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Auliya, Risma Nurul

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

Mathematics is often considered one of the most challenging subjects because it requires strong spatial and cognitive abilities, especially in geometry, which involves three-dimensional concepts. Traditional teaching methods, such as textbook illustrations and verbal explanations, are often insufficient to help students understand abstract geometric concepts. The advancement of technology, particularly Augmented Reality (AR), offers innovative learning opportunities that combine real-world environments with digital content to enhance students’ understanding through interactive visualization. This community service activity aimed to explore teachers’ perceptions of using the GLARE (Geometry Learning using Augmented Reality Experience) application as a teaching aid in geometry learning. The program included training sessions, mentoring, and discussions with mathematics teachers at the secondary school level. The results showed that teachers had positive perceptions of using AR-based learning media, considering it effective in improving students’ conceptual understanding, engagement, and learning motivation. However, challenges remain regarding limited technical skills and school facilities for AR implementation. Overall, this program contributed to increasing teachers’ competence in integrating digital technology into mathematics education and promoting innovative, interactive, and technology-based learning approaches

Kenny Chandra Kusuma; Rosna Elfrina Sitompul; Hasan Kamil; Rafli Mulkan Mustaqim; Indrawati Indrawati

Jurnal Pengabdian dan Pembangunan Lokal 2025 Lembaga Pengembangan Kinerja Dosen

The Children’s Reading and Learning Corner program is a community service activity implemented by Group 7 of the Community Service Program (KKN) from Universitas 17 Agustus 1945 Jakarta in Kalibaru Subdistrict, North Jakarta. This program was designed to address the challenge of low reading interest and the limited access to learning facilities among children in the local community. The main target of the activity was children aged 5–8 years, with the objective of increasing reading interest, strengthening basic cognitive skills, and fostering positive learning habits from an early age. The program was carried out through interactive learning methods with a thematic approach, combined with group discussions, question-and-answer sessions, shared reading, and simple practices that encouraged active participation. The learning materials covered Basic Mathematics, Indonesian Language, and General Knowledge, all adjusted to the children’s comprehension levels. In addition, a coloring competition was held to foster creativity, train fine motor skills, and create a fun and engaging learning atmosphere. Evaluation results indicated a significant improvement in children’s enthusiasm for learning, better understanding of the provided materials, and more active involvement during the sessions. The children also demonstrated increased self-confidence, particularly when asked to read aloud or answer questions in front of their peers. Furthermore, the provision of a bookshelf in the community hall became a strategic step to establish a sustainable reading space that could be used outside of program hours. Overall, the program successfully achieved its intended goals and is considered feasible to be expanded to other areas. Additional support in the form of a wider collection of books, more creative learning media, and consistent community involvement will be key factors in ensuring the sustainability and long-term impact of the program.

Debora Sidabutar; Linda Shovia; Lutfiah Rahmah; Nofrian Bahari; Nur Handayani +4 more

Jurnal Pengabdian kepada Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Learning is a dynamic process involving interactions between students, educators, and learning resources in an environment designed to achieve a deep understanding of the material. One of the challenges often faced in education is learning difficulties, especially in subjects considered difficult such as Mathematics and English. Additional tutoring programs outside of class hours are a solution to help students overcome the academic difficulties they face. This study aims to evaluate the effectiveness of a tutoring program in addressing learning difficulties in Kedondong District, with a focus on Mathematics and English. This program involves students experiencing difficulty understanding the subject matter and provides intensive guidance using an interactive approach and the use of technology-based learning media, such as multimedia and educational quizzes, which make learning more engaging. The evaluation results show a significant increase in student understanding of the material, as well as positive changes in student motivation, independence, and self-confidence. This program not only successfully improves academic understanding but also fosters a higher enthusiasm for learning in students. Despite challenges, such as limited resources and differences in student understanding levels, this program is able to create a conducive learning environment. Therefore, it is hoped that this program can be replicated in other regions to improve the quality of education in a sustainable manner, by involving various parties, such as the government, educational institutions, and the community.

