Development of Interactive Media for Learning the Pythagorean Theorem Based on Ethnomathematics in Mosque Architecture
This study aims to develop interactive learning media for the Pythagorean Theorem based on ethnomathematics using the architecture of the Medan Grand Mosque as a learning context. This research is motivated by students' low interest and understanding in mathematics, especially in the Pythagorean Theorem material. The development method used is the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The validation results indicate that the media obtained a highly feasible category, with an average score of 92.5% from media experts and 91% from material experts. The teacher and student responses were 88% and 79.95%, respectively, based on practical criteria. The effectiveness test through N-Gain obtained an average value of 0.520 (moderate category). These results suggest that interactive media based on ethnomathematics can enhance students' understanding of mathematical concepts and provide more engaging learning experiences by connecting the material to local culture.
- Research Article
- 10.24036/pmat.v11i3.13939
- Sep 30, 2022
- Jurnal Edukasi dan Penelitian Matematika
One of the objectives of learning mathematics is that students have a good understanding of mathematical concepts. However, students' conceptual understanding is still relatively low. One of the efforts that can be done to improve students' understanding of mathematical concepts is to apply the Two Stay Two Stray type of Cooperative learning model. students who study with conventional learning and describe the development of students' understanding of mathematical concepts during the implementation of the Two Stay Two Stray Cooperative learning model in class XI MIPA SMA Negeri 1 Gunung Tuleh. This type of research is a quasi-experimental with the nonequivalent posttest-only control group design. The population of the study was students of class XI MIPA SMA Negeri 1 Gunung TulehT for the academic year 2022/2023 with class XI MIPA 1 as the experimental class and XI MIPA 2 as the control class. Research data were collected through quizzes and tests of students' mathematical concept understanding abilities. Quiz score data were analyzed based on the average score, as well as the percentage of students' scores per indicator. The test data were analyzed using t-test. Based on the results of data analysis, it can be concluded that in general the development of students' understanding of mathematical concepts has increased while using the TSTS model. Then, based on the results of hypothesis testing, it can be seen that the understanding of mathematical concepts of students who use the TSTS learning model is better than the understanding of mathematical concepts of students who study with conventional learning models. So it can be concluded that there is an influence of the TSTS learning model on the understanding of students' mathematical concepts. Keywords– TSTS learning model, Mathematical Concepts Understanding,Quasi Experiment
- Research Article
- 10.59059/mutiara.v3i4.2624
- Jul 11, 2025
- Mutiara : Jurnal Penelitian dan Karya Ilmiah
This study aims to examine the effectiveness of the use of interactive learning media in improving the quality of mathematics learning in elementary school students. The main problem in mathematics learning at the elementary school level is the low interest and understanding of students towards abstract mathematical concepts. For this reason, interactive media is expected to be an alternative that is able to present material in an interesting, concrete, and easy-to-understand way for students. The research method used is a literature study with a qualitative descriptive approach, which involves analysis of a number of reference sources such as scientific journals, books, and current research reports that discuss similar topics. The results of the study show that interactive media is able to attract students' attention through the presentation of visuals, audio, and interactive activities that are in accordance with the learning characteristics of elementary school-aged children. This media has also been shown to increase students' motivation and interest in learning, because learning becomes more enjoyable and not boring. In addition, students' understanding of mathematical concepts increases due to the presence of visual representations that help bridge abstract concepts with concrete experiences. However, the effectiveness of interactive media also depends on the readiness of the technological infrastructure in schools and the competence of teachers in managing and utilizing the media. Therefore, support in the form of training and provision of facilities and infrastructure is needed so that interactive media can be implemented optimally in the learning process.
- Research Article
4
- 10.11591/edulearn.v13i2.9917
- May 1, 2019
- Journal of Education and Learning (EduLearn)
The results of the mathematics learning of junior high school students have not been satisfactory. This is due to the low understanding of students' mathematical concepts. The purpose of this research is to identify the influence of cooperative learning model and learning style towards the understanding of the mathematical concepts of Junior High School students. The method is factorial experiments with 2 x 3 and sample of the study is 60 students of 8th grade junior high school. The analysis results of variance (ANOVA) indicate the following: the use of cooperative learning model of type Student Team Achievement Division influenced the understanding of the mathematical concepts significantly, there is an significant influence of the learning style towards an understanding of mathematical concepts, and there is also a significant influence of the interaction of cooperative learning model of type Student Team Achievement Division and learning style towards the understanding of mathematical concepts. So it can be concluded that the cooperative learning model can improve understanding of students' mathematical concepts and learning styles is a individual differences of learning students in absorbing mathematics subject matter. We hope that this study can be beneficial for further research to improve student’s achievements in mathematics.
