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The Future of Science in The Hand: A Review Literature of Mobile Learning from 2015-2024 Fitri April Yanti; Rendy Wikrama Wardana; Hayuni Retno Widarti; Ahmad Walid; Rita Sartika; M. Anas Thohir
Journal of Natural Science and Integration Vol. 8 No. 2 (2025): Journal of Natural Science and Integration
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/jnsi.v8i2.34501

Abstract

This study investigates trends in mobile learning based on data from international publications. Data were collected from the Scopus database covering the period 2015–2024, resulting in a total of 174 selected articles. A systematic literature review (SLR) was employed to synthesize ideas, findings, and knowledge in an academic-oriented framework. The study aimed to analyze annual publication trends, leading contributing countries, targeted skills, educational levels adopting mobile learning, and technologies or applications supporting mobile-based science education. The findings indicate a notable increase in publications in 2020, with the United States contributing the largest share of research. Technologies and applications supporting science learning primarily included virtual reality (VR), augmented reality (AR), and STEM-oriented tools. Mobile learning was found to enhance skills such as conceptual understanding, digital literacy, and science process skills. Among educational levels, mobile learning was most widely implemented in higher education, followed by elementary, middle, and secondary schools. Overall, mobile learning demonstrates potential in fostering essential skills within science and technology education. These findings can inform future strategies and innovations for the effective integration of mobile learning in science curricula.Keywords: mobile learning, science learning, educational skills, learning methods, education level.
Development of Virtual Reality Learning Media on Kinematics Material Based on the Kuula Platform Assisted by Google Classroom to Improve Conceptual Understanding of Grade X Students Deki Saputra; Eko Risdianto; Fitri April Yanti; Sultan Hammad Alshammari; Hamed Barjesteh; Andik Purwanto
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 2 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i2.619

Abstract

Background: Physics learning, particularly in Kinematics material, often faces constraints due to the abstract nature of its concepts and limited laboratory facilities in schools. This potentially reduces students' conceptual understanding and learning engagement.Aims: To develop 360° video-based VR learning media utilizing the Kuula platform assisted by Google Classroom, and to analyze its feasibility, usefulness and efficiency in enhancing the conceptual understanding of Kinematics among Grade X students in their senior year of high school.Methods: This study employed the ADDIE paradigm (Analysis, Design, Development, Implementation, Evaluation) in conjunction with the Research and Development (R&D) technique. Techniques for gathering data included (1) expert validation sheets assessed by 2 physics lecturers and 1 physics teacher, (2) practicality response questionnaires filled out by 36 students, and (3) a conceptual understanding test in the form of pre-test and post-test. The test data were then analyzed by calculating the normalized N-Gain score to determine the effectiveness of the developed product.Results: Expert validation results showed a percentage of 89% (highly feasible category). Student responses regarding the practicality of the media obtained an average of 86% (very good). An N-Gain score of 85% indicated an improvement in conceptual understanding classified as "High".Conclusion: VR learning materials built on the Kuula platform and supported by Google Classroom have demonstrated viability, usefulness, and efficacy as a cutting-edge substitute for kinematics instruction, and they may be an option for educational institutions with inadequate lab space.
Implementation of the Kahoot! as an Effort to Improve the Quality of Interactive Physics Learning at SMAN 6 Bengkulu Tengah Tiara Hardyanti Utama; Irwan Koto; Fitri April Yanti; Ladia Lestari; Nurul Ita Rahmawati; Irfan Hafishbulla
Aktual: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 3 (2025): Aktual: Jurnal Pengabdian Kepada Masyarakat September 2025
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/aktual.v3i3.475

Abstract

Background of the Study: The incorporation of technology in education has become increasingly vital in the digital age, especially to augment student interest and engagement in physics, a discipline frequently regarded as challenging and uninspiring.Purpose and Scope of the Paper: This community service program seeks to utilize Kahoot! as an interactive digital learning platform to enhance student engagement in physics education at Senior High School 6 (SMAN 6) Bengkulu Tengah.Methods: We implemented the activities using a participatory method, including direct instruction for teachers and interactive Kahoot! sessions with students. The activity encompassed socialization, demonstrations, and practical applications in the educational context.Results: The findings demonstrated that both educators and learners reacted favorably to the implementation of Kahoot! resulting in heightened student’ engagement and a more vibrant classroom environment. Students exhibited enthusiasm, a competitive disposition, and enhanced concentration throughout physics learning sessions.Conclusions: Kahoot! serves as an exciting and effective alternative learning platform that promotes active engagement and improves comprehension of physics subjects. It offers educators a pragmatic instrument to enhance pedagogical approaches in accordance with the traits of the digital generation.