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
Rancang Bangun Sistem Informasi Puskesmas Berbasis Website Menggunakan Framework Laravel Sopiah, Ripki Ramdani; Nasrulloh, Sofhian Fazrin
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.v6i6.4101

Abstract

Primary Health Centers as the forefront of health services, face challenges in manual data management and suboptimal information dissemination. The issuance of Minister of Health Regulation No. 19 of 2024 mandates the digitization of services. This research aims to design and build a website-based Puskesmas information system to address these challenges. The research method used is Research and Development (R&D) with the Rapid Application Development (RAD) model, comprising Requirements Planning, Design Workshop, and Implementation phases. The result of this research is a functional information system with two main components: a public-facing frontend for information dissemination and a role-based admin panel (backend) for data management. The system successfully implements key features such as dynamic content management, an interactive activity schedule, a role-based multi-admin system, and a digital form for the Simple Elderly Health Screening (SKILAS). Based on the results of expert and user validation testing, the system achieved a functionality and usability feasibility score of 90%, categorized as "Highly Feasible". Therefore, the developed system is expected to be a solution to improve data management efficiency, accelerate reporting flows, and enhance the quality of health information services to the community.
Pengembangan Multimedia Pembelajaran Interaktif Berbasis Platform Genially pada Materi Perangkat Keras Komputer (Hardware) Pelajaran Informatika di Kelas VII SMPN 3 Kuningan Firjatullah, Rizal; Fitriah Nurjanah, Hifni
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.v6i5.4102

Abstract

This study aimed to design and develop interactive learning multimedia utilizing the Genially platform to support the teaching of hardware concepts for seventh-grade junior high school students. The research adopted a Research and Development (R&D) approach, employing the Alessi and Trollip model, which encompasses the planning, design, and development phases. Participants included subject matter experts, media experts, and 30 students from SMPN 3 Kuningan. Data were gathered through observations, interviews, questionnaires, and pretest–posttest assessments, and analyzed using descriptive statistics, percentage scores, and Likert-scale evaluations. Validation results demonstrated a high level of feasibility (84%), with positive learner responses of 75.25% in the small-group trial and 87% in the large-group trial. Furthermore, posttest scores showed a statistically significant improvement compared to pretest scores. These findings indicate that the Genially-based multimedia is both pedagogically feasible and effective in enhancing students’ comprehension of hardware-related content.
Pembelajaran Berbasis Permainan: Upaya Mengurangi Kecemasan Matematika dan Meningkatkan Pemahaman Materi Pecahan Sopiana, Ari Rofi; Isrok’atun, Isrok’atun; Irawati, Riana
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.v6i6.4103

Abstract

The research was conducted based on the high level of math anxiety among students in mathematics learning, which affects their learning outcomes. Therefore, efforts need to be made to reduce students' math anxiety levels by using game-based learning. This research is quantitative research using a quasi-experimental research method with a nonequivalent control group design. The population in this study was SDN Surian District, Sumedang City, with sampling using purposive sampling of fifth-grade students at SDN Pari and SDN Surian who had high math anxiety. Data analysis techniques included normality tests, nonparametric tests (Mann-Whitney test & Kendall tau test). The results of the study indicate that game-based learning can reduce students' math anxiety levels, and there is a correlation between the reduction in students' math anxiety and their mathematics learning outcomes, particularly in the fractions material. Additionally, there is a difference between the learning outcomes of students using the game-based learning method and those using the conventional learning method.  
Penerapan Gamifikasi Adaptif Terhadap Pengembangan Berpikir Kreatif Matematis Ditinjau dari Gaya Kognitif Bilqisthi, Nadaina; Faridah, Luluk; Haryono, Heny Ekawati
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.v6i5.4111

