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Game Education Construct 2 : Generation Z Science Learning Solutions Handoko*, Akbar; Sodikin, Sodikin; Rakhmawati, Ismi
Jurnal IPA & Pembelajaran IPA Vol 7, No 4 (2023): DECEMBER 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jipi.v7i4.35052

Abstract

The use of learning media is very important for students for the learning process as an intermediary to convey messages or information. Game education can affect the cognitive function and motivation of students and stimulate the curiosity of learners, especially when entering tantagan and fantasy elements into an educational game. The purpose of this study is to determine the feasibility of learning media in the form of educational game applications on respiratory system material and student responses in its use. In this study, the media developed was in the form of a construct 2-based game education. This type of research is RD using a model developed by Robert Maribe Branch, namely the ADDIE model. The results of the research obtained learning media in the form of decent and interesting based game education to be used as learning media. With the average percentage of validation assessments obtained from 85.18% from media experts, 94.79% from material experts and 93.75% from linguist assessments with the category of very decent. The use of game education learning media by students received a response of 81.25% which showed that the media was very interesting and worth using, these results were obtained through filling out questionnaires conducted using two classes
Creating an E-Module on Environmental Pollution Based on Tegal Deso–Okol Local Wisdom: Can It Enhance Students’ Creative Thinking Skills? Firnanda, Diah Dwi; Asri, Mahanani Tri; Faizah, Ulfi; Rakhmawati, Ismi
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 4 (2025): December (IN PROGRESS)
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i4.18177

Abstract

This study aims to develop a valid, practical, and effective learning e-module based on the local wisdom of Gresik (Tegal Deso–Okol) for environmental pollution content to enhance students’ creative thinking skills. The research employed a Research and Development (R&D) method integrating the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) with a project-based learning (PjBL) framework. Sixty students from a senior high school in Gresik tested the e-module. Evaluation instruments included validation sheets, student questionnaires, performance rubrics, and learning outcome tests. The validation sheets assessed the feasibility of the e-module, the questionnaires measured practicality, and the performance rubrics evaluated project implementation and presentation. Data were analyzed using descriptive statistics, supported by qualitative feedback to refine the final product. The e-module demonstrated high reliability (92.70) and strong validity (3.77). Its practicality reached 91.67% in Class A and 95.83% in Class B. Students’ creative thinking skills improved substantially, with mean scores increasing from 43.23 to 86.97 in Class A and from 50.47 to 90.01 in Class B. The student response rate (97.5%) and the N-gain score (0.80) also indicate high effectiveness. Overall, integrating cultural values into learning activities through this local-wisdom-based e-module effectively supports the development of students’ creative thinking skills.