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
Penerapan Metode Gamifikasi Mengguakan Kahoot untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Informatika Kelas VIII di SMPN 2 Cibingbin Dahrudi, Rudi; Setiawan, Dena Latif
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.v6i6.4130

Abstract

This study aims to enhance learning motivation through the application of gamification methods using Kahoot. The research employed a quantitative approach with a pretest-posttest control group design. The sample consisted of class VIII A as the experimental group (25 students) and class VIII B as the control group (25 students). Data were collected using a learning motivation questionnaire with 15 statements administered during both the pretest and posttest. The data was analyzed using quantitative descriptive methods. The results showed an increase in learning motivation between the experimental and control groups. The average posttest score of the experimental class was 61.52, while the control class scored 46.04. The Independent Samples t-test produced a value of t = 10.101 > ttable = 2.064 with a significance level of p = 0.000 < 0.05, indicating a significant difference between the two groups. The Paired Samples Test also showed a significant difference (t = -11.222; p = 0.000) in the improvement of motivation scores between the control and experimental classes. Therefore, the null hypothesis (H₀) is rejected and the alternative hypothesis (Hₐ) is accepted. The application of gamification using Kahoot has been proven effective in improving students’ learning motivation in Informatics subjects.  
Penggunaan Media Belajar Pop-Up Book dalam Pembelajaran Tematik serta Pengaruhnya Terhadap Motivasi Belajar dan Hasil Belajar Siti Khasanah Maisaroh; Nina Kumalasari; Rizqina Anjarwati; Elisa Novita Fiky Megantari; Muhammad Arif Sukahar; Taufik Muhtarom
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.v6i6.4132

Abstract

Thematic learning in elementary schools often faces challenges such as monotony, lack of media variation, and low student motivation. This study aims to determine the effectiveness of using pop-up book devices in theme-based learning and the impact of pop-up book devices on student achievement or learning outcomes in theme-based learning. The technique used in this study is Systematic Literature Review. In the search, a total of 4,700 scientific papers were found from 2015 to 2025, which were progressively and systematically selected down to 15 relevant scientific papers concerning the use of pop-up book learning media in theme-based learning and its influence on motivation and learning outcomes. The results and findings in the scientific paper indicate that the pop-up book device is proven to be effective in the thematic learning process at the elementary school level due to its attractive, interactive, and contextual nature. It encourages students' learning motivation both intrinsically and extrinsically, marked by increased active participation, curiosity, and student involvement in learning. The improvement in students' learning achievements after utilizing the pop-up book device includes cognitive aspects (understanding of the material), affective aspects (positive attitudes towards learning), and psychomotor aspects (creative and collaborative skills).
Perancangan Buku Komik Edukasi Tentang Kesehatan Pencernaan pada Anak Usia 8-12 Tahun Fany, John; Putrinda, Tisa
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.v6i6.4133

Abstract

Health is the most important aspect for every human being. As much as 80% of the immune system is found in the digestive tract, so maintaining digestive health is crucial for overall body health. Every child experiences significant growth during their development. This significant growth is also influenced by daily food consumption. Health education is important in one of the efforts to learn a healthy lifestyle. The goal of this research is to design an educational medium in the form of a comic book and to create effective promotional media for the comic book. The research method used in this design process is qualitative method. Data collection methods are carried out through literature study, observation methods, and interviews. The data analysis technique used is qualitative data analysis with stages of data reduction, data presentation, and conclusion drawing. Comic books can be an effective medium for teaching values or new knowledge to children in a light and easily understood manner. An educational comic about digestive health is needed that can be read by children aged 8-12 years. This research aims to understand the process of designing an educational comic for children. The design of the educational comic 'Adventures in the Land of Gutopia' is expected to serve as an engaging and educational tool for children in promotional media.
Analisis Pengalaman Siswa Menggunakan Aplikasi Augmented Reality Sebagai Media Pembelajaran Transmisi Otomatis (Studi Kasus: SMK Negeri 1 Kuningan) Azzahra, Farrah; Setiawan, Dena Latif
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.v6i6.4134