- Research Article
- 10.31943/mathline.v10i1.743
- Feb 28, 2025
- Mathline : Jurnal Matematika dan Pendidikan Matematika
Based on the research results of 31 students who experienced difficulty in understanding mathematical concepts, by using Research and Development (R&D), and developing interactive media with Edpuzzle with the ADDIE model after experimental treatment, in learning some students experienced an increase in understanding of mathematical concepts, but the results of the analysis This results in an effectiveness of 0.89 with the effective criteria. After treatment was carried out through the development of interactive learning media with edpuzzle with validity of 80.73% with valid criteria, practicality of 81.0% with very practical criteria. The results of these values indicate that the media questionnaire results are suitable for use. The results of this research state that the development of interactive media with edpuzzle can effectively improve students' understanding of mathematical concepts.
- Research Article
- 10.34007/jehss.v3i3.435
- Mar 3, 2021
- Journal of Education, Humaniora and Social Sciences (JEHSS)
This study aims to determine the understanding of students' mathematical concepts taught using the Student Teams Achievement Division (STAD) with a problem-based learning (PBM) approach with a heuristic approach; the effect of STAD learning with the PBM approach on students' understanding of mathematical concepts in terms of high and low Initial Mathematical Ability (KAM); the effect of STAD learning with a heuristic approach on students' understanding of mathematical concepts in terms of high and low KAM; the effect of the interaction between STAD learning (with the PBM approach and the heuristic approach) and the initial mathematical ability (high KAM and low KAM) on students' understanding of mathematical concepts. This research was conducted at SDN 112233 Sidorejo, Labuhanbatu Selatan Regency from October to December 2019. A sample of 44 people was taken by random sampling. The instruments for collecting data were the students' mathematical concept understanding test and the KAM test. The data analysis used the one way annova test, simple regression test, and two way annova test. The results of the analysis show that the students' understanding of mathematical concepts taught using STAD with the PBM approach is higher than that of the STAD with a heuristic approach; There is a positive effect of STAD learning with the PBM approach on students' understanding of mathematical concepts in terms of high and low KAM; there is a positive effect of STAD learning with a heuristic approach on students' understanding of mathematical concepts in terms of high and low KAM; There is a significant interaction effect between STAD learning (with the PBM approach and with the heuristic approach) and the initial mathematical ability (high KAM and low KAM) on students' understanding of mathematical concepts.
- Research Article
- 10.33365/jm.v7i2.223
- Jul 24, 2025
- MATHEMA: JURNAL PENDIDIKAN MATEMATIKA
In response to the evolving demands of 21st-century education, particularly the critical need to enhance students' conceptual understanding and problem-solving skills in mathematics, the strategic integration of digital technology has become increasingly vital. This research aims to explore the role of digital technology in improving students' conceptual understanding and problem-solving skills by classifying the types of tools used in previous studies. The method employed is a Systematic Literature Review (SLR). Data were sourced from the Google Scholar database, collected, filtered, and synthesized to form an article. The results of this study indicate that digital technology plays a significant role in students' conceptual understanding and problem-solving abilities in mathematics. The digital tools and products used to enhance students' conceptual understanding in mathematics include Microsoft Teams, Microsoft Form, Nearpod, Kahoot, Construct 2, Geoshape, Miro, Teams Room, Google Docs, Quizizz, Wordwall, FlipPDF, Patt_Art, digital LKPD (Learning Activity Sheets), Digital Games-Based Learning (DGBL), and learning materials based on Internet Technology. Meanwhile, the tools and digital products used to improve students' problem-solving skills in mathematics include Liveworksheet, GeoGebra, Spreadsheet, Schoology, Edmodo, Cloud Technology (Google Docs, Google Slides, Google Drive, Google Meet, Google Classroom, and SlideShare), Desmos, Padlet, digital book media, digital LKPD, and digital games. Future research could explore more effective teaching strategies in utilizing digital technology, ensuring that it not only enhances conceptual understanding and problem-solving skills but also fosters students' independent learning.
