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Development of a Digital Calorimeter Based on Game-Based Learning Interest and Understanding of Types of Heat Tianita Tianita; Dedy Hamdani; Tiara Hardyanti Utama
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.v5i2.660

Abstract

Background: The rapid development of digital technology in education requires innovative laboratory equipment that supports interactive and accurate learning processes. Teaching physics on the topic of specific heat substances still faces challenges, including limited laboratory equipment, low accuracy and precision, and difficulties with analog calorimeters.Aims: This study aims to develop a digital calorimeter based on game-based learning and to analyze its feasibility and effectiveness in improving students’ learning interest and conceptual understanding.Methods: The ADDIE model was used in this study's research and development methodology. Students from SMA Negeri 11 Bengkulu City's Class XI C served as the research subjects. Data were collected through expert validation, sensor performance testing, concept comprehension tests, and a learning interest questionnaire.Result: The research results show that the load cell sensor has a precision error of 0.14% and an accuracy of 0.01%, while the NTC sensor has a precision error and accuracy of 0.19%, thus meeting the experimental measurement requirements. Expert validation yielded a feasibility score of 92.13%, classified as “highly feasible.” The implementation of the learning program demonstrated increases in conceptual understanding (N-Gain of 0.92, high category) and in interest in learning (N-Gain of 0.71, high category).Conclusion: Digital calorimeters are highly suitable for supporting more effective, contextual, and participatory physics learning, and they contribute to the creation of lab resources based on digital technologies that improve the quality of learning and students' active engagement in experimental activities.
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.