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Ekky Nur Arvia Fahma; Ika Rahmawati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study aims to develop an interactive digital learning media based on Wordwall, named TANGKAS (Tantangan Asyik Ngulik Pecahan Kelas Empat Seru), as a practice tool for addition and subtraction of fractions in fourth-grade elementary students. The development process employed the ADDIE model, which includes the Analyze, Design, Develop, Implement, and Evaluate stages. The research subjects consisted of 29 fourth-grade students at SDN Ngemplak I Baureno. The needs analysis revealed that learning activities were still dominated by conventional methods with limited use of digital media, resulting in low student engagement. To address this issue, TANGKAS was developed using a maze chase game design to enhance motivation and support engaging fraction practice. The validation results indicated a material validity score of 94% (highly valid) and a media validity score of 80% (valid). The practicality aspect obtained 81.8% from students, both categorized as highly practical. The effectiveness test showed an improvement in learning outcomes with N-Gain scores of 0.6 for fraction addition and 0.54 for fraction subtraction, both classified as moderate. Therefore, TANGKAS is proven to be feasible, practical, and effective as an interactive game-based learning media to support students’ understanding of mathematics in elementary school.

Minarti, Sri; Yulianti, Evy; Meifilindati, Intan

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This research is motivated by challenges in biology learning, including the lack of digital literacy assessment in schools and the use of conventional learning methods that tend to make students bored. Impractical printed teaching materials cannot be integrated into the form of videos. This research aims to develop an e-module based on Science, Technology, Engineering, and Mathematics (STEM) to analyze the feasibility, practicality, and effectiveness of e-modules in improving students' understanding of concepts and digital literacy on human respiratory system materials. This research uses the Development Research (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model.  The research was carried out at SMAN 1 Malinau. The implementation stage used a non-equivalent control group  design involving 34 students in the experimental class and the control class. Data collection instruments include validation sheets for media and material experts, practicality questionnaires for teachers and students, and pretest-posttest  tests to measure concept understanding and digital literacy.  Analysis of effectiveness data using N-gain test and hypothesis test (independent sample t-test for concept understanding and Mann-Whitney for digital literacy). The results of the research based on the validation of media experts and subject matter experts show that the STEM-based e-module is declared "Excellent". The e-module is also rated "Very Practical" by biology teachers and students. The e-module was shown to be effective in improving conceptual understanding, where the average N-gain value of the experimental class (58.63; Quite Effective category) was significantly higher (p=0.017) than that of the control class (40.62).

Rulia Aulia; Nila Hayati; Zaotul Wardi

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

This study aims to develop a contextual-based mathematics learning module to improve mathematical numeracy literacy among fourth-grade elementary school students, particularly on arithmetic operations. This research employed a Research and Development (R&D) design using the ADDIE development model consisting of analysis, design, development, implementation, and evaluation stages. The research subjects were 22 fourth-grade students at SDN 2 Siryawangi. The instruments used included expert validation sheets, teacher and student response questionnaires, and numeracy literacy tests. Data were analyzed using a qualitative descriptive approach supported by the N-Gain test to measure students’ improvement after using the module. The findings indicate that the developed module meets the criteria of validity, practicality, and effectiveness. This is supported by the validation results from material and media experts, each obtaining an average score of 95%, which is categorized as highly valid. In addition, teacher responses of 75% and student responses of 88% show that the module is practical and feasible to be used in the learning process. Furthermore, the effectiveness test results, based on an N-Gain score of 84%, demonstrate a high-level improvement in numeracy literacy. Therefore, this module is feasible to be implemented as an alternative teaching material for contextual learning in elementary schools.

Vevi Arini Azizatus Sufaidah; Ariyadi Wijaya

International Journal of Science and Mathematics Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to: (1) produce mathematics learning media in the form of interactive e-modules with a learning approach.realistic mathematics education (RME) which is oriented towards numerical ability and mathematical growth mindset students and describe their characteristics; (2) describe the quality of the learning e-module which meets the criteria of being valid, practical and effective so that it is suitable for use by junior high school students using the approach realistic mathematics education (RME). The development model used in this development research is the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects consisted of one teacher and 32 seventh grade students of SMP Negeri 3 Pajangan in Bantul Regency, Yogyakarta, who participated in this research.The results of the study show that the developed e-module has the following main characteristics: (1) using the RME approach in learning strategies; (2) facilitating the improvement of numeracy through learning videos, LKPD, and quizzes; (3) fostering growth mindset through motivational videos, inspirational sentences, discussion spaces, as well as feedback and self-evaluation features; and (4) using test- and questionnaire-based evaluation instruments. Validity tests showed very good results with an average score of 96% from media experts and 98% from material experts. The practicality of the e-module was assessed as very good by teachers (96.19%) and good by students (80.47%), and the implementation of learning reached 96.8%. Effectiveness was proven through MANOVA and t-tests which showed a significant increase in numeracy and mathematical growth mindset after using the e-module. Thus, the RME-based interactive e-module is suitable for use as an innovative mathematics learning medium at the junior high school level.