- Research Article
2
- 10.21744/irjmis.v4i4.519
- Jul 31, 2017
- International Research Journal of Management, IT and Social Sciences
This study was aimed at: (1) investigating the improvement of students' conceptual understanding of mathematics, (2) investigating the improvement of students' academic language of mathematics, and (3) investigating the response of students toward the implementation of SIOP Model. This research was a classroom action research which was accomplished in three cycles. Each cycle consisted of four steps namely planning, acting, observing and evaluating, and reflecting. The subjects of this research were the tenth-grade students in bilingual class namely X MIA 2 of SMA Negeri Bali Mandara on the second semester of academic year 2016/2017. Data of students' conceptual understanding and academic language of mathematics were collected by conceptual understanding of mathematics tests using essay test on the end of each cycle, while data of students' response toward the implementation of SIOP Model were obtained by questionnaire. Data that had been collected therefore were analyzed descriptively. The results show that students' conceptual understanding and academic language of mathematics improves on each cycle. Students' response toward the implementation of SIOP Model in learning mathematics is on the positive category. This study concludes that the implementation of SIOP Model could improve students' conceptual understanding and students' academic language of mathematics.
- Research Article
- 10.59024/atmosfer.v1i4.316
- Sep 18, 2023
- Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora
Based on the analysis of needs in the learning process, it is necessary to develop interactive learning medium. This study aims to produce a product in the form of an interactive learning media based on Articulate Storyline which is valid, practical, and effective in improving students' understanding of mathematical concepts. This research and development is designed based on the stages of the ADDIE development model (Analyse, Design, Development, Implementation, and Evaluate). The subjects in this study were students of class X IPA 5 SMA Negeri 2 Kabanjahe, which consisted of 36 students. Based on the research which has been done, the validity of the interactive learning media developed obtained an average percentage of 87.26% by media experts and 87.82% by material experts with qualifications classified as very valid. Through the results of teacher responses and student responses in limited trials and field trials, an average percentage of assessment was obtained 94.5% by teachers, 85.67% by students in limited group trials and 86.07% by students in field trials with qualifications classified as very practical to be used in the learning process. The implementation of the application of interactive learning media that has been carried out to see the effectiveness with a set benchmark obtains results, namely for classical learning completeness, it reaches 80.56%, and the average percentage of effectiveness questionnaires is 94.72% with qualifications classified as effective. The increase in ability to understand mathematical concepts that occurs is a moderate increase. Based on the research acquisition data, it was concluded that the Articulate Storyline-based learning media developed in this study is valid, practical, and effective qualifications.
- Research Article
- 10.58557/ijeh.v2i1.38
- Feb 18, 2022
- International Journal of Education and Humanities
This study aims to determine which handout teaching materials with a contextual approach are suitable for use in learning mathematics, and to find out that handout teaching materials with a contextual approach are able to improve students' mathematical understanding. The type of research used is Research and Development (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collected in the form of observation sheets, interviews, questionnaires, and tests of students' mathematical understanding. The handout validation was validated by experts, namely material, language, and media experts, covering aspects of content, presentation, language, and graphics. In the validation results, material experts get a score of 3.44 which states "very valid", the linguist gets a score of 3.69 which states "very valid", and media experts get a score of 3.21 which states "valid". so that the overall average score gets a value of 3.45 which states "very valid". While the student and teacher responses get an average score of 3.25 which states "very practical", and on the effectiveness of the handout teaching materials obtained from the final test results students get a percentage of 71.8% which states "effective". Then on the results of the students' understanding test, they got an n-gain value of 0.6 which stated "medium", that the understanding obtained by students did not decrease or increase so it was relatively moderate
- Research Article
5
- 10.24127/ajpm.v6i3.1131
- Dec 29, 2017
- AKSIOMA: Jurnal Program Studi Pendidikan Matematika
The objective of the research is to describe whether there is a difference of students' understanding of mathematical concepts using cooperative learning model of TAI type and Problem Based Learning (PBL) and show the cause of the difference. This study included experimental research with randomized control group design pretest posttest design. The result of the research shows that (1) the understanding of students 'mathematical concepts with cooperative learning model of TAI type is not significantly different from the understanding of students' mathematics concept with PBL learning model; (2) the understanding of students 'mathematical concept with cooperative learning model of TAI type is not significantly different from the students' with conventional learning model, (3) understanding of student math concept with PBL learning model is significantly different with understanding of student math concept with conventional learning model. So that there is effect of cooperative learning model of TAI type and problem based learning (PBL) to the students' math concept.