Sri Rejeki; Rini Setyaningsih; Christina Kartika Sari; Adi Nurcahyo

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

Technological literacy among high school mathematics teachers is a crucial aspect in realizing creative, interactive, and relevant learning to meet the demands of the 21st century. However, the reality on the ground shows that most mathematics teachers still have limited experience in improving technological literacy, particularly in the use of artificial intelligence (AI) as a learning support medium. This condition has implications for low innovation in the mathematics learning process. This community service activity aims to optimize the use of AI, specifically Generative-AI technology, in supporting mathematics learning in high schools. The target group is members of the High School Mathematics Subject Teachers' Conference (MGMP) throughout Grobogan Regency, Central Java Province, Indonesia. The implementation method includes workshops, interactive discussions, hands-on practice, and mentoring in the development of AI-based mathematics teaching materials, assessments, and learning media. The training materials include an introduction to the basic concepts of Generative-AI, effective prompting techniques, and practice using various AI applications to produce interactive and contextual teaching materials. Evaluation results showed that all training participants agreed or strongly agreed that this activity successfully improved their understanding of the basic concepts of Generative AI and their skills in operating AI applications for mathematics learning. Participants also reported increased confidence in integrating AI technology into their teaching practices, as well as gaining various relevant practical ideas for classroom implementation. High enthusiasm was evident in the 100% commitment of participants who expressed their readiness to implement AI technology in mathematics learning. Thus, this training not only contributed to improving teachers' technological literacy but also became a strategic step in encouraging innovative and adaptive transformation of mathematics learning in the digital era.

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.

Fitri Harabiyah Gultom; Nabilah Azrilia Marpaung; Fathiyah Rahma Hamali Zega; Riana Riana

Student Scientific Creativity Journal 2025 Pusat Riset dan Inovasi Nasional

This study aims to determine the effect of the application of multiplication board media in mathematics learning on students' understanding of multiplication concepts in grade IV of elementary school. This study uses a qualitative approach with a descriptive method conducted in several elementary schools. Data were collected through observation, interviews with teachers and students, and documentation of learning activities. The results of the study indicate that the use of multiplication board media can improve students' understanding of multiplication concepts. Students who initially had difficulty memorizing multiplication tables showed significant progress after using this media, as seen from their ability to work on multiplication problems faster and more accurately. In addition, the use of this media also increased student involvement and motivation in learning. Teachers reported that the multiplication board media made it easier for them to explain multiplication concepts in a more concrete and visual way, and increased student participation in class. Based on these results, it can be concluded that the application of multiplication board media in mathematics learning can be an effective alternative to improve students' understanding of multiplication material. This media not only makes mathematics learning more interesting, but also strengthens the basic concepts of mathematics taught in elementary school.

Sulfan Sulfan; Sri Andayani

International Journal of Studies in International Education 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study is (1) to describe the characteristics of a good mobile learning application to improve computational thinking and learning independence of high school students. (2) to produce a mobile learning application that is oriented towards computational thinking skills and student learning independence with good quality. The quality of the development results is determined based on Nieveen's criteria, namely valid, practical, and effective. This study is a research and development (R&D) that uses the Borg & Gall development model with 8 development steps, namely preliminary study, planning, initial product development, small group trials, main product revision, limited scale trials, operational product revisions and large-scale trials. The subjects in this study were 36 students from one class at SMA Negeri 1 Gamping, Sleman Regency. The instrument used to measure the validity of the mobile learning application is the expert validation sheet. The instrument to measure the practicality of the mobile learning application is the student response questionnaire. The instrument to measure the effectiveness of the application is the computational thinking test and the student learning independence questionnaire. Validity and practicality data analysis was conducted by converting quantitative data into qualitative form in the form of four standard scale values, while effectiveness data analysis based on test and questionnaire results was conducted using paired sample t-test. The results of the study showed that (1) Mobile learning applications have the characteristics of being easy to apply, flexible to time, lightweight and easy to carry anywhere and also implementing each computational thinking indicator in each stage of the material. (2) The results of expert validation showed that the developed mobile learning application met the valid criteria as seen by the Aiken's validity test score for media experts of 0.83 and 0.68 for material experts. The practicality of the mobile learning application is included in the very good category as seen from the average results with an average percentage of student responses of 87.17%. The effectiveness of the computational thinking test obtained a t-value of 47.22 greater than t (35,0.05) with a score of 1.69, the effectiveness of the learning independence test based on the t test obtained a t-value of 4.85 greater than t (35,0.05) with a score of 1.69. Based on the results obtained, it can be concluded that the developed mobile learning application meets the criteria of validity, practicality and effectiveness.

