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Evaluasi Pelaksanaan Program Online Assessment Menggunakan Aplikasi Quizizz di Fakultas Keguruan dan Ilmu Pendidikan Universitas Samawa Yahya, Fahmi; Musahrain, Musahrain
Indonesian Journal of STEM Education Vol. 4 No. 2 (2022): Edisi Juli-Desember 2022
Publisher : Indonesian Publication Center

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Abstract

This research aims to analyze the context, input, process and product of the online assessment program using the Quizizz application at the Faculty of Teacher Training and Education (FKIP) Samawa University. This type of research is evaluative research with a qualitative approach and uses the CIPP (Context, Process, Input, Product) evaluation model by Stufflebeam. Data collection techniques using interviews and observations. This data analysis uses data reduction and drawing conclusions. The results of this research indicate that the online assessment program using the Quizizz application at FKIP Samawa University is considered effective and efficient in achieving its objectives. This program can help lecturers carry out online assessments easily and quickly. Students can also take this online assessment easily and comfortably. Using the Quizizz application can save time and costs in program development and implementation.
Kajian Problem Based Blended Learning sebagai Bentuk Implementasi Kurikulum Merdeka Yahya, Fahmi; Arianto, Fajar
Indonesian Journal of STEM Education Vol. 4 No. 2 (2022): Edisi Juli-Desember 2022
Publisher : Indonesian Publication Center

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The learning process in the Merdeka Campus curriculum is one of the manifestations of student-centered learning, which is essential. In this curriculum, educators are given the freedom to implement more interactive and collaborative learning, as well as to use a variety of learning resources. The learning process in the Merdeka curriculum can be more flexible, not only face-to-face in the classroom, but also online through e-learning. This study was conducted to discuss learning reviews in accordance with the Merdeka curriculum from various theories. It then describes how problem-based learning (PBL) is integrated into blended learning in higher education, which is referred to as problem-based blended learning (PB2L). The results of the study show that this model is in line with the demands of the Independent Campus curriculum. PB2L combines face-to-face learning with online learning (synchronous and asynchronous) based on problems. This model can develop students' independence in seeking and discovering knowledge through reality and field dynamics, using real problems, utilizing technology, requiring social interaction, collaboration, and self-management to achieve learning outcomes.
Analisis Kendala dan Peluang Inovasi Dalam Evaluasi Daring Pasca-Pandemi Mardhia, Dwi; Gunawan, Gunawan; Hermansyah, Hermansyah; Yahya, Fahmi; Sahidu, Hairunnisyah
Indonesian Journal of STEM Education Vol. 4 No. 2 (2022): Edisi Juli-Desember 2022
Publisher : Indonesian Publication Center

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The COVID-19 pandemic necessitated an abrupt shift to online learning, including its evaluation, presenting both challenges and opportunities for innovation in higher education. This study, originally conducted at Universitas Samawa, explored lecturers' and students' profiles and perceptions of online learning evaluations during the pandemic. Findings revealed that WhatsApp was the most dominant platform (76.7%) due to its ease of use, practicality, and accessibility. However, significant obstacles emerged, primarily unstable internet connectivity, especially for students in rural areas, and suboptimal understanding of online learning materials often due to lecturers merely sharing content without in-depth explanations. While online evaluations were perceived as more objective and capable of fostering creativity and critical thinking, concerns regarding academic integrity due to insufficient supervision were also noted. This paper analyzes these identified constraints, juxtaposing them with potential avenues for innovation in online evaluation practices. It argues that addressing connectivity gaps, enhancing pedagogical design for online content delivery, and implementing robust integrity measures are crucial for developing a more effective, equitable, and sustainable online evaluation system in the post-pandemic era.
Project-Based Learning as a Catalyst for Innovation: Analyzing its Role and Effectiveness in Developing Creative Thinking Gunawan, Gunawan; Herayanti, Lovy; Ahmadi, Ahmadi; Yahya, Fahmi; Zainuri, Baiq Nabila Saufika
Indonesian Journal of STEM Education Vol. 5 No. 1 (2023): Edisi Januari-Juni 2023
Publisher : Indonesian Publication Center

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This narrative review synthesizes recent literature to explore the significant role of Project-Based Learning (PjBL) as a catalyst for innovation through the development of creative thinking among students. Drawing from a comprehensive review of studies, this paper examines how PBL frameworks, by engaging learners in authentic, complex problem-solving and hands-on project creation, inherently foster environments conducive to divergent thinking, novel idea generation, and critical problem analysis. We analyze the pedagogical mechanisms within PjBL, such as collaboration, inquiry-based learning, and iterative design, that contribute to enhancing students' creative abilities across various educational levels and disciplines, including STEM and engineering. Furthermore, the review discusses the documented effectiveness of PjBL in improving not only creative thinking skills but also related competencies like critical thinking and self-efficacy, which are vital for innovation. The findings underscore PjBL's potential to equip students with the necessary cognitive tools to navigate and contribute creatively to an ever-evolving world. This review aims to consolidate current understanding and highlight future research directions for optimizing PjBL implementation to maximize its impact on fostering innovation-driven creative thinking.
Pengembangan Media Pembelajaran Fisika Berbantuan Sosial Media Instagram Berorientasi Pada Kemampuan Pemecahan Masalah Peserta Didik Yulianti, Yulianti; Yahya, Fahmi; Haris, Andi
Indonesian Journal of Teacher Education Vol. 5 No. 1 (2024): Edisi Januari-Juni 2024
Publisher : Indonesian Publication Center

