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Allya Gustina; Sri Windari; Murjainah Murjainah; Novella Gustikasari

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This research aims to analyze students' learning climate through the application of the Project Based Learning (PjBL) in mathematics learning in class II of Public Elementary School 002 Palembang. This study used a qualitative descriptive method with the study subjects of grade II students. Data collection techniques are conducted through observation, interviews, and documentation. Data analysis is conducted through the stages of data reduction, data presentation, and conclusions drawn. Research results show that the application of the PjBL model is able to form a more conducive learning climate, characterized by increased focus, attention, and student involvement in the learning process. In addition, interactions between students are becoming more directed, group collaboration is getting better, and activities that interfere with learning can be minimized. Project-based activities involving kinesthetic activities such as shearing and sticking help students become more active, creative, and easier to understand the concept of right triangles more concretely. Student-centered learning also provides an opportunity for them to learn independently and in groups so that the learning experience becomes more meaningful. Thus, the application of the PjBL model can be an effective learning alternative in creating an active, conducive, and enjoyable learning atmosphere for elementary school mathematics and supporting the achievement of learning goals optimally.

Achmad Rifqi Adiyaksa; Arissona Dia Indah Sari; Arya Setya Nugroho

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the need for interactive digital learning media to increase interest in learning and understanding of multiplication concepts in elementary school students. This study aims to develop interactive Math Space media based on space math adventure games on multiplication material for third-grade students of Mursyidah Elementary School and assess its feasibility based on aspects of validity, response, and effectiveness. The method used is research and development with a 4D model that includes the stages of definition, design, development, and dissemination. Data were collected through expert validation, teacher and student response questionnaires, and learning outcome tests. The results showed that the Math Space media has a very high level of validity with a percentage of 94% from material experts and 95% from media experts. Meanwhile, positive responses from teachers and students were 94.5% which is included in the very good category. Meanwhile, the effectiveness test produced an N-gain value of 0.87 which is in the very effective category, so this media is proven to be able to significantly improve understanding of multiplication concepts. Based on these results, it can be concluded that the interactive Math Space media is valid, has received positive feedback, and is effective for use in learning mathematics, especially multiplication, and has the potential to be developed for other materials and subjects.

Eksa Zanuar Aris Sagita; Iqnatia Alfiansyah; Arissona Dia Indah Sari

Jurnal Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to (1) describe the development of Dakpin media for learning the concepts of Greatest Common Factor (GCF) and Least Common Multiple (LCM) for fourth-grade students at MI Tarbiyatul Banin, and (2) determine the validity of the developed media. The research employed the ADDIE development model, consisting of Analyze, Design, Develop, Implement, and Evaluate stages. The study was conducted at MI Tarbiyatul Banin during the first semester, involving 11 fourth-grade students as research subjects. Data were collected through material and media expert validation questionnaires, student response questionnaires, tests, observations, and interviews. The results indicate that the Dakpin media was successfully developed through all stages of the ADDIE model and was considered highly valid for use in mathematics learning. Validation results showed an average score of 93.75% from material experts and 94.79% from media experts, both categorized as “very valid.” In addition, student responses toward the use of Dakpin media reached 91%, indicating a highly positive reception. These findings suggest that Dakpin media is appropriate and effective as a learning tool to support students’ understanding of GCF and LCM concepts in elementary mathematics learning.

Glory Gracia Christadella; Mursalim Mursalim; Dwi Pamungkas

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aimed to determine the relationship between parental involvement and mathematics learning achievement of fourth-grade students at SD Inpres 18 Sorong Regency. The research employed a quantitative approach with a correlational design. The research subjects consisted of all fourth-grade students from classes IV A and IV B, totaling 66 students. Data on parental involvement were collected using a questionnaire, while students’ mathematics achievement data were obtained from documentation of end-of-semester promotion examination scores. Data analysis was conducted using descriptive and inferential statistics. The prerequisite tests included the Kolmogorov–Smirnov normality test with a Monte Carlo approach and a linearity test. Hypothesis testing was carried out using Pearson Product Moment correlation with the assistance of SPSS software. The results showed a positive and significant relationship between parental involvement and students’ mathematics achievement, with a correlation coefficient of r = 0.637 and a significance value of p = 0.000 (p < 0.05). This correlation is categorized as strong. The findings indicate that higher levels of parental involvement in guiding, supervising, and providing emotional support are associated with higher mathematics learning achievement among students. Therefore, parental involvement plays an important role in supporting the mathematics learning success of elementary school students.

Syifa Nur Haliza; Syafirda Azmi Auliya; Diah Putri Rahmawati; Dian Mustika Anggraini

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Mathematics learning at the elementary school level plays an important role in shaping students' logical thinking. However, understanding multiplication concepts remains a challenge for some students, mainly due to the learning process which tends to be monotonous and lacks active participation. This study aims to describe the implementation of context-based educational games "Seblak Prasmanan" and to examine their impact on students' activity and understanding in multiplication material. The study uses a descriptive qualitative approach with 21 third-grade students at MI Miftahul Ulum 02 Honggosoco as subjects. Data collection techniques were conducted through direct observation and documentation with the help of observation sheets containing indicators of student involvement and understanding. The results of the study show that the implementation of educational games can encourage students to participate more actively in learning. In addition, students find it easier to understand the concept of multiplication as repeated addition through contextual learning experiences. A more enjoyable learning atmosphere also impacts the increase in students' interest and motivation to learn. Thus, the use of educational games based on everyday life contexts can be an alternative learning strategy to effectively improve the quality of mathematics learning in elementary schools.

