Implementasi Media Lumatika dan Dampaknya terhadap Minat Belajar Siswa SMP
DOI:
https://doi.org/10.31539/v1e8qv32Keywords:
LUMATIKA, Minat Belajar, Pembelajaran Matematika.Abstract
This study aims to determine the implementation of LUMATIKA media on students' learning interest in mathematics learning at SMP Negeri 05 Poleang Timur. This study uses a mixed methods approach with an explanatory sequential design. The class selection uses Random Sampling and quantitative data are obtained through a learning interest questionnaire given before and after learning in the form of pretest and posttest, while qualitative data are obtained through observation, interviews, and documentation to strengthen the research results. The research subjects amounted to 3 students selected using purposive sampling technique. Quantitative data analysis was carried out through normality test and paired sample t-test to determine differences in students' learning interest before and after the use of LUMATIKA media. In addition, Cohen’s d calculation was used to determine the magnitude of the effect of using the media. The results of the normality test showed that the data were normally distributed with a calculated W value of 0.96 which is greater than the W table of 0.920 at a significance level of 5%. The results of the paired sample t-test showed a significance value of 0.001 (p < 0.05), which means that there is a significant difference between students' learning interest before and after the use of LUMATIKA media. The Cohen’s d value of 0.82 is in the large effect, as well as interviews conducted on students selected based on their level of learning interest, this shows that the implementation of LUMATIKA media has an effect on students' learning interest."
Keywords: LUMATIKA, Learning Interest, Mathematics Learning.
References
Ali, A., Venica, S. D., Aini, W., & Hidayat, A. F. (2025). Efektivitas Media Pembelajaran Interaktif dalam Meningkatkan Minat dan Motivasi Belajar Siswa Sekolah Dasar. Journal of Information System and Education Development, 3(1), 1-6.https://doi.org/10.62386/jised.v3i1.115.
Sukmana, A. I. W. I. Y., Permana, A. A., & Sudatha, I. G. W. (2023). Game Based Learning Interactive Multimedia in Improving Thematic Learning Achievement of Third Grade Students. Journal for Lesson and Learning Studies, 6(2), 219-227.https://doi.org/10.23887/jlls.v6i2.60622.
Cohen, J. (1969). Statistical Power Analysis for the Behavioral Sciences. The SAGE Encyclopedia of Research Design. https://doi.org/10.2307/2529115.
Toyon, M. (2021). Explanatory Sequential Design of Mixed Methods Research: Phases and Challenges. International Journal of Research in Business and Social Science (2147- 4478). https://doi.org/10.20525/ijrbs.v10i5.1262.
Dila, D., Saputra, H., & Razilu, Z. (2025). Perancangan Media Pembelajaran Berbasis Game Edukasi pada Materi Bangun Datar Menggunakan Construct 3 Kelas Vii SMP Kartika Xx-6 Kendari. Science : Jurnal Inovasi Pendidikan Matematika dan IPA. https://doi.org/10.51878/science.v5i3.7031.
Nandiyanto, A. B. D., & Hofifah, S. N. (2024). How to Conduct Paired-T-Test SPSS: Comprehension in Adsorption with Bibliometric. International Journal of Evaluation and Research in Education (IJERE), 13(1), 151-158. https://doi.org/10.11591/ijere.v13i1.27541.
Rahmawati, S., & Jamaluddin, M. (2024). Development of Game-Based Mathematics Learning Media to Improve Mathematical Understanding Abilities. Riemann: Research of Mathematics and Mathematics Education, 6(2), 202-214.. https://doi.org/10.38114/pnn19445.
Miles, M., Huberman, A., & Saldaña, J. (1994). Qualitative Data Analysis: A Methods Sourcebook. .
Safira, S., & Muthi, I. (2024). Faktor yang Memengaruhi Minat dan Kesulitan Belajar Matematika Siswa Tingkat Sekolah Dasar. Jurnal Pendidikan, Bahasa Dan Budaya, 3(3), 220-230. https://doi.org/10.55606/jpbb.v3i3.3994.
Sugiyono. (2019). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.
Ranellucci, J., & Rosenberg, J. M. (2024). Students’ Interest, Engagement, and Achievement in Online High School Science Courses. Educational Psychology, 44(1), 1-19. https://doi.org/10.1080/01443410.2023.2299703.
Rois, M. I., & Meilana, S. F. (2024). Efforts to Improve Learning Outcomes Using Lumatika Media in Mathematics Subjects in Grade III at Elementary Schools In East Jakarta. Eduvest-Journal of Universal Studies, 4(12), 12182-12198. https://doi.org/10.59188/eduvest.v4i12.1616.
Ratnasari, E. A., & Nugraheni, N. (2025). Development of Cheerful Ludo Math Integrated with Tgt Model for Solving Fifth Grade Mathematical Story Problems. Jurnal Pendidikan MIPA, 26(1), 88-104. https://doi.org/10.23960/jpmipa.v26i1.pp88-104.
Mauliana, D., Adrias, A., & Suciana, F. (2025). Peran Media Pembelajaran dalam Mata Pelajaran Matematika di Sekolah Dasar. Bilangan: Jurnal Ilmiah Matematika, Kebumian dan Angkasa, 3(2), 94-102. https://doi.org/10.62383/bilangan.v3i2.469.
Wijaya, A., & Doorman, M. (2021). A Learning Trajectory for Probability: A Case of Game-Based Learning. Journal on Mathematics Education, 12(1), 1-16. https://doi.org/10.22342/jme.12.1.12836.1-16.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Iwan, Irajuana Haidar, Dian Ulfa Sari

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

