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
Pengembangan Instrumen untuk Meningkatkan Pemahaman Konseptual Mahasiswa dalam Memahami Operasi Bilangan Buchari, Buchari; Sandie, Sandie
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.v5i4.1745

Abstract

This research aims to develop an instrument to improve conceptual understanding of number operation materials owned by prospective teachers at IKIP PGRI Pontianak. This research is a development research. The subjects in this study are students in the third semester of the Mathematics Education Study Program, Faculty of Education, Mathematics and Technology, as many as 20 students who were randomly selected. The main instrument is the researcher himself, while the supporting instruments are the task of number operation problems and interview guidelines. Data analysis is carried out descriptively on all data obtained. The results of the analysis show that the form and type of learning instrument that is suitable for improving students' conceptual ability, especially in the interpretation ability in number operation material, is a multiple-choice sample problem unit. Students' interpretation skills in number operations material are not good because they still have the opportunity to understand and apply the concept of operations on numbers. Learning instruments in the form of units of multiple-choice questions of the second type are practical to be applied with the aim of improving students' conceptual abilities, especially interpretation skills in number operation materials  
Analisis System Thinking pada Pembelajaran Matematika dengan Menggunakan Model Pembelajaran Problem Based Learning untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa Florenza, Florenza; Casnan, Casnan
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.v5i4.1748

Abstract

This study aims to analyze the influence of the Problem Based Learning learning model and determine the improvement of students' mathematical problem-solving skills. This study uses a mix method with an exploratory sequential design or also known as a three-phase design. This research was carried out at SMPN 2 Tirtajaya in May 2024. The samples taken consisted of class VII-A, Experimental class, and class VII-D, Control class. The number of each class consists of 40 students. This study uses System Thinking to see and analyze problems in mathematics learning. Non-parametric analysis technique is the mann-whitney test through SPSS software. The results of the analysis show that the main problems in mathematics learning are learning methods, student activity, study groups and case studies that are suitable for daily life, this is in accordance with the characteristics of Problem Based Learning that can be implemented in the learning process. The application of Problem Based Learning in mathematics learning shows that there is a significant difference between students' mathematical problem-solving ability after applying the Porblem-based Learning learning model in the experimental class and the conventional model in the control class
Efektivitas Penggunaan Media Augmented Reality untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Ilmu Pengetahuan Alam Kelas VIII MTsN 1 Solok Selatan Devitri, Madella; Anugrah, Septriyan; Eldarni, Eldarni; Kurniai, Reni
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.v5i4.1752

Abstract

Technological advances that can be used to increase knowledge are the development of information technology in the field of education. This study aims to determine the effectiveness of using Augmented Reality media to improve student learning outcomes in Natural Sciences teaching mates. Quantitative methods are used in the research. This study used a Quasi Experiment design, members of the experimental group as well as controls were not randomly selected. This study uses a nonequivalent control group design. This design is almost the same as the pretest posttest control group design. In this study, the sampling technique uses a purposive sampling technique. Based on the output of "Test Statistics", it is known that Asymp.Sig(2-tailed) has a value of 0.001. The basis for decision-making in the Wilcoxon test is if the Asymp.Sig value is < 0.05, then the hypothesis is accepted, if the Asymp.Sig value is 0.05, the hypothesis is rejected. The results of the analysis showed that there was an influence of the use of Augemented Reality media on student learning outcomes and that the media was effectively used in learning. The learning outcomes of students in grade VIII of Natural Sciences subject applied in grade VIII 4 as an experimental class obtained a higher average score of 86.37 while the average score obtained in grade VIII 3 as a control class was lower with an average of 82.89
Pengaruh Penggunaan Animasi pada Mata Pelajaran IPAS Terhadap Hasil Belajar Siswa Kelas V SD Negeri 08 Kampung Batu Dalam Kabupaten Solok Handayani, Elsa; Zuliarni, Zuliarni; Hidayati, Abna; Eldarni, Eldarni; Rahmi, Ulfia
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.v5i4.1753