Monalisa Noe; Perry Zakaria; Auli Irfah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2026 Pusat riset dan Inovasi Nasional

This study aims to analyse the difficulties experienced by students in learning about flat-sided three-dimensional shapes. The research method employed is descriptive with a qualitative approach. The data collected in this study were obtained from students’ difficulty tests and interview results. The research subjects were Year 8 pupils at SMP Negeri 2 Ponelo Kepulauan in the 2024/2025 academic year. The interviews were conducted by selecting three questions related to difficulties in learning mathematics, with one student chosen as a respondent to be interviewed on 26 August 2025. The indicators used to assess students’ learning difficulties were: facts, principles, concepts, and operations. The research results indicate that students with the lowest marks demonstrated limitations in mastering all the indicators measured when solving mathematics problems on the topic of flat-sided three-dimensional shapes. During the interview, students with the lowest marks experienced difficulties despite the use of effective teaching methods. This was because they paid insufficient attention to what the teacher was explaining.

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.

Febi Pratama; Anwas Mashuri; Budi Sasomo

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

The criterion for students who have been able to think critically is when they can think systematically, besides having awareness in thinking, then they can see the difference between mistakes and truths. The purpose of this research is to measure the extent of students' ability to think critically on the completion of Higher Order Thinking Skill (HOTS) questions, especially in the subject of mathematics and social arithmetic material for grade VII students. This research is classified as qualitative descriptive research. The subjects involved were 6 students in grade VII D SMPN 3 Ngawi. The method used is qualitative descriptive with data analysis techniques using models from Miles & Huberman. Meanwhile, at the time of data collection, the instrument was in the form of 2 HOTS questions that were in accordance with the research subject. In data collection using tests and interviews, tests are used to measure cognitive competence while interviews are used as a follow-up to explore in depth related to students' answers. Based on a series of research processes, it can be proven that the students studied are divided into 3 categories of ability, namely low, medium, and high.

Riska Melinda Sari; Indah Widyaningrum; Helni Indrayati

This study aims to determine the abillity of students’ conceptual understanding of mixed fractions after the application of the PhET Colorado application in class VII of Muhammadiyah Pagar Alam Middle School in the 2025/2026 Academic Year. The subjects in this study were class VII.2 with 30 students with an average of 77. This study uses a pre-ekperimental design method one group pretest-posttest. Data collection techniques used in this study include tests and documentation data analysis techniques are stages carried out after all research data is collected. Through the PhET Colorado application, the percentage per indicator was obtained, the indicator restating the concept with an achievement of 63,50%, the indicator mathematical representation with an achievement of 74,78%, the indicator problem solving with an achievement of 95,00%, therefore the average reached 77,78%. So it can be in mixed fractions material on the ability of students’ conceptual understanding in class VII of Muhammadiyah Pagar Alam Middle School in the 2025/2026 Academic Year.

Eftri Welita; Widiawati Widiawati; Reza Lestari

This study aims to determine the ability of students' conceptual understanding after the application of the Project Based Learning (PjBL) model on pyramid material in class VII of Muhammadiyah Pagar Alam Middle School in the 2025/2026 Academic Year. The subjects in this study were 30 students using the pre-experimental design method of one group posttest only type. Data collection techniques used in this study include tests and documentation. The data analysis technique is a quantitative descriptive analysis of all collected research data. Starting the stages carried out after learning using the Project Based Learning (PjBL) model, the percentage per indicator of students' conceptual understanding was obtained with the achievement of: indicators restating the concept of 59.12% indicators providing examples and non-examples of 78.33, and problem solving indicators of 83.06%. So it can be concluded that the use of the Project Based Learning (PjBL) model is effective on the conceptual understanding ability of class VII students of Muhammadiyah Pagar Alam Middle School in the 2025/2026 Academic Year with an average percentage reaching 75.91 which is in the good category.

Arrifa Maulidina Panjaitan; Dessy Wulandari; Rahmayani Rahmayani; Eka Khairani Hasibuan; Halimah Sari Lubis

ARDHI : Jurnal Pengabdian Dalam Negri 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Mathematics learning is often perceived as difficult and monotonous by elementary school students, especially when dealing with abstract concepts such as integers. This community service activity aims to provide a more enjoyable and meaningful learning experience through an educational game themed Seblak Prasmanan Matematika for fifth-grade students of SD Negeri 170924. The method employed is participatory, in which students are directly involved in the learning process through interactive activities such as the “Pak Polisi” game, the introduction of integer concepts, and the main game that connects arithmetic operations with the activity of selecting seblak ingredients representing positive and negative values. The results of the activity indicate an increase in students’ enthusiasm and participation during the learning process, as well as an improvement in their understanding of addition and subtraction of integers. Through this game-based approach, mathematics is no longer viewed as a rigid subject, but as a learning activity closely related to everyday life. This activity also shows that game-based learning can increase students' motivation and creativity in understanding mathematical concepts.