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Penelitian ini dilatarbelakangi oleh perkembangan Teknologi Informasi dan Komunikasi yang saat ini seharusnya bisa dimanfaatkan secara optimal dalam bidang pendidikan sebagai sarana pembelajaran dan mempermudah proses belajar mandiri peserta didik. Salah satunya adalah pemanfaatan media sosial instagram sebagai sumber pembelajaran fisika. Penelitian ini bertujuan untuk mengetahui: 1) kelayakan media pembelajaran fisika berbantuan sosial media instagram; 2) respon peserta didik terhadap media pembelajaran fisika berbantuan sosial media instagram. Penelitian ini menggunakan metode research and developent (R & D) dengan model 4-D Thiagarajan yang sudah di modifikasi. Penelitian ini dilakukan dalam tiga tahap yaitu pendefinisian, perancangan, dan pengembangan yang dibatasi sampai uji coba terbatas. Sampel dalam penelitian ini berjumlah 10 orang peserta didik kelas XII MIPA SMA Negeri 1 Plampang yang diambil secara purposive sampling. Hasil penelitian menunjukkan bahwa kelayakan media pembelajaran fisika berbantuan sosial media instagram berada pada kategori sangat layak. Dan respon peserta didik terhadap media instagram terkategori sangat baik.
Development of PBL-Based E-LKPD to Improve Students’ Learning Motivation and Critical Thinking Skills Melinah, Mawar; Fitriyanto, Syarif; Ardianti, Suji; Walidain, Sri Nurul; Aprianto, Romi; Yahya, Fahmi; Hermansyah, Hermansyah
Indonesian Journal of Innovation and Educational Technology Vol. 1 No. 1 (2026): Edisi Januari-Juni 2026
Publisher : Indonesian Publication Center

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This study was motivated by the fact that students demonstrated suboptimal learning motivation and weak critical thinking skills in understanding the abstract topic of temperature and heat. The objective of this research was to develop a physics E-LKPD based on the Problem-Based Learning (PBL) model and to examine its validity, practicality, and effectiveness in learning activities. The study employed a Research and Development (R&D) approach guided by the ADDIE framework, consisting of five main stages: analysis, design, development, implementation, and evaluation. The participants included one physics teacher and 35 eleventh-grade students from MAN 1 Sumbawa. Data were collected through expert reviews, surveys from both the teacher and students, as well as pre- and post-tests to assess students’ motivation levels and critical thinking abilities. The findings revealed that the developed E-LKPD achieved a validity score of 90.4%, a practicality score of 88%, and an effectiveness level reflected by an average N-Gain value of 0.71, which falls into the high category. Furthermore, students’ learning motivation reached 82.44% (high category), and their critical thinking ability reached 79.3% (moderately high). Therefore, the E-LKPD, designed with a Problem-Based Learning (PBL) approach, is considered suitable as a physics learning medium, capable of enhancing both the quality of the learning process and students’ learning outcomes.
Gamification In Science and Technology Education: A Narrative Review of Implementation Trends and Educator Perspectives Gunawan, Gunawan; Herayanti, Lovy; Imran, Imran; Fathoroni, Fathoroni; Rahmatullah, Rahmatullah; Shiddiq, Muhammad Hilmy As; Yahya, Fahmi
Indonesian Journal of Applied Science and Technology Vol. 6 No. 2 (2025): Edisi Juli-Desember 2025
Publisher : Indonesian

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Gamification has emerged as a transformative pedagogical approach in science and technology education. This narrative review explores current implementation trends and educator perspectives by analyzing 28 selected articles published between 2016 and 2024. The study identifies key technological trends, including the integration of Virtual Reality (VR), game-based physics simulations, and Education 4.0 tools. The findings indicate that gamification significantly enhances student motivation, academic achievement, and engagement in complex scientific subjects. Furthermore, the review highlights educator perspectives, revealing that while teachers generally perceive gamification as a potent methodology, its adoption is often hindered by barriers such as limited digital self-efficacy, technical constraints, and the need for specialized training. The synthesis suggests that a successful gamified ecosystem requires a balance between immersive technology and robust pedagogical support. This review provides valuable insights for educators and policymakers seeking to integrate gamified strategies into STEM curricula to foster 21st-century skills.