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Imelda Ayuningtyas; Chilsa Niken Saharnaya; Zaenal Abidin; Dian Mustika Anggraini

Jurnal Inovasi Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The purpose of this study is to determine how the use of SOGAM puzzle media in mathematics can improve students' basic counting skills at the elementary school level, especially for addition and subtraction materials in grade 1. This study adopted a descriptive qualitative approach involving 27 grade 1 students of MI NU Hidayatul Mustafidin as research subjects. Data collection was carried out through observation and documentation during learning activities. The research findings showed that students appeared inactive in the learning process and faced difficulties in understanding the concept of addition and subtraction before the introduction of SOGAM puzzle media in mathematics. After the implementation of SOGAM puzzle media in mathematics, students' counting skills improved, as shown by increased accuracy in answering questions, speed in calculating, and better understanding of concepts. In addition, students became more active, enthusiastic, and motivated during learning. SOGAM puzzle media in mathematics can create a fun and interactive learning environment by incorporating game elements in the learning process. Thus, the use of SOGAM puzzle media in mathematics is proven to be effective in improving students' basic counting skills in addition and subtraction materials in elementary schools.

Hardika Saputra

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

This study aims to examine the role of mathematics education in building numerical literacy in elementary schools, as well as strategies that can be implemented to enhance students' numerical skills. Numerical literacy is a fundamental skill needed by students to understand, interpret, and use numerical information in daily life. The research method used is library research, reviewing various related literature, including books and recent scholarly journals in the field of mathematics education. The results show that the integration of technology, the use of contextual approaches, and collaborative learning are effective strategies in improving students' numerical literacy. Technology helps simplify the understanding of abstract concepts, while contextual and collaborative approaches make mathematics more relevant and applicable. The implications of these findings are the need for further development in teacher training to integrate technology in teaching and the importance of involving students in more interactive and contextual learning processes. This study also suggests further evaluation of the implementation of these strategies in various educational settings.

Alvi Setya Kurnia Dewi; Anita Qoiriah

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Mathematics is a core subject that develops critical thinking skills; however, many third to fifth-grade elementary school students face difficulties with conventional teaching methods that tend to be uniform and less adaptive. This study aims to develop and implement a mobile-based educational game, "Ethno Run," which integrates the Bayesian Knowledge Tracing (BKT) algorithm to provide an adaptive learning experience. The method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) framework. The system uses BKT to track students' mastery in real-time by analyzing their responses to pre-tests and exercises within the game, which then adjusts the difficulty level and focuses the post-test on areas identified as weak, such as arithmetic operations and geometry. The findings show that this adaptive approach significantly improves learning outcomes, with the average score increasing from 44.33 on the pre-test to 85.33 on the post-test among 30 students. This study concludes that the integration of Artificial Intelligence through BKT effectively personalizes learning, enhances student motivation, and provides data-driven insights for teachers regarding students' progress. The implication of this research is that adaptive game-based learning serves as a feasible interactive solution to bridge the gap in conventional basic mathematics education.

Dwi Ersi Destari; Rina Indriani; Eka Ersi Destari

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

Learning is the process of children getting to know knowledge that aims to increase knowledge as a basis for forming behavior. The learning process is carried out so that children experience behavioral changes and gain an overall improvement in knowledge, skills, and attitudes. Learning is very closely related to daily life, therefore it is important for children to learn continuously, one of which is through learning mathematics. Mathematics learning has a very important role in the sustainability of children's education because mathematics is one of the fundamental non-physical tools in the world of education and daily life. Through mathematics learning, children are trained to think logically, systematically, critically, and creatively in solving various problems. In addition, mathematics helps children solve calculation problems that are often encountered in daily activities, such as counting money, measuring length, time, and distance, and interpreting simple data. Mathematics learning also plays a role in developing the ability to reason and make appropriate decisions. Therefore, mathematics learning is a subject that must be followed because it has a great influence on thinking skills, learning independence, and children's readiness to face life challenges and scientific development in the future.