- Research Article
- 10.12928/ijeme.v9i1.30721
- Mar 30, 2025
- International Journal on Emerging Mathematics Education
The aim of this research is to develop interactive media that utilizes the Smart Apps Creator (SAC) application with a focus on statistical literacy, especially on data centralization material for grade 7 students. The development of this media follows the steps in the ADDIE model, namely analysis, design, development, implementation, and evaluation. This research involved 25 7th-grade students from SMP Muhammadiyah 3 Depok Sleman as research subjects. The instruments used in this research include interviews, validation questionnaires from material and media experts, and student response questionnaires. Based on research findings, interactive media developed with the Smart Apps Creator (SAC) application is proven to be valid and practical. The results of the material expert assessment were 80% which met the valid category. While the media expert assessment was 81.48% met the very valid category. The practicality criteria were obtained from the results of student responses with a percentage of 79.44% which also fell into the practical category indicating that the media is suitable for use in teaching. Thus, interactive media based on SAC can be an effective alternative to improve student understanding and motivation when studying data centralization material.
- Research Article
- 10.23960/jpmipa.v26i1.pp244-267
- Apr 14, 2025
- Jurnal Pendidikan MIPA
This study aims to develop interactive learning media based on Adobe Animate with the Problem-Based Learning (PBL) model to improve student learning outcomes on fraction material in class IV SDN Kedungpane 02. The background of this research is based on students' low understanding of the concept of fractions, which is caused by the lack of use of innovative learning media and less interesting learning methods. Therefore, Interactive Math media was developed that integrates animation and interactivity in the learning process to increase student engagement and understanding. This research uses the Research and Development (R&D) method with the ADDIE development model which consists of five stages, namely Analysis to identify learning needs, Design to design appropriate media Development to build products, Implementation to test on students, and Evaluation to assess the effectiveness of the media that has been developed. Data were collected through observation, interviews, questionnaires, documentation, and learning outcomes tests. The validity test was carried out by media experts and material experts, while the media effectiveness test was carried out through experiments with a pretest-posttest control group design. The results showed that the Interactive Math media based on Adobe Animate is very valid and feasible to use in learning based on expert validation with a score of 91.07% from material experts and 91.66% from media experts. In addition, there was a significant increase in student learning outcomes after using this media, as evidenced by the difference in the average scores of the pretest and posttest in the small and large groups. Thus, Adobe Animate-based interactive learning media with PBL model can be an innovative solution in improving students' understanding and learning outcomes on fraction materials. This study recommends the use of similar media on other materials to improve the effectiveness of learning in elementary schools. Keywords: adobe animate, interactive learning media,fraction, problem based learning (PBL), learning outcomes.
- Research Article
- 10.59581/konstanta.v1i3.1255
- Sep 7, 2023
- Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam
Anisah. 182140060. "Development of Character Education-Based Interactive Learning Media in Class VII Middle School Mathematics Learning Using Powerpoint". Thesis. Mathematics education. FKIP. Purworejo Muhammadiyah University. 2023. The aim of this research is to develop and determine the feasibility of the learning media that has been developed. The media product in this study is in the form of interactive learning media based on character education using Powerpoint in learning mathematics for seventh grade junior high school on integer material. This research uses the type of development research (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques in this research were carried out by means of interviews, questionnaires and tests. The instruments used include media expert and material expert validation sheets, teacher response questionnaire sheets and student responses, and final test questions. The subjects in this research were class VIID students at SMP Negeri 18 Purworejo. Data analysis in this study was the validity data analysis of media experts and material experts, analysis of teacher response data and student responses, and analysis of final test completeness data. The results of the media expert's assessment obtained a total score of 66 with valid criteria and material experts obtained a total score of 29 with the validity calculation formula obtaining results with valid criteria, from the teacher response questionnaire and student responses obtained an average total score of 85.1 with practical criteria, from The results of the final question test obtained a completion percentage of 84% with effective criteria. Based on the research results, this mathematics learning media was declared valid, practical and effective. Thus it can be concluded that interactive learning media based on character education in class VII SMP mathematics learning using PowerPoint is appropriate to use as a learning medium.
