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
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
Efektivitas Media Video Animasi Motion Graphic pada Mata Pelajaran Bahasa Inggris Terhadap Hasil Belajar Siswa Kelas VII SMP Negeri 39 Padang Meisa, Zahra Alvi; Yeni J, Fetri; Novrianti, Novrianti; Kurnia, 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.v5i4.1764

Abstract

Lack of desire and low student participation in monotonous Englisgh learning can lead to low student learning outcomes. So support is needed in the form of media to overcome this problem. This study aims to determine the effectiveness of motion graphic animation video media in Englisgh subjects on the learning outcomes of grade VII students of SMP Negeri 39 Padang. The type of research is in the form of quantitative research with experimental methods. The sample in this study is 60 students consisting of an experimental class and a control class. Data analysis technique uses a t-test to determine student learning outcomes in English subjects. The results showed that there was a difference in the learning outcomes of the experimental class with an average of 73.83 and the control class with an average of 67.33. The use of motion graphic animation video media is effective in Englisgh subjects on the learning outcomes of grade VII students. It can be concluded that the learning outcomes of students who use motion graphic animation video media in Englisgh subjects have a significant impact on student learning outcomes
Evaluasi Proses Pendidikan Karakter Disiplin Peserta Didik di SMP Negeri 7 Palembang Pebriyanti, Dina; Niswah, Choirun; Ibrahim, Ibrahim; Febriyanti, Febriyanti
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.v5i4.1765

Abstract

The aim of this study is to understand how the evaluation process of student disciplinary character education is conducted at SMP Negeri 7 Palembang. This study uses a descriptive method with a qualitative approach. The study involved 8 informants, including the Principal, Vice Principal, teaching staff, non-teaching staff, students, and 3 parents. Data collection techniques employed include data reduction, data presentation, data verification, and conclusion drawing. The validity of the data was ensured through triangulation, consisting of source triangulation, time triangulation, and technique triangulation. The results of the analysis show that the evaluation has gone well as expected. This is achieved through coordination involving all stakeholders, with plans and objectives set by the principal to all parties. Each stakeholder is required to work together and discuss in advance to ensure that coordination runs smoothly, both in learning and habituation. This coordination is carried out regularly every month. Furthermore, intracurricular implementation involves the application of disciplinary character values in all subjects, attendance recording, and habituation that associates disciplinary character in students. Supervision is carried out by monitoring teacher performance through daily observation and attendance, as well as by building a school culture that supports an environment that pays attention to the character of discipline.
Penerapan Media Pembelajaran Animasi Menggunakan Animiz untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia Kelas X SMAN 1 Ciawigebang Distira, Dikri Adiya; 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.v5i4.1766

Abstract

This research aims to utilize animation learning media developed using Animiz software, to improve students' academic achievement in Indonesian Language subjects in class X of SMAN 1 Ciawigebang. The approach used in this study is quantitative with experimental methods, especially using Quasi Experiment design. The research design applied is a nonequivalent control group design. This study adopts a Quasi Experiment design, in which two groups of classes are the subjects of the research: X-G class as the experimental class and X-J class as the control class. The experimental class uses Animiz media, while the control class follows conventional learning methods. Student learning outcome data is collected through pretest and posttest which involves observation and tests. The data analysis technique uses the t-test. The results of the study show that the application of Animiz Animation Maker animation learning media has succeeded in increasing students' understanding of poetry material in Indonesian Language subjects in class X of SMAN 1 Ciawigebang

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