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 Model Blended Learning dalam Pembelajaran Sejarah di Era Digital pada Kota Ambon Maysuri, Tama; Kapitanhitu, Reihana; Ima, Wa
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.v6i6.4153

Abstract

This research aims to describe and analyze the implementation of the blended learning model in history education in the digital era, focusing on high schools in Ambon City, Maluku. This study uses a qualitative approach with a case study method. The research subjects consist of a history teacher as the main informant, as well as several eleventh-grade students selected using purposive sampling techniques. Data collection techniques include observation, in-depth interviews, and documentation. The stages of analysis begin with data reduction, data presentation, and conclusion drawing. The research findings indicate that the implementation of blended learning is carried out through a combination of using simple digital platforms such as Google Classroom and WhatsApp for material delivery, along with face-to-face sessions for discussion, clarification, and assessment. Teachers apply learning strategies such as flipped classroom, group discussions, and the utilization of history videos. Students' responses to this model are generally positive as it provides flexibility and increases motivation to learn, although there are technical obstacles such as limited internet access and digital devices. The main challenges in the local context of Ambon include limited infrastructure, uneven digital literacy, and varying levels of learning environment support. This research concludes that blended learning can be an effective solution in enhancing the quality of history education in the digital era, noting the need for policy support and strengthening educational infrastructure in the region.
Pengembangan Aplikasi Mobile dengan Teknologi Virtual Reality (VR) untuk Meningkatkan Minat Belajar Siswa dalam Mata Pelajaran Bahasa Indonesia di MTs Negeri 12 Kuningan Aryanto, Aryanto; 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.v6i6.4154

Abstract

This study aims to examine the effectiveness of a Virtual Reality (VR)-based mobile application in increasing students' interest and understanding of Indonesian language subjects. The study used a pre-experimental method with a One Group Pretest–Posttest Design. The population was from class VIII A to D with a sample of class VIII B of 29 students selected. Data analysis techniques included normality, homogeneity, paired sample t-test, validity, and reliability tests. The research results indicate a significant improvement in student learning outcomes after the treatment. The average pretest score of the students is 54.14, while the average posttest score increased to 75.52. The normality test shows that the data is normally distributed, the homogeneity test shows homogeneous variance, and the Paired Sample t-Test produces a significance value of 0.001 < 0.05, indicating a significant difference between the pretest and posttest. The validity test shows that most of the items are valid, while the reliability of the instrument has a Cronbach's Alpha value of 0.602, which falls into the reliable category. These findings prove that the use of VR through the VR3D Movies application is effective in increasing students' interest and learning outcomes, as evidenced by the increase in enthusiasm, motivation, and active engagement during learning.
Edukasi Pengelolaan dan Pemilahan Sampah Organik serta Anorganik di Peserta Didik SDI Al Aziziyah Fadhoni, Ajib Akhmad; Hakim, Banun Haidzir Amirul; Fitri, Lina Lutfiyah; Stevani, Oky Ayu
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.v6i6.4155

Abstract

This study highlights the issue of waste in schools as a crucial issue affecting cleanliness, health, and the development of students' environmental stewardship. The subjects were students at SDI Al Aziziyah. A descriptive qualitative research method was used, with data collection techniques through observation and documentation. Data analysis was conducted descriptively, with the stages of data reduction, data presentation, and conclusion drawing. The results showed that most students were able to differentiate between organic and inorganic waste, but still had difficulty with mixed waste. The practice of sorting proved more effective than the lecture method because it increased students' enthusiasm, responsibility, and concern. The role of teachers as facilitators is crucial, while limited facilities and a lack of habituation at home were the main obstacles. These findings emphasize the need for synergy between schools, teachers, students, and parents to ensure a sustainable waste sorting culture that can be implemented in other schools.
Pengaruh Tingkat Interaksi Sosial dalam Pembelajaran IPA Terhadap Motivasi Belajar Peserta Didik Kelas VII SMP Negeri 1 Binamu Sardyanti, Suci Al-Hamdaniyah; Hamansah, Hamansah; Ali, 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.v6i6.4157

