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Diyah Andini Kusumastuti; M. Ali Ghufron

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Interest and motivation in learning mathematics among Madrasah Ibtidaiyah (MI) students remain relatively low, particularly in understanding basic arithmetic concepts such as addition and subtraction. This condition has led to poor learning outcomes and a lack of active student engagement in the learning process.This study aims to determine the effectiveness of Scratch-based learning media in improving MI students’ arithmetic skills. To achieve this objective, a qualitative research method with a case study approach was employed. Data were collected through observation, interviews, and documentation, and analyzed using the interactive analysis model of Miles and Huberman.The findings indicate that the use of Scratch media can enhance learning motivation, student engagement, and understanding of arithmetic concepts in a more enjoyable and interactive way. Thus, Scratch-based learning media is proven effective in improving the arithmetic skills of MI students. It is recommended that teachers utilize interactive digital media such as Scratch as an innovative alternative in teaching mathematics at the elementary madrasah level.

Warni Warni

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to improve the numeracy skills of early childhood through the use of number card games. Numeracy is one of the basic competencies that is important to develop as a foundation for future mathematics skills. The method used in this study is game-based learning, where children are involved in interactive and fun number card playing activities. The subjects of this study were children aged 5-7 years at RA Al Busyro Ngimbang. The results of the study showed that the use of number card games can significantly improve children's numeracy skills, especially in the aspects of number recognition, addition, and simple subtraction. This game helps children understand basic mathematical concepts more naturally and without pressure, because the learning process is carried out in a fun and informal atmosphere. In addition, number card games can also increase children's motivation in learning mathematics, improve social skills through interaction with peers, and improve concentration and focus during the learning process. The conclusion of this study shows that number card games can be used as an effective learning strategy to improve the numeracy skills of early childhood. It is recommended for educators and parents to utilize this method in order to develop children's mathematical abilities more optimally.

Putri Wirdani; Nur Wahyuni

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to improve the mathematical subtraction calculation ability of class I-A students of SDN 104202 Bandar Setia through the puzzle playing method. The problem in this study is low mathematics learning outcomes. The method used in the study is Classroom Action Research (CAR) as many as 2 cycles. The subjects of this study were class 1-A students at elementary school SDN 104202 Bandar Setia Jl. Terusan Dusun V Bandar Khalipah, Percut Sei Tuan District, Deli Serdang Regency, 2024/2025 Academic Year, totaling 27 students consisting of 10 female students and 17 male students. Classroom Action Research (CAR) improves students' subtraction calculation ability by using the mathematical puzzle playing method of class 1 SDN 104202 Bandar Setia, it can be concluded as follows: "The application of the mathematical puzzle playing method in class 1-A SDN 104202 Bandar Setia which is proven by an increase in research results in each cycle. Assessment of achievement in mathematics learning subtraction in cycle I with an average of 69.25, percentage of completion 69%, and in cycle II began to show an increase with an average value of 90.74 percentage of completion 90%. The results also show that this classroom action research achieved the specified completion indicator, namely completion above 90% .