Developing Journey in Integria: A web-based educational application for conceptual learning of integer operations
Keywords:
Web development, Educational application, Multimedia, Integer operations, Educational technologyAbstract
Integer operation learning media are still predominantly based on static representations that provide limited support for students’ conceptual understanding, while web-based instructional media integrating dynamic visualization and interactivity remain relatively limited. This study aims to develop Journey in Integria, a web-based educational application for learning integer operations using HTML, CSS, and JavaScript. The research employed the Luther-Sutopo multimedia development model consisting of concept, design, material collecting, assembly, testing, and distribution, while functional evaluation was conducted through Black Box Testing. The results demonstrate that the application successfully integrates dynamic number-line visualization, character animation, step-by-step solution logs, and interactive input features into a browser-based learning environment accessible across multiple devices without additional installation. All application functions operated according to the predefined specifications, and the application was successfully deployed through GitHub Pages for public access. This study contributes a web-based instructional medium that has the potential to support conceptual understanding of integer operations through integrated visualization and interactive learning experiences.
Abstrak
Media pembelajaran operasi bilangan bulat umumnya masih didominasi oleh representasi statis sehingga kurang mampu memfasilitasi pemahaman konseptual, sementara pengembangan media berbasis web yang mengintegrasikan visualisasi dinamis dan interaktivitas masih relatif terbatas. Penelitian ini bertujuan mengembangkan aplikasi Journey in Integria sebagai media pembelajaran operasi bilangan bulat berbasis HTML, CSS, dan JavaScript. Penelitian menggunakan metode pengembangan multimedia Luther-Sutopo yang meliputi tahap concept, design, material collecting, assembly, testing, dan distribution, sedangkan pengujian dilakukan menggunakan Black Box Testing. Hasil penelitian menunjukkan bahwa aplikasi berhasil mengintegrasikan visualisasi garis bilangan, animasi karakter, log penyelesaian bertahap, serta panel input interaktif dalam satu platform berbasis web yang dapat diakses melalui berbagai perangkat tanpa instalasi tambahan. Seluruh fitur berfungsi sesuai spesifikasi yang dirancang dan aplikasi dipublikasikan melalui GitHub Pages sehingga siap dimanfaatkan sebagai media pembelajaran. Penelitian ini berkontribusi dengan menghadirkan media pembelajaran berbasis web yang berpotensi mendukung pemahaman konseptual operasi bilangan bulat melalui visualisasi dan interaktivitas yang terintegrasi.
Downloads
References
Alam, A., & Mohanty, A. (2023). Educational technology: Exploring the convergence of technology and pedagogy through mobility, interactivity, AI, and learning tools. Cogent Engineering, 10(2). https://doi.org/10.1080/23311916.2023.2283282
Anggraeni, S. T., Muryaningsih, S., & Ernawati, A. (2020). Analisis faktor penyebab kesulitan belajar matematika di sekolah dasar. JRPD: Jurnal Riset Pendidikan Dasar, 1(1), 25–37. https://doi.org/10.30595/.v1i1.7929
Fazio, C. (2020). Active learning methods and strategies to improve student conceptual understanding: Some considerations from physics education research. In Research and innovation in physics education: Two sides of the same coin (pp. 15–35). https://doi.org/10.1007/978-3-030-51182-1_2
García-Bayona, I., Pérez-Suay, A., Van Vaerenbergh, S., & Pascual-Venteo, A. B. (2025). Exploring the influence of visual aids in mathematical problem solving: An eye-tracking study with prospective teachers. IEEE Transactions on Education, 68(6), 553–567. https://doi.org/10.1109/TE.2025.3626625
Ghazy, A. C., Ghozali, & Wibowo, K. A. (2025). Transformasi pendidikan: Pengembangan metodologi dan media pembelajaran di era digital. ARJI: Action Research Journal Indonesia, 7(4), 2975–2997. https://journal.nahnuinisiatif.com/ARJI/article/view/594
Ghoffar, M., Wiryanto, & Rahaju, E. B. (2025). Profil belajar siswa dalam memahami operasi hitung bilangan bulat kelas VI sekolah dasar. Edukasi: Jurnal Penelitian & Artikel Pendidikan, 17(1), 633–646. https://doi.org/10.31603/edukasi.v17i1.13349
Ginting, M. P. A., & Lubis, A. S. (2024). Pengujian aplikasi berbasis web data SKA menggunakan metode black box testing. Cosmic Jurnal Teknik, 2(1), 41–48. https://journal.aira.or.id/cosmic/article/view/760
