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 3,839 Documents
Analisis Kebutuhan Sarana dan Prasarana Pendidikan di SMP Negeri 11 Palembang Annur, Saipul; Ibrahim, Ibrahim; Khotima, Umi; Marlina, Leny
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1726

Abstract

This research discusses the analysis of the need for facilities and infrastructure at SMP Negeri 11 Palembang. This study is a qualitative research with a descriptive approach. Data collection methods include interviews, observations, and documentation. The data analysis techniques involve data collection, data presentation, verification, and drawing conclusions. To ensure the validity of the data, the researcher used triangulation. It can be concluded that the needs analysis of facilities and infrastructure at the school has been well implemented. The purpose of this analysis is to identify the facilities and infrastructure needed by the school community. The analysis process begins with compiling a list of needs through coordination meetings between the principal, the vice principal in charge of facilities and infrastructure, teachers, staff, and administrative employees. The second step is cost estimation by estimating the required costs. The third step is setting priorities based on the results of the coordination meeting, considering the urgency or level of importance. The final step is to prepare a procurement plan, which includes a report on the results of the school's needs analysis, classification of needs, and the preparation of a proposal submitted to the City Education Office. If approved, the proposal will be reviewed and assessed for feasibility to obtain approval from the relevant parties
Implementasi Pembelajaran Matematika Realistik dalam Menganalisis Kemampuan Penalaran Matematis Siswa pada Materi Satuan Debit Hewen, Selfiana Bura; Towe, Mariana Marta
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1728

Abstract

This study aims to (1) describe the learning of unit debit with PMR approach and (2) describe the reasoning ability of grade V students on unit debit material. This research was conducted at SDK Lamawalang on April 20, 2024. The subjects in this study were fifth grade students of SDK Lamawalang. The type of research used is descriptive qualitative research, where researchers describe learning practices using PMR models and students' mathematical reasoning abilities after the learning process.  Data analysis techniques used include data collection, data reduction, data presentation, and verification/conclusion. The results showed that, (1) the steps of learning unit debit material with PMR model are: (a) understanding contextual problems, (b) solving problems, (c) comparing and discussing answers, (e) drawing conclusions, (2) based on indicators of mathematical reasoning ability, (a) making conjectures, (b) performing mathematical manipulations, (c) compiling evidence, providing reasons/evidence for the correctness of the solution, and (d) drawing conclusions from a statement, obtained for problem I, 20 students can achieve 1-4 indicators of mathematical reasoning, 1 student can achieve 1-3 indicators of mathematical reasoning. For problem 2, 18 students can achieve 1-4 indicators of mathematical reasoning, while 3 students can achieve 1-2 indicators of mathematical reasoning.
Etnomatematika pada Permainan Congklak Sili, Agustina Somi; Towe, Mariana Marta
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.1729

Abstract

Ethnomathematics is a mathematical concept contained in a culture. The concept of ethnomathematics can support cultural preservation based on daily activities, customs, and traditional knowledge. This research aims to find out the process of playing congklak and describe the elements of mathematics in the congklak game in Adonara. This research uses qualitative research with an ethnographic approach. The subjects in this  study were 5 people, namely 1 resource person and 4 children who played congklak. The data collection techniques used were observation, interview and documentation. The main instrument in this research is the researcher himself. The auxiliary instruments are observation guidelines and interview guidelines. The results of the study obtained mathematical elements in the game of congklak, namely counting operations (multiplication, subtraction and addition), flat shapes (square, rectangle and circle), space, half a ball
Pengembangan Game Edukasi Pengetahuan Sampah Organik dan Non Organik pada Kegiatan P5 Kelas IV Sekolah Dasar Putri, Sherly Dwi; Anugrah, Septriyan; Hendri, Nofri; Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1735

Abstract

This research aims to develop educational game products for use in learning. This research uses the Research and Development (R&D) development method with a 4D development model which consists of 4 stages, namely define, design, development and disseminate. The validity test was carried out by 3 experts, namely 1 material expert validator and 2 media expert validators. Based on validity tests by material experts, results were obtained with a percentage of 85.4% in the valid category. The results of the validity test with media expert I and media expert II obtained a percentage of 96% with a very valid category. The practicality test results obtained a percentage of 95% in the very practical category. Based on the results of validity and practicality, it can be concluded that the educational games in Activity P5 are valid and practical to use in learning
Pengembangan Game Edukasi Menggunakan Gamification untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas X SMA Sederajat Hayati, Fadila; Anugrah, Septriyan; Eldarni, Eldarni; Yusri, Meldi Ade Kurnia
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1736

Abstract

Learning media is a tool used to convey subject matter to students in learning activities. However, there are still many schools that use learning media that are less attractive so that students tend to get bored in the learning process. The purpose of this study is to describe the development of educational games using the gamification method and produce educational games using gamification methods that are valid, practical, and effective in improving the learning outcomes of high school grade X students equivalent in Informatics. This type of research is development research that uses the ADDIE (Analyze, Design, Development, Implementation and Evaluation) development model. Validation test data from the material aspect obtained an average score of 4.80 with the criteria "Very Suitable". Meanwhile, in terms of media tested by two media validators, an average score was obtained from validator 1 of 4.93 in the "Very Valid" category and from media expert 2 of 4.87 in the "Very Valid" category. The practicality test results obtained an average score of 4.55 in the "Very Practical" category. The results of the effectiveness test obtained an average N-gain score of 68.18% which is included in the "Quite Effective" category. Based on this assessment, the educational game media developed is very suitable and effective for use in learning activities
Analisis Kemampuan Berpikir Kritis Siswa dalam Menyelesaikan Soal PISA di Kelas IX-F SMP Negeri 1 Bukitiinggi Aprilia, Riski Sakinah; Firmanti, Pipit; Tasnim Rahmat; Rusdi, Rusdi
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1737

