Pre-service mathematics teachers’ responses to the usability of the Countopia Application developed using MIT App Inventor 2 in the context on integer operations

Penulis

DOI:

https://doi.org/10.30659/iem.v1i2.55565

Kata Kunci:

Integer operations, pre-service teachers, usability, MIT App Inventor 2, Android application

Abstrak

Integer operations, particularly those involving negative numbers, remain difficult not only for school students but also for pre-service teachers, who will later teach the concept. Android-based learning media built with MIT App Inventor 2 (AI2) have been widely reported for school and vocational students, but little is known about how pre-service teachers judge such media for integer operations. This study aimed to describe the usability of Countopia, an Android-based learning application on integer operations developed with MIT AI2, as perceived by pre-service teachers. This descriptive quantitative study had two stages: designing the application and testing its usability. In the testing stage, 32 pre-service mathematics teachers at a private university in Yogyakarta used the application and completed the 30-item USE Questionnaire, which covers usefulness, ease of use, ease of learning, and satisfaction. The data were analysed using mean scores and categorised with criteria based on the ideal mean and ideal standard deviation. The overall mean score was 108.41, which falls in the “Very Good” category, and all four aspects were also categorised as “Very Good”. These results indicate high perceived usability of Countopia among pre-service mathematics teachers. This study contributes a usability-tested application for integer operations and empirical evidence of pre-service teachers’ acceptance of it, which can serve as a basis for further development and for future studies of its effect on learning outcomes; learning outcomes were not measured here.

Referensi

Angriani, A. D., Kusumayanti, A., & Nur, F. (2020). Pengembangan media pembelajaran MathSC berbasis android menggunakan App Inventor 2 pada materi barisan dan deret aritmatika. Jurnal Cendekia: Jurnal Pendidikan Matematika, 4(2), 926–938.

Brooke, J. (1996). SUS: A “quick and dirty” usability scale. In P. W. Jordan, B. Thomas, B. A. Weerdmeester, & I. L. McClelland (Eds.), Usability evaluation in industry (pp. 189–194). Taylor & Francis.

Chusni, M. M., Zakwandi, R., Aulia, M. R., Nurfauzan, M. F., Alawiyah, T. A., & Ariandini, S. (2017). Pelatihan rancang bangun media pembelajaran mobile learning berbasis android untuk meningkatkan kompetensi pedagogik guru madrasah.Jurnal Tarbiyatuna, 8(2), 94–103.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology.MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008

Demirtaş, D., & Çelebi Öncü, E. (2026). Mobile applications in early childhood teacher education: An exploratory case study of TPACK development and educational technology use anxiety. Journal of Early Childhood Teacher Education.

Fitri, F., Lamada, M. S., & Zulhajji, Z. (2021). Pengembangan media pembelajaran matematika menggunakan MIT App Inventor di SMKN 2 Wajo. Jurnal MediaTIK, 4(1), 1–4. https://doi.org/10.59562/mediatik.v4i1.1931

Hakky, M. K., Wirasasmita, R. H., & Uska, M. Z. (2018). Pengembangan media pembelajaran berbasis android untuk siswa kelas X pada mata pelajaran sistem operasi. EDUMATIC: Jurnal Pendidikan Informatika, 2(1), 24–33. https://doi.org/10.29408/edumatic.v2i1.868

Koroh, V. V., Palilingan, R. N., Polii, J., & Lolowang, J. (2024). Implementasi Media Pembelajaran Interaktif Fisika Berbasis Aplikasi Android Dengan MIT App Inventor. Algoritma: Jurnal Matematika, Ilmu Pengetahuan Alam, Kebumian Dan Angkasa, 2(4), 28–38.

Kubar, A., & Çakıroğlu, E. (2017). Prospective teachers’ knowledge on middle school students’ possible descriptions of integers.International Journal of Education in Mathematics, Science and Technology, 5(4), 279–294.

Kurniawan, A. B., & Hidayah, R. (2021). Efektivitas permainan zuper abase berbasis android sebagai media pembelajaran asam basa. Jurnal Penelitian Pendidikan Matematika Dan Sains, 5(2), 92–97.

Lund, A. M. (2001). Measuring usability with the USE questionnaire. STC Usability SIG Newsletter, 8(2).

Marhaeni, N. H., Melvinasari, M., & Amirin, I. (2023). Respons siswa SMK terhadap media pembelajaran berbantuan software MIT App Inventor 2 pada materi logika matematika. Journal on Education, 5(2), 2297–2304. https://doi.org/10.31004/joe.v5i2.884

Martínez-Valdés, J. A., García-Peñalvo, F. J., & Velázquez-Iturbide, J. Á. (2019). The role of basic mathematics concepts in programming teaching and learning. In TEEM’19: Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 1046–1054). ACM.

Meylani, R. (2025). Mobile learning in mathematics: Benefits, challenges, strategies, and proponents’ and opponents’ views. The International Review of Research in Open and Distributed Learning, 26(4), 122–140.

