Yayuk Mulyati
Universitas Negeri Malang, Indonesia

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Development of Multimedia Google sites for Ehancing Conceptual Understanding and Students Motivation in Digestive System Topic Wardatul Hakimah; Dian Nugraheni; Habiddin; Yayuk Mulyati; Erti Hamimi
JIPI (Jurnal IPA & Pembelajaran IPA) Vol. 9 No. 4: DECEMBER 2025
Publisher : Universitas Syiah Kuala, in collaboration with the Perkumpulan Pendidik IPA Indonesia (PPII), (MoU)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jipi.v9i4.161

Abstract

This research is based on the limited use of learning media which results in students experiencing difficulties in understanding lessons and a lack of learning motivation, which impacts low learning outcomes. This research aims to develop valid, effective, and practical google sites multimedia to improve conceptual understanding and student motivation in the material of the digestive system. The research method used was research and development (R&D) with the ADDIE model, namely: analyze, design, development, implementation, evaluation. Data were collected through observation, interviews, and questionnaires. Validation by material experts showed a "very valid" category with a percentage of 87.74%, while media experts reached 90.22%. The effectiveness test produced a significance of 0.000 (<0.05), indicating a significant difference between the pretest (63.28) and posttest (89.62) scores, with an average increase in N-Gain of 0.72 (high). The learning motivation questionnaire obtained a score of 88.77% (very high). The practicality test by teachers produced 99.10% and and user responses from students 92.07%, indicating this application is very practical. The research results prove that google sites is feasible, effective, and practical to use to improve students' conceptual understanding and motivation in the digestive system topic.  
Development of E-Comic Based on Problem Based Learning in Human Influence on Ecosystems Topic to Increase Students Environmental Literacy Salsabila Rofifah; Dian Nugraheni; Indra Fardhani; Yayuk Mulyati; Himawan Ganjar Prabowo
JIPI (Jurnal IPA & Pembelajaran IPA) Vol. 10 No. 1: MARCH 2026
Publisher : Universitas Syiah Kuala, in collaboration with the Perkumpulan Pendidik IPA Indonesia (PPII), (MoU)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jipi.v10i1.191

Abstract

Environmental literacy is one of the important skills of the 21st century that needs to be developed along with increasingly complex global environmental changes, especially related to the issue of plastic waste which is a real problem in the school environment. However, learning at one of the junior high schools in Tulungagung is not optimal in fostering environmental awareness and the media used is not varied enough. The purpose of this study is to produce a PBL-based e-comic that is feasible, practical, and effective in improving students' environmental literacy on the material of human influence on the ecosystem. This study uses the ADDIE development model. The results of the media validity test of 89.79% and material of 90.00% were classified as very valid, and the assessment instruments used were valid and reliable. The practicality test by teachers and students obtained a percentage of 91.30% classified as very practical. The effectiveness test showed that there was an increase in environmental literacy between before the application of media (pretest) and after the application of media (posttest) with an average n-gain value of all environmental literacy indicators of 0.33 including the moderate category. The findings of this study indicate that e-comic based on Problem Based Learning are feasible to use, practical, and able to improve students' environmental literacy
Creating an Enjoyable Learning Experience in Problem-Based Learning to Enhance Creative Thinking of Junior High School Students Diva Larasati; Yayuk Mulyati; Erti Hamimi
JIPI (Jurnal IPA & Pembelajaran IPA) Vol. 10 No. 1: MARCH 2026
Publisher : Universitas Syiah Kuala, in collaboration with the Perkumpulan Pendidik IPA Indonesia (PPII), (MoU)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jipi.v10i1.697

Abstract

Creative thinking skills (CTS) of students in Indonesia are still low, as shown by various international assessments. Although the problem based learning (PBL) learning model has been proven effective in improving students' creativity, there are still limitations in its application, especially when students lack confidence or interest in solving problems. Therefore, this study aims to compare the effectiveness of the enjoyable learning in problem based learning (EL-PBL) learning model with PBL learning in improving students' CTS on excretory system material. The research method used was quantitative method with quasi-experiment design, namely non-equivalent control group design. The experimental class applied EL-PBL, while the control class used PBL. The pretest-posttest questions were valid (r> 0.361) and reliable (pretest 0.765; posttest 0.801). The t-test results showed that there was a significant difference from learning in the experimental and control classes as shown in the results of sig. 0.009 (p < 0.05), with N-Gain results of 0.50 (medium category) in EL-PBL class and 0.35 (medium category) in PBL class. The four CTS indicators show more trained in EL-PBL classes than PBL classes. Thus, EL-PBL can be an alternative in junior high school students' CTS efforts through a more interactive and fun learning experience
Game-Based Sharing in Problem-Based Learning: Enjoyable Learning Strategies to Improve Student Collaboration Yonna Divanka Yuanvanelli; Yayuk Mulyati; Erti Hamimi
JIPI (Jurnal IPA & Pembelajaran IPA) Vol. 10 No. 1: MARCH 2026
Publisher : Universitas Syiah Kuala, in collaboration with the Perkumpulan Pendidik IPA Indonesia (PPII), (MoU)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jipi.v10i1.698

Abstract

Problem-based learning (PBL) is widely applied to improve 21st-century skills, including collaboration. However, few studies integrate enjoyable learning to encourage students' active interaction in collaboration. The purpose of this study is to analyze the effectiveness of game-based sharing integration in PBL as an enjoyable learning strategy to improve students' collaboration skills. A quasi-experimental approach with a posttest-only non-equivalent control group design was used. The sample consisted of grade VIII students in a Malang City junior high school selected through purposive sampling. The experimental class applied game-based sharing-based PBL (GS-PBL), while the control class used PBL without game-based sharing. Results showed that integrating game-based sharing in PBL significantly improved students' collaboration skills. T-test analysis indicated significant differences between the experimental and control classes, with p-values of 0.000 (observers) and 0.001 (peers) (p < 0.05). Cohen's effect size analysis showed a large effect on collaboration skills (1.156 by observers and 0.92 by peers). Based on five indicators of collaboration, the experimental class scored higher than the control class. Indicators needing improvement in the control class include active participation, productive work, and flexibility and compromise. Thus, GS-PBL is more recommended for creating interactive, enjoyable learning experiences