Abstract

The main problem is the low learning outcomes of students, which is caused by the lack of variety in teaching methods and the lack of use of digital media. This study aims to determine the influence of the use of animation as a learning medium for science and technology on the learning outcomes of grade V students at SD Negeri 08 Kampung Batu Dalam. The study used a quasi-experimental method with a posttest only control group design, involving students in grades V.a and V.b, each totaling 21 people. The data collection technique uses tests. Analysis of test result data using t-test. The results of the analysis showed that students who learned using animation obtained a higher average score (70.71) compared to students who used traditional methods (55.48). This proves that animation is effective in improving students' understanding and learning outcomes on human circulatory system materials that are abstract and require visualization
Pengaruh Media Pembelajaran Quizizz Berbasis Game Edukasi Terhadap Hasil Belajar Siswa dalam Mata Pelajaran Seni Budaya Kelas VII MTs PUI Ciawigebang Nurpadilah, M. Ipad; 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.v5i4.1756

Abstract

This study aims to determine the influence of the use of educational game based Quizizz learning media on student learning outcomes in the subject of Cultural Arts in grade VII MTs PUI Ciawigebang. The research method used is an experiment with a research design, namely a nonequivalent control group design. The research sample consisted of two classes, namely an experimental class consisting of 30 students using Quizizz learning media and a control class consisting of 30 students using conventional methods. The test statistics used for hypothesis testing are the Paired Sample T-Test. The results of data analysis showed that the average score of the pretest of the experimental class was 48.67 and the posttestwas 83.50, while the results of the control class pretest obtained a score of 53.67 and the posttest75.00. Based on data analysis, it can be concluded that there is a significant increase in student learning outcomes in the experimental class compared to the control class. Based on the results of the study, it was shown that there was an influence of the use of Quizizz learning media on the learning outcomes of grade VII students in the subject of Arts and Culture
Pemanfaatan Aplikasi Canva sebagai Media Pembelajaran Simulasi dan Komunikasi Digital di SMK Negeri 1 Kuningan Yulianti, Widia; 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.v5i4.1758

Abstract

Penelitian ini membahas pemanfaatan aplikasi Canva sebagai media pembelajaran untuk pelajaran Simulasi Digital Komputer di SMK Negeri 1 Kuningan. Aplikasi Canva digunakan sebagai alat bantu desain untuk membuat media ajar yang menarik, seperti poster dan PowerPoint. Penelitian ini bertujuan untuk mendeskripsikan dan memahami bagaimana Canva digunakan dalam proses pembelajaran, dengan pendekatan kualitatif yang melibatkan observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa pemanfaatan Canva berjalan dengan baik, memudahkan guru dan siswa dalam menciptakan media pembelajaran yang praktis, menarik, dan meningkatkan kreativitas serta pemahaman materi. Canva juga menawarkan kemudahan akses dan berbagai fitur gratis yang bermanfaat dalam proses pembelajaran
Pengaruh Latihan Passing Menggunakan Target Terhadap Akurasi Passing Pemain Ekstrakurikuler Sepakbola SMA Negeri 1 Ciniru Kabupaten Kuningan Prinandy, Eldi Akbar; Nurdiansya, Dani
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.v5i4.1759

Abstract

This study aims to determine the effect of passing practice using targets on the passing accuracy of extracurricular football players of SMA Negeri 1 Ciniru. This research is a type of quasi-experimental research. The research design used in this study is pretest-posstest one group. The population in this study is all participants of SMA Negeri 1 Ciniru Football Extracurricular which totals 20 students. The sample in this study was 11 people, taken using the purposive sampling technique. The data collection technique uses a lace ball passing test consisting of a pretest and a posttest. The data analysis techniques used were using descriptive statistical analysis and t-test. The results of the analysis showed that there was a significant influence between the pre-test and post-test of passing exercises using targets on extracurricular students of SMA Negeri 1 Ciniru
Pengembangan Media Pembelajaran Game Edukasi pada Mata Pelajaran Bahasa Arab Kelas VIII di SMP Akbar, Kihsan Ramdana; Hendri, Nofri; Eldarni, Eldarni; Pratiwi, Rahmi
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.v5i4.1760