Abstract

This study aims to analyze students' experiences in using Augmented Reality (AR) applications as a learning medium for Automatic Transmission. This quantitative study involved students from SMK Negeri 1 Kuningan and aimed to address the challenges of visualizing complex material. Data were collected through questionnaires and analyzed using simple linear regression within the Technology Acceptance Model (TAM) framework. The results indicate that AR Content Quality has a positive and significant influence on Student Experience (R² = 0.558; p < 0.001; coefficient = 0.73). The regression model was found to be significant overall (F = 85.839; p < 0.001). This positive experience was found to enhance students' interest, understanding, and engagement in the learning process. Thus, AR applications with high-quality content significantly facilitate better learning and support the acceptance of technology as a learning tool. These findings have important implications for the development of technology-based curriculum and teaching strategies in vocational schools.
Pengaruh Model Pembelajaran Kooperatif Tipe STAD terhadap Hasil Belajar Matematika Materi Jam Kelas 3 SDN Keleyan 4 Bangkalan Hamida, Rika Nur; Hani, Roukhil Ummu; Avisenna, Emilda Shofiyah; Rohman, Achmad Habibur; Susilowati, Diana; Pratikno, Ahmad Sudi
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.v6i6.4137

Abstract

This study aims to investigate how implementing the STAD cooperative learning model influences the mathematics learning outcomes of third-grade students at SDN Keleyan 4 Bangkalan, specifically focusing on the topic of fractions. The research utilizes a quasi-experimental approach. The sampling technique used was saturated sampling, in which the entire population of 20 third-grade students at SDN Keleyan 4 Bangkalan was taken as the research sample. Data collection methods encompass interviews, observations, as well as pretests and posttests. Analysis of the collected data involves using the paired sample t-test, preceded by a test for normality. The results, conducted at a confidence level of ???? = 5% with degrees of freedom (df) = 19, indicate a calculated t-value of 6.469, exceeding the critical t-value of 1.729 (t-count > t-table). Hence, it can be inferred that employing the STAD cooperative learning model in teaching mathematics at SDN Keleyan 4 Bangkalan positively impacts student learning outcomes.
Pemanfaatan Google Classroom dalam Pembelajaran Komputer dengan Menggunakan Akun Belajar.Id di SMPN 2 Jalaksana Ginanjar, Esa; Haerudin, Dodi Ahmad
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.v6i6.4138

Abstract

This research aims to examine the implementation of Google Classroom in computer learning at SMPN 2 Jalaksana through the Belajar.id account from the Ministry of Education, Culture, Research, and Technology. This platform provides a safe and effective digital learning environment for both teachers and students. This research uses research and development methods. The steps of the 4D development model consist of define, design, develop, and disseminate stages. Data in this study were collected through several techniques including observation and in-depth interviews. The qualitative data analysis technique consists of three main stages: data reduction, data display, conclusion drawing & verification, and conclusion. Based on the interview results, 60% of the 1A class students are starting to get used to digital learning using Google Classroom, especially in shaping discipline, responsibility, and digital character. However, 40% of the other students still require guidance to adapt to the rhythm of digital learning. Overall, the use of Belajar.id accounts has proven to support the effectiveness of learning and contribute to the formation of students' digital character in the era of digital education transformation.
Pengaruh Model Pembelajaran Collaborative Learning Terhadap Kemampuan Berpikir Reflektif Siswa SMP Negeri 1 Hiliduho Mendrofa, Ignasius; Telaumbanua, Yakin Niat; Mendrofa, Ratna Natalia; Mendrofa, Netti Kariani
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.v6i6.4141

