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Untari, Erny; Kurniawati, Inung Diah; Miranda, Febiola Dwi; Yuanmar, Putri Rose Viana; Thariq, Aqwamith +2 more

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2025 Fakultas Teknik Universitas Maritim AMNI Semarang

The rapid development of technology in today's era requires every profession to align with existing developments. The teaching profession is no exception. Teachers must be able to utilize technology in the learning process to create an engaging learning environment for students. To support this capability, training is essential. This community service activity aims to provide training to teachers at Bancong  Elementary School in Wonoasri District, Madiun Regency, to familiarize themselves with and be able to use the GeoGebra application. This training also aims to improve teachers' competency in utilizing digital technology as a learning medium. The GeoGebra application is an effective application for solving mathematics problems in elementary schools, particularly in geometry, particularly plane figures. The implementation method for this activity includes preparation, training, and mentoring. The training was provided in the form of workshops and hands-on practice using GeoGebra-based mathematics learning media. The activity proceeded orderly and smoothly, and the training participants understood the material well, both theoretically and in practice.

Nuri Ramadhan; Thessa Herdyana

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research is a development study that aims to create a product in the form of a learning aid, namely audio-visual media through the GeoGebra Classic application, which is used for 3-dimensional geometric shapes lessons in grade V of YPNU Elementary School Medan. This research was conducted because teachers still do not utilize technology optimally in teaching, especially in mathematics subjects related to spatial shapes. The lack of engaging and interactive teaching methods for complex topics like 3D geometric shapes often leads to reduced student interest and understanding. To improve the mathematics learning process on the topic of spatial shapes, audio-visual media was created with the help of the GeoGebra Classic 5 application. The goal is to provide variations in mathematics learning media and increase student interest in the lesson. The development of this media allows students to visualize 3D geometric shapes more clearly and interactively. The instrument used to collect data was a questionnaire that included questions to assess the effectiveness of the media from the perspective of educators and students. The results of the evaluation revealed that learning using this media received 93% responses from teachers and 87% from students, which indicates that the media is very effective. The positive feedback from both groups suggests that this audio-visual tool can enhance students' understanding of spatial geometry concepts and improve the overall learning experience. This study offers an innovative approach to teaching mathematics and highlights the importance of integrating technology into the classroom to foster better engagement and learning outcomes.

Aulia Herdiyanti; Yahfizham Yahfizham

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Along with the development of technology, application/software-based learning media is needed to help students understand mathematics material. This study aims to identify, review, and conclude related to the use of scratch application-based math learning media.  The method used is Systematic Literature Review (SLR). Using the Google Scholar database, articles were searched according to the topics studied in the 2019-2024 time span. The search was based on Garuda and Sinta 1-6. The results showed that the use of mathematics learning media based on scratch application optimizes students' problem solving and improves students' understanding of mathematics concepts, thus increasing their involvement and making learning more fun.

Mickhael P Hutagalung; Glory Indira D Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

This study aims to develop and produce interactive multimedia-based mathematics learning media using Adobe Flash CS 6 software that is valid, practical, and effective. This type of research is development research which refers to the ADDIE development model. This study used research instruments, the instruments used were material validation questionnaires, media, student and teacher responses regarding practicality and regarding the effectiveness of the learning media used. This study's findings indicate that: 1) The learning media's validity score of 3.245 places it in the valid category, while the media's validity score of 3.30 places it in the very valid category. 2) In the very practical category, the practicality of learning media received a score of 3.81, and in the very practical category, student assessments received a score of 3.49. 3) Learning media have a moderate or effective effectiveness score of 0.5.