Publication Search

80,206 articles from 776 journals · 2,111 citations tracked

Showing 1-8 of 8

Analytics

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.

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.

Imam Taufiq; Adrias Adrias; Fitrawati Fitrawati; Yanti Fitria

The advancement of digital technology has significantly transformed 21st-century education. One of the widely used tools in elementary mathematics learning is Canva, which enables interactive, visual, and creative instruction. This study employed a Systematic Literature Review (SLR) to examine the trends, effectiveness, and challenges of Canva use in mathematics learning from 2022 to 2025. Data were collected through Publish or Perish linked to Google Scholar, resulting in 24 eligible studies. The findings reveal a strong upward trend, with 100% of studies using Canva as the main medium and 70.8% applying R&D approaches. In terms of effectiveness, 95.8% of studies reported improved learning outcomes, and 87.5% noted higher student motivation and engagement. Canva effectively enhances conceptual understanding of abstract mathematical topics and supports project-based learning. Major challenges include limited teacher digital skills (66.7%) and unequal access to ICT (58.3%). Overall, Canva is identified as an effective, innovative, and adaptive digital learning medium aligned with the principles of Kurikulum Merdeka, which emphasizes active, contextual, and student-centered 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.

Gofi Haryobel Hutasoit; Siti Mutia; Uswatun Hasannah; Riwana Simarmata

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Educational transformation through the use of interactive technology is an integral part of the implementation of the Merdeka Curriculum, especially in Mathematics learning in Elementary Schools (SD). This curriculum emphasizes a contextual, student-centered, and adaptive learning approach to the challenges of the digital era. This study aims to analyze the role of interactive technology in improving the effectiveness of Mathematics learning and developing 21st-century skills in elementary school students. Various digital media such as GeoGebra, gamification applications, and visual simulations are used to help students understand abstract concepts in a concrete and enjoyable way. The results show that technology integration supports the achievement of the Pancasila Student Profile by increasing creativity, independence, and critical thinking skills. Challenges such as limited infrastructure and teacher competency can be overcome through continuous training and development of relevant local content.

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.

Viki Ardiansyah; Muhammad Farras Qoid Mufadhol; Kowiyah Kowiyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

Geoboard digital as an interactive educational tool to impart the principles of geometry in elementary school mathematics education. The primary objective of this study is to assess the efficacy of integrating geoboardDigital as an interactive learning medium for teaching geometry concepts in elementary school, while also evaluating the impact of its usage on students' comprehension and visualization skills in geometry. Additionally, it aims to compare the effectiveness of geoboardDigital with traditional methodologies in geometry education, as well as assess student response and engagement levels when utilizing geoboardDigital. Employing a qualitative descriptive approach, this research delves into how the integration of technology such as geoboardDigital enhances understanding and student engagement in geometry education. Data collection is carried out through observation, interviews, and field notes, with data triangulation methods utilized for analysis. The findings of this study demonstrate that the application of geoboardDigital effectively enhances students' visualization and comprehension of geometric concepts through its interactive functionalities. Interview results indicate that students find geoboardDigital to be easily accessible and engaging, particularly in creating geometric shapes using pins and virtual ribbons.

Laurensi br Kaban; Maharani Puspa Sari; Matias Yoki; Mona Sihombing; Widya Pratiwi

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to increase the effectiveness of using interactive digital learning media in increasing students' understanding of mathematical concepts and learning motivation at the basic level. The research method used is a literature study by collecting and analyzing six selected articles that are relevant to the use of digital media in mathematics learning. The research results show that the use of interactive digital learning media increases students' understanding of mathematical concepts and learning motivation. Online applications such as Wordwall and digital image simulations such as MyWebAR are effective in teaching spatial shapes. Tools like Google Site and Google Classroom support bold learning. Digital media reduces misconceptions and increases interest in learning. There are various free websites available to choose suitable learning media. It is important for teachers to choose the right media for students.