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Martha Richa Anggraeni; Bagus Satrio Waluyo Poetro

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Digital images often experience noise disturbances that can reduce visual quality and interfere with the image analysis process. One common type of noise is salt and pepper noise, especially in grayscale images, which is characterized by the random appearance of black and white dots. This study applied the Deep Convolutional Autoencoder (DCAE) method with a skip connection mechanism to eliminate salt and pepper noise in grayscale images measuring 256×256 pixels. The dataset used consists of 300 pairs of clean images and noisy images that have gone through the preprocessing stage, including normalization and data augmentation. The model was trained using an Adam optimizer with a Mean Squared Error (MSE) loss function and validated through a train-test split scheme to avoid overfitting. Model performance was evaluated using Peak Signal-to-Noise Ratio (PSNR) and Structural Similarity Index (SSIM) metrics. The test results showed that the DCAE model with skip connections was able to effectively reduce noise while maintaining the main structure of the image based on the PSNR and SSIM values obtained, and showed better performance than conventional median filters. In addition, the model was successfully implemented into a Streamlit-based application to perform the image denoising process interactively, making it easier for users to experiment and visualize results in real-time.

Listri Maya Sari; Winda Ramadianti; Apriza Fitriani

International Journal of Mathematics and Science Education 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Learning geometric transformations requires a strong conceptual understanding due to their abstract nature. One effort to enhance students’ conceptual understanding of mathematics is through the development of contextual and meaningful instructional materials that incorporate local culture. This study is a research and development (R&D) study employing the 4D model (Define, Design, Develop, and Disseminate) aimed at examining the validity of the developed Student Worksheets. The validation of the Student Worksheets was conducted by two experts in mathematics education who evaluated the aspects of content feasibility, media, and language and readability. The data were analyzed using descriptive quantitative methods with percentage scores to determine the level of validity of the Student Worksheets. The results showed that the developed Student Worksheets obtained a validity percentage of 93.75% for the content feasibility aspect (very valid), 80.77% for the media aspect (valid), and 87.50% for the language and readability aspect (very valid), with an overall average of 87.34%, which falls into the very valid category. Based on these results, the ethnomathematics-based Student Worksheets using the Kepahiang Traditional House context are considered feasible for use as supporting instructional materials in learning geometric transformations.

Melda Agnes; Sherly Gaspersz; Lulu Jola Uktolseja; Adika Adika; Gio Gio +3 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

Perkembangan teknologi digital membawa inovasi signifikan dalam dunia pendidikan, salah satunya melalui pemanfaatan Augmented Reality (AR) dan Virtual Reality (VR) untuk menciptakan pengalaman belajar yang interaktif dan imersif. Program Kemitraan Masyarakat (PKM) ini dilaksanakan di SMA Negeri 2 Kota Sorong dengan tujuan memperkenalkan serta melatih siswa dalam penggunaan aplikasi Assembler Studio untuk membuat media pembelajaran berbasis AR. Metode kegiatan mengadopsi pendekatan partisipatif melalui tahapan persiapan, sosialisasi, pelatihan, pendampingan intensif, dan evaluasi, sehingga siswa terlibat secara aktif dan mampu mengembangkan keterampilan digital secara mandiri. Hasil kegiatan menunjukkan bahwa siswa mampu membuat konten AR sederhana yang relevan dengan materi pelajaran, meningkatkan motivasi, keterlibatan, dan kreativitas belajar. Penerapan media AR terbukti efektif dalam memvisualisasikan konsep-konsep yang kompleks, memberikan pengalaman belajar yang menyenangkan, dan mendukung kompetensi abad ke-21. Kegiatan ini membuktikan bahwa teknologi digital dapat menjadi strategi inovatif untuk meningkatkan kualitas pembelajaran di sekolah menengah.

Marizka Purnamayana; Winda Ramadianti; Hilyati Milla

International Journal of Mathematics and Science Education 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Teaching plane geometry often faces challenges due to the abstract nature of geometric concepts, which are often detached from students’ real-life contexts. This study is a development research (Research and Development) using a modified 4D model reduced to 3D (Define, Design, Develop) aimed at producing and testing the validity of a Student Worksheet based on ethnomathematics with Batik Sekundang motifs on plane geometry material oriented toward Contextual Teaching and Learning (CTL). Validation was conducted by two mathematics education experts who assessed the feasibility of content/material, media, and language/readability using a Likert scale instrument. The data were analyzed quantitatively in a descriptive manner using percentage formulas to determine the level of validity. The results showed that the student worksheet obtained a validity percentage of 87.50% in content feasibility (very valid), 80.76% in media (valid), and 87.50% in language (very valid), with an overall average of 85.25%, which falls into the very valid category. Based on these results, the ethnomathematics-based student worksheet with Batik Sekundang motifs is declared suitable to be used as a supporting teaching material for contextual and meaningful plane geometry learning for students in South Bengkulu.

