Fatma Sukmawati
Educational Technology, Universitas Sebelas Maret, Surakarta, Indonesia

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Pengaruh Media Pembelajaran Berbasis Augmented Reality terhadap Higher Order Thinking Skills (HOTS) Peserta Didik Sekolah Menengah Pertama Dzulkifli; Eka Budhi Santosa; Fatma Sukmawati; Iqbal Ar Rasyid
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3576

Abstract

The low level of Higher Order Thinking Skills (HOTS) among junior high school students in Indonesia, particularly in three-dimensional geometry, requires innovative instructional solutions. This study aims to investigate the effect of Augmented Reality (AR)-based learning media on the HOTS improvement of eighth-grade students in the topic of solid geometry at SMP Negeri 27 Surakarta. A quasi-experimental approach with a pretest-posttest control group design was employed. The sample consisted of 63 students (experimental group: n=31, control group: n=32) selected through purposive sampling. Data collection instruments were HOTS tests based on the revised Bloom's taxonomy (C4–C6), validated by experts. Data were analyzed using the Shapiro-Wilk normality test, Levene's homogeneity test, independent sample t-test, and N-Gain analysis. Results showed that the mean posttest score of the experimental group (75.11) was significantly higher than the control group (51.49). The independent sample t-test yielded a significance value of <0.001 (t = −11.348), leading to rejection of H₀. N-Gain analysis indicated an improvement of 60.31% (fairly effective category) in the experimental group versus 23.33% (ineffective category) in the control group. It is concluded that AR-based learning media significantly improves students' HOTS in solid geometry.
The Effect of Web-Based Game Media (Earthgames) on Critical Thinking Skills in Earth Structure Learning for Junior High School Students Lewi Damar Oktavian; Eka Budhi Santosa; Fatma Sukmawati; Cinta Kasih Putri Thomas
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3590

Abstract

This study investigates the effect of web-based game media, specifically Earthgames supported by the Wordwall platform, on the critical thinking skills of eighth-grade students in the topic of Earth Structure in the Natural Sciences (IPA) subject. A pre-experimental design using a one- group pretest-posttest approach was employed, involving 64 students from SMP Negeri 27 Surakarta during the 2025/2026 academic year. Data were collected through validated critical thinking tests covering indicators of interpretation, analysis, evaluation, inference, explanation, and problem-solving based on Facione's framework. Results showed a significant improvement in students' mean scores from 45.57 (pretest) to 67.27 (posttest). The hypothesis test using the Paired Sample t-test (Sig. < 0.001) confirmed a statistically significant difference, with an N- Gain score of 0.43 (moderate category). These findings indicate that Earthgames via Wordwall positively influenced students' critical thinking by providing interactive, visual, and game-based learning experiences. The media supports Mayer's Cognitive Theory of Multimedia Learning and aligns with the constructivist principles underpinning 21st-century science education.
Analysis of Teacher Readiness Based on UTAUT2 in Utilizing Interactive Multimedia at State Madrasah Tsanawiyah in Bekasi Regency Bayu Fadillah Akbar; Fatma Sukmawati; Salsabilla Suci Attalia
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3610

Abstract

This study analyzes teachers' readiness to utilize interactive multimedia in learning at State Islamic Junior Secondary Schools (MTsN) in Bekasi Regency using the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) framework. The research employed a quantitative descriptive approach with 63 teachers as respondents selected through total sampling technique. Data were collected using a Likert scale questionnaire instrument comprising nine UTAUT2 constructs: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, habit, behavioral intention, and use behavior. Results indicate that overall teacher readiness is at a high level with a mean score of 4.06. Performance expectancy achieved the highest score (M=4.34), followed by behavioral intention (M=4.27), hedonic motivation (M=4.07), effort expectancy (M=4.03), use behavior (M=3.98), and social influence and facilitating conditions (M=3.88 each). These findings demonstrate that teachers at MTsN in Bekasi Regency possess sufficient cognitive, technical, social, environmental, and motivational readiness to adopt interactive multimedia. The study contributes empirical evidence for applying UTAUT2 in Islamic education contexts and provides a strategic foundation for the Ministry of Religious Affairs in designing targeted teacher competency development programs.
The Effect of Flipped Classroom Learning Model on Psychomotor Learning Outcomes in Prototype Design for Class X Students at SMK Negeri 1 Sawit Boyolali Lucky Alexander Darmawan; Fatma Sukmawati; Rahma Alya Radisty
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3651

Abstract

This study examines the effect of the Flipped Classroom learning model on psychomotor learning outcomes (prototype design skills) of Class X Automotive Engineering students at SMK Negeri 1 Sawit Boyolali. This research employed a quasi-experimental method with a nonequivalent control group design. The sample consisted of 71 students: Class X TO 2 (n=35) as the experimental group receiving Flipped Classroom instruction, and Class X TO 4 (n=36) as the control group using Guided Discovery. Data were collected through performance assessment using a rubric covering five aspects of prototype design: tools usage, layout, element selection, innovation, and theme suitability. Data analysis included descriptive statistics, normality and homogeneity tests, Independent Sample t-Test, and Cohen's d effect size. Results indicated that the experimental group achieved a higher average post-test score (78.57) and N-Gain (0.391) compared to the control group (76.81; N-Gain 0.334). However, the Independent Sample t-Test yielded t = 0.675 (p = 0.502 > 0.05), indicating no statistically significant difference. Cohen's d = 0.160 revealed a small effect size. Despite this, descriptive analysis showed that the Flipped Classroom model produced more evenly distributed improvements, with 54.29% of experimental students achieving moderate N-Gain compared to only 30.5 6% in the control group. This study concludes that although the Flipped Classroom model has not produced statistically significant differences, it demonstrates promising potential in enhancing the quality and equity of psychomotor learning outcomes in vocational education.
Analisis Deskriptif Program Edutainment For Your Pagi Di Trans7 Dalam Meningkatkan Literasi Digital Remaja Ikhsanul Alhafizh; Fatma Sukmawati; Faris Farabi
Indonesian Journal of Learning and Instructional Innovation Vol 4 No 01 (2026): Indonesian Journal of Learning and Instructional Innovation: June 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v4i01.3656

Abstract

This study aims to describe and analyze the strategic utilization of the For Your Pagi (FYP) edutainment program on Trans7 in improving teenager digital literacy. Employing a qualitative approach with a qualitative descriptive design, this research gathered data through a purposive sampling technique involving four primary informants: two internal media practitioners (the producer and creative team member of Trans7) and two external informants (teenagers aged 17–20). Data collection techniques were rigorously executed via semi-structured interviews, participatory observation during the researcher’s embedded internship, and documentation studies of broadcasting scripts and actual televised episodes. Data validity was ensured through source and technique triangulation, and analysis was systematically performed using the interactive model of Miles, Huberman, and Saldaña. The findings reveal that the FYP program effectively deploys educational message design strategies within a non-formal broadcasting environment by systematically integrating John Keller’s ARCS Motivation Model (Attention, Relevance, Confidence, Satisfaction). This structural edutainment balance exhibits a verifiable impact on accelerating the digital literacy competencies of teenagers based on the four pillars of Paul Gilster’s Theory. However, a significant operational constraint persists.