Abstract

This study used a quantitative approach with an ex-post facto method. The research population consisted of all 177 seventh-grade students at SMP Negeri 1 Binamu. From this population, a sample of 63 students was taken using simple random sampling so that each student had an equal chance of being selected. The data collection instruments consisted of a questionnaire to measure the level of social interaction and learning motivation of students, as well as observation sheets to reinforce field data. Data analysis was carried out in several stages, namely a normality test to ensure data distribution, a linearity test to see the relationship between variables, and a simple regression test to determine the extent of the influence of social interaction on student learning motivation. The analysis results show that the average value of social interaction is in the fairly good category, while student learning motivation is also moderate. Based on a simple regression test, a t-value of 1.048 with a significance of 0.000 < 0.05 was obtained. These results indicate that social interaction has a significant effect on student learning motivation. The contribution of social interaction to learning motivation is 47.619%. This means that almost half of the variation in student learning motivation can be explained by the level of social interaction that occurs in science learning, while the rest is influenced by other factors outside this study
Efektivitas Penggunaan Game Edukasi Digital Interaktif Wordwall Terhadap Peningkatan Minat dan Hasil Belajar Matematika di Kelas 4 SDN 1 Sampora dan Kelas 4 SDN 3 Sampora Fitri, Lina Karlina; Manan, Nanan Abdul
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.v6i6.4158

Abstract

The aim of this research is to determine the effect of digital media usage on the interest and learning outcomes of fourth-grade students. This research employs a quantitative approach with a Quasi-Experimental design. Data collection techniques were conducted through observation, interviews, tests, questionnaires, and documentation. The research instruments were tested for validity and reliability, while the data were analyzed using normality tests, homogeneity tests, hypothesis tests, and non-parametric tests. The research subjects involved 25 fourth-grade students from SDN 1 Sampora and 25 fourth-grade students from SDN 3 Sampora. The results indicate that the use of digital media has a positive effect on students' learning interest. Students appear more enthusiastic in participating in the lessons, active in discussions, and show an improvement in classroom participation. In addition, the students' learning test results also showed a significant improvement compared to learning using conventional media. The hypothesis test proved that there is a significant difference in average learning outcomes between the experimental class and the control class, indicating the effectiveness of digital media in enhancing the understanding of flat shape concepts. Thus, the use of digital media can be considered a relevant alternative to improve the quality of mathematics learning in elementary schools, both in terms of interest and student learning outcomes.  
Pengembangan Media Pembelajaran Articulate Story Line 3 Berbasis Project Based Learning pada Materi Seni Rupa Bereksperimen di Kelas IV Sekolah Dasar Aini, Raysah Qurrata; Yunisrul, Yunisrul
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.v6i6.4159

Abstract

This study aims to develop valid, practical, and effective Articulate Storyline 3 learning media based on Project Based Learning for the Fine Arts subject “Experimenting with Textures” in fourth grade elementary school. This study is a development study using the ADDIE model (analysis, design, development, implementation, evaluation). Data were collected using validation and practicality instruments, then analyzed using validity and practicality analysis techniques. The results showed that the developed media obtained a validation score of 96% from subject matter experts, 92% from language experts, and 90% from media experts, with an average of 93% (highly valid). The practicality test also showed excellent results. At SDIT Alam Talago, the response rate from teachers reached 94% and from students 94.69%. At SDN 19 Santur, the response rate from teachers was 97% and from students 95.33%. These findings indicate that media is practical for use in learning. The effectiveness of media is demonstrated by the improvement in student learning outcomes. The average pretest score at the pilot school was 57.14%, which increased to 90.71% on the posttest. Thus, Articulate Storyline 3 learning media based on Project Based Learning has been proven to be valid, practical, and effective in improving student learning outcomes in Fine Arts in fourth grade elementary school.
Pengaruh Model Pembelajaran Kooperatif Tipe Jigsaw Terhadap Minat Belajar Matematika Kelas V SDN Ciporos 01 Aisyah, Delia Noer; Azizah, Amalia Nurul; Kurniawan, Alfi Muklis
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.v6i6.4160

