Jayadin Jayadin
Universitas Muhammadiyah Maumere

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The Effect of a Guided Inquiry Learning Model Based on E-Modules on Students’ Problem Solving Skills Sri Minarni Rezeki; Kartini Rahman Nisa; Jayadin Jayadin
SEARCH: Science Education Research Journal Vol. 4 No. 2 (2026): SEARCH: April 2026
Publisher : IAIN Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47945/search.v4i2.2815

Abstract

This study aims to examine the effect of a guided inquiry learning model based on E-Modules on students’ problem-solving abilities. The research was conducted at SMA St. Petrus Kewapante. The sample consisted of 20 students, all of whom were included in the study. This research employed a quantitative method, which is based on objective measurement of numerical data to test the formulated hypotheses. The test results were analyzed statistically to determine significance, with the expectation of obtaining objective, measurable, and generalizable data in accordance with the population characteristics. The findings indicate a significant improvement in students’ problem-solving abilities after the implementation of the guided inquiry learning model based on E-Modules. This is evidenced by a statistically significant difference between pretest and posttest mean scores (p < 0.001) and an N-Gain score in the moderate category (mean = 0.5024 or 50.24%). Furthermore, the results of normality and homogeneity tests show that the data are normally distributed and homogeneous, indicating that the parametric statistical analysis used is valid and reliable.
The Implementation of the Snakes and Ladders Game as a Learning Tool to improve Learning Outcomes in the Topic of Reaction Rates Nadila Nadila; Jayadin Jayadin; Sri Astuti Rahman Coa
SEARCH: Science Education Research Journal Vol. 4 No. 2 (2026): SEARCH: April 2026
Publisher : IAIN Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47945/search.v4i2.2816

Abstract

Learning is a process of interaction between teachers, students, and their supporting elements, which are interrelated. However, in practice, students still have a low level of understanding of reaction rates, accompanied by suboptimal learning interest, resulting in less than optimal learning outcomes. One way to address this problem is to utilize engaging and interactive learning media, such as the chemical snakes and ladders game. This media is designed to help students understand the concept of reaction rates in a more enjoyable and meaningful way. This study aimed to determine the effect of using the chemical snakes and ladders game on student learning outcomes in reaction rates. The study was conducted at Waigete 1 State Senior High School using an experimental method with a one-group pretest-posttest design. Data collection was conducted through observation, interviews, and documentation, while data analysis was carried out using SPSS. Analysis techniques included a normality test, an N-Gain test, and a hypothesis test. The results showed a normally distributed data with a significance value of 0.096 for the pretest and 0.184 for the posttest. The N-Gain test obtained a percentage of 53 percent, which is categorized as moderate. Descriptive statistical tests showed that the data were centered around the mean value. The one sample test produced a significance value of 0.001 which is smaller than 0.05 so H1 is accepted.
PENGARUH PEMANFAATAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS GIMKIT DALAM MENINGKATKAN MINAT BELAJAR PESERTA DIDIK KELAS XI SMA MUHAMMADIYAH MAUMERE Mutia Malmar; Jayadin Jayadin; Sri Astuti Rahman Coa
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i4.13742

