Mardyanto Barumbun
University of Oxford

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

Integrating Scratch-Based Educational Games with Problem-Based Learning to Enhance Students' Conceptual Understanding Riskawati Riskawati; Khaeruddin Khaeruddin; A. Zaitun A. Zaitun; Kurnia Alda Katrin; Nayla Salsabila; Nurazizah Ramadani; Zakila Intan Asrab; Mardyanto Barumbun
Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu Vol. 6 No. 2 (2026): Juli - Desember 2026
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/pelita.6.2.2026.1542

Abstract

The urgency of this research lies in the increasing need for innovative instructional approaches that effectively enhance students' conceptual understanding through the integration of Scratch-based educational games and Problem-Based Learning. This study aimed to describe the implementation of Scratch-based Archery Game media integrated with the Problem Based Learning (PBL) model in teaching momentum and collision concepts in physics. The study employed a one-shot case study design involving 28 students of class XII B at SMAN 14 Gowa, while response data were obtained from 26 students. Data were collected through observation, documentation, and student response questionnaires using a Likert scale, then analyzed descriptively using quantitative and qualitative approaches. The results showed that most PBL syntax stages were successfully implemented through discussion activities, simulation exploration, and game-based problem solving. The learning implementation also indicated the emergence of computational thinking activities, including pattern recognition, abstraction, and algorithmic thinking while students explored momentum and collision simulations. Questionnaire results showed that student responses were in the Good category with a percentage of 78.06%, indicating positive responses toward learning engagement, participation, and the perceived ease of understanding concepts through interactive simulations. The novelty of this study lies in the integration of Scratch-based Archery Game media with the PBL model to support exploratory activities and computational thinking in physics learning. The findings suggest that coding-based media and interactive simulations have the potential to become alternative learning tools for abstract physics concepts that are more contextual, interactive, and relevant to 21st-century learning needs.
Arduino-Based Digital Distance Measuring Device Experiment in Tinkercad for Electronics Learning Riskawati; Sukmawati Said; Nurul Amelyan Tasya; Dirgah Kaso Sanusi; Ihfa Indira Nurnaifa; Sri Agustini; Trisno Setiawan; Mardyanto Barumbun
Kasuari: Physics Education Journal (KPEJ) Vol. 8 No. 1 (2025): June 2025
Publisher : Universitas Papua, Jurusan Pendidikan Fisika FKIP Unipa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/kpej.v8i1.791

Abstract

This research aims to design and simulate an automatic distance measuring system based on Arduino Uno, utilizing the HC-SR04 ultrasonic sensor and a 16x2 LCD. The system was simulated within the Tinkercad virtual environment, enabling students to explore electronic concepts without relying on physical hardware. The simulation results demonstrated that the system could measure object distances accurately within a range of 2 cm to 400 cm, displaying the results in real time on the LCD. Tinkercad provides flexibility for experimentation, allowing students to understand the integration of hardware and software, including digital data processing and microcontroller programming. The system’s versatile applications include robotics, automatic parking systems, and distance-based security solutions. Despite its effectiveness, the system has limitations, such as sensitivity to environmental conditions and a restricted measurement range. Additional calibration is recommended to improve accuracy. Overall, the system offers an efficient and interactive approach to electronics education, equipping students with practical experience and enhancing their digital literacy. This study contributes to advancing technology-driven educational methods suited to the demands of the digital age.
Needs Analysis of the Implementation of Python-Assisted Project-Based Learning (PjBL) in Physics Education at SMAN 8 Makassar Riskawati Riskawati; Khaeruddin Khaeruddin; Dirgah Kaso Sanusi; Nurul Mutmainnah Herman; Mardyanto Barumbun
Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu Vol. 6 No. 2 (2026): Juli - Desember 2026
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/pelita.6.2.2026.1777

Abstract

The urgency of this research is to identify the need for implementing Python-assisted Project-Based Learning (PjBL) to enhance students’ problem-solving and computational thinking skills in physics education at SMAN 8 Makassar. This study aimed to analyze the need for implementing Python-assisted Project-Based Learning (PjBL) in physics learning at SMAN 8 Makassar. A descriptive mixed-methods design was employed involving 34 eleventh-grade students and one physics teacher. Data were collected through observations, interviews, and questionnaires and analyzed using qualitative and descriptive statistical techniques. The findings revealed that physics learning was still dominated by teacher-centered instruction with limited use of interactive technology and project-based activities. The needs analysis showed that students demonstrated a very high need for technology-based learning (91.9%), Project-Based Learning (91.6%), and the integration of Python in physics learning (92.0%). Interview results further indicated that students preferred simulations, visualizations, and project-oriented activities, while teachers expressed positive perceptions toward the implementation of Python-assisted PjBL despite limited experience in using Python for instructional purposes. In addition, the school possessed adequate facilities, including computer laboratories, internet access, and multimedia equipment, to support technology-enhanced learning. These findings provide empirical evidence that Python-assisted PjBL is highly needed and feasible to implement in secondary school physics education. The study contributes to the literature by providing a needs assessment as a foundation for developing computationally oriented physics learning and future implementation studies.