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
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
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

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