Abstract

Pupils’ interest in learning chemistry remains a challenge, as the learning process tends to be dominated by lecture-based methods and does not yet make optimal use of interactive learning media. This situation results in pupils being less active and less interested in participating in lessons. One alternative that can be used to boost pupils’ interest in learning is Gimkit-based interactive learning media, which applies the concept of gamification to the learning process. This study aims to determine the effect of the use of Gimkit-based interactive learning media on improving the learning interest of Year 11 students at SMA Muhammadiyah Maumere. This study was conducted at SMA Muhammadiyah Maumere from April 18 to 30, 2026. The research sample consisted of 19 students. This study employed a quantitative method with a one-group pretest-posttest design. The results indicated a positive shift in students' active participation and enthusiasm following the integration of Gimkit. Quantitatively, there was a statistically significant increase in students’ interest in learning (p < 0.001) and an N-Gain score in the moderate category (mean = 0.3347 or 33.47%). Normality test results confirmed that the data were normally distributed, validating the parametric statistical analysis used. In conclusion, the utilization of Gimkit-based interactive learning media is effective and positively impacts students' learning interest in chemistry. ABSTRAK Minat belajar peserta didik dalam pembelajaran kimia masih menjadi tantangan karena proses pembelajaran cenderung didominasi metode ceramah dan belum optimal memanfaatkan media pembelajaran interaktif. Kondisi tersebut menyebabkan peserta didik kurang aktif dan kurang tertarik mengikuti pembelajaran. Salah satu alternatif yang dapat digunakan untuk meningkatkan minat belajar adalah media pembelajaran interaktif berbasis Gimkit yang menerapkan konsep gamifikasi dalam proses pembelajaran. Penelitian ini bertujuan untuk mengetahui pengaruh pemanfaatan media pembelajaran interaktif berbasis Gimkit dalam meningkatkan minat belajar peserta didik kelas XI SMA Muhammadiyah Maumere. Penelitian ini dilaksanakan di SMA Muhammadiyah Maumere pada tanggal 18–30 April 2026. Sampel penelitian ini berjumlah 19 orang peserta didik. Penelitian ini menggunakan metode kuantitatif dengan desain one-group pretest-posttest design. Hasil penelitian menunjukkan adanya pergeseran keaktifan dan antusiasme belajar peserta didik ke arah yang lebih positif setelah penerapan media Gimkit. Secara kuantitatif, terjadi peningkatan signifikan pada minat belajar yang ditunjukkan oleh perbedaan rata-rata nilai pretest dan posttest yang signifikan secara statistik (p<0,001) serta skor N-Gain yang berada pada kategori sedang (mean = 0,3347 atau 33,47%). Hasil uji normalitas menunjukkan bahwa data penelitian terdistribusi normal, sehingga analisis statistik parametrik yang digunakan valid. Berdasarkan temuan ini, dapat disimpulkan bahwa penggunaan media pembelajaran berbasis Gimkit efektif dan memberikan pengaruh positif terhadap peningkatan minat belajar peserta didik pada materi kimia.    
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS AR (AUGMENTED REALITY) TERHADAP KETERAMPILAN PROSES SAINS (KPS) PESERTA DIDIK SMA MUHAMMADIYAH MAUMERE MATERI ASAM BASA Ayuni Setiawati; Kartini Rahman Nisa; Jayadin Jayadin
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i4.13743

Abstract

The rapid development of Industry 4.0 technology demands a transformation in chemistry learning media from passive printed materials to interactive three-dimensional visualisations to optimize students' Science Process Skills (SPS). This study aims to analyze the impact of the effective use of AR-based interactive learning media on the improvement of students' Science Process Skills regarding acid-base concepts. This study employed a quantitative approach using an experimental design with a one-group pretest-posttest design, involving 18 11th-grade MIPA students at Muhammadiyah Maumere High School. Data were collected through SPS essay tests, practical observation sheets, and student response questionnaires, which were analyzed using Shapiro-Wilk normality tests, paired sample t-tests, and N-Gain calculations with the assistance of IBM SPSS Statistics 22 software. The results indicated a significant increase in students' SPS after implementing AR media, as evidenced by a significance value of p=0.000<0.05 and an increase in the mean score from 60.56 (pretest) to 81.94 (posttest). This improvement in microscopic visual concept understanding was categorized as moderate, with a mean N-Gain value of 0.544 (54.44%). Thus, it can be concluded that the use of AR-based interactive learning media is effective in significantly improving students' science process skills in acid-base materials. ABSTRAK Perkembangan pesat teknologi Revolusi Industri 4.0 menuntut transformasi media pembelajaran kimia dari sistem cetak pasif menuju visualisasi interaktif tiga dimensi untuk mengoptimalkan Keterampilan Proses Sains (KPS) peserta didik. Penelitian ini bertujuan untuk menganalisis pengaruh keefektifan pemanfaatan media pembelajaran interaktif berbasis Augmented Reality (AR) terhadap peningkatan KPS peserta didik pada materi asam basa. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis eksperimen semu (quasi-experimental) dan desain one-group pretest-posttest design, melibatkan 18 peserta didik kelas XI MIPA SMA Muhammadiyah Maumere. Data dikumpulkan melalui instrumen tes uraian KPS, lembar observasi praktikum, dan angket respon, kemudian dianalisis menggunakan uji normalitas Shapiro-Wilk, paired sample t-test, dan perhitungan N-Gain dengan bantuan software IBM SPSS Statistics 22. Hasil penelitian menunjukkan peningkatan signifikan pada KPS peserta didik setelah penerapan media AR, yang ditunjukkan oleh nilai signifikansi p=0,000<0,05 dan kenaikan rerata skor dari 60,56 (pretest) menjadi 81,94 (posttest). Peningkatan pemahaman konsep visual mikroskopis ini dikategorikan sedang dengan nilai rata-rata N-Gain sebesar 0,544 (54,44%). Dengan demikian, dapat disimpulkan bahwa penggunaan media pembelajaran interaktif berbasis AR berpengaruh positif dan signifikan dalam meningkatkan KPS peserta didik pada materi asam basa.    
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN KARTU TRUTH OR DARE TERHADAP HASIL BELAJAR PESERTA DIDIK KELAS X PADA MATERI HUKUM DASAR KIMIA DI SMA NEGERI PEMANA Yeyen Yeyen; Sri Astuti Rahman Coa; Jayadin Jayadin
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i4.13967