Larysa Fernenda; Iqbal Oktaviano Forest; Ifqo Hasanah; Azeng Setiyaningsih; Widiya Febriani +6 more

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

Adolescence is a crucial period in human development, characterized by biological, psychological, and social changes. At this stage, adolescents require proper understanding of reproductive health to prevent risky behaviors and to support the development of healthy and responsible attitudes. This community service activity aimed to improve students’ knowledge of reproductive health through socialization at State Vocational High School (SMKN) 1 Mempura, Siak Regency. The method used was descriptive qualitative with a focus on education through material delivery, interactive discussions, and question-and-answer sessions. The activity was conducted on August 14, 2025, at the SMKN 1 Mempura Hall, involving 39 students out of 50 targeted participants. Data were obtained through observation of students’ participation and documentation of the activity, and were then analyzed descriptively and qualitatively. The results showed that students were enthusiastic in attending the socialization and demonstrated improved understanding of reproductive health concepts, reproductive organ functions, personal hygiene, and the risks of unsafe sexual behaviors. The interactive discussion also revealed students’ willingness to ask questions and share perspectives, reflecting stronger attitudes and confidence in maintaining reproductive health. In conclusion, the socialization of reproductive health at SMKN 1 Mempura successfully enhanced students’ knowledge and awareness. Despite limitations in terms of time allocation and long-term evaluation, this activity provided tangible benefits. Future efforts are recommended to develop sustainable programs supported by additional learning media and closer collaboration with the school.

Alifia Nida Safira Meidiah; Ludya Fatmawati

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to describe the implementation of the curriculum in mathematics learning at Al Ihsan Yapis Kotaraja Elementary School in the context of the Merdeka Curriculum. The focus of the study includes learning planning, learning implementation, the use of media and learning resources, the role of teachers and schools, and learning evaluation. The research uses a qualitative descriptive approach with data collection techniques through questionnaires, interviews, observations, and documentation. Data analysis was carried out through data reduction, data presentation, and conclusion drawing using triangulation techniques to ensure data validity. The results show that the implementation of the curriculum in mathematics learning has been quite effective. Teachers apply student-centered learning through differentiated learning and various learning strategies, such as lectures, discussions, and deep learning approaches. The most widely used media and learning resources are printed books and the internet. Teachers and schools play an important role in creating active learning and supporting the implementation of the Merdeka Curriculum. However, learning evaluation is still dominated by written tests, so it does not fully reflect authentic assessment in accordance with learning objectives. Therefore, improvements are needed in the application of authentic assessment and the integration of learning objectives, learning strategies, and assessment techniques so that curriculum implementation can run more optimally.

Silvi Laila Rista Fauziah; Putra Ika Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The Integration of technology in the education sector is a crucial strategy for addressing the challenges of the Industrial Revolution 4.0. This study aims to develop and examine the effectiveness of "Physical Changes of the Earth’s Environment" learning media by utilizing the interactive features of the ClassPoint platform and Edpuzzle videos in 5th-grade elementary school. The method employed is library research with a qualitative-descriptive approach, conducted through content analysis of various relevant scientific literatures from the last five years. The research findings indicate that the synergy between ClassPoint and Edpuzzle is capable of transforming abstract science materials into more concrete and engaging content for students. ClassPoint plays a role in creating a participatory digital classroom through various real-time interaction formats, while Edpuzzle reorients video-viewing activities into an active learning process through embedded question features that stimulate critical thinking. Overall, the use of these interactive media has positive implications for the escalation of active participation, concentration, and the depth of students' conceptual understanding. This study concludes that the development of ClassPoint and Edpuzzle-based learning innovations is an effective and relevant strategic step in improving the quality standards of science education in elementary schools.