Abstract

This research is based on the results of a preliminary study conducted by researchers at SMP Negeri 1 Hiliduho. The problems identified were: (1) insufficient variety of classroom learning models and (2) students' lack of reflective thinking skills in solving mathematics problems. The purpose of this study was to determine the effect of the Collaborative Learning model on students' reflective thinking skills at SMP Negeri 1 Hiliduho. This quantitative study used a quasi-experimental method with a pretest-posttest control group design. The population was eighth-grade students, and the sample consisted of two classes: VIII-A as the experimental class and VIII-C as the control class. The instrument used was a descriptive test of reflective thinking skills. The research results obtained based on one-way hypothesis testing yielded a calculated t value of 4,628 and a t value of 2.024. Since t value > t value, or 4,628 > 2.024, H0 is rejected and Ha is accepted, meaning "there is an effect of the Collaborative Learning model on students' reflective thinking skills.
Perbandingan Penggunaan Model Pembelajaran Creative Problem Solving dan Problem Based Learning Terhadap Hasil Belajar Peserta Didik Pada Materi Bioteknologi Kelas Ix di Smpn 01 Tarowang Kabupaten Jeneponto Putri, Sakinah Ayu; Hamansah, Hamansah; Zulkarnaim, Zulkarnaim
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.v6i6.4148

Abstract

This study aims to determine the learning outcomes of students taught using the Creative Problem Solving (CPS) learning model, the learning outcomes of students taught using the Problem Based Learning (PBL) learning model, and a comparison of the learning outcomes between the two models. This study used a quasi-experimental method with a Non-Equivalent Control Group Design. The research subjects consisted of two experimental classes, namely experimental class 1 which used the CPS model and experimental class 2 which used the PBL model. The results showed that the average learning outcome score of students in experimental class 1 was 84.7, while in experimental class 2 it was 81. The t-test produced a significance value of 0.001 < 0.05, which means that there was a significant difference in learning outcomes between students taught using the CPS and PBL learning models. Thus, it can be concluded that the CPS model provides higher learning outcomes than the PBL model.  
Analisis Pengaruh Lingkungan Belajar terhadap Prestasi Belajar Matematika Siswa di SMP Kristen Karuni Malo, Sarmolus; Making, Samuel Rex Mulyadi; Lubur, Dorothea Novia Ludo; Lede, Yulius Keremata
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.v6i6.4149

Abstract

This Research aims toanalyze the influece of the learning environment on the mathematics learning achievent of class VIIIA students at Karuni Christian Middle School. The learning environment in question includes physical, social, psychological aspects, as well as the learning methods applied. The research medhod used is a quantitative approach with data collection techniques through quesrionnaires and documentationnof students’ UAS scores. The research sample consisted of 27 students, research time was the even semester of the 2024/2025 academic year. Data analysis was carried out using descriptive statstics, simple linear regression tests, and pearson correlation tests eith the help of the SPSS aplication. Thr resarch results show that students’ perceptions of the learning environment are classified as good with an average score of 4.29 (scale 1-5). The average student mathematics achievement score was 74.69. the pirso correlation test shows that there is a positive and significant relationship between the learning environment anf mathematics learning schievement with a correlation coefficient (r)= 0.65 and significant (p)= 0.001. This means that the higher the mathematics learning achievement achievend.
Analisis Metode Outing Class terhadap Kemampuan Menulis Siswa pada Pembelajaran Bahasa Indonesia Kelas III SDN 2 Baregbeg Kurniasih, Kurniasih; Febriyani, Shoimatun; Azizah, Amalia Nurul
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.v6i6.4152

Abstract

This study aims to describe the application of the outing class method on students' writing skills in Indonesian language learning in grade III of SDN 2 Baregbeg. The study used a qualitative approach with a case study method. The research subjects consisted of 22 third-grade students. Data were collected through observation, interviews, and documentation, then analyzed descriptively and qualitatively with an emphasis on the process and results of students' writing after participating in the outing class activity. The results of the study show that the application of the outing class method was carried out in three stages, namely planning, implementation, and follow-up. In the planning stage, the teacher prepared the objectives, location, and observation sheets. In the implementation stage, students were invited to observe the school environment, record their observations, and discuss them in groups. In the follow-up stage, students wrote about their experiences in the form of simple essays. The results of the students' writing showed improvement in terms of the relevance of the content to the theme, clarity of the main ideas, paragraph structure, vocabulary usage, language rules, and creativity. The conclusion of this study shows that the outing class method has a positive impact on improving students' writing skills, both in terms of content, structure, and learning motivation.

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