Abstract

Mastery of concepts and creative thinking in problem-solving can be facilitated through gamification. This study aims to describe the mathematical creative thinking abilities of students at SMK Darul Ma’wa Plandirejo on the topic of probability using a gamification-based approach, viewed from the cognitive styles of Field Independent (FI) and Field Dependent (FD). A descriptive qualitative method was employed. Research instruments included a creative thinking test, gamified learning via Kahoot and Google Form, and semi-structured interviews based on Munandar’s indicators of creative thinking: fluency, flexibility, originality, and elaboration. The findings show that students with an FI cognitive style outperformed FD students across all indicators—fluency, flexibility, elaboration, and originality. In contrast, FD students demonstrated more varied results but did not exceed the performance of FI students. This study presents a novel finding that gamification through Kahoot can enhance student motivation and engagement in the learning environment. Furthermore, it highlights significant implications for teachers in designing appropriate, adaptive, and innovative technology-based learning to meet the diverse cognitive styles of students.
Deteksi Serangan DDoS Menggunakan Deep Learning dalam Administrasi Jaringan Zukipli, Zukipli; Riskila, Aprila Kusuma; Saputra, Eko; Syaikhurrahman, Muh; Prasetyo, Bimo
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.v6i6.4112

Abstract

The DDoS (Distributed Denial-of-Service) attack detection system aims to enhance network security across all aspects of internet technology utilization. One of its applications is in SPKLU (Public Electric Vehicle Charging Stations). This research aims to detect DDoS attacks using deep learning in network administration. The study employs a deep learning approach utilizing Convolutional Neural Network (CNN) on a public dataset. Based on our study and analysis results, CNN has a precision rate of 95%. The high accuracy and balanced performance against various types of attacks indicate the potential application of this model in real-world situations. This model shows promising performance in detecting various network traffic anomalies, providing important insights related to its potential practical use. Further research is still needed to enhance resilience against evolving DDoS attack tactics and to address potential limitations that may exist.
Pengaruh Media Visualisasi Infografis Berbasis Coreldraw untuk Meningkatkan Pemahaman Siswa dalam Mata Pelajaran Desain Grafis Kelas X RPL di SMK Pertiwi Kuningan Arsyad, Firdaus; Zakaria, Yoyo
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.v6i6.4113

Abstract

The purpose of this study was to determine the effect of using infographic visualization media based on CorelDRAW on improving students' understanding in the subject of Graphic Design class X RPL at SMK Pertiwi Kuningan. The research method used was a quantitative method with a pre-test - post-test control design. The population of the study consisted of students of class X RPL. The sample used in this study was students of class X RPL 3 with a total of 36 students, and the sampling technique used was purposive sampling. Data collection techniques were carried out through observation, test techniques, and questionnaires. The data analysis technique in this study was normality test, homogeneity test, and hypothesis testing (T-Test). The results of the study showed an increase in students' understanding after using infographic visualization media based on CorelDRAW. Based on the calculation of hypothesis testing (t-test), it was known that the average post-test score was 85.00, while the pre-test score was 70.00, so it was known that the post-test score was higher than the pre-test score. It was also known that the t-count value was 1.906, and the t-table value was 1.688. Therefore, it can be concluded that t-count > t-table (1.906 > 1.688) and the significance value was less than 0.05 (p = 0.000 < 0.05), so it can be stated that there was a significant difference in the increase in learning outcomes between the pre-test and post-test scores. Thus, it can be concluded that H0 was rejected and Ha was accepted.  
Konsep Tata Artistik pada Malva Makeup Artist Ade, Aisya; Fauzi, Muhammad
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.v6i6.4114

