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DESIGN AND EVALUATION OF A CONSTRUCT 3-BASED EDUCATIONAL GAME TO PROMOTE LEARNING ON SDG 7: AFFORDABLE AND CLEAN ENERGY Rannie, Julietta Tsuraya Puspa; Suhartini, Erna; Mustamiroh, Mustamiroh; Muhlis, Muhlis
JURNAL NALAR PENDIDIKAN Vol 13, No 2 (2025): JURNAL NALAR PENDIDIKAN
Publisher : Lembaga Penelitian Mahasiswa Penalaran UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jnp.v13i2.76639

Abstract

This research develops a Construct 3-based educational game integrated with Sustainable Development Goal 7 (Affordable and Clean Energy) for fourth-grade elementary students, with a focus on energy materials. Employing Research and Development methodology with the ADDIE model, the study involved 27 students and one teacher at SDN 007 Samarinda Ilir. The research instruments consisted of interview sheets, needs questionnaires, expert validation forms, and user response questionnaires. Expert validation yielded 92% feasibility ratings from media specialists and 89.3% from material experts, both of which were rated as "highly feasible." Small-scale trials achieved a 97% acceptance rate, while large-scale implementation scored 94% from students and 96% from teachers, confirming excellent usability and educational value. Results demonstrate the game's effectiveness in enhancing student engagement and conceptual understanding of energy topics. The media successfully bridges theoretical learning with practical sustainability awareness, fostering students' commitment to clean energy practices. This innovation provides educators with a validated tool that simultaneously achieves curriculum objectives and fosters global citizