Enhancing Teachers’ Competence through Training on Android-Based Mathematics Learning Media
Peningkatan Kompetensi Guru melalui Pelatihan Media Pembelajaran Matematika Berbasis Android
https://doi.org/10.59110/rcsd.828
Keywords:
Android, Learning Media, Mathematics, Prototype, Unity 3DAbstract
The development of Android-based mathematics learning media using Unity 3D at SD Negeri 4 Padangkerta was conducted to address the limited use of interactive learning media in mathematics instruction. This community service activity aimed to enhance teachers’ competence in developing Android-based mathematics learning media through participatory training and hands-on practice. The program was implemented through stages of socialization, technical training on Unity 3D, prototype development assistance, and evaluation of training outcomes. The results indicate that 80% of participating teachers successfully produced Android-based learning media prototypes, accompanied by a 75% increase in teachers’ understanding of learning technology based on pretest and posttest evaluations. In addition, teachers demonstrated increased motivation and creativity in integrating digital technology into classroom learning. Overall, this activity contributes to strengthening teachers’ digital competence and improving the quality of mathematics learning using interactive and contextually relevant digital media.
Downloads
References
AbdulRab, H. (2023). Teacher professional development in the 21st century. African Journal of Education and Practice. https://doi.org/10.47604/ajep.2237
Alam, N. A. R., & Rachmadhani, F. (2025). Improving teachers’ teaching competence through training in educational media creation. Elementaria, 3(1), 76–90. https://doi.org/10.61166/elm.v3i1.88
Alamsyah, D. F., Zahro’, H. Z., & Prasetya, R. P. (2024). Aplikasi mobile pembelajaran berbasis game menggunakan Unity 3D. JATI (Jurnal Mahasiswa Teknik Informatika), 8(5), 8528–8535. https://doi.org/10.36040/jati.v8i5.10574
Anditiasari, N. (2020). Analisis kesulitan belajar anak berkebutuhan khusus (tunarungu) dalam menyelesaikan soal cerita matematika. Mathline: Jurnal Matematika dan Pendidikan Matematika, 5(2), 183–194. https://doi.org/10.31943/mathline.v5i2.162
Antonios, T., & Rodopi, K. (2024). Adult education. IOSR Journal of Humanities and Social Science, 29(11), 08–11. https://doi.org/10.9790/0837-2911070811
Arsyad, A. (2011). Media pembelajaran. RajaGrafindo Persada.
Batubara, H. H. (2018). Pengembangan media pembelajaran matematika berbasis Android untuk siswa SD/MI. Muallimuna: Jurnal Madrasah Ibtidaiyah, 3(1), 12–27. https://doi.org/10.31602/muallimuna.v3i1.952
Kadir, A., Yulita, N., & Boulahnane, S. (2023). Improving teacher professional competence through the training of information technology-based learning media in Southeast Sulawesi. Lentera Pendidikan, 26(2), 311–330. https://doi.org/10.24252/lp.2023v26n2i7
Liberna, H. (2018). Hubungan gaya belajar visual dan kecemasan diri terhadap pemahaman konsep matematika siswa kelas X SMK Negeri 41 Jakarta. JNPM (Jurnal Nasional Pendidikan Matematika), 2(1), 98–108. https://doi.org/10.33603/jnpm.v2i1.988
Nurrita, T. (2018). Pengembangan media pembelajaran untuk meningkatkan hasil belajar siswa. MISYKAT: Jurnal Ilmu-Ilmu Al-Qur’an, Hadis, Syari’ah dan Tarbiyah, 3(1), 171–187. https://doi.org/10.33511/misykat.v3n1.171
Putri, B. B. A., Muslim, A., & Bintaro, T. Y. (2019). Analisis faktor rendahnya minat belajar matematika siswa kelas V di SD Negeri 4 Gumiwang. Jurnal Educatio FKIP UNMA, 5(2), 68–74. https://doi.org/10.31949/educatio.v5i2.14
Rahmawanti, W. (2022). Pembuatan media pembelajaran matematika untuk anak usia 6–8 tahun berbasis Android menggunakan Unity 3D. Jurnal Ilmiah Teknik, 2(3). https://doi.org/10.56127/juit.v2i3.1004
Rohman, A. (2023). Efektivitas media pembelajaran matematika berbasis Android untuk meningkatkan minat belajar siswa sekolah dasar. Jurnal Pendidikan Matematika Sekolah Dasar, 2(2). https://doi.org/10.56916/pjmsr.v2i2.507
Rosita, R., Jumrah, J., Rahmayani, S., & Hamdana, H. (2024). Transformasi digital dalam pendidikan: Pelatihan tools AI untuk mendukung pengajaran dan administrasi guru. Room of Civil Society Development, 3(6), 235–246. https://doi.org/10.59110/rcsd.438
StatCounter Global Stats. (2022). Mobile operating system market share in Indonesia. https://gs.statcounter.com/os-market-share/mobile/indonesia
Sukariada, I. K., Putra, I. G. J. E., & Purnama, I. N. (2024). Pengembangan media pembelajaran matematika berbasis Android menggunakan Unity 3D: Studi kasus SD Negeri 4 Padangkerta. JATI (Jurnal Mahasiswa Teknik Informatika), 8(1), 910–917. https://doi.org/10.36040/jati.v8i1.8896
Utami, K., Akhyar, M., & Sudiyanto, S. (2022). Students’ perceptions of the use of Android-based interactive multimedia in mathematics learning in elementary schools. In Proceedings of the International Conference on Education. https://doi.org/10.4108/eai.17-11-2021.2318654
Wahyuni, D. Q. (2022). Pengembangan media pembelajaran matematika interaktif berbasis Android pada materi bentuk aljabar. Jurnal Cendekia: Jurnal Pendidikan Matematika. https://doi.org/10.30812/varian.v3i1.487
Wijaya, A., Mayasari, L., Pararta Wiguna, D., Brahmasta Indra, G., & Salsabila Sholihin, R. (2025). Improving elementary students’ literacy and numeracy through an augmented reality-enhanced SmartBook. Room of Civil Society Development, 4(6), 1022–1031. https://doi.org/10.59110/rcsd.798
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nyoman Purnama, Made Adi Paramartha Putra

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











