (SB), teacher performance from 89.28% to 96.42% (SB), and student performance from 85.71% to 96.4% (SB). Students' narrative writing skills also improved from 75.4% (C) to 83.96% (B). Thus, the Problem-Based Learning (PBL) model effectively enhances learning outcomes for fourth-grade students at SDN 03 Malepang.
Prevalensi ADHD pada Anak di Indonesia: Tinjauan Sistematis Literatur Nasri, Yosa Yulia; Aldina, Cahya; Mutmainnah, Hafizah; Marlina, Marlina
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.v6i5.4089

Abstract

Attention Deficit Hyperactivity Disorder (ADHD) is a developmental disorder that affects academic, social, and emotional functioning. In Indonesia, the prevalence rate is significant, yet comprehensive reviews are still limited. The aim is to systematically review the prevalence of ADHD in Indonesia across various age groups and identify factors influencing its diagnosis and management. This study uses a systematic literature review approach. The data sources for this literature review include articles published in scientific journals, totaling 30. Some databases used include Google Scholar, Sage Publications, EBSCO, and repositories of higher education institutions in Indonesia. To ensure the validity and reliability of the findings, every step in this systematic literature review process follows standard guidelines such as PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses). Qualifying studies were analyzed descriptively. The analysis results show that according to the National Statistics Agency (BPSN) in 2021, about 20% of children and adolescents in Indonesia experience mental health problems, including ADHD, equivalent to 16.8 million individuals. A 2019 study at the Disability Children Foundation of Surakarta (YPAC) reported a prevalence of ADHD of 26.4% among children. Symptoms vary by age, with late diagnosis commonly occurring in adults. Socio-cultural factors, stigma, and limited access to mental health services are major obstacles
Pengembangan Media Video Pembelajaran Berbasis Canva pada Pembelajaran Pendidikan Pancasila Materi Bahasa Indonesia Sebagai Bahasa Persatuan di Kelas IV Sekolah Dasar Atika, Diadara; Masniladevi, Masniladevi; Anita, Yesi; Fitria, Yanti
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.v6i5.4090

Abstract

The purpose of this research is to develop Canva-based video learning media for learning. This research is a research development study or Research and Development (R&D) using the ADDIE model which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. After analyzing the facilities and infrastructure, curriculum, needs, and materials, the researcher designed Canva-based video learning media, which was then validated by material experts, language experts, and media experts. The results showed that the Canva-based learning video media is very valid with a score of 96% by material experts, 98% by language experts, and 91% by media experts, with an average validity of 95%. The practicality test results showed that the learning video media is very practical with a score of 96% by teachers and 93% by students at SD N 02 Pasaman, as well as 93% by teachers and 92% by students at SD N 09 Pasaman. The effectiveness test results showed that the learning video media is very effective to use at SDN 02 Pasaman with an N-Gain score of 86% (high) and at SDN 09 Pasaman with an N-Gain score of 80% (high). Therefore, the Canva-based learning video media is stated to be valid, practical, and effective for use in Pancasila education learning in the fourth-grade elementary school.
Efektivitas Penggunaan Platform E-Learning Berbasis Moodle untuk Meningkatkan Motivasi Belajar Siswa Khoirujzaman, Haykal Kholid; Nasrulloh, Sofhian Fazrin
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.v6i5.4091

Abstract

The rapid development of information and communication technology demands the integration of digital platforms in education to enhance student learning motivation, particularly in vocational high schools. This study aims to measure the effectiveness of using the Moodle-based e-learning platform in improving students’ motivation in the subject of Computer and Basic Networking. The method used was quantitative with a pre-experimental approach and a one-group pretest-posttest design. The research subjects were 33 tenth-grade students at SMKN 2 Kuningan. Data collection techniques were carried out through observation and a learning motivation questionnaire administered before and after the implementation of Moodle. The data were analyzed descriptively and quantitatively. The results showed a significant increase in students’ learning motivation after using Moodle, as evidenced by the Wilcoxon Signed Ranks Test and a large effect size. It is concluded that Moodle is effective in enhancing students’ learning motivation, especially in practice-based and technical subjects. The implication is that Moodle can serve as a strategic alternative for implementing interactive, flexible, and student-centered digital learning, while also encouraging teachers to adopt more innovative, technology-based teaching approache
Analisis Kemampuan Siswa Kelas IV Menyelesaikan Soal Cerita KPK dan FPB Berdasarkan Newman Error Analysis Mardiyah, Resa Siti; Muiz L, Dindin Abdul; Apriani, Ika Fitri
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.v6i5.4092

Abstract

This study aims to describe the problem-solving ability of grade IV students in working on story problems based on Newman Error Analysis. The research method used is descriptive with a qualitative approach. The subjects in this study were 21 students in grade IV of SDN 1 Rahayu with high, medium, and low criteria. The data collection technique was carried out by a written test and interviews using a five-question research instrument on problem-solving skills and interview guidelines. The data analysis technique in this study is triangulation. The results of the study showed that the solving ability of grade IV students in solving story problems reached an average of 60%. The factors that cause students to make mistakes are because students are less fluent in reading, lack of understanding of the material, lack of precision, and students are not used to writing answers in a structured and detailed manner.
Penerapan Metode Cooperative Script Menggunakan Media Mind Mapping untuk Meningkatkan Pemahaman Siswa pada Mata Pelajaran IPS di MTsN 3 Kuningan Ridzik, Azmi Abu; Zakaria, Yoyo
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.v6i5.4093