Rina Dwi Astuti; Sinta Devi Prastika Putri; Siti Inganah

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

The purpose of this study was to evaluate the application of the Deep Learning approach in teaching mathematics in the first grade of addition and subtraction of numbers 1 to 20 in a story problem through the concrete media Si PONPEL and the educational game Quizizz Paper Mode. This technology-based learning is intended to make learning more interactive and enjoyable, but does not require personal digital devices. Qualitative and quantitative data were collected through a mixed-method research design to measure student understanding the result show that the Si PONPEL and Quizizz Paper Mode methods successfully improved students’ understanding of basic mathematical concepts, with an average increase in student scores of 38.33%. In addition, findings from interviews conducted with teachers and students showed that the Si PONPEL concrete media and this technology made students more engaged and motivated to learn. It is hoped that this research will make a significant contribution to creating more inclusive and interactive mathematics kearning in elementary schools.

Selpi Saputri; Annisatul Mardiah Nasution; Oka Diana Sabilla.S; Dina Mardiana; Nadia Authari +2 more

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

This study aims to analyze the role and strategies of introducing mathematical proofs appropriately for students, as well as to describe their contribution to enhancing logical, critical thinking, and understanding of mathematical concepts. The method used is library research with a descriptive qualitative approach through the analysis of various current scientific literature relevant to mathematics learning and education. The results of the study indicate that mathematical proofs not only function as a tool for verifying the truth of a statement but also as an epistemological process that develops deductive, argumentative, and reflective reasoning skills in understanding the structure and relationships of mathematical logic. Effective introduction strategies include the use of visual representations, collaborative learning, linguistic scaffolding, and the application of a gradual approach from informal argumentation to formal deduction. The approach has been proven to enhance students conceptual understanding, argumentative skills, and logical awareness. The implication is that proofs need to be systematically integrated into mathematics learning in secondary schools to strengthen Higher Order Thinking Skills (HOTS) and develop a scientific mindset in accordance with the principles of the Merdeka Curriculum

Riki Wahyudi; Nia Agustina; Desvia Silvana; Suci Rahmadani; Nova Umi Soimah +5 more

Jurnal Pengabdian Masyarakat Waradin 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

Numeracy is an important skill that elementary school students must have, but in reality it is still relatively low because learning tends to be conventional and less contextual. Numeracy does not only include the ability to count, but also the ability to understand, use, and interpret numbers and data in various daily life contexts. One of the causes of low student numeracy is a learning approach that is less interesting and not related to real situations. This study aims to test the effectiveness of the contextual learning model (Contextual Teaching and Learning/CTL) in improving students' mathematical numeracy skills. The research design used was a one-group pretest-posttest experiment with 23 fifth-grade students of SDN 002 Teluk Bintan as subjects. The instrument in the form of a numeracy test was given before and after the implementation of CTL, then the data were analyzed using prerequisite tests (normality and homogeneity) followed by a paired sample t-test. The results showed a significant increase in students' numeracy skills. The average pretest score of 24.78 increased to 73.91 in the posttest with a significance value of 0.000 <0.05. This increase proves that CTL is effective in helping students master numeracy through a learning process that links mathematical concepts with real experiences. Thus, the contextual learning model can be an alternative learning strategy that is relevant for increasing elementary school students' numeracy, while emphasizing the importance of implementing a more applicable approach in mathematics learning.

Najla Imtinan; Ibnu Muthi

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to examine the implementation of digital educational games to enhance the understanding of fraction concepts among fifth-grade elementary school students. The background of this research lies in the low mastery of fraction material and the lack of student engagement due to conventional teaching approaches. The research used a quasi-experimental method with a pretest-posttest control group design. The subjects were divided into an experimental group, which received digital educational game-based learning, and a control group, which was taught using traditional lectures and practice questions. The results showed a significant improvement in the understanding of fractions in the experimental group compared to the control group. The findings indicate that digital educational games can enhance motivation, engagement, and the effectiveness of mathematics learning. This research recommends the integration of interactive digital media as an innovative strategy for teaching mathematics in elementary schools.

Alisia Zahro’Atul Baroroh; Umi Mahmudah

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

Mathematics learning in elementary schools still faces several challenges, including low student motivation and critical thinking skills. One innovative solution is the implementation of the Problem Based Learning (PBL) model. This study aims to examine the effectiveness of PBL in improving elementary students’ conceptual understanding and critical thinking in mathematics. This research employed a Classroom Action Research (CAR) method conducted in two cycles involving fifth-grade students at [School Name] Elementary School. Data were collected through observations, tests, interviews, and documentation. The results show that the implementation of the PBL model increased student engagement, problem-solving ability, and the average score of conceptual understanding in mathematics. Therefore, PBL is proven to be effective in fostering meaningful learning and promoting higher-order thinking skills. It is recommended that elementary mathematics teachers integrate PBL as a student-centered learning approach.