Muliyawati, M., & Fasha, E. F. (2025). Pengembangan media pembelajaran mobile-friendly berbasis mit app inventor untukpenguatan minat belajar siswa di SMK Muhammadiyah 1 Ajibarang. Jurnal Ilmiah Penelitian Mahasiswa, 3(5), 270–282.

Negara, H. R. P., Syaharuddin, S., Kurniawati, K. R. A., Mandailina, V., & Santosa, F. H. (2019). Meningkatkan minat belajar siswa melalui pemanfaatan media belajar berbasis android menggunakan mit app inventor. Selaparang, 2(2), 42–45.

Netriwati, N., Tricia, A., Gunawan, W., & Nendra, F. (2023). E-module in learning mathematics: An effort to stimulate learning independence. Online Learning in Educational Research, 2(2), 67–74.

Nindayanti, R., & Bernard, M. (2022). Analisis Minat Belajar Siswa Smp Kelas Vii Berbantuan Mit App Inventor Pada Materi Aritmatika Sosial. JPMI(Jurnal Pembelajaran Matematika Inovatif), 5(3), 751–758.

Pokress, S. C., & Veiga, J. J. D. (2013). MIT App Inventor: Enabling personal mobile computing. arXiv. https://arxiv.org/abs/1310.2830

Putra, R. S., Wijayati, N., & Mahatmanti, F. W. (2017). Pengaruh penggunaan media pembelajaran berbasis aplikasi android terhadap hasil belajar siswa. Jurnal Inovasi Pendidikan Kimia, 11(2), 2009–2018.

Radiansah, F., & Kuswanto, J. (2018). Media pembelajaran berbasis android pada mata pelajaran sistem operasi jaringan kelas XI.Jurnal Media Infotama, 14(1), 15–20.

Risma, R., Farida, F., & Andriani, S. (2021). Android mobile learning: MIT App Inventor dan pengembangannya pada pembelajaran matematika. AlphaMath: Journal of Mathematics Education, 7(1), 64–72.

Rosyidah, A. N. K., Gunawan, G. I., Maulyda, M. A., Jiwandono, I. S., & Oktaviyanti, I. (2021). Misconceptions and errors in integer operations: A study in preservice elementary school teachers (PGSD).Journal of Physics: Conference Series.

Setyadi, D. (2017). Pengembangan mobile learning berbasis android sebagai sarana berlatih mengerjakan soal matematika.Satya Widya, 33(2), 87–92.

Sulfia, M. L., Jaya, F., & Azizah, N. (2026). Pengembangan aplikasi TKJGo sebagai media pembelajaran berbasis Android menggunakan MIT App Inventor pada siswa SMK.Jurnal Riset Dan Inovasi Pembelajaran, 6(1), 274–286.

Tang, D. M., Nguyen, C. T. N., Bui, H. N., Nguyen, H. T., Le, K. T., Truong, K. L. G., Tran, N. T., Vo, N. K., & Nguyen, T. T. (2023). Mobile learning in mathematics education: A systematic literature review of empirical research. Eurasia Journal of Mathematics, Science and Technology Education, 19(5).

Teoh, C. Z., Lee, T. T., Mat Saad, M. I., Sagat, M. P., Jamaludin Khir, N. A., & Rajagopal, T. (2022). HistoGuide mobile application (virtual microscopy and slides): A quantitative usability pilot study. Journal of ICT in Education, 9(2), 162–174.

Uska, M. Z., Wirasasmita, R. H., Pathoni, B., Usuluddin, Kholisho, Y. N., & Abdullah. (2022). Aplikasi Belajar Asik berbasis android sebagai media pembelajaran matematika. Educate: Jurnal Teknologi Pendidikan, 7(2), 198–207. https://doi.org/10.32832/educate.v7i2.7345

Widoyoko, E. P. (2012). Teknik penyusunan instrumen penelitian. Pustaka Pelajar.

Wihidayat, E. S., & Maryono, D. (2017). Pengembangan aplikasi Android menggunakan integrated development environment (IDE) App Inventor 2. Jurnal Ilmiah Edutic, 4(1), 1–12.

Wolber, D., Abelson, H., & Friedman, M. (2014). Democratizing computing with App Inventor. GetMobile: Mobile Computing and Communications, 18(4), 53–58.

Xie, B., Shabir, I., & Abelson, H. (2015). Measuring the usability and capability of App Inventor to create mobile applications.Proceedings of the 3rd International Workshop on Programming for Mobile and Touch, 1–8.

Diterbitkan

2026-10-31

Terbitan

Bagian

Articles

Cara Mengutip

Asmarani, N., Hakim, A. A., Marhaeni, N. H., & Nuryadi, N. (2026). Pre-service mathematics teachers’ responses to the usability of the Countopia Application developed using MIT App Inventor 2 in the context on integer operations. Insight on Educational Mathematics, 1(2), 1-13. https://doi.org/10.30659/iem.v1i2.55565