Abstract

This study aims to determine the effect of the Jigsaw cooperative learning model on the interest in learning mathematics among fifth-grade students at Ciporos 01 Public Elementary School. This study used a quantitative method with a one-group pretest-posttest design. The research sample consisted of all 16 fifth-grade students. Data were collected through interviews, questionnaires, observations, and documentation. Data analysis was performed using SPSS 16.0 through prerequisite tests (normality and homogeneity tests) and hypothesis testing using a paired sample t-test to compare the average pretest and posttest results. The results showed that the students' pretest scores ranged from a high of 89 to a low of 61, with an average of 73.19. Meanwhile, the posttest scores showed a highest score of 94, a lowest score of 82, and an average of 89.56. A comparison of these two data sets shows an increase of 16.375%. Based on the results of the analysis, it can be concluded that the Jigsaw cooperative learning model has a positive effect on increasing students' interest in learning mathematics.
Analisis Kesalahan Siswa Kelas IX SMP Negeri 1 Loura dalam Menyelesaikan Soal Matematika pada Materi Persamaan Kuadrat Menggunakan Teori Newman Mone, Ariyanti; Napu, Timotius Woda; Lede, Yulius Keremata; Making, Samuel Rex Mulyadi
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.v6i6.4161

Abstract

This study aims to identify the types of errors made by students in solving quadratic equations and analyze the factors that cause them. The research method used is descriptive qualitative with data collection techniques through written tests, interviews, and documentation. The research subjects consisted of 11 students in class IXB of SMP Negeri 1 Loura with instruments in the form of test questions and interview guidelines. The results of the study show that reading errors accounted for 45.45%, characterized by inaccuracies in making assumptions. Errors in understanding the questions also accounted for 45.45%, because students did not write down the known and asked information completely. Question transformation errors reached 81.81%, where students were inaccurate in writing down the mathematical model or did not write it down at all. Process skill errors also accounted for 81.81%, characterized by incorrect calculations and incomplete work. At the stage of writing the final answer, all students (100%) did not write the conclusion or answer correctly. These findings indicate that the dominant errors were in question transformation, process skills, and writing the final answer. The main factors causing these errors were a lack of conceptual understanding, lack of focus, and low accuracy among students. Therefore, a learning strategy that emphasizes understanding the concept of quadratic equations and accustoming students to writing down the steps to solve the problem in sequence is needed.
Manajemen Strategis Pendidikan Berlandaskan Sustainable Development Goals (SDGs) melalui Inovasi, Kolaborasi, dan Transformasi Digital dalam Mewujudkan Pendidikan Berkelanjutan Arifannisa, Arifannisa
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.v6i6.4164

Abstract

This study aims to examine strategic educational management based on the Sustainable Development Goals (SDGs) through innovation, collaboration, and digital transformation in the effort to achieve sustainable education. The method employed is a literature review with a descriptive qualitative approach, in which data were collected from journal articles, proceedings, and credible sources published between 1964 and 2025. The data sources in this study were obtained from 50 scientific articles obtained through literature searches, which were then rigorously selected, leaving 33 articles relevant for analysis. The data were analyzed using the literature review or content analysis method by examining, classifying, and synthesizing the findings from the selected articles to obtain research patterns and conclusions. The results indicate that the simultaneous integration of pedagogical innovation, cross-stakeholder collaboration, and the utilization of digital technology can enhance the quality, inclusiveness, and relevance of education. These findings are reinforced by strategic management theory, human capital theory, resource-based view, and the technology acceptance model, and are supported by case studies in Indonesia, such as Sekolah Adiwiyata, Universitas Pendidikan Indonesia, and the Kampus Merdeka program.
Perbandingan Efektivitas Pembelajaran Menggunakan ChatGPT dan Buku Teks Terhadap Hasil Belajar dan Prestasi Siswa SMP Negeri 7 Kuningan Ibrahim, Maolana; Mahpudin, Asep
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.v6i6.4165

Abstract

This study aims to determine the differences in the effectiveness of learning using ChatGPT and textbooks on learning outcomes and student achievement at SMP Negeri 7 Kuningan. This study uses a quantitative approach with a quasi-experimental design (post-test only control group design). The study population was all seventh-grade students of SMP Negeri 7 Kuningan, with class VII A as the control group (textbook learning) and class VII B as the experimental group (learning using ChatGPT), each totaling 40 students. The research instruments included learning outcome tests (pretest and posttest), student response questionnaires, and observations. Data analysis was carried out using the Shapiro-Wilk normality test, Levene's homogeneity test, and the mean difference test with the independent sample t-test. The results showed a significant difference (p < 0.05) between the experimental and control groups. The average posttest score for the experimental group was 82.75, while the control group's score was only 74.25. Furthermore, more than 85% of students responded positively to the use of ChatGPT, especially in terms of interest, engagement, and learning independence. Observations also showed that students who used ChatGPT were more active in asking questions and discussing. Thus, ChatGPT proved more effective than textbooks in improving student learning outcomes and achievement.

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