Abstract

This research aims to develop educational game learning media in grade VIII Arabic subjects in junior high school. The research was conducted using the type of research and development (R&D) with the Hannafin and Peck development model. The data collection instruments in this study used validation sheets, student response questionnaires, and post-test pre-test questions. The validity of the product was tested by two media experts and one material expert. The practicality test was aimed at grade VIII students of SMP Muhammadiyah 6 Padang. Pre-test and post-test scores are used to assess the effectiveness of using educational games. Based on the results of the assessment from the media and material validators, the results of material validation 4.5 were categorized as valid. For the media aspect, a score of 4.93 was obtained from media expert 1, which is in the valid category, while media expert 2 with a score of 4.67 in the valid category. After the media was declared valid and feasible, it was then tested on 26 students in grade VIII of junior high school with a practicality score of 0.72 in the practical category. The effectiveness test was carried out with a G-Score of 0.73 in the high effectiveness category, so that the use of educational game learning media was declared effective because there was a significant difference between learning values before and after using educational games. It can be concluded that the educational game learning media that has been developed is valid, practical, and effective to be used in learning Arabic
Analisis Penggunaan Media Sosial dalam Proses Pembelajaran di Era Digital pada Mahasiswa Teknologi Pendidikan FIP UNP Azkia, Anami Azkal; Zelhendri Zen; Yeni J, Fetri; Anugrah, Septriyan
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.v5i4.1762

Abstract

Social media is not only a platform for social interaction, but it has also been widely used in educational contexts. The use of social media has both positive and negative sides. This research aims to analyze the use of social media in the learning process in the digital era on students of Educational Technology FIP UNP. This research was designed using qualitative research with descriptive methods. Data were obtained from students of Educational Technology FIP UNP. The data collection techniques used were observation, interviews and documentation. Data analysis techniques using Milles and Huberman techniques, namely data reduction, data presentation and continued with conclusion drawing. While testing the validity of the data is done by triangulation, peer checking, using reference materials and conducting audits with the supervisor. The results showed that social media that are often used by students of Educational Technology FIP UNP in the learning process in the digital era are Whatsapp, Instagram, Telegram, Youtube, TikTok and Zoom. The application is often used because of the convenience of the features offered and is familiar with most people. The way social media is used in the learning process is different, adjusting to the lecturer and the course.
Pengaruh Penerapan Metode Show and Tell Terhadap Pembelajaran Tematik pada Keterampilan Berbicara Siswa SDN 2 Ciloa Kabupaten Kuningan Aisyah, Nelvin Kania Nur; Usamah, 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.v5i4.1763

Abstract

The purpose of this study is to determine the effect of the application of the Show And Tell Method on thematic learning on the speaking skills of students of SDN 2 Ciloa, Kuningan Regency. This research method is a pre-experimental quantitative with a one-group posttest pretest design. The research was carried out in grade III of SDN 2 Ciloa, Kuningan Regency. The researcher took a sample of class III as many as 30 students. The instrument to obtain data on the speaking skills of grade III elementary school students uses observation sheets and assessment rubrics. The data collection techniques in this study are in the form of observation, rubrics, and documentation. Data processing and data analysis and testing the hypothesis using SPSS Version 25, if the data is declared normal and homogeneous, the t-Test Technique will be used, if the data is abnormal or homogeneous, a non-parametric test will be carried out. The results of the data analysis showed that the use of the show and tell learning method had an effect on speaking skills, so that it could improve the speaking skills of grade III students of SDN 02 Ciloa, Kuningan Regency

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