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The Effects of Integrating Augmented Reality in Learning Chemical Bonding via Inquiry Towards Chemistry Self Efficacy Lee Kah Ching; Noor Dayana Abd Halim; Nor Farhah Saidin; Nurul Nadwa Zulkifli; Christnalter Bunsu
Sriwijaya University Learning and Education International Journal Vol. 2 No. 2 (2025): Sriwijaya University Learning and Education International Journal
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55379/sule-ij.v1i3.12

Abstract

Chemistry is often perceived as a difficult subject due to its complex and abstract concepts. This has led secondary school students to develop a negative attitude towards Chemistry. Technology such as Augmented Reality (AR) has emerged as a supportive learning tool to assist students in better visualising abstract concepts in Chemistry. Therefore, this study was conducted to design a Chemistry lesson based on the Process-Oriented Guided Inquiry Learning (POGIL) approach integrated with AR for learning chemical bonds and to examine its effect on students’ Chemistry self-efficacy. This study employed a quantitative approach using a one-group, pre-test-post-test design. One school was selected by purposive sampling, where fifteen Form 4 students were randomly chosen as the sample of the study. The findings on students’ Chemistry self-efficacy were analysed using descriptive and inferential analysis. The findings showed a significant difference between the pre- and post-test scores after the intervention. Hence, it is proven that the intervention had a positive effect on students’ Chemistry self-efficacy. The positive results of incorporating AR in learning chemical bonds via POGIL have given educators new insight into suitable pedagogical tools and learning strategies to utilise when teaching Chemistry to secondary school students.
Attempt to Train Computational Thinking Skills Among Students of SMP Negeri 5 Indralaya Utara, Tanjung Baru Village: Introduction and Training on the Using of Basic Coding Through the Pictoblox 4.0 Application Evelina Astra Patriot; Hamdi Akhsan; Ketang Wiyono; Saparini; Maghfira Aulia; Nor Farahwahidah Abdul Rahman; Noor Dayana Abd Halim; Nia Three Manurung; Isma Sari; Putri Wijayanti; Dendi Juliansyah; Tina Oktasari
Unram Journal of Community Service Vol. 6 No. 4 (2025): December
Publisher : Pascasarjana Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/ujcs.v6i4.1272

Abstract

Current technological developments require the education sector to engage in continuous innovation to advance the quality of future generations. Coding and artificial intelligence are forms of innovation that can be integrated into learning activities. To equip students with these skills, this community service program aims to introduce and train students in the use of simple block coding through the use of 4.0 applications. The training and community service activities were carried out over a period of 3 months with a target of 25 junior high school students in Tanjung Baru Village. The training was carried out through a series of activities, namely (a) conducting a preliminary test; (2) delivering material on the use of block coding for learning, the use of the Pictoblox 4.0 application, and the creation of simple games and chatbots; and (3) conducting a final test. The N-gain percentage result was 89.5%. This percentage is high, indicating that there is a significant effect on improving students' computational thinking skills. The implementation of this activity had a positive impact on the training participants. This is demonstrated by the evaluation results, which indicate that this community service activity will continue with other innovative activities. The implication of this community service activity is to provide innovative coding and artificial intelligence learning activities that are integrated into the curriculum.