Template Edumatica 2023
Template Edumatica 2023
Abstrak
The Indonesian language abstract contains problems and objectives, methods, subjects,
instruments, research results, and conclusions. The abstract contains 150-200 words and only consists
of 1 paragraph. [Times New Roman, 11pt, space 1]
Kata Kunci: keywords consist of 3–5 words or phrases that are important, specific, or representative
of this article, arranged in alphabetical order, each keyword separated by a comma (,)
[Times New Roman, 11pt, space 1]
Title Write in English, Case: Capitalize Each Word [Times New Roman, 13pt, bold,
italic, center, single space]
Abstract
Abstract English version, contains research aim/purpose, method, subject, instrument, research
results, and conclusion. Written in 1 paragraph, using past tense sentences. [Time New Roman-11,
italic, single space]
Keywords: keywords consist of 3–5 words or phrases that are important, specific, or representative of
this article, arranged in alphabetical order, each keyword separated by a comma (;) [Times
New Roman, 11pt, space 1]
Potongan Judul
[Times New Roman, 11 pt, space 1. Each paragraph begins with a word that is indented into 5 digits,
or about 1 cm from the left edge of each column]
Figure 1. Edumatica Website Home Display [Times New Roman, 11pt, center, space 1]
Each table and figure must have a sentence that refers to the table or figure. There should
not be double or overlapping tables or figures, for example, data presented in the form of tables
or figures, you must choose one. The discussion is focused on relating the data and the results of the
analysis to the problem or research objectives and the broader theoretical context. It is also possible
that the discussion is the answer to the question of why such facts are found in the data.
Daniel, W. W. (2018). Statistika Non Parametrik Terapan. (T. Kuntjoro, Trans.) Jakarta: Gramedia.
Daryanto. (2013). Menyusun Modul Bahan Ajar untuk Persiapan Guru dalam Mengajar. Yogyakarta:
Gavamedia.
Eshet, Y. (2002). Digital Literacy: A New Terminology Framework and Its Application to the Design
of Meaningful Technology-based Learning Environments. World Conference on Educational
Multimedia, (pp. 493-498). Retrieved from
http://www.editlib.org.ezproxy.csu.edu.au/index.cfm?
fuseaction=Reader.ViewFullText&paper_id=10316.
Heinich. (1998). Instructional Media and Technologies for Learning 6th. USA Prentice Hall: Upper
Saddle River, NJ.
Krisna, F. P., & Marga, M. H. (2018). Pemanfaatan Video untuk Pembelajaran Matematika Berbasis
Masalah Kontekstual pada Topik Aljabar. Prosiding Seminar Nasional Etnomatnesia (pp. 400-
405). Yogyakarta: Universitas Sarjanawiyata Tamansiswa. Retrieved from
https://jurnal.ustjogja.ac.id/index.php/etnomatnesia/article/view/2354
Kusumah, Y. S. (2010). Studi tentang Penerapan Model Pembelajaran Matematika Berbasis Komputer
Tipe Interaksi Tutorial dalam Peningkatan Kemampuan Berpikir Kritis dan Kreatif Siswa.
Seminar Nasional Pendidikan Matematika. Bandung: FMIPA UPI.
Rohati, Winarni, S., & Hidayat, R. (2018). Pengembangan Media Pembelajaran Komik Matematika
Berbasis Problem Based Learning dengan Manga Studio V05 dan Geogebra. Edumatica :
Jurnal Pendidikan Matematika, 8(2), 81-91. doi:https://doi.org/10.22437/edumatica.v8i2.5486
Sabil, H., & Winarni, S. (2013). Meningkatkan Hasil Belajar Matematika Siswa pada Materi
Persamaan Kuadrat dengan Metode Belajar Aktif Tipe Quiz Team di Kelas IX SMPN 24 Kota
Jambi. Edumatica : Jurnal Pendidikan Matematika, 3(2), 88-97.