Abstract

Learning is an interactive process involving teachers, students, and various interrelated supporting elements. However, in practice, students still demonstrate low learning outcomes in the subject of Basic Chemical Laws, which is caused by the use of learning media that lacks variety and appeal. One effort to address this issue is through the use of “Truth or Dare” card-based learning media. This medium is designed to help students understand the concepts of the Fundamental Laws of Chemistry in a more enjoyable, active, and meaningful way. This study aims to determine the effect of using “Truth or Dare” card-based learning media on students’ learning outcomes in the subject of the Fundamental Laws of Chemistry. The study was conducted at Pemana State High School using an experimental method with a one-group pretest–posttest design. Data collection techniques included observation, interviews, tests, and documentation, while data analysis was performed using SPSS version 25. The analysis included descriptive statistics, a normality test, an N-Gain test, and hypothesis testing. The results showed that the data were normally distributed, with significance values of 0.060 for the pretest and 0.300 for the posttest. The N-Gain test yielded a value of 61.67%, which falls into the moderate category. Descriptive statistical analysis revealed an increase in the average learning achievement score from 49.92 to 81.21. Meanwhile, the results of the hypothesis test (Paired Sample t-test) showed a significance value of 0.000, which is smaller than 0.05, thus accepting . Therefore, it can be concluded that the use of “Truth or Dare” card-based learning media has a significant effect on student learning outcomes in the Fundamental Laws of Chemistry. ABSTRAK Pembelajaran merupakan proses interaksi antara guru, peserta didik, dan berbagai unsur pendukung yang saling berkaitan. Namun, dalam pelaksanaannya, peserta didik masih menunjukkan rendahnya hasil belajar pada materi Hukum Dasar Kimia yang disebabkan oleh penggunaan media pembelajaran yang kurang bervariasi dan menarik. Salah satu upaya untuk mengatasi permasalahan tersebut adalah melalui penggunaan media pembelajaran kartu Truth or Dare. Media ini dirancang untuk membantu peserta didik memahami konsep Hukum Dasar Kimia dengan cara yang lebih menyenangkan, aktif, dan bermakna. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media pembelajaran kartu Truth or Dare terhadap hasil belajar peserta didik pada materi Hukum Dasar Kimia. Penelitian dilaksanakan di SMA Negeri Pemana menggunakan metode eksperimen dengan desain one-group pretest–posttest. Teknik pengumpulan data dilakukan melalui observasi, wawancara, tes, dan dokumentasi, sedangkan analisis data dilakukan menggunakan software SPSS versi 25. Analisis meliputi statistik deskriptif, uji normalitas, uji N-Gain, dan uji hipotesis. Hasil penelitian menunjukkan bahwa data berdistribusi normal dengan nilai signifikansi sebesar 0,060 pada pretest dan 0,300 pada posttest. Hasil uji N-Gain memperoleh nilai sebesar 61,67% yang termasuk dalam kategori sedang. Analisis statistik deskriptif menunjukkan adanya peningkatan nilai rata-rata hasil belajar peserta didik dari 49,92 menjadi 81,21. Sementara itu, hasil uji hipotesis (Paired Sample t-test) menunjukkan nilai signifikansi sebesar 0,000 yang lebih kecil dari 0,05, sehingga  diterima. Dengan demikian, dapat disimpulkan bahwa penggunaan media pembelajaran kartu Truth or Dare berpengaruh signifikan terhadap hasil belajar peserta didik pada materi Hukum Dasar Kimia.