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Arini Hidayati; Shofia Hidayah

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to determine the effect of using educational gim-based learning media on students' math learning outcomes on the material of Linear Equation One Variable (PLSV). The background of this research is the low student learning outcomes in conventional math learning which is considered less interesting, especially in PLSV material which is abstract. This study used a quantitative approach with a quasi-experimental design and a nonequivalent control group design. The sample consisted of two classes, namely the experimental class (using educational gim media) and the control class (using conventional methods), which were taken from VII grade students of MTs Ra’iyatul Husnan, Wringin Bondowoso. The research instrument was in the form of pretest and posttest tests that had gone through validity and reliability tests. The pretest results showed that both classes had relatively balanced initial abilities. However, in the posttest, the learning outcomes of experimental class students showed a more significant increase than the control class. The data were analyzed using normality, homogeneity, and Mann-Whitney U Test hypothesis tests because the posttest data were not normally distributed. The analysis results showed a significance value of Asymp. Sig. (2-tailed) significance value of 0.000 <0.05, which means there is a significant effect of using educational gim media on student learning outcomes. This finding shows that interesting and interactive learning media such as educational gims can improve students' motivation, understanding and learning outcomes in mathematics. Therefore, the use of educational gims is recommended as an innovative alternative in learning mathematics, especially on material that is abstract and difficult for students to understand.

Windana Jopan Marbun; Khoerunisa Khoerunisa; Khofipah Khofipah

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The study aims to analyze the relationship between learning discipline and students' critical thinking abilities in math learning. A quantitative approach with correlational survey methods is used in this study. Sample of 44 junior high school students selected through simple random sampling technique. Instruments used as lamps to measure learning discipline and tests to measure critical thinking ability. Data analysis was performed through Liliefors normality testing, Pearson correlation testing, and simple linear regression. The normality test results show that discipline learning data is normally distributed (Lo = 0.0995 < Ltable = 0.133), whereas critical thinking data is not normally distributed (Lo = 0.2266 > Ltable = 0.133). The correlation test results show the value of r = 0.211 and thitung = 1.423 < ttable = 1.683, meaning there is no significant relationship between learning discipline and critical thinking ability. The regression results also show the value of Fhitung = 2.15 < Ftabel = 4.08, which means there is no significant influence between learning discipline on critical thinking ability. Thus, that learning discipline does not affect significantly on students' critical thinking ability in math learning. This results in a more comprehensive learning approach to develop critical thinking skills.

Vera Juliani Putri; Hasanuddin, Hasanuddin

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

The use of GeoGebra-assisted interactive e-modules in mathematics learning has great potential to improve students' concept understanding through dynamic and interactive visualization. This study aims to provide a bibliometric review of 20 publications over the period 2018-2024, with two main focuses: (a) reviewing the growth trajectory of studies on the use of GeoGebra in interactive e-modules; and (b) identifying the themes and topics that appear most frequently in related publications. The study was conducted using bibliometric methods on 20 selected publications during 2018-2024. Data was obtained from Google Scholar using the Publish or Perish application and analyzed using VOSviewer. The results show an increasing trend of publications since 2021. Themes such as mathematical representation and interactive learning dominate, while topics such as media validity and integration in learning models are still rarely discussed. These findings provide an important basis for the development of technology-based learning media as well as a direction for future research to be more focused and innovative. This study supports the development of technology-based digital learning media.

Fara Syifa Nabila Siregar; Yahfizham Yahfizham

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

This research aims to find out how Microsoft Mathematics can serve as a supporting media in developing students' mathematics learning. The Systematic Literature Review (SLR) method was used in this study by reviewing various relevant scientific articles published between 2020 and 2025. The researcher took 10 main articles to be thoroughly analyzed. The selection of literature was done through several stages, namely identification, screening, feasibility test, and data synthesis, using predetermined inclusion and exclusion standards. The results of the analysis showed that the use of Microsoft Mathematics can improve understanding of mathematical concepts, problem-solving skills, and learning motivation. In addition, due to its interactive features, such as equation solver, scientific calculator, and 2D/3D graphs, this program is considered effective in visualizing abstract mathematical concepts.