Guzmán, J. L., & Joseph, B. (2021). Web-based virtual lab for learning design, operation, control, and optimization of an anaerobic digestion process. Journal of Science Education and Technology, 30(3), 319–330. https://doi.org/10.1007/s10956-020-09860-6
Haavold, P. Ø., & Sriraman, B. (2022). Creativity in problem solving: Integrating two different views of insight. ZDM – Mathematics Education, 54(1), 83–96. https://doi.org/10.1007/s11858-021-01304-8
Heryanto, Sembiring, S. B., & Togatorop, J. B. (2022). Analisis faktor penyebab kesulitan belajar matematika siswa kelas V sekolah dasar. Curere, 6(1), 45–54. https://doi.org/10.36764/jc.v6i1.723
Hoyles, C. (2018). Transforming the mathematical practices of learners and teachers through digital technology. Research in Mathematics Education, 20(3), 209–228. https://doi.org/10.1080/14794802.2018.1484799
Jibril, M., Zulrahmadi, & Amin, M. (2024). Pengujian sistem informasi e-modul pada SMPN 1 Tempulung menggunakan black box testing. Jurnal Perangkat Lunak, 6(2), 327–332. https://jurnalftik.unisi.ac.id/index.php/jupel/article/view/3326
Khotimah, D. F. K., & Hafidz. (2025). Pengembangan media pembelajaran kreatif dan interaktif melalui teknologi informasi dan komunikasi (TIK) dalam pendidikan. IHSAN: Jurnal Pendidikan Islam, 3(1), 1–8. https://doi.org/10.61104/ihsan.v3i1.433
Lodge, J. M., Kennedy, G., Lockyer, L., Arguel, A., & Pachman, M. (2018). Understanding difficulties and resulting confusion in learning: An integrative review. Frontiers in Education, 3. https://doi.org/10.3389/feduc.2018.00049
Moran, G., Muzellec, L., & Johnson, D. (2019). Message content features and social media engagement: Evidence from the media industry. Journal of Product & Brand Management, 29(5), 533–545. https://doi.org/10.1108/JPBM-09-2018-2014
Murdiana, I. N., Sukayasa, & Hasbi, M. (2022). Pelatihan penggunaan media kongkret dalam penanaman konsep pada operasi hitung bilangan bulat. Jurnal Kreatif Online, 10(1), 13–26. https://jurnalfkipuntad.com/index.php/jko/article/view/1915
Nabilla, R., Lestari, D. A., Hafizah, I., Fendrik, M., & Oktaviani, C. (2025). Analisis kesulitan siswa dalam memahami operasi bilangan bulat di kelas VI SDN 41 Pekanbaru. Jurnal Terapan Pendidikan Dasar dan Menengah, 5(4), 264–270. https://ojs.unublitar.ac.id/index.php/jtpdm/article/view/2268
Permana, R., Syakur, I., Nugroho, A. R., & Kurniawan, B. A. (2024). Analisis penggunaan machine learning untuk deteksi penipuan di sektor keuangan: Tinjauan literatur. TEKNOBIS : Teknologi, Bisnis Dan Pendidikan, 2(2), 244–248. https://jurnalmahasiswa.com/index.php/teknobis/article/view/2074
Reyna, J., Hanham, J., & Meier, P. C. (2018). A framework for digital media literacies for teaching and learning in higher education. E-Learning and Digital Media, 15(4), 176–190. https://doi.org/10.1177/2042753018784952
Sayaf, A. M., Alamri, M. M., Alqahtani, M. A., & Al-Rahmi, W. M. (2021). Information and communications technology used in higher education: An empirical study on digital learning as sustainability. Sustainability, 13(13), 7074. https://doi.org/10.3390/su13137074
Schoenfeld, A. H. (2016). Learning to think mathematically: Problem solving, metacognition, and sense making in mathematics (Reprint). Journal of Education, 196(2), 1–38. https://doi.org/10.1177/002205741619600202
Shadiq, J., Safei, A., & Loly, R. W. R. (2021). Pengujian aplikasi peminjaman kendaraan operasional kantor menggunakan blackbox testing. Information Management for Educators and Professionals, 5(2), 97–110. https://doi.org/10.51211/imbi.v5i2.1561
Sumilat, J. M., Tumurang, H. J., Suleman, G., & Posumah, N. (2022). Development of computer-aided media operating materials calculate integers. Formatif: Jurnal Ilmiah Pendidikan MIPA, 12(1), 103–110. http://dx.doi.org/10.30998/formatif.v12i1.11543
Sutopo, A. H. (2003). Multimedia interaktif dengan flash. Graha Ilmu.
Tong, D. H., Uyen, B. P., & Ngan, L. K. (2022). The effectiveness of blended learning on students’ academic achievement, self-study skills and learning attitudes: A quasi-experiment study in teaching the conventions for coordinates in the plane. Heliyon, 8(12), e12657. https://doi.org/10.1016/j.heliyon.2022.e12657
Zain, S. (2021). Digital transformation trends in education. In Future directions in digital information (pp. 223–234). Elsevier. https://doi.org/10.1016/B978-0-12-822144-0.00036-7
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Rino Sinus Pandanu (Author)

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