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.

Robisha Zarifa Ribaah; Alex Haris Fauzi; Mila Rohmatun Nisa; Marsida Aulia Rahma; Muhamad Putra Rus Affandi

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

The research was conducted by providing training and enhancing the understanding of mathematical concepts among the fifth-grade students of SDN 2 Kembiritan. The goal is to improve the students' understanding of mathematical concepts. The methods used in this activity are direct practical methods and lecture methods. The instruments used were pre-tests and post-tests. Based on the service, it can be concluded that the use of the Fractional Clock media has proven to be able to improve the learning outcomes of fifth-grade students at SDN 2 Kembiritan, as evidenced by the learning outcomes after the use of the learning media meeting the established criteria, with 70% of students achieving scores above the Minimum Completeness Criteria (KKM).

Eny Sudarwati

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

Student learning outcomes at SMP Negeri 2 Telukjambe Barat in mathematics was poor, which prompted this study. Consequently, educational tools that enhance pupils' mathematical understanding must be put into place. The purpose of this classroom action study is to determine whether the ninth graders at SMPN 2 Teluk Jambe Barat can enhance their learning outcomes by using actual object media into curved sided space constructing materials. Of the total number of pupils, 39 are female and 16 are male. The project seeks to discover how to construct curved-sided rooms using actual things at SMPN 2 Telukjambe Barat, Karawang Regency. I conducted classroom action research for two cycles. Planning, doing, observing, and reflecting are the four phases that make up each cycle. Learning results improve with each cycle; cycle (1) shows a 35,13 percent improvement. In cycle (2), however, a rise of 39,49 was seen. Results in terms of knowledge gained improve with each cycle. The average score in cycle 1 increased from 38,46 before the exam to 73,59 after the test. In Cycle 1, learning outcomes increased by 35,13%, but only 66,67 percent reached the KKM. Results showed an improvement from an average pre-test score of 43,85 to an average post-test score of 83,33 in cycle 2. A mere 87,17% of participants were able to attain the KKM in cycle 2, despite a 39,49% improvement in learning outcomes overall. Research conducted during the 2022–2023 school year at SMP Negeri 2 Telukjambe Barat's class IX A found that students' mathematical understanding of curved-sided geometric objects might be enhanced via the use of actual object media.

Vania Retna Syahrani; Yahfizham Yahfizham

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Mathematics learning is one of the lessons with abstract concepts that require students to solve problems on math problems in everyday life. In learning mathematics, educators can utilize applications or technology today as learning media such as mathway. Mathway application not only provides answers but provides a discussion of math problems in great detail. This study uses a literature review method that aims to investigate the effectiveness of using the Mathway application in learning mathematics. There are 6 national articles from google scholar that are relevant to the use of Mathway application in learning mathematics. The results of this study prove that the use of Mathway application is effective in learning mathematics because it can help students or teachers in understanding math learning. Mathway application is also effective on students' motivation, numeracy literacy, and critical thinking skills in learning mathematics.

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.

Ratnah Kurniati MA; Asmirani Alam; Sigit Sugiarto; Lestari Lestari; Edy Sony +4 more

Jurnal Hasil Kegiatan Bersama Masyarakat 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This program aims to reduce the percentage of school dropouts in border islands. Through this program, researchers created an educational environment by involving students of the Study Program Student Association (HMPS). This program was held every Saturday in Wakarleli, Maluku Barat Daya, during October 2023 - November 2023 involving around 20 children in various age categories and around 5-10 students at each meeting. The method used in this activity is descriptive method. The activities supporting the program are educational games which are implemented at the beginning and at the end of the meeting, the introduction of letters and numbers, and counting activities. The results of evaluations and interviews show that this program can increase children's confidence levels, train their communication skills, patience, tolerance, and helping attitudes between children. In addition to the great benefits for the children, this program also provides huge benefits for the students and lecturers involved. For students, this program is considered to increase their creativity in making learning media. Where this skill is a much needed skill, especially for students of the Mathematics Education and PGSD Study Programs. In addition, for students of the Law Study Program, this activity can also foster sensitivity in society and improve their communication skills which are also needed in their future profession. In general, in this program students are trained to work together, socialize and build their confidence to be in public.