M. Arbain; Fitra Ramadani; Iwan Perdana; Raudatul Haura

Jurnal Pengabdian dan Perubahan Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Listening skills are frequently regarded as the most challenging aspect of English language acquisition due to the complexity of the cognitive processes involved. In an orphanage environment, limited access to learning resources remains a primary obstacle to the development of this competence. This community outreach initiative aims to sharpen the listening skills of children at the Bonang Orphanage in Banjarmasin through the integration of subtitled YouTube videos and interactive repetition drill techniques. The implementation method involved 20 children selected via purposive sampling, utilizing a one-group pretest-posttest design. The intervention procedure encompassed the presentation of listening strategies, interactive discussions, and structured repetition exercises designed to build phonological automaticity. Quantitative evaluation results indicated a significant improvement, with the participants' mean score rising from 82.9 on the pretest to 86.7 on the posttest, with a maximum achievement score of 94. The discussion reveals that the use of subtitles serves as a visual scaffolding mechanism that facilitates sound-to-form mapping, while repetition drills strengthen the participants' working memory. Overall, the utilization of digital media and repetitive exercises proved effective in lowering cognitive barriers and increasing the participants' active engagement in English language learning.

Isrowiyah Isrowiyah; Ika Putra Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

Jusni Jusni; Andi Ismi Aprilianti; Reski Ananda; Sri Wahyuni; Kurniati Akhfar

Jurnal Pengabdian Sosial 2026 Lembaga Pengembangan Kinerja Dosen

Adolescent reproductive health is an important aspect that requires special attention, especially regarding the problem of dysmenorrhea or menstrual pain. Dysmenorrhea is often considered normal, even though it can reduce the quality of life and disrupt the learning activities of young women. One factor that influences dysmenorrhea is nutritional status and diet. This community service activity aims to increase the knowledge of young women about preventing dysmenorrhea through health promotion using posters with an anti-inflammatory diet approach based on "Healing Through Nutrition". The activity was carried out at the UPT SMA 9 Bulukumba on May 6, 2025, targeting 20 young women. The activity method included the planning, preparation, implementation, and evaluation stages, with a pre-test and post-test to assess the level of knowledge of participants. The results showed a significant increase in adolescent knowledge about preventing dysmenorrhea. Before the activity, 50% of respondents had poor knowledge, 40% had sufficient knowledge, and only 10% had good knowledge. After the intervention, 80% of respondents had good knowledge and 20% had sufficient knowledge, with no category of poor. These results indicate that poster media is effective in increasing adolescents' knowledge about dysmenorrhea and the importance of an anti-inflammatory diet as a non-pharmacological effort to prevent it.

Sofia Daniati

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

This study aims to determine the effectiveness of using vlogs as a Project Based Learning (PBL) media in the Fantasy Makeup course to enhance students’ soft skills, particularly in communication, public speaking, creativity, and problem solving. This research employed a pre-experimental design with a one group pre-test and post-test design. The sample consisted of 25 students selected through a census sampling technique, in which the entire population was used as the research sample. Data were collected through observation and questionnaires administered in two stages: a pre-test before the implementation of the learning model and a post-test afterward. The data were analyzed using a Paired Sample T-Test to identify the mean differences in students’ soft skill scores before and after the learning treatment. The results showed a significant improvement in communication, public speaking, creativity, and problem-solving abilities after the implementation of the vlog-based PBL model. Therefore, the use of vlogs is proven to be an effective and innovative learning medium to strengthen students’ soft skills in the context of the Fantasy Makeup course.

Dahniar Dahniar; Andi Agus; Susiana Muchtar; Gunawan Pokpadang; A. Pattiware

Jurnal Pengabdian Sosial 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of Artificial Intelligence (AI) technology presents significant opportunities to improve the quality of learning; however, its utilization in school settings is still constrained by teachers’ limited competencies. This community service program aims to enhance teachers’ competencies in utilizing AI-based learning technologies in a pedagogical, ethical, and practical manner. The implementation method consisted of preparation, implementation, and evaluation stages. The activities were carried out through interactive workshops, demonstrations of AI-based educational tools, hands-on practice with mentoring, and evaluation using pre-tests and post-tests. The results indicate a significant improvement in teachers’ understanding and skills in using AI for lesson planning, instructional media development, and learning assessment. Teachers also demonstrated more positive attitudes and greater confidence in integrating AI into classroom practices. Nevertheless, challenges such as varying levels of digital literacy and limited technological infrastructure were still identified. Overall, this community service activity proved effective in improving teachers’ competencies and has the potential to support more innovative and adaptive learning transformation in the digital era.

