Main Article Content
Abstract
This study was conducted to address the insufficient conceptual understanding and low learning motivation of twelfth-grade students in the topic of probability. The research specifically aims to (1) examine the effectiveness of interactive digital learning media—Quizizz, Liveworksheet, and Kahoot—in improving students’ conceptual understanding of probability, and (2) analyze the extent to which these digital platforms influence students’ learning motivation in mathematics. A mixed-methods approach was employed using a One-Group Pretest–Posttest design integrated into Classroom Action Research (CAR). Data were collected through a conceptual understanding test, a learning motivation questionnaire, an observation checklist, and structured interviews. Quantitative data were analyzed using the Wilcoxon test for conceptual understanding and the t-test for learning motivation, while qualitative data were analyzed descriptively. The findings demonstrate that the use of digital learning media significantly enhances students’ conceptual understanding and positively impacts their learning motivation. Qualitative results further show that students responded enthusiastically to the integration of interactive digital platforms in mathematics learning. This study contributes to the advancement of technology-integrated mathematics instruction by providing empirical evidence on the role of interactive digital media in fostering conceptual mastery and motivating students.
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References
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- Nurhadi, H. (2023). Pengaruh media pembelajaran digital terhadap motivasi dan hasil belajar siswa. Jurnal Teknologi Pendidikan, 15(2), 45–57. DOI: https://doi.org/10.59818/jpi.v5i4.1727
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- Rahayu, Y., & Pujiastuti, H. (2018). Analisis kemampuan pemahaman matematis siswa SMP pada materi himpunan. Symmetry: Pasundan Journal of Research in Mathematics Learning and Education, 3(2), 93–102. DOI: https://doi.org/10.23969/symmetry.v3i2.1284
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- Sastro, W., Mora, E., Lubis, A. R., & Gusnirwanda, H. (2023). Pengembangan media pembelajaran interaktif berbasis multimedia untuk meningkatkan pemahaman konsep matematika siswa MIS Aisyiyah Wilayah Sumut. Jurnal Pendidikan Matematika. DOI: https://doi.org/10.62017/jppi.v1i1.789
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- Suwardi, Masni, E. F., & Rohayati. (2014). Pengaruh penggunaan alat peraga terhadap hasil pembelajaran matematika pada anak usia dini. Jurnal Al-Azhar Indonesia Seri Humaniora, 2(4), 297–305. DOI: http://dx.doi.org/10.36722/sh.v2i4.177
- Supriadi, N. (2020). Mengembangkan kemampuan berpikir matematis tingkat tinggi siswa melalui blended learning berbantuan GeoGebra. Pasundan Journal of Mathematics Education, 2(1), 1–12. https://journal.unpas.ac.id/index.php/pjme/article/view/2456
- Tinati, R., Whitaker, J., Shneiderman, B., & Green, V. (2018). Students’ learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 125, 120–131. https://www.sciencedirect.com/journal/computers-and-education
- Wijaya, A., Elmaini, & Doorman, M. (Inarto). 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
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References
Anggraeni, N. (2022). Pengembangan media flipbook interaktif pada pembelajaran keterampilan menyimak materi Sekapati kelas IV sekolah dasar. Jurnal Pancar (Pendidik Anak Cerdas dan Pintar), 6(1), 200–205. https://doi.org/10.52802/pancar.v6i1.121
Anggoroa, B. S., Dewantara, A. H., Suherman, S., Muhammad, R. R., & Saraswati, S. (2025). Effect of game-based learning on students’ mathematics high order thinking skills: A meta-analysis. Revista de Psicodidáctica (English Edition), 30(1), 1–18. https://doi.org/10.1016/j.psicoe.2024.500158
Aprilia, G. M., Nabila, H., Karomah, R. M., Irmawati, E., Permadani, S. N., & Nursyahidah, F. (2024). Development of probability learning media PjBL STEM-based using e-comic to improve students’ literacy numeracy skills. Kreano: Jurnal Matematika Kreatif-Inovatif. https://journal.unnes.ac.id/nju/index.php/kreano
Asharimudin, M., Damayanti, R., & Fauziah, Y. S. (2022). Model pembelajaran peer teaching untuk meningkatkan pemahaman, komunikasi matematika, dan motivasi belajar siswa. Pasundan Journal of Mathematics Education, 12(1), 76–91. DOI: 10.23969/pjme.v12i1.5337 https://journal.unpas.ac.id/index.php/pjme/article/view/5337
Djamilah, S., & Ulfah, F. (2025). Implementation of math games to develop students’ motivation in solving numeracy problems. International Journal on Emerging Mathematics Education, 9(1), 27–40. https://doi.org/10.12928/ijeme.v9i1.30882
Halim, A., & Hadi, M. S. (2023). Analisis efektivitas penggunaan media digital dalam meningkatkan pemahaman konsep matematika peserta didik kelas VII SMP Negeri 275 Jakarta. INNOVATIVE: Journal of Social Science Research, 3(3), 8333–8341. https://innovative-journal.ac.id
Haji, S. (2020). Pengembangan bahan ajar matematika berbasis realistic mathematics education (RME) untuk meningkatkan kemampuan pemahaman konsep dan sikap siswa SMA. Pasundan Journal of Mathematics Education, 2(1), 13–22. https://journal.unpas.ac.id/index.php/pjme/article/view/2454?articlesBySimilarityPage=11