Abstract

This article discusses the concept of artistic makeup by Malva Makeup Artist, a professional in the makeup industry. The article explores how Malva Makeup Artist applies the principles of art, innovation, and uniqueness to create captivating and original makeup looks. It delves into the use of color, composition, arrangement, and creative techniques employed by Malva Makeup Artist. Additionally, the article highlights the exploration of current styles and trends, the creation of unique characters and themes, and the personalization of looks to emphasize each client's individuality. This article serves as a source of inspiration for professionals and makeup enthusiasts alike, offering insights on developing skills to create mesmerizing makeup looks
Manajemen Pembinaan Akhlak Mulia pada Siswa Melalui Program Ekstrakurikuler Keagamaan di SD Islam Terpadu Se-Kecamatan Panyabungan Kabupaten Mandailing Natal Nurhayani, Nurhayani; Zulhimma, Zulhimma; Hasibuan, Zainal Efendi
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.v6i5.4115

Abstract

The purpose of this research is to describe the management of noble character development through religious extracurricular activities in Integrated Islamic Elementary Schools in Panyabungan District, Mandailing Natal Regency. The study employed a descriptive qualitative method using observation, interviews, and documentation as data collection techniques. The subjects included principals, vice principals for student affairs, and extracurricular supervisors at SD IT Al-Munawwar, SD IT Al-Husnayain, and SD IT Al-Furqon. Data were analyzed using Miles and Huberman’s interactive model, consisting of data reduction, data display, and conclusion drawing. The findings indicate that management functions—planning, organizing, implementing, and supervising—were systematically applied. Planning was carried out through annual programs, syllabi, and lesson plans; organizing involved a clear division of responsibilities; implementation was conducted regularly using methods of exemplification, habituation, and wise advice; while supervision was done through periodic evaluations. Supporting factors included adequate facilities, a religious school culture, and teacher involvement, whereas inhibiting factors were the lack of focus among some students. Thus, religious extracurricular activities significantly contribute to the development of students’ noble character in Integrated Islamic Elementary Schools
Eksplorasi Alat Musik Keteng-Keteng Terhadap Bangun Ruang Sisi Lengkung Tabung Sitepu, Edi Petra; 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.v6i5.4116

Abstract

This study aims to examine the relationship between the traditional Keteng-keteng musical instrument from Batak Karo and the concept of curved tube space construction from an ethnomathematics perspective. The research uses Spradley's ethnographic approach with data collection techniques through observation, interviews, and documentation. The data obtained is analyzed using Spradley's ethnographic analysis model, which includes domains, taxonomy, components, and cultural themes, thereby providing a deep understanding of the relationship between cultural objects and mathematical concepts. The results of the study show that the bamboo structure of Keteng-keteng is tube-shaped, characterized by two circular bases and a curved cover. This finding indicates that Keteng-keteng can be used as an ethnomathematics learning medium to introduce the concept of tubes to students. In addition, this study also contributes to efforts to preserve local culture through the integration of traditional elements into mathematics learning.
Pengembangan Media Pembelajaran Melalui Google Sites untuk Meningkatkan Kemampuan Menulis Teks Persuasif di UPTD SMP Negeri 6 Gunungsitoli Gea, Nurman Samehuni; Ndruru, Mastawati; Bawamenewi, Arozatulo; Riana, Riana
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.v6i5.4117

Abstract

This research aims to develop learning media through Google Sites to Improve Persuasive Text Writing Skills at UPTD SMP Negeri 6 Gunungsitoli. The method used in this research is research and development (Research & Development). The developed learning media follow the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research results show that the developed learning media has undergone a validation process by three experts: a content expert, a language expert, and a design expert. The validation results indicate that the content expert gave a score of 94.7%, the language expert gave a score of 92%, and the design expert gave a score of 95%. These percentages show that the developed Google Sites learning media meets the feasibility criteria in terms of content, language, and design appearance. The practicality of the learning media was tested through two stages, namely small group testing (100%), and field trials (100%). The practicality of the learning media was tested through two stages, namely small group testing (100%), and field trials (100%). The effectiveness of the learning media was measured by the learning completeness of the students after using the Google Sites learning media. The results showed a completeness rate of 100% in small group trials, and 100% in field trials. This proves that the Google Sites learning media is effective, practical, and efficient for use in the learning process.

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