Abstract

This study aims to determine the effectiveness of implementing the Cooperative Script method using Mind Mapping media in improving students’ comprehension in Social Studies subjects at MTsN 3 Kuningan. The scope of the study focuses on ninth-grade students with a total sample of 30 participants. This research employed an experimental method with a pretest-posttest control group design. Data were collected through written tests administered before (pretest) and after (posttest) the learning method was applied. Data analysis was conducted using the t-test to examine differences in learning outcomes before and after treatment. The results showed a significant improvement in students’ comprehension, with the posttest mean score (80.00) being higher than the pretest mean score (50.00). The t-count value (2.382) was greater than the t-table value (2.042), with a significance level of 0.000 (< 0.05), indicating that the alternative hypothesis was accepted. It can be concluded that the Cooperative Script method combined with Mind Mapping media is effective in enhancing students’ learning outcomes. The implications of this research suggest that teachers can utilize this method and media to create more active, creative, and motivating learning environments for better material comprehension.
Penerapan Metode Pembelajaran Discovery Learning Menggunakan Aplikasi Quizizz untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran TIK di SMPN 1 Lebakwangi Yasa, Regita Amelia; Zakaria, Yoyo
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.v6i5.4097

Abstract

This study was motivated by the low learning outcomes of students in Information and Communication Technology (ICT) at SMPN 1 Lebakwangi due to the use of conventional methods that are passive and lack interactivity. To address this issue, the Discovery Learning method was implemented with the assistance of the Quizizz application as an interactive, enjoyable, and educational game-based platform capable of providing immediate feedback. The objective of this study is to determine students' learning outcomes before and after the implementation of Discovery Learning assisted by Quizizz, as well as to analyze its impact on improving learning outcomes. The research method used a quasi-experimental design with a One Group Pretest-Posttest design. The research sample consisted of 31 ninth-grade students from Class IX A, selected using purposive sampling. Data were collected through observation, learning achievement tests (pretest and posttest), and student response questionnaires, then analyzed using normality, homogeneity, and t-tests with the help of SPSS version 26. The results of the study showed a significant increase in the average learning achievement of students. Student responses were also very positive; they felt more active, motivated, and able to understand the material more easily
Penerapan Pembelajaran Mendalam (Deep Learning) Berbasis Teori Belajar Humanisme untuk Meningkatkan Kemampuan Belajar Peserta Didik Simamora, Rona Marisa; Sitepu, Edy Petra Kristian; Sinaga, Rianda; Lahagu, Kristiani; Sitorus, Juriani; Manik, Efron; Pangaribuan, Firman
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.v6i5.4098

Abstract

This study aims to determine the effect of implementing deep learning based on humanistic learning theory on the learning abilities of students at Methodist Kuala Private Junior High School. This study uses a quasi-experimental design with a pretest-posttest control group design. The research subjects consist of two classes, namely class VIII-1 as the experimental class and class VIII-2 as the control class, each consisting of 32 students. The research instrument consists of a learning ability test administered to both groups before (pretest) and after the intervention (posttest). The data obtained were analyzed using a t-test to examine differences in learning outcomes between groups, as well as N-Gain calculations to determine the level of improvement in learning ability. The results showed that the initial abilities of the two groups were relatively equal. However, after the treatment, the experimental class achieved higher posttest scores (M = 87.5; SD = 7.16) with an N-Gain of 0.71 (high category), compared to the control class (M = 82.3; SD = 7.37) with an N-Gain of 0.59 (moderate category). The t-test results showed a significant difference (p < 0.05) in learning outcomes after the treatment. These findings indicate that humanistic theory-based deep learning is effective in improving students' learning abilities while creating an empathetic and supportive learning environment.
Eksplorasi Alat Musik Angklung Terhadap Konsep Tabung Simamora, Rona Marisa; Tambunan, Hardi; Simanjuntak, Ruth Mayasari
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.v6i5.4099

Abstract

This research uses a qualitative approach with exploratory research type. The study was conducted in class IX of SMP Santo Mikael Indramayu with a sample of 30 students to integrate the concept of mathematical three-dimensional shapes through the exploration of the traditional musical instrument angklung. The research instruments used included observation sheets to record student activities and interactions, and interview guides to explore the responses of students and teachers to exploration-based learning. The data obtained were analyzed using qualitative descriptive analysis techniques, namely by reducing the data, presenting the data in narrative form, and drawing conclusions. The measurement data was used to calculate the surface area and volume of the cylinder, while also observing the relationship between the size of the cylinder and the notes produced. The results show that tubes with large diameter and height produce low tones, while smaller sizes produce high tones. This contextual approach based on ethnomathematics enhances student engagement, understanding of concepts, and critical thinking skills. Learning becomes more meaningful as mathematics is seen as a part of daily life and culture, in line with contextual learning theory and ethnomathematics.

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