Romadhona Chusna Tsani; Muhammad Wahyu Gunawan

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

The aim of the research is to find out the process of developing knowledge learning media based on Android applications.Learning media is very much needed as a tool used in practical learning.Changes in educational progress require innovation in learning media to keep them up to dat and able to overcome new problems that arise. The research method used is the R & D research and development method with the 4D model. The stages of the 4D development model are 1) Definition; 2) Design; 3) Development; 4) Distribution. This research produces android-based textile knowledge learning media. The software used is iSpring Suite Toolkit Authoring based on Power Point; and Website 2 APK Builder.The iSpring Suit software is used in the design and development of learning media, while the Website 2 APK Builder software is used to change Android application programs. Based on the results of the learning media feasibility questionnaire, it can be seen that the textile knowledge learning media is very feasible to use, reaching 90%.

Dianika Sridadi; Yuniarti Yuniarti; Diana Diana

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research was motivated by the low level of children’s speaking ability in learning activities. This study aims to improve the speaking skills of children aged 5–6 years at Raudhatul Athfal Mas’udi and to examine how animated video learning is implemented to enhance the speaking skills of children aged 5–6 years at Raudhatul Athfal Mas’udi. The method used in this study is a qualitative method with the type of Classroom Action Research (CAR). The subjects of this study were Group B students of Raudhatul Athfal Mas’udi Pontianak, totaling 17 children. There are three aspects examined in this study, namely understanding information that is heard, repeating more complex sentences, and answering more complex questions. To obtain the data, this research used observation, interviews, and documentation. The results of the study show that children’s speaking skills before and after each cycle experienced a very good improvement. Thus, animated videos are proven to be effective in improving children’s speaking skills.

Yola Mutia Damayanti; Mintarsih Arbarini

International Journal of Studies in International Education 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the integration of social activities and leadership values in shaping the character of students by the PIJAR Semarang Community as a form of community-based non-formal education. The background of this study stems from the increasing problems with student character, such as low empathy, responsibility, and self-confidence, as well as the increasing cases of violence and bullying in the educational environment. These conditions indicate that formal education has not been fully able to address the challenges of shaping student character. This study uses a qualitative approach with descriptive methods. The research was conducted at the PIJAR Semarang Community by involving community managers, volunteers, and students as research subjects. Data were collected through in-depth interviews, observation of activities, and documentation to obtain a comprehensive understanding of the character-building process. The results of the study show that the PIJAR Semarang Community integrates social activities and leadership values through academic and non-academic learning programs that are designed to be contextual and participatory. Social activities such as play-based learning, social action, field trips, art performances, and leadership training are the main media for instilling character values. The character values developed include responsibility, cooperation, empathy, discipline, and self-confidence. Leadership values are instilled through habit formation, volunteer role models, providing opportunities for participation, and the active involvement of students in every activity. This study also found several obstacles in the form of differences in student character, limited resources, and low self-confidence among some students in leadership. To overcome these obstacles, the PIJAR Semarang Community implemented intensive mentoring, motivation building, and adjustments to activities to make them more inclusive. Overall, this study confirms that the integration of social activities and leadership values in community-based non-formal education plays an important role in the holistic and sustainable character building of students.

Siti Mabruroh; Muhammad Arif Syihabuddin

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to understand the essence and role of the Islamic educational environment according to Hasan Langgulung, and examine its relationship with social media as part of the educational environment in the digital age. This study applies a qualitative approach with a literature study type, sourced from books and scientific articles related to Hasan Langgulung's thoughts, the educational environment, and social media. Data collection was conducted through documentation studies, and data analysis used content analysis methods. The research findings indicate that the environment plays an important role in internalizing Islamic values ​​and shaping students' character, while social media has the potential to function as a non-formal educational environment that supports the learning process, the dissemination of Islamic values, and the strengthening of Muslim identity in the digital world. However, social media also presents challenges in the form of the dissemination of inaccurate religious information and the potential for moral degradation. Therefore, the integration of the concept of the Islamic educational environment with social media requires targeted management and the active role of educators and families so that social media remains within the corridor of Islamic educational values ​​and supports the achievement of Islamic educational goals.