Herawati, T., Turmudzi, D., & Yaniawati, R. P. (Inarto). Project-based learning, problem-based learning dalam meningkatkan kemampuan pemahaman konsep matematis. Pasundan Journal of Mathematics Education, 11(1), 1–17. https://doi.org/10.23969/pjme.v11i1.3253
Hidayat, M., Kurniawan, T., & Lestari, S. (Inarto). Pengaruh media digital interaktif terhadap hasil belajar siswa. Jurnal Pendidikan Matematika dan Sains, 9(2), 120–130. DOI:10.37216/badaa.v7i2.2215
Julaeha, J., & Rosli, R. (2022). Penerapan discovery learning untuk meningkatkan kemampuan pemecahan masalah dan motivasi belajar matematika siswa. Pasundan Journal of Mathematics Education, 12(2). DOI: 10.23969/pjme.v12i2.6363 https://journal.unpas.ac.id/index.php/pjme/article/view/6363/2524
Kilpatrick, J., Swafford, J., & Findell, B. (2001). Adding it up: Helping children learn mathematics. National Academy Press. https://www.researchgate.net/publication/317953584_Adding_it_up_Helping_children_learn_mathematics
Koparan, T. (Inarto). The impact of a game and simulation-based probability learning environment on the achievement and attitudes of prospective teachers. International Journal of Mathematical Education in Science and Technology, 53(9), 2319–2337. https://doi.org/10.1080/0020739X.2020.1868592
Kristanti, F. R., Inarto, I., & Mulyono, M. (2019). Kemampuan pemahaman konsep matematis siswa dalam pembelajaran flipped classroom berbantuan android. Prosiding Seminar Nasional Pascasarjana, 2(1), 618–625. ISSN: 2686-6404 https://proceeding.unnes.ac.id/snpasca/article/view/349/369
Kurniawan, I. (2016). Meningkatkan hasil belajar siswa pada materi persamaan garis lurus dengan pendekatan saintifik menggunakan media Edmodo. Pasundan Journal of Mathematics Education, 6(2), 128–134. https://doi.org/10.23969/pjme.v6i2.2659
Moser, S., Zumbach, J., & Deibl, I. (2017). The effect of metacognitive training and prompting on learning success in simulation-based physics learning. Science Education, 101(6), 944–967. https://onlinelibrary.wiley.com/journal/1098237x
Najib, M. N. M., Yaacob, A., & Md Ali, R. (2022). Exploring the effectiveness of interactive simulation as blended learning approach in secondary school physics. Proceedings, 82(1), 10. https://www.mdpi.com/journal/proceedings
Nurhadi, H. (2023). Pengaruh media pembelajaran digital terhadap motivasi dan hasil belajar siswa. Jurnal Teknologi Pendidikan, 15(2), 45–57. DOI: https://doi.org/10.59818/jpi.v5i4.1727
Oemar Hamalik. (2008). Proses belajar mengajar. Bumi Aksara. http://repository.uinsu.ac.id/221/44/BELAJAR%20DAN%20PEMBELAJARAN.pdf
Prasetyo, M., & Dewi, L. (Inarto). Efektivitas media pembelajaran interaktif terhadap motivasi dan hasil belajar matematika. Jurnal Pendidikan Matematika, 9(1), 18–27. https://journal.mwsfoundation.or.id/index.php/jised/article/download/115/75
Rahayu, Y., & Pujiastuti, H. (2018). Analisis kemampuan pemahaman matematis siswa SMP pada materi himpunan. Symmetry: Pasundan Journal of Research in Mathematics Learning and Education, 3(2), 93–102. DOI: https://doi.org/10.23969/symmetry.v3i2.1284
Riansyah, T. M. (2022). Implementasi metode pembelajaran SQ3R untuk meningkatkan kemampuan pemahaman konsep matematika siswa SMA. Pasundan Journal of Mathematics Education, 12(2). DOI: https://doi.org/10.23969/pjme.v12i2.6055
Riki, P., Riwayani, Jumadi, & Rosana. (2024). The effectiveness of online simulation with GDL and PBL toward students’ digital literacy skill. Journal of Educational Science and Technology, 5(3). https://doi.org/10.26858/est.v5i3.10563
Sastro, W., Mora, E., Lubis, A. R., & Gusnirwanda, H. (2023). Pengembangan media pembelajaran interaktif berbasis multimedia untuk meningkatkan pemahaman konsep matematika siswa MIS Aisyiyah Wilayah Sumut. Jurnal Pendidikan Matematika. DOI: https://doi.org/10.62017/jppi.v1i1.789
Šarić, D. L., Fitriani, D. A., Khaeriyah, D. Z., Hartono, & Nursyahidah, F. (2022). Hypothetical learning trajectory pada materi peluang: Konteks mainan tradisional ular naga. Mosharafa: Jurnal Pendidikan Matematika, 11(2), 203–214. DOI: https://doi.org/10.31980/mosharafa.v11i2.699
Suwardi, Masni, E. F., & Rohayati. (2014). Pengaruh penggunaan alat peraga terhadap hasil pembelajaran matematika pada anak usia dini. Jurnal Al-Azhar Indonesia Seri Humaniora, 2(4), 297–305. DOI: http://dx.doi.org/10.36722/sh.v2i4.177
Supriadi, N. (2020). Mengembangkan kemampuan berpikir matematis tingkat tinggi siswa melalui blended learning berbantuan GeoGebra. Pasundan Journal of Mathematics Education, 2(1), 1–12. https://journal.unpas.ac.id/index.php/pjme/article/view/2456
Tinati, R., Whitaker, J., Shneiderman, B., & Green, V. (2018). Students’ learning performance and perceived motivation in gamified flipped-class instruction. Computers & Education, 125, 120–131. https://www.sciencedirect.com/journal/computers-and-education
Wijaya, A., Elmaini, & Doorman, M. (Inarto). 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
Wulandari, E. (2022). Pemanfaatan PowerPoint interaktif sebagai media pembelajaran dalam hybrid learning. JUPEIS: Jurnal Pendidikan dan Ilmu Sosial, 1(2), 26–32. DOI: https://doi.org/10.55784/jupeis.Vol1.Iss2.34