Nurul Hidayah; Jailani Jailani

International Journal of Science and Mathematics Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop a junior high school mathematics e-module based on local culture at the Van der Wijck Fortress complex to enhance students’ mathematical reasoning skills and learning interest. Specifically, the objectives are: (1) to describe the characteristics of the local culture-based e-module that can improve reasoning ability and learning motivation, and (2) to produce a high-quality e-module that meets the criteria of validity, practicality, and effectiveness. The research employed the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The participants consisted of one teacher, 31 students in the experimental class, and 32 students in the control class at a public junior high school in Kebumen Regency. The instruments used included validation sheets for media and material, competency tests, mathematical reasoning tests, learning interest questionnaires, and practicality assessment forms for teachers and students. The results showed that the e-module possesses characteristics of being self-instructional, self-contained, stand-alone, adaptive, and user-friendly. Product validity was confirmed through expert validation with average scores of 4.26 for media and 4.35 for material (very valid). The validation of instruments obtained average scores ranging from 4.5 to 4.92, categorized as very valid. Practicality was demonstrated through teacher assessments of 92%, student assessments of 85%, and learning implementation of 94% (all very practical). Effectiveness testing using the Multivariate Hotelling’s T² test indicated significant differences between experimental and control classes in competency test scores, mathematical reasoning, and learning interest. Therefore, the local culture-based mathematics e-module is proven valid, practical, and effective in enhancing students’ mathematical reasoning and learning motivation.

Diah Lestari; Kana Hidayati

International Journal of Mathematics and Science Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to: (1) produce e-LKPD based on problem-based learning oriented to mathematical problem-solving ability and self-confidence of high school students on the material of equations and quadratic functions and (2) describe the feasibility of PBL-based e-LKPD oriented to mathematical problem- solving ability and self-confidence of high school students on the material of equations and quadratic functions seen from the aspects of validity,  practicality, and effectiveness. This type of research is research and development using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research was conducted at SMA Negeri 1 Malinau with the research subject of class X-3 students totaling 35 students. Data collection was carried out using interview techniques, observation, e-LKPD validation sheets, pretest-posttest, and questionnaires. To determine the validity, the e-LKPD assessment sheet of material and media experts was used, practicality used student and teacher response questionnaires, and effectiveness used mathematics problem solving ability test questions and student self-confidence questionnaires. Data analysis consisted of qualitative data analysis and quantitative data analysis. Qualitative data analysis was conducted by analyzing the results of interviews, observations, and comments or suggestions given to make improvements to the e-LKPD products developed. Quantitative data analysis was conducted by converting quantitative data into qualitative data in the form of certain categories, normality test using shapiro-wilk, t-test with paired samples test, and N-Gain score. The results showed: (1) PBL-based e-LKPDs oriented towards mathematical problem solving skills and self-confidence of high school students on the material of quadratic equations and functions have been produced, (2) PBL-based e-LKPDs developed meet product feasibility, namely valid with excellent categories based on material and media experts; practical with very practical categories based on teacher responses and practical based on student responses; effective on math problem solving skills with classical completeness of 77%, the t-test results obtained a significance value of 0.000 <0.05 which means that there is a difference in the average ability to solve mathematical problems before and after learning using e-LKPD, the N-Gain result is 0.65 with moderate criteria, and effective on student self-confidence with an increase in the average score of each indicator before and after learning,  the N-Gain result is 0.49 with moderate criteria, and the t-test results with a significance value of 0.000 < 0.05.

I’anatul Ashriyah; Umi Mahmudah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.

