Ira Suryani
Universitas Islam Negeri Sumatera Utara, Indonesia

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Structural convergences between STEM project-based learning and Islamic educational philosophy Indayana Febriani Tanjung; Ibrohim Ibrohim; Herawati Susilo; Ira Suryani
Journal of Research in Instructional Vol. 6 No. 2 (2026): Journal of Research in Instructional
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v6i2.37

Abstract

This systematic literature review investigates core STEM-PjBL pedagogical mechanisms and their alignment with Islamic educational principles, as well as the potential implications of this alignment for culturally relevant contextualized higher education STEM pedagogy framed within an Islamic orientation. Methods: Following PRISMA 2020 guidelines, thematic synthesis and quality appraisal of the studies utilising the Mixed Methods Appraisal Tool (MMAT) was conducted on 17 peer-reviewed papers published between 2016-24. It was found that STEM-PjBL stressed collaborative inquiry, authentic problem-solving, iterative refinement, interdisciplinary integration, and community-oriented learning throughout. They have structurally substantive similarities with Wadud implies Shura, Maslaha, Ihsan and Tawhid principles. Simultaneously, it also reveals frictions around learning agency and constructivist inquiry, and contextually situated understandings of the value-practice nexus. This review suggests that contextually situated reimaginings of STEM-PjBL within particular cultural traditions may enhance culturally responsive STEM pedagogy. Future studies may explore comparative contexts in which STEM-PjBL is interpreted, adapted, and enacted within Islamic higher education systems. These studies may help elucidate how institutional culture, educational values, and local pedagogy traditions mediate the tensions between widely circulated STEM pedagogies and contextually rooted local practices.
Pengembangan Media Permainan Menara Keputusan Untuk Melatih Kemampuan Problem Solving Siswa Hikmah Chairunnisa; Ira Suryani
Vifada Journal of Education Vol. 4 No. 2 (2026): July - December
Publisher : Yayasan Vifada Cendikia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70184/dmw4kg69

Abstract

Penelitian ini bertujuan mengembangkan permainan Menara Keputusan sebagai media interaktif untuk mendukung layanan bimbingan dan konseling dalam melatih keterampilan pemecahan masalah siswa kelas VIII SMP Negeri 2 Tebing Syahbandar. Penelitian ini berfokus pada kemampuan siswa dalam mengenali masalah, menganalisis penyebab, mengeksplorasi alternatif solusi, dan mengambil keputusan secara rasional melalui kegiatan pembelajaran yang menarik dan sesuai dengan tahap perkembangan mereka. Penelitian ini menggunakan pendekatan penelitian dan pengembangan (Research and Development atau R&D) dengan model pengembangan 4D, yang terdiri atas tahap Define (pendefinisian), Design (perancangan), Develop (pengembangan), dan Disseminate (penyebarluasan). Data dikumpulkan melalui observasi, wawancara, angket analisis kebutuhan, angket validasi oleh ahli media dan ahli materi, serta angket kepraktisan yang diisi oleh guru bimbingan dan konseling dan siswa. Produk yang dikembangkan berupa permainan fisik edukatif yang terdiri atas balok-balok bertumpuk, kartu masalah kehidupan sehari-hari dengan tingkat kesulitan bertahap (Level 1–5), lembar refleksi siswa, serta buku panduan untuk melatih keterampilan pemecahan masalah dan pengambilan keputusan. Hasil penelitian menunjukkan bahwa permainan Menara Keputusan memperoleh skor validasi sebesar 73% dari ahli media dan 78% dari ahli materi. Hasil tersebut menunjukkan bahwa produk berada dalam kategori layak. Uji kepraktisan memperoleh skor 95% berdasarkan tanggapan guru dan 94% berdasarkan tanggapan siswa, sehingga produk termasuk dalam kategori sangat praktis. Permainan ini memberikan pengalaman belajar yang aktif, interaktif, dan menyenangkan. Kegiatan di dalamnya mendorong siswa untuk melakukan refleksi kritis, berkolaborasi dalam diskusi kelompok, serta mempertimbangkan konsekuensi suatu tindakan sebelum mengambil keputusan. Temuan penelitian menunjukkan bahwa permainan Menara Keputusan dapat digunakan sebagai media pendukung yang inovatif dan interaktif dalam layanan bimbingan dan konseling, khususnya untuk mengembangkan keterampilan pengambilan keputusan secara rasional dan pemecahan masalah pada siswa sekolah menengah pertama. Permainan ini juga dapat menjadi alternatif untuk membuat kegiatan bimbingan kelompok lebih menarik, reflektif, dan sesuai dengan karakteristik perkembangan siswa. Penelitian selanjutnya disarankan untuk menguji efektivitas permainan ini dalam jangka panjang melalui penelitian eksperimental dengan jumlah sampel yang lebih besar dan konteks pendidikan yang lebih luas
Development of a Spinning Wheel Media for Student Career Exploration Eka Helvirianti; Ira Suryani
International Journal of Post Axial: Futuristic Teaching and Learning Vol. 4 No. 3 September 2026: International Journal of Post-Axial
Publisher : Yayasan Azhar Amanaa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59944/postaxial.v4i3.1952

Abstract

This study aimed to develop Profession Spinner Wheel media to help elementary school students recognize various professions and to determine the feasibility and practicality of the developed media. This study employed a Research and Development (R&D) method using the Four-D development model consisting of Define, Design, Develop, and Disseminate. The study was limited to the Develop stage. The research subjects consisted of one material expert, one media expert, one Grade III classroom teacher, and 27 Grade III students of SD Negeri 104260 Melati. Data were collected through observation, interviews, needs analysis questionnaires, material and media expert validation sheets, and teacher and student response questionnaires. The needs analysis obtained a percentage of 94.74%, categorized as highly needed. Material expert validation obtained 86%, categorized as highly feasible. Media expert validation obtained 75% in the initial assessment, categorized as feasible, and increased to 86,665% after revision, categorized as highly feasible. Teacher responses obtained 90%, categorized as highly practical, while the responses of 27 students obtained 95.48%, categorized as highly practical. The Profession Spinner Wheel was developed in the form of a wooden spinner board containing profession pictures and names, accompanied by a Student Worksheet (LKS) and a user guide. Based on these results, the Profession Spinner Wheel media is highly feasible and highly practical for helping elementary school students recognize various professions through active, engaging, and enjoyable activities..