Jasmine Nuraliva Hanata; Yanuar Rahman; Patra Aditia

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Historical video games are one of the entertainment screen media genres that represent actual historical events influencing the players to learn interactively. Moreover, in an era where technology is increasingly advanced the presence of pop culture that is included in history-based games leads people to get interested more in things that were initially boring to follow. “Sengoku BASARA” (戦国BASARA) is a successful action game featuring a main character based on Japanese feudal warlords wrapped in fictional and dramatic form published by CAPCOM which is very popular in Japan. Yet, Indonesia hasn’t developed a game based on the history of their ancient kingdom with good qualities to bring their interest to learning. The research methodology in this study using a qualitative approach includes content analysis using the 5 W 1 H technique to explore how the historical events and characters in the game are visualized and how it brings or gives the player an understanding of the history. This study aims to delve into two main points: 1. Understanding how “Sengoku BASARA” adapts the elements of their history, 2. The potential of this game as an educational tool is to introduce the historical characters as well as their story events. In conclusion, “Sengoku BASARA” does not have perfect accuracy in visualizing the original history yet it can be the first step to learning more about history interestingly and entertainingly.

Tiara Dara Pratiwi; Alinda Nuraini; Santiani Tri Widiawati; Sri Mulyeni

Jurnal Riset dan Inovasi Manajemen 2026 International Forum of Researchers and Lecturers

This research focuses on the use of social media among Gen Z students at the Faculty of Economics, Universitas Nasional Pasim, specifically in their first semester, with the primary obejctive of identifying the impact of social media usage on entrepreneurial interest Gen Z. Utilizing a quantitative method with a population of 94 individuals and a sample derived using a 5% margin, data were collected through questionnaires. The analytical results through validityand reliability tests confirmed that all data were both valid and reliable, while the simple regression analysis indicated that the regression model is feasible and relevant. This is evidenced by an R-Square value os 0.575, showing that 57,5% of the variation in entrepreneurial interest is influenced by social media usage, while the remaining 42.5% is affected by external factors. Furthermore, the F-count of 19.580 exceeds the F-table of 3.10, proving that social media usage significantly impacts entrepreneurial interest for instance, platforms like TikTok serve not only as entertainment but also as vital tools for information, business learning, and promotion. Such platforms encourage students to develop the courage to build businesses and foster independence, creativity, risk taking and readiness to create jobs and face future economic challenges. Ultimately, utilizing social media in a positive and productive manner serves as an effective strategy for cultivating the entrepreneurial spirit an dinterest among Gen Z.  

Rahmalia Ayu Isnaini; Rimba Rahmawati; Nurul Oktavia Ramadani; Sharla Martiza; Zhaima Saputri +1 more

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to analyze student learning activities in Mathematics through observational studies at SD Inpres 1 Koya Timur. Student learning activities are an essential aspect in determining the success of learning, particularly in Mathematics, which requires active student involvement in the processes of thinking, reasoning, and problem-solving. This study uses a qualitative approach with observation methods and a systematic literature review. Data were obtained through observations of fifth-grade students' learning activities during Mathematics lessons, supported by relevant literature analysis. The results show that student learning activities include visual, verbal, writing, mental, and emotional activities. Some students displayed active involvement through activities such as asking questions, answering questions, discussing, and completing assignments; however, there were still students showing passive involvement. Factors influencing student learning activities include the role of the teacher, teaching methods, the use of media and learning materials, the classroom environment, and student characteristics. This research concludes that the student learning activities in Mathematics classes at SD Inpres 1 Koya Timur are categorized as fairly active, but improvements are necessary by implementing student-centered learning strategies to make Mathematics learning more effective and meaningful.

Aisyah Aisyah; Andika Setyo Budi Lestari; Miftahul Khoiri

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Many students still face difficulties in understanding statistics because inaccurate preconceptions often develop into misconceptions. This condition is important to study since misconceptions can hinder the mathematics learning process and reduce the quality of students’ conceptual understanding. This study aims to analyze in depth how preconceptions affect the emergence of misconceptions among senior high school students in learning statistics. The research employed a qualitative descriptive method with a case study approach, involving three tenth-grade students from State Senior High School 1 Purwosari who were selected through purposive sampling based on high, medium, and low achievement categories. Data were collected through diagnostic tests in the form of essay questions to reveal students’ preconceptions and in-depth interviews to explore their reasoning, then analyzed descriptively. The findings show that students with accurate preconceptions did not experience misconceptions, students with partially correct preconceptions developed classificational, theoretical, and correlational misconceptions, while students with incorrect preconceptions experienced more complex misconceptions, such as considering the median as the largest value and failing to relate changes in data to the properties of the mean, median, and mode. The study concludes that inaccurate preconceptions directly contribute to the emergence of various forms of misconceptions. The implication is that teachers need to detect, identify, and correct students’ preconceptions from the beginning of the learning process so that misconceptions can be minimized and students’ understanding of statistics can develop more comprehensively.