Abstract

This research is motivated by the results of observations, where students are not used to solving critical thinking problems, especially PISA questions. This study aims to describe students' critical thinking skills in solving PISA questions. This type of research is a type of quantitative descriptive research. The sample in this study is 30 students of Class IX-F SMP Negeri 1 Bukittinggi. The data collection technique used is a test of critical thinking skills in PISA questions. The collected data is analyzed by the procedure of analyzing the results of the work, presenting the data and drawing conclusions. The results of the data analysis showed that students' critical thinking skills in solving PISA questions in class IX-F SMP Negeri 1 Bukittinggi as a whole were classified in the low category with a percentage of 52.6% and different for each indicator. This can be seen in the completion of students' pisa questions on 4 indicators of critical thinking ability, namely Interpretation is 67% in the high category, for the Analysis, Evaluation and Inference indicators are classified in the low category with 56.44%, 43.83% and 45.16% respectively. So it is concluded that the level of students' critical thinking ability in solving PISA questions in class IX-F SMP Negeri 1 Bukittinggi is classified as low
Peningkatan Kemampuan Koneksi Matematis Melalui Computational Thinking Menggunakan Scartch di SMPN 4 Ciawigebang Candra, Chairil; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1739

Abstract

Mathematics learning at SMP Negeri 4 Ciawigebang generally still relies on textbooks and lecture methods, making the learning process monotonous and less interesting. This research aims to improve mathematical skills using Scratch media. The research method used was quantitative with a Quasi Experimental design, Pretest-Posttest Control Design, at SMP Negeri 4 Ciawigebang. The research population was students in grades 8b and 8e, totaling 54 students. Data was collected through observation, tests and questionnaires. The research results show that there is an increase in student learning outcomes after applying Scratch media to the material on two-variable linear equation systems.
Implementasi Media Pembelajaran Menggunakan Aplikasi Animaker untuk Meningkatkan Hasil Belajar Siswa SMK Andrean, Diky; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1740

Abstract

This research has a problem formulation of how to create learning media using the Animaker application, how to apply the Animaker application as a learning media in photography material, what are the student learning outcomes in photography material using learning media based on the Animaker application, with the aim of finding out how to create learning media using animaker application, to find out how to apply the animaker application as a learning medium in photography material, to find out student learning outcomes in photography material using learning media based on the animaker application. Research that uses a quantitative approach with Quasi Experimental methods, especially the Pretest-Posttest Control Group Design. This research will be carried out at SMK PGRI Ciawigebang with research subjects of 47 class X DKV students. Data collection instruments include questionnaires and tests, as well as data analysis techniques using inferential statistics. This research aims to evaluate the effect of using Animaker learning media on student learning outcomes in photography material. The benefits of this research are expected to increase student interest and learning achievement, as well as provide knowledge and experience for researchers. From the results of hypothesis testing using the t-test, it was found that there was a significant difference in the for students
Pengaruh Bahasa Pemrograman Scratch pada Mata Pelajaran Informatika untuk Meningkatkan Self Efficacy Siswa Kelas VIII di SMP 8 Padang Azaharani, Meissy Anggun; Hidayati, Abna; Rayendra, Rayendra; Rahmayanti, Elsa
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1742

Abstract

The importance of learning Informatics is not only limited to mastering techniques and practical skills in technology development, but also in forming students' self-efficacy or self-confidence in overcoming challenges and solving problems in the digital world. This study aims to analyze the influence of Scratch programming language on informatics subjects to improve the self-efficacy of grade VIII students at SMP 8 Padang. This type of research is quantitative research with an experimental method. The design used in this research is a Quasi Experimental Design in the form of a Nonequivalent Control Group Design. The data collection technique used is a Likert scale questionnaire. The experimental group used the scratch programming language with a total of 32 students, and the control group used the blookly programming language with a total of 32 students. For hypothesis testing, this study uses t-test statistics with a significant level of 5% (= 0.05) and N-Gain test. The results of the study showed that the use of scratch programming language influenced the self-efficacy of grade VIII students of SMP 8 Padang with a significance value of 0.001. This means a significant t-value (p = 0.001 < 0.005). In the N-Gain analysis, the experimental class experienced an increase in self-efficacy score of 0.54 (medium category), while the control class only 0.07 (low category)
Efektivitas Pembelajaran Problem Solving Terhadap Kemampuan Pemecahan Masalah Matematis Ditinjau dari Motivasi Belajar Siswa Dewi, Metha Frisila; Yusritawati, Ita; Zaenal, Reza Muhamad; Heriyana, Tio
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1743

Abstract

This study aims to describe the success of the Problem Solving model in improving students' mathematical problem-solving skills from the perspective of learning motivation. This study uses a sequential explanator design. The research sample consisted of 36 students of SMP Negeri 3 Darma for the 2023/2024 academic year, namely 18 VIII A students as the experimental group and 18 VIII B students as the control group. The instruments used are tests and questionnaires. Data analysis was carried out using 2-Path Variance Analysis. The results of the data analysis were known with a significance level of 5% that in the learning model factor, a value of 0.000 < 0.05 was obtained with the conclusion that there was a difference in mathematical problem-solving ability between students who were given Problem Solving learning and conventional learning. Hypothesis testing of learning motivation factors had a value of 0.307 > 0.05 with the conclusion that there was no difference in mathematical problem-solving ability between students and High, medium, and low learning motivation

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