cover
Contact Name
Sudianto
Contact Email
info.sudianto@gmail.com
Phone
+6285317777552
Journal Mail Official
polinomial.papanda@gmail.com
Editorial Address
https://ejournal.papanda.org/index.php/jp/editorial-team
Location
Kab. majalengka,
Jawa barat
INDONESIA
Polinomial : Jurnal Pendidikan Matematika
Published by Papanda Publisher
ISSN : -     EISSN : 28300378     DOI : https://doi.org/10.56916/jp.v1i1
Core Subject : Education,
Polinomial : Jurnal Pendidikan Matematika (ISSN : 2830-0378) is a scientific journal published by Papanda (Paguyuban Panalungtik Sunda). This aims to provide a national forum for researchers and professionals to share their ideas on all topics related to mathematics education, specifically focuses on Method / Model / Strategy / Media and Multimedia for Learning Mathematics, Curriculum in Mathematics Teaching, Assessment and Evaluation, Development of Mathematics Teacher Professionals, Ethnomatematics, and ICT in learning mathematics. Jurnal Polinomial is an open-access journal published twice a year (May and November). We accept articles of the author can be derived various countries, with the scientific field of Mathematics Education.
Articles 12 Documents
Search results for , issue "Vol. 4 No. 2 (2025)" : 12 Documents clear
Pengaruh Game Based Learning terhadap Hasil Belajar Matematika Siswa SD Pangestu, Yoga; Amri, Mira Amelia; Putra, Adi
Polinomial : Jurnal Pendidikan Matematika Vol. 4 No. 2 (2025)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v4i2.1774

Abstract

This study aims to analyze the effect of Game Based Learning (GBL) on mathematics learning outcomes of elementary school students through a literature review.  The process in the literature study method begins with searching for relevant references through platforms such as Google Scholar. After that, the various sources found are grouped according to the formulation of the research problem that has been determined previously. The next step was to analyze the information collected to identify important findings related to the impact of Game-Based Learning (GBL). Finally, the results of the analysis were interpreted to draw conclusions that could answer the research objectives. Data was obtained from accredited journals of the last five years. Therefore, by using a qualitative approach, this study was able to find facts analytically about the effect of game-based learning on student learning outcomes. The results showed that GBL through various platforms such as Kahoot, Quizziz, Bamboozle, Educandy and Wordwall proved effective in improving students' learning outcomes, motivation and comprehension. This study supports the use of GBL as an innovative strategy in mathematics learning.
Studi Literatur tentang Pengaruh Media Flashcard terhadap Kemampuan Numerasi Siswa Sekolah Dasar Fauziah, Naila; Amri, Mira Amelia; Putra, Adi
Polinomial : Jurnal Pendidikan Matematika Vol. 4 No. 2 (2025)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v4i2.1806

Abstract

This literature study aims to determine the effect of flashcard learning media in improving elementary school students' numeracy skills. The method used is a literature review with a qualitative approach, conducted through the exploration of various reputable electronic databases such as Google Scholar, ResearchGate, and Portal Garuda. During the data collection process, the researcher identified and gathered relevant articles based on specific inclusion and exclusion criteria. The selected articles are recent studies published within the last five years, from 2019 to 2024, in both Indonesian and English. The results of the study indicate that the use of flashcard media significantly improves the understanding of numeracy concepts, learning motivation, and active involvement of students during the learning process. Flashcards that are visual, simple, and easy to operate have proven effective in helping students understand the concept of numbers, basic operations, and problem solving in a concrete and real way. In addition, the use of flashcards can also improve the interactive and enjoyable classroom atmosphere, and strengthen the relationship between teachers and students. However, there are several obstacles such as the lack of teacher training in designing innovative media, and the limited variety of media used. Therefore, it is recommended that the development of flashcard media be carried out continuously with more diverse variations and adjusted to students' needs, and followed by training for teachers so that the use of this media can be optimized. This study makes an important contribution to improving the quality of numeracy learning at the elementary education level.

Page 2 of 2 | Total Record : 12