Nona Adila Syafitri Zein; Romiza Arika

Inovasi Kesehatan Global 2026 Lembaga Pengembangan Kinerja Dosen

Breakfast and sleep quality are important factors that can influence students’ concentration and academic achievement. This study aims to analyze the relationship between breakfast consumption levels and sleep quality with the learning achievement of students at SMP Negeri 31 Medan. This research used a quantitative method with a cross-sectional design. The study population consisted of all 192 eighth-grade students, with a sample of 88 respondents selected through simple random sampling. Breakfast intake was measured using a 3x24-hour food recall (breakfast time only), sleep quality was assessed using the Pittsburgh Sleep Quality Index (PSQI) questionnaire, while learning achievement was obtained from semester exam scores in Indonesian Language and Mathematics subjects. Data analysis was carried out using the Chi-Square test with a significance level of 0.05. The results showed a significant relationship between breakfast intake and learning achievement in Indonesian Language (p=0.003) and Mathematics (p=0.000). Sleep quality was also proven to be associated with learning achievement in Indonesian Language (p=0.001) and Mathematics (p=0.000). The conclusion of this study is that having breakfast with adequate nutritional intake and maintaining good sleep quality contribute positively to improving students’ learning achievement.

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.

Dewi Ainiyah; Andika Setyo B.L; Ani Afifah

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

This research aims to improve the mathematics learning outcomes of Grade VII B students at SMP Darul Ulum 5 Rebalas through the implementation of Madurese language-based ethnomathematics. The study is motivated by the students' difficulties in understanding mathematical concepts delivered in formal Indonesian, as their daily communication relies on the specific Madurese dialect of Rebalas Village. This study employs the Classroom Action Research (CAR) method using the Kemmis and McTaggart model, conducted in two cycles. Each cycle consists of planning, action, observation, and reflection stages. The subjects of this research were 28 students from class VII B. The research instruments included test instruments in the form of group Student Worksheets (LKPD) and observation sheets for both teacher and student activities. The material focused on the topic of Lines and Angles. The results indicated an improvement in student learning outcomes from Cycle I to Cycle II. In Cycle I, the average group score was 80.2, which increased to 88 in Cycle II. Observations of student activities also showed a shift from passive participation in Cycle I to active and enthusiastic engagement in Cycle II. Furthermore, teacher observations showed significant improvement; initial issues regarding time management and excessive workloads were resolved, resulting in more enthusiastic and punctual teaching delivery. These findings demonstrate that the use of Madurese-based ethnomathematics helps students grasp mathematical terms more easily, increases discussion participation, and creates a more comfortable and interactive classroom atmosphere, thereby leading to improved learning outcomes.

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.

Safira Rosyida; Wiwin Astuti

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study was conducted to analyze the relationship between students’ learning motivation and their perception of mathematics with mathematics achievement among tenth-grade students at SMA Al Islam 1 Surakarta. Mathematics was chosen as the focus because it is often considered a subject that presents significant challenges for students, both in terms of conceptual understanding and in shaping positive attitudes toward learning. The study employed a correlational quantitative method, with the population consisting of all tenth-grade students and the sample limited to class X-9, comprising 36 students. The instruments used were a motivation questionnaire, a perception questionnaire, and mathematics learning outcomes obtained from mid-semester test scores. Data analysis included normality testing and Pearson correlation to identify the relationship among variables. The results indicated that learning motivation did not have a significant correlation with mathematics achievement. In contrast, students’ perception of mathematics showed a significant correlation with their academic performance. These findings suggest that students’ positive perceptions of mathematics can play a crucial role in supporting better academic achievement, while motivation alone may not guarantee higher performance. This study contributes to a deeper understanding of the factors influencing mathematics learning outcomes and provides a foundation for further research to develop more comprehensive tools for measuring motivation. Future studies are also encouraged to consider additional variables such as teaching strategies, parental involvement, and the overall learning environment in order to present a broader analysis of student success.

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

Nur Aisyah; Nursamsi Nursamsi; Azwan Anwar

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

This research is a classroom action research (CAR) conducted at MA Darussalam with the aim of improving mathematics learning outcomes through the application of the Probing-Prompting model. The subjects of this study were 26 grade XII students. Data collection was carried out using learning outcome tests given before and after the application of the learning model. The collected data were analyzed quantitatively and qualitatively. The results showed that the average score of students' learning outcomes in cycle I reached 82.38, while in cycle II it increased to 86.15. Based on the learning outcome completion category used, the achievement of students' mathematics learning outcomes in cycle I was 73.07%, and in cycle II it reached 100%. The application of the Probing-Prompting model has proven effective in increasing students' motivation and understanding of the material being taught. Thus, it can be concluded that the use of the Probing-Prompting model has a positive effect on improving students' mathematics learning outcomes, showing a significant increase in their understanding and skills in solving mathematics problems.

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).