Aisyah Putri Siregar; Melva Zainil

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The improvement of primary education quality has become a major focus in modern education. This study employs a literature review method to explore the application of the Project-Based Learning (PJBL) model in enhancing creativity and learning outcomes among elementary school students. The findings from various studies indicate that PJBL fosters critical and creative thinking, engages students actively, and promotes effective collaboration and communication. Furthermore, PJBL has proven to significantly improve learning outcomes by integrating real-world problem-solving with academic knowledge. This research concludes that PJBL is an effective, interactive, and innovative approach to create meaningful learning experiences. Recommendations include equipping teachers with proper training and resources to implement PJBL successfully in elementary.

Mashuri Mashuri; Nurhaswinda Nurhaswinda; Zulfah Zulfah

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This problem is motivated by the low understanding of students' mathematical concepts in Mathematics subjects at SDN 005 Laggini, Bangkinang District, Kampar Regency City. One solution to overcome this problem is to use a learning modelIndex Card Match. The aim of this research was to determine the effect of the Index Card Match strategy on students' mathematics learning activities in Class V of State Elementary School 005 Laggini, Bangkinang City. This research method is experimental research. The type of research used in this research is pre-test-post test group quasi-experimental design. This research involved fifth grade students at SDN 005 Laggini. The sampling technique used was purposive sampling. The total sample in this study was 63 people who were divided into two classes, namely 32 people from class V A as the experimental class and 31 people from class V B as the control class. The data collected in this study was analyzed using the t-test. Based on the results of statistical calculations, the t-table value was 1.666 and the t-count value was 2.003, which shows that the t-count value was greater than the t table (2.003 > 1.674). Next, based on the independent sample t-test on the p-value or sig. (2-tailed) is 0.005. These results reject the null hypothesis (H0), and the alternative hypothesis (Ha) is accepted. So it can be concluded that the application of learning strategiesIndex Card Match in the experimental class it can influence learning activities better than the application of the lecture method in the control class.

Mashuri Mashuri; Nurhaswinda Nurhaswinda; Zulfah Zulfah

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This problem is motivated by the low understanding of students' mathematical concepts in Mathematics subjects at SDN 005 Laggini, Bangkinang District, Kampar Regency City. One solution to overcome this problem is to use a learning modelIndex Card Match. The aim of this research was to determine the effect of the Index Card Match strategy on students' mathematics learning activities in Class V of State Elementary School 005 Laggini, Bangkinang City. This research method is experimental research. The type of research used in this research is pre-test-post test group quasi-experimental design. This research involved fifth grade students at SDN 005 Laggini. The sampling technique used was purposive sampling. The total sample in this study was 63 people who were divided into two classes, namely 32 people from class V A as the experimental class and 31 people from class V B as the control class. The data collected in this study was analyzed using the t-test. Based on the results of statistical calculations, the t-table value was 1.666 and the t-count value was 2.003, which shows that the t-count value was greater than the t table (2.003 > 1.674). Next, based on the independent sample t-test on the p-value or sig. (2-tailed) is 0.005. These results reject the null hypothesis (H0), and the alternative hypothesis (Ha) is accepted. So it can be concluded that the application of learning strategiesIndex Card Match in the experimental class it can influence learning activities better than the application of the lecture method in the control class.  

Diana Yulius; Melva Zainil

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study intends to examine the mathematical literacy skills of elementary school students in solving story problems. The ability to read mathematics includes not only understanding concepts, but also the ability to interpret, reason, and apply mathematics in everyday situations. The focus of this study is useful for evaluating the level of literacy competence of elementary school students. The method used in this study is Literature Review (LR), without direct observation in the field. Data were obtained through the analysis of various literature sources as well as the results of relevant previous research. The results of the study show that elementary school students still face challenges in understanding information in story problems, choosing the right solution strategies, and drawing conclusions from the problems faced. These findings highlight the need for a learning approach that is more focused on developing critical thinking competencies and contextual problem-solving. Learning that prioritizes real context, group discussions, and an emphasis on critical thinking processes is needed to support students in expanding their mathematical literacy skills to the fullest.