- Research Article
- 10.37134/sibawayh.vol4.2.9.2023
- Dec 31, 2023
- SIBAWAYH Arabic Language and Education
This development research aims to produce an interactive PowerPoint learning media product for learning Arabic in class VII MTsN 6 Boyolali, especially on attaaruf material. This development research describes the stages of developing learning media in the form of interactive multimedia powerpoint, describes the responses of teachers and students to the use of learning media in the form of interactive multimedia powerpoint.This study uses the method (R & D) with a 6-step development model 1). Initial data collection analysis, 2). Product development, 3). Expert validation, 4) product revision, 5) product trial, 6) final data analysis. The population in this study were students of class VII MTsN 6 Boyolali. Sampling using random sampling technique. With this technique, 40 students of class VII were taken from each class A, B, C, D as test subjects. The data collection technique uses a questionnaire in the form of a questionnaire which will be filled out by teachers and students after using the learning media, before being tested, the learning media goes through the stages of media validation and material validation by media experts and material experts. Data analysis techniques use descriptive qualitative, by transforming qualitative data into quantitative data. The results of this development research consist of two aspects, namely describing the stages of developing learning media, and describing user responses. In the aspect of the media development stage, the researcher chose PowerPoint software which was modified into interactive media using the Hyperlink model, developed by looking at aspects of potential and problem analysis and assessed by media experts and material experts, and tested using pre-test and post-test. Assessment from media experts got a percentage of 63% with a decent category, and material experts got a percentage of 89.0% with a feasible category, and at the pretest and posttest trial stages the average score (Mean) was obtained during the pretest, namely 59.50 and for the posttest get an average value of 83.00. for the median, the pretest data has a value of 60, while for the posttest it has a result of 80. For the value that often appears (mode), we can see from the table above that the pretest is 60 and the value that often appears during the posttest is 80. It can be concluded from the above explanation that students experienced a significant increase in average from the previous treatment having an average value of 59.50 which later became 83.00. Therefore, it can be concluded that there is an influence on learning Arabic Interactive Powerpoint Media class VII MTsN 6 Boyolali. on aspects of user responses assessed by teachers and students. The assessment obtained from the teacher gets a percentage of 83.5% and the assessment obtained from students gets a percentage of 65%.
- Research Article
- 10.29303/jpm.v20i4.9128
- Jun 29, 2025
- Jurnal Pijar Mipa
Students' understanding of the water cycle material is still relatively low, which is caused by the limited learning media used. This has an impact on the low learning outcomes of students. This study aims to develop interactive media SIAIR assisted by songs to improve student learning outcomes on water cycle material. The novelty of this media lies in the integration of songs with various interactive digital media components, such as text, animated videos, simulation games, and digital comics, which are adapted to the thinking ability of elementary school students. This research uses the R&D method with the ADDIE model, which includes analysis, design, development, implementation, and evaluation. The research subjects consisted of 41 fifth-grade elementary school students. Data collection techniques through test techniques in the form of pretests and posttests, as well as non-test techniques in the form of observation, interviews, documentation, and questionnaires. The data obtained were then analyzed through product assessment, normality test, paired samples t-test, and N-Gain test. The results showed that the song-assisted SIAIR interactive media was very feasible, with a score of 93% from media experts and 94% from material experts. This media is also considered practical by students and teachers, with a practicality level of 97.78% from small groups, 96.56% from large groups, and 100% from teachers. In addition, the effectiveness of the media in improving learning outcomes has been proven empirically. Based on the paired samples t-test, the small group showed a significance value (2-tailed) of 0.001 and N-Gain of 0.5398 with a moderate category. Then, the large group obtained a significance value (2-tailed) of 0.000 and N-Gain of 0.5617 with a moderate category. Based on the results of this study, it can be concluded that SIAIR interactive media assisted by songs is a feasible, practical, and effective learning innovation to improve student learning outcomes on water cycle material.
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