Aris Kurniawan
Universitas Negeri Yogyakarta & SMAN 1 Balai Riam

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Development of a Discovery Learning–Based Physics E-Book to Enhance Students’ Conceptual Understanding of Sound Waves Gida Elisa; Heru Kuswanto; Aris Kurniawan; Nur Inayah Syar
Kasuari: Physics Education Journal (KPEJ) Vol. 9 No. 1 (2026): June 2026
Publisher : Universitas Papua, Jurusan Pendidikan Fisika FKIP Unipa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/kpej.v9i1.1185

Abstract

The rapid advancement of technology has profoundly influenced the field of education, particularly by enabling learning experiences that are more interactive and conceptually deep. The incorporation of mobile-based learning has emerged as a relevant approach to increase student involvement in mastering complex physics topics, such as sound waves. Accordingly, this study aims to design and evaluate a discovery learning–based physics e-book as an innovative instructional medium for senior high school students. The research adopts the 4D research and development framework—Define, Design, Develop, and Disseminate—and involves subject matter experts, media experts, and senior high school students as participants. The sampling technique used purposive sampling for experts and random sampling for students. Data collection was conducted through questionnaires and concept understanding tests, which were analyzed using descriptive statistics with reference to media feasibility criteria tables and N-Gain criteria. The results indicate that the developed e-book achieved an excellent validity level according to media and content experts and received positive feedback from users, making it highly feasible as a learning medium for physics on the topic of sound waves. An N-Gain score of 0.57 indicates a moderate increase in students’ conceptual understanding, showing that the discovery learning–based physics e-book serves as an engaging alternative for enhancing learning experiences. By combining academically relevant content with local cultural values, the e-book helps students relate physics concepts to their cultural context. These findings emphasize the need for innovative and contextual learning media to improve students’ understanding of physics, preserve local wisdom, and enhance the quality of physics education in Indonesia.
Students’ Attitudes Toward Physics and Its Influencing Factors: A Literature Review Aris Kurniawan; Heru Kuswanto
Kasuari: Physics Education Journal (KPEJ) Vol. 8 No. 2 (2025): December 2025
Publisher : Universitas Papua, Jurusan Pendidikan Fisika FKIP Unipa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/kpej.v8i2.954

Abstract

This literature study aims to address factors that influence students' attitudes towards physics and variations in learning methods that can be a reference for teachers to enhance students' attitudes towards physics. This study used systematic literature review method. Literature review was conducted using the keyword "attitudes towards physics". These keywords are searched through the Scopus search engine. We found 38 articles relevant to keywords with publication time constraints being the previous ten years. By using  literature as a review, it was found that students' attitudes towards physics are influenced by a positive school environment, learning methods applied in the learning process, gender, type of school and age. We did not find that personality and grade level influenced students' attitudes towards physics as previous research concluded. In addition, we found more variety of learning methods to enhance students’ attitude towards physics. Variations of learning methods that are proven to significantly enhance students’ attitudes towards physics are problem based learning model, jigsaw cooperative learning model, inquiry learning model, STEM approach, peer instruction method, cognitively guided instruction method, multiple intelligences based instruction method, concept mapping, flipped classroom method, dialogical practical work, active learning, blended learning, augmented reality, game-based learning module, computer simulations, virtual laboratory, creating digital storytelling, and haptic augmented simulation.