Atiyani Atiyani; Supardi U.S

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Pembelajaran matematika kelas II SDN Megamendung 03 Kecamatan Megamendung Kabupaten Bogor didominasi oleh guru dan menggunakan model pembelajaran konvensional. Hal ini menyebabkan proses pembelajaran di kelas menjadi tidak kondusif yang ditandai dengan siswa kehilangan minat belajar, kantuk dan hanya sedikit orang yang memperhatikan saat proses pembelajaran berlangsung. Tujuan dari penelitian ini adalah untuk meningkatkan hasil belajar siswa dengan memanfaatkan model pembelajaran Demonstrasi dengan 25 subjek penelitian. Penelitian dilakukan dalam dua tahap perbaikan mengenai materi pengurutan angka dan penjumlahan angka. Temuan penelitian ini menunjukkan bahwa kegiatan guru mengalami peningkatan yang memuaskan, yang pada gilirannya meningkatkan partisipasi dan prestasi belajar siswa. Aktivitas siswa meningkat dari 70,66 pada siklus I dan 85 pada siklus II. Nilai ujian akhir siswa juga meningkat dari 60% pada siklus pertama menjadi 96% pada siklus kedua. Dengan menggunakan model pembelajaran Demonstrasi, dapat meningkatkan hasil belajar siswa kelas II SDN Megamendunng 03, Kecamatan Megamendung, Kabupaten Bogor. Guru harus menerapkan model dan metode pembelajaran. Model Pembelajaran Demonstrasi dapat mendorong motivasi belajar, siswa aktif berpartisipasi dalam proses pembelajaran dan mudah mengingat pelajaran yang diajarkan oleh guru.

Irman Irman; Supardi U.S

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Many teachers complain about the low learning outcomes of students in Mathematics lessons. This situation also occurred in grade IV at SDN Megamendung 01 related to learning the number of thousands. One of the causes of the lack of learning achievement is the lack of students' understanding of the number of thousands. As professional educators, teachers must be able to hold an active, creative, and fun learning process for students. Thus, it is hoped that it can encourage the improvement of student activities and learning outcomes through appropriate methods. This research was carried out at SDN Megamendung 01 Megamendung District, Bogor Regency from March to May 2025 in two cycles, involving 17 students, consisting of 8 boys and 9 girls. This research provides benefits both theoretically and practically for students, teachers, and related educational institutions. The order of learning improvement actions in the form of learning thousands of numbers from: (1) sorting numbers from small to large, (2) sorting the largest to the smallest using the number card tool in the teaching of Mathematics Class IV. The findings of the study show that there is an increase in student learning achievement through improving the learning process until the second cycle by applying the Tike And Give Learning Model. Learning achievement can be seen from the increase in final grades from the beginning of cycle I to cycle II. Where the average test score in the pre-cycle increased from 50.59 to 61.48 in the first cycle and to 80 in the second cycle. Therefore, it is hoped that teachers can improve their ability to manage the classroom and have an appropriate learning model to increase student participation and learning outcomes.

Muhammad Arvi; Chandra Chandra; Salmaini Safitri Syam

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

The purpose of this study is to assess the computational thinking skills of fourth-grade elementary students within the framework of mathematics instruction. Computational thinking is a crucial 21st-century competency that should be cultivated from an early age, particularly in solving mathematical problems. This study adopts a descriptive quantitative method using a written test instrument developed based on four key computational thinking components: decomposition, pattern recognition, abstraction, and algorithmic processes. The participants in this research were fourth-grade students from a selected elementary school. The results indicate that most students demonstrate a moderate level of computational thinking. Among the assessed indicators, decomposition was the most successfully achieved, while algorithmic thinking was the least mastered. These results highlight the importance of integrating contextual and problem-based learning strategies to further enhance students’ computational thinking abilities in mathematics education.