Bambang Heriyanto; Marsigit Marsigit

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This research aims to develop online mathematics learning tools based on the local wisdom of Papua in the form of Lesson Plan and E-Worksheet products that are oriented to students' critical thinking skills and mathematical problem-solving in materials of polyhedra which (1) validity aspects, (2) practicality aspects, (3) effectiveness aspects. The cultures used in this research are the kariwari traditional house and the kaki seribu traditional house as illustrations to explain the concept of polyhedra. The research method is research and development (R&D) using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development design model. The subjects in this study are 8 students who are in grade VIII at Golden Gate Junior High School, Sorong City. The instruments used in this study are validation sheets, learning implementation observation sheets, teacher response questionnaires, student response questionnaires, and tests. The learning tool is valid if the results of the experts' assessment are at least in the "good" category. Learning tools are said to be practical if the results of teacher’s responses, student responses, and observations of learning implementation are at least in the "good" category. The learning tool is effective if the percentage of students who complete the critical thinking skills test and the math problem-solving ability test is at least 60%. This research produced online learning tools in Lesson Plan and E-Worksheet mathematics form based on local Papuan wisdom oriented to critical thinking skills and problem-solving skills of grade VIII junior high school students on flat-side space building materials. The validation results show that the product developed meets the valid criteria with a good category. The results of the test show that the product developed meets the practicality and effectiveness criteria. Practicality achieved the category “very good” based on teacher assessment, student responses, and the observation of learning implementation. Effectiveness achieves the effective category based on the test of critical thinking skills and mathematical problem-solving. The percentage of students who completed the critical-thinking skills test reached 87.50%, and the mathematical problem-solving ability test reached 75.00%.

Khaeriyah Anwar; Kana Hidayati

International Journal of Mathematics and Science Education 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to (1) describe the characteristics of e-LKPD based on realistic mathematics education on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy of vocational school students, (2) describe the feasibility of e-LKPD based on realistic mathematics education on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy of vocational school students in terms of validity,  practicality and effectiveness. This type of research is research and development (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were 34 students of class X TKP SMKN 2 Tarakan. In this research, One Group Pretest - Posttest Design was used. The research instruments used were validation sheets, practicality assessment sheets by teachers and students, learning implementation observation sheets, critical thinking ability tests and self-efficacy questionnaires. The results of the research show: (1) the e-LKPD developed contains characteristics found in the RME approach to the material of on system of linear equations with three variables oriented towards critical thinking skills and self-efficacy. The characteristics contained in RME-based e-LKPD include integrated learning, use of context, mathematization and construction processes and interactivity. (2) the RME-based e-LKPD developed meets the criteria for feasibility in terms of validity aspects with a percentage of feasibility according to material experts of 93.4% and media experts of 98.9% with the validation result criteria being very feasible; practicality with a very practical category based on the results of student and teacher responses; effectiveness based on critical thinking skills with classical completeness of students reaching 82.4%, the results of the T-test paired samples-test with a significance level of 5% obtained that there was an influence on students' critical thinking skills after treatment using RME-based e-LKPD, the N-Gain result was 0.73 with a high category, and the effectiveness of e-LKPD on self-efficacy with an increase in each self-efficacy indicator,  the N-Gain result was 0.3 in the moderate category, and the results of the Wilcoxon test on self-efficacy data with a significance level of 5%, it was obtained that there was an influence on students' self-efficacy after treatment using RME-based e-LKPD.

Jimi Pratama; Nuri Ramadhan; Astria Ayu Ramadianti

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

This project involves the development of audiovisual learning media using the Geogebra Classic program, which specifically focuses on building materials for Class V at SDN 105380. This study is based on the inadequate use of technology by educators, especially in the application of learning media for teaching mathematics. To improve the teaching of mathematics using building materials, audiovisual learning media using the Geogebra Classic 5 program was created to diversify math learning resources and increase student engagement in math classes. This study uses ADDIE paradigm. This Model represents analysis, design, development, implementation, and evaluation. This study involved a cohort of 32 students from Class V SDN 105380. This research instrument uses questionnaires that include validation questionnaires for two experts, instructor effectiveness questionnaires, and student effectiveness questionnaires. The findings of this study indicate the creation of appropriate resources for the learning process, achieving an average value of 80% in the very feasible category according to the material validator, and a value of 88% in the very feasible category according to the media validator. The efficacy of Learning media resulted in scores of 93% for teacher responses and 87% for student responses, indicating that the criteria for Learning media are very successful. Based on these results, it can be concluded that the audio-visual learning media assisted by the geogebra application has been declared very feasible and effective.