Theresia Varenchi; Dwi Athana Suherman; Adrias Adrias; Salmaini Putri Syam

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

This research aims to analyze students' learning difficulties  in solving mathematical problems, especially in mixed arithmetic operations at the elementary school level. The method used is Systematic Literature Review (SLR), which collects and analyzes relevant previous research. The research results show that most students have difficulty in understanding questions and doing arithmetic operations, especially in the arithmetic operations section (90% of students have difficulties). Common mistakes include errors in concepts, procedures, and operations, caused by lack of understanding, inaccuracy, and confusion in the order of processing questions. Internal factors such as attitude and motivation as well as external factors such as ineffective teaching methods also affect this difficulty. This research suggests solutions in the form of improving arithmetic exercises, improving the understanding of basic mathematical concepts, using relevant learning media, as well as guidance and remedial for students with difficulties. A creative learning approach is needed to overcome this challenge.

Barra P Praja; Nur Hikmah; Sinta Wati; Sigit Raharjo

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

The purpose of this research is to encourage student collaboration through technology-based learning media by utilizing Scratch software in fraction material for grade VII students. The research method used is Multimedia Development Life Cyle (MDLC) development. The trial of learning media was conducted on Parents’ Hope students. The results showed that the Fraction Explorer media designed as a math learning media was effective to encourage student collaboration in the classroom that presents the concept of fraction operations using Scratch application. Participants' responses to the developed media gave positive results, with an average score of 77% for each questionnaire indicator given in the “very good” category. Thus, there is a need for research to determine the effectiveness in learning and developing learning media and games to encourage group cooperation on different topics.

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.

Ar-rizky Maulana Akbar; Wibisono F B

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This research seeks to identify the sources and locations of arithmetic learning challenges related to integer counting operations. Class VI, which is the focus of this study, has an average math score that is lower than the KKM. Methods such as tests, observations, and interviews are used to gather data. Students' mastery of the topic of whole number counting operations was assessed using the test technique, which consisted of a 10-question essay. Finding out how the subject is doing during math learning activities and what variables could influence math learning are both accomplished via the use of the observation technique. The purpose of the interview was to get a clear understanding of the challenges that students have while studying the content for integer counting operations. Fifty percent of students had trouble with skills, 23.3% had trouble with ideas, and 20% had trouble with problem solving, according to the data from the final analysis. This includes students in the adequate group. Teachers are encouraged to shape mathematics teaching patterns based on more than just pupils' problem-solving abilities. More significant, however, is figuring out how to encourage pupils to comprehend and fully grasp current ideas so that they do not have any trouble understanding mathematics. 

R. Mekar Ismayani

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

This study aims to examine the effect of the use of the Kahoot application in teaching materials for reading numerical texts on students' understanding and ability to solve problems related to the material. The research design used was an experiment with a quantitative approach, with a pre-test post-test control group model. The research sample consisted of two classes of junior high school grade VII students, each of which was given different treatment, namely the use of the Kahoot application in the experimental group and the conventional method in the control group. The results showed that the use of the Kahoot app could improve students' understanding of social arithmetic material, with a significant increase in scores in the experimental group (25 points) compared to the control group (8 points). In addition, the Kahoot application has also been shown to increase student motivation and participation in learning, with the majority of students feeling more interested and motivated to learn actively and collaboratively. These findings suggest that the use of the Kahoot app can be an effective tool for improving learning outcomes and student engagement in math learning.

Inri Ani Gultom; Naswa Amirah; Della Nanda Sidabalok; Sri Rahayu; Sushmita Marina Angel

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research uses qualitative method, case study, to find out how effective the use of project-based learning (PjBL) method is to increase elementary students' interest and desire to learn mathematics. Interviews with teachers and students, participant observation, and document analysis are all methods used to collect research data. The results showed that the PjBL method proved effective in increasing elementary students' interest and desire to learn mathematics. This is shown by an increase in students' active participation in lessons, an increase in students' curiosity about math topics, and an increase in their math learning outcomes.

Niken Susilawati; Galih Kusumo

Populer: Jurnal Penelitian Mahasiswa 2024 Universitas Maritim AMNI Semarang

This study was motivated by the low mathematics learning outcomes and cooperation skills of fourth grade students of SD Negeri Koroulon 1, so the purpose of this study was to improve mathematics learning outcomes and cooperation attitudes of students by using the Problem Based Learning model. The type of research used is Classroom Action Research (PTK) which is carried out in two cycles. the subject of this research is grade IV students. The instruments in this study used test and non-test instruments. Evaluation tests were used to collect data on student learning outcomes, while observation sheet instruments were used to collect data on student cooperation. the results of this study indicate an increase in learning outcomes as seen from the percentage of completeness from 42.1% to 84.2% at the end of cycle II. The increase also occurred in the average value of student cooperation from 51.2 to 74.89 at the end of cycle II. Based on these results, it can be concluded that the Problem Based Learning model can improve students' math learning outcomes and cooperation.