Arta Rusidarma Putra

Jurnal Manajemen Kreatif dan Inovasi 2025 International Forum of Researchers and Lecturers

The learning process is the implementation of the curriculum in educational institutions to influence students to achieve predetermined goals. Lack of student enthusiasm in the learning process results in learning outcomes that are not optimal. The purpose of the study was to analyze the influencing factors and teacher strategies in improving the learning outcomes of fifth grade students in Mathematics at Al-Muhajirin Islamic Elementary School. The method used is qualitative. Data collection techniques with observation, interviews and documentation. The research findings show that student learning outcomes at Al-Muhajirin Islamic Elementary School are classified as good, but there are still students with low learning outcomes. This can be seen from the average score of the midterm exam which although it is quite satisfying, but there are students who have not reached the standard of completeness. The research conclusions include the supporting and inhibiting factors for student learning outcomes. Internal supporting factors include motivation and attitude, while external supporting factors come from relationships with parents, teachers and the environment. Meanwhile, internal inhibiting factors are motivation, intelligence, interest and talent, self-confidence, and discipline. External inhibiting factors include family, school and peer environment. The teacher's strategy in improving student learning outcomes is to provide motivation, use varied learning strategies, provide learning methods that are in accordance with the situation and conditions of students and use interesting learning media in accordance with learning materials.

Hardian Muhammad; Intan Putri Lusita; Intan Yumeriza; Kartila Pri Malti; Meiliana Fitria Ningrum +2 more

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Mathematics is often viewed by many elementary school students as a difficult subject. This is because if it is only taught in the lecture method, the material is abstract and not very interesting. To overcome this, the use of interactive learning media is a promising solution. The purpose of this study was to determine the extent to which interactive media affects mathematics learning outcomes in elementary school and what factors support its success. The method used is literature study research by collecting and analyzing various related research findings. The findings of this study indicate that interactive media such as animation, educational applications, digital games and other visual media can help to better understand the material, increase enthusiasm for learning, and promote active participation in the learning process. In addition, most of the studies analyzed showed an increase in students' academic reviews after using interactive media compared to traditional learning methods. The success of using this media is also greatly influenced by teacher motivation, institutions available at school, and the suitability of the media to student needs. Therefore, it is important for teachers to choose the right media and remain innovative. This will make the mathematics learning process more interesting and easier for students.

Sri Handayani; Arif Wiratama

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This research is motivated by the results of initial observations in class II of SD IT Asy-Syifa' Bayung Lencir which experienced problems in the form of low student learning outcomes in mathematics subjects which also became the main motivation in this research, so that it is necessary to use learning tools or media that can increase student involvement and understanding of the material being taught. The purpose of the study was to describe the application of the concrete object teaching aid media learning method to improve the learning outcomes of class II students at the Asy-Syifa' Bayung Lencir Integrated Islamic Elementary School. The type of research is Classroom Action Research (CAR) with the aim of determining the increase in student learning outcomes by using concrete object learning media. The results of the study showed that the application of the concrete object teaching aid media learning method can improve the learning outcomes of class II students at the Asy-Syifa' Bayung Lencir Integrated Islamic Elementary School. The learning outcomes of class II students at the Asy-Syifa Bayung Lencir Integrated Islamic Elementary School in cycle I were 72.29 with a percentage of completion of 54.17%. These results are still below the completion standard, which is> 75% and the learning objectives have not been achieved. Furthermore, the average mathematics learning outcomes of grade II students at SD Islam Terpadu Asy-Syifa Bayung Lencir in cycle II were 79.79 with a completion percentage of 87.50%. These results are above the completion standard, which is > 75% and the learning objectives have been achieved.

Desi Mauliana; Adrias Adrias; Fadila Suciana

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Learning media has a crucial role in the educational process, especially in mathematics subjects at the elementary school level. The use of learning media aims to increase students' interest and enthusiasm in learning, as well as potentially improve their learning outcomes. Learning that utilizes learning media tends to be more interesting and easier to understand than learning methods that are monotonous and do not involve media. This study aims to conduct a literature review on the role of learning media in the context of mathematics learning in elementary schools. The research method used is a literature study, focusing on research articles published between 2020 and 2025. The analyzed articles come from accredited national journals accessed through Google Scholar with the help of the Publish or Perish application. The findings of this study show that the use of learning media in mathematics subjects has a significant impact on increasing students' interest in learning, motivation, and learning outcomes. In addition, learning media also functions to facilitate the understanding of concepts and provide direct experience to students related to the material taught.