cover
Contact Name
Rhomiy Handican
Contact Email
handicanrhomiy@gmail.com
Phone
+6282306157989
Journal Mail Official
handicanrhomiy@gmail.com
Editorial Address
Jalan Baru Desa Pasar Semerap Kecamatan Danau Kerinci Barat
Location
Kab. kerinci,
Jambi
INDONESIA
JDIME: Journal of Development and Innovation in Mathematics Education
ISSN : 29862744     EISSN : 2986402X     DOI : https://doi.org/10.32939
Core Subject : Education,
The Journal of Mathematics Education Development and Innovation (JDIME) is a forum for the publication of research and development in the field of mathematics education. The journal aims to advance the understanding of how people learn mathematics and how to teach it effectively. The journal covers a wide range of topics related to development and innovation in mathematics learning including curriculum development, instructional approaches, assessment practices, and the use of technology in mathematics teaching and learning. JDIME publishes original research papers, review articles, and case studies that address current issues and challenges in mathematics education development and innovation. The journal strives to publish high-quality, rigorous research that is relevant to the field of mathematics education and has the potential to make a significant contribution to the understanding of the field.
Articles 25 Documents
Development of Geogebra Mathematics Learning Media on Exponential and Logarithmic Function Topics Hendra Cahyadi Manurung; Jhosua Berutu; Leonardo Turnip; Putra Paulus Glenn Niel Sinurat; Fevi Rahmawati Suwanto
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 1 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i1.3255

Abstract

Information Technology really supports the teaching and learning process in mathematics learning, but in reality there are still very few teachers who use ICT in learning activities, even though if teachers use ICT in the learning process it can help students and teachers in learning mathematics. This research aims to determine the effect of multimedia mathematics learning assisted by the Geogebra application on students' conceptual understanding of exponential and logarithmic function material. The research method used is Research and Development (R&D), referring to the ADDIE development model. The subject of this research was carried out at SMA Negeri 1 SILIMAKUTA class X-3. The instruments used are student online response questionnaires, teacher online response questionnaires. Based on the results of testing the development of teaching materials assisted by Geogebra in learning exponential and logarithmic functions, from all aspects of statements from student response questionnaires and teacher responses, the average response percentage was 89.7%. Thus, the high percentage of student responses proves that the development of mathematics learning media assisted by Geogebra can increase students' understanding of concepts and can be used effectively and practically as an additional reference for mathematics learning media, especially material on exponential and logarithmic functions. The implication is that if every lesson uses the right media, it will increase students' learning motivation and improve their learning achievement.
Development of Interactive Learning Media Based on Powerpoint and Desmos Applications For Curved Surface Solid Geometry Mentari Mentari Sukma; Fernando Purba; Nafa Cleo Wulandari Tarigan; Thresia Veronika Sihombing; Fevi Rahmawati Suwanto
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 1 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i1.3267

Abstract

This study aims to develop interactive learning media based on PowerPoint and Desmos applications for studying curved surface solid geometry. The approach used is Research and Development (R&D), focusing on data collection through questionnaires to measure the effectiveness of the developed media. Three validators were involved in the validation process to ensure the accuracy and validity of the content and instructional media structure. Subsequently, the media was piloted with 10 tenth-grade students from SMA Negeri 1 as part of evaluating its practicality and ease of understanding. The research findings indicate that the interactive PowerPoint-based learning media and Desmos application developed by the researcher meet highly valid criteria. Validation by three independent validators confirms that the content and presentation of the media align with expected standards. Furthermore, student feedback during the pilot study indicates that the media is perceived as practical and easy to comprehend, facilitating the teaching and learning process more effectively. Thus, this development of learning media contributes positively to enhancing the quality of learning curved surface solid geometry through the integration of relevant and innovative technologies.
Developing Liveworksheet Using Cooperative NHT Model: Improving Students' Mathematical Problem-Solving Skills Kiki Patmala; Yelza Elin Ndani; Indah Juli Syaputri; Rhomiy Handican; M Karim; Jafni Nawawi
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 1 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i1.3780

Abstract

This research is motivated by the importance of developing worksheets (LKPD) that are tailored to the demands of the technological era. Therefore, the researcher developed an electronic LKPD based on Liveworksheet with the cooperative model of Numbered Head Together (NHT). This development was carried out to enhance students' mathematical problem-solving skills in the topic of curved surface solids. The researcher employed the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model, which is a systematic, structured, directed, and planned model. The research utilized a questionnaire as the research instrument, which was distributed to ninth-grade students in a junior high school (SMP). The questionnaire aimed to gather information about the characteristics of the students and their needs regarding the developed LKPD. Based on the analysis of the needs, the researcher successfully developed an electronic LKPD using the Liveworksheet platform. This LKPD product offers the advantages of efficiency and effectiveness, incorporating audio-visual elements and student discussions to enhance understanding and problem-solving abilities. The development is expected to provide an interactive and engaging learning experience, helping students to develop their mathematical problem-solving skills
Development of Web-Based Learning Media Using Google Sites for Lines and Angles Adek Nilasari Harahap; Nurdalilah Nurdalilah; Susi Sulastri Lubis
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 1 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i1.4116

Abstract

This study is motivated by the low understanding of students regarding the topics of lines and angles in mathematics, which is attributed to the lack of interactive and engaging learning media. The objective of this research is to develop a web-based learning media using Google Sites to enhance students' comprehension of these topics. The type of research conducted is Research and Development (R&D), adapted from the Borg & Gall model. The instruments used include achievement tests, interviews, and observations. The data analysis techniques employed are descriptive and inferential analysis for quantitative data and thematic analysis for qualitative data. The research results indicate that the web-based learning media developed using Google Sites is effective in improving students' understanding and motivation in learning. In conclusion, this media not only enhances learning outcomes but also increases student participation in the learning process. The implications of these findings suggest that the integration of web-based technology in mathematics education can enhance educational quality. However, the study's limitations include a restricted and specific sample, thus further research with larger and more diverse samples and application to other subjects is recommended.
Development of the Android-Based Edutainment Game 'Tekamatika' to Enhance Students' Creative Thinking Skills Hanifatul Rahmi
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 1 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i1.4148

Abstract

This study aims to develop and test the effectiveness of the Android-based edutainment game "Tekamatika" in enhancing students' creative thinking skills, recognizing the importance of these skills in addressing 21st-century challenges. The method employed is Research and Development (R&D) using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation, as well as systematic evaluation using the CIPP model (Context, Input, Process, Product). The instruments used include material expert validation questionnaires, teacher and student assessment questionnaires, creative thinking tests, and student perception questionnaires. Data are analyzed to measure the validity, practicality, and effectiveness of the product. The research results indicate that the "Tekamatika" game is valid with an average score of 4.1 from material experts, highly practical with an average score of 4.293 from teachers, and very practical with an average score of 4.7 from students. The improvement in students' creative thinking abilities was confirmed through a gain test of 0.65 and a paired sample t-test with a significance level of 0.0231<0.05. In conclusion, the "Tekamatika" game is proven to be valid, practical, and effective in enhancing students' creative thinking skills. The implications of this research suggest that edutainment games can be an effective teaching method, capable of increasing motivation, student engagement, and facilitating interactive understanding of mathematical concepts.
Edutainment "Aritmo": Development and Impact of Video Games on Students' Critical Thinking Skills Fitri Ayu Ningtiyas; Rifaatul Mahmuzah; Yulia Zahara; Nurul Afni Sinaga
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 2 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i2.4281

Abstract

This study aims to develop and evaluate the effectiveness of a video game-based learning media in enhancing students' critical thinking skills in social arithmetic. The research and development (R&D) method, utilizing the Borg and Gall model, was employed to produce valid, practical, and effective learning media. The research instruments included validation sheets, practicality questionnaires, and effectiveness tests. The sample was selected using purposive sampling, involving 120 respondents from two different junior high schools. The respondents consisted of five experts as validators, 60 students who used the "Aritmo" video game-based learning media, and 60 students as the control group. The validation results by the experts indicated that the "Aritmo" video game has a very high quality, with an average score of 4.6 for alignment with learning objectives and user engagement, 4.4 for content appropriateness and functionality, and 4.0 and 4.2 for graphics and ease of use, respectively. The material validation also showed satisfactory results, with an average score of 4.4 for curriculum alignment, 4.6 for content accuracy, and 4.2 for relevance to learning objectives. The effectiveness test results, using an independent sample t-test, revealed that the use of the "Aritmo" video game had a significant impact on improving students' critical thinking skills, with a Sig. value of 0.031, which is lower than the significance level of 0.05. Thus, this study concludes that the "Aritmo" video game is an effective learning medium that can be used to enhance students' critical thinking skills in social arithmetic learning.
Development of the "GeoQuest AR" Educational Game Based on Augmented Reality to Enhance Geometry Concept Understanding in Junior High School Students Meta Silvia Gunawan; Nursa Fatri Nofriati; Ulfa Husnah
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 3 No. 1 (2025): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v3i1.4287

Abstract

This study aims to develop and evaluate the effectiveness of an Augmented Reality (AR)-based educational game in enhancing junior high school students' understanding of geometric concepts. Employing the Successive Approximation Model (SAM) as its development framework, the study comprises three main phases: Preparation, Iterative Design, and Iterative Development. The Preparation phase involved needs assessment and problem analysis through surveys and interviews, which revealed that 60% of students experienced difficulties in visualizing geometric shapes. The Iterative Design phase included the development of an initial prototype, tested by ten students and validated by three experts. The validation results indicated high scores in terms of content quality, visual design, and curriculum alignment. While the prototype received positive feedback regarding 3D object visualization, suggestions were made to improve interactivity. In the Iterative Development phase, the final version of the game was refined based on feedback and tested on 60 students using a pre-test and post-test design. Data analysis using a paired sample t-test revealed a statistically significant improvement in students' understanding of geometry, with a notable difference between pre-test and post-test scores (p = 0.032 < 0.05). These findings suggest that AR technology can effectively enhance students’ conceptual understanding and engagement in geometry learning. The study's limitations include a relatively small sample size and a short media usage duration. Future research is recommended to involve a larger sample, extend the intervention period, and further explore aspects of interactivity and media adaptation to individual learner needs for increased effectiveness.
Development of Contextual Math-Edutainment: The Interactive "Geomath" Game to Enhance Seventh-Grade Junior High School Students’ Understanding of Geometry Santika Lya Diah Pramesti; Nindya Ayu Salsabila
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 2 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i2.4288

Abstract

This study aims to develop and evaluate a contextual game-based learning media called Geomaster, designed to enhance seventh-grade students' understanding of geometry concepts. Employing the ADDIE development model, the research followed systematic stages including analysis, design, development, implementation, and evaluation. The product was validated by six experts—three media experts and three subject matter experts—yielding an average feasibility rating of 91% and 95% respectively, indicating that the media was highly feasible for use. The trial phase was conducted in three stages: small-scale, large-scale, and implementation trials. Results from small-scale trials demonstrated positive feedback from both students (93%) and teachers (91.3%) regarding media readability, clarity, and motivational impact. In large-scale trials, student responses averaged 89.8%, and teacher responses averaged 90.25%, reinforcing the media’s effectiveness. Furthermore, implementation trials indicated that the media supported various student learning activities with an average rating of 80.3% and achieved a high N-gain score of 0.72, reflecting significant improvement in learning outcomes. The study concludes that Geomaster effectively enhances conceptual understanding, fosters engagement, and supports the integration of interactive digital media in geometry instruction. This research contributes to the growing body of literature advocating for gamification in mathematics education and highlights the importance of developing innovative learning media to meet the demands of 21st-century learners.
Ethnomathematics-Based Edutainment: Exploring the Enhancement of Mathematical Reasoning Skills Through Video Games Dwi Novitasari; Ni Made Intan Kertiyani; Nourma Pramestie Wulandari
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 2 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i2.4292

Abstract

This study aims to develop an ethnomathematics-based visual novel game, named "EtnoMath," to enhance students' mathematical reasoning abilities in fraction material. The game was developed in response to students' difficulties in understanding mathematical reasoning concepts, which have led to low learning outcomes. This research employed a Research & Development (R&D) approach using the Alessi & Trollip model, which consists of three stages: planning, design, and development. Expert validation (content and media), practicality analysis, and product effectiveness analysis were conducted as part of the evaluation process. Data collection techniques included validation questionnaires, teacher and student practicality questionnaires, and mathematical reasoning ability tests. The results indicated that "EtnoMath" meets the criteria for being valid, practical, and effective, with a media validity score of 88% (very valid) and a content validity score of 90% (very valid). The practicality level was rated at 84% by teachers and 84% by students (both very practical). Effectiveness analysis, both from individual and classical mastery tests, showed that student mastery exceeded 80% in field trials. Effectiveness testing using a one-sample t-test showed a significant improvement in post-test scores (M = 87.25, p < 0.001) compared to the minimum mastery criterion (KKTP = 80), while a binomial test confirmed that all students exceeded this benchmark (p = 0.000).These findings suggest that "EtnoMath" is effective in enhancing students' mathematical reasoning skills and aligns with modern pedagogical standards. However, the study has limitations, such as a lack of long-term evaluation and adaptation to various user needs. The implications of these findings highlight the need for further development to improve the game's flexibility and expand its application in broader educational contexts.
Development of the Smartphone-Based Edutainment Game “MathVenture” as a Learning Medium Oriented Towards Creative Thinking Skills Hermansyah Hermansyah; Eka Widyawati
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 2 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i2.4293

Abstract

This study aims to develop and evaluate MathVenture, a smartphone-based educational game designed to enhance students' creative thinking and engagement in mathematics learning. The development process followed the ADDIE model, consisting of five phases: Analysis, Design, Development, Implementation, and Evaluation. The study involved 30 students and 10 teachers from a Junior High School. Data were collected through pre- and post-tests to assess students' creative thinking, as well as questionnaires to evaluate the practicality of the game from both students' and teachers' perspectives. The pre-test and post-test results showed a significant increase in students' creative thinking scores, with an average pre-test score of 8.0 and a post-test score of 13.0 (t = 5.00, p < 0.05). The game received high usability ratings, with the teachers' average score for practicality being 4.29 (Very Good), and the students' average score being 4.82 (Very Good). The study concludes that MathVenture is an effective tool for enhancing creative thinking and student motivation in mathematics learning, contributing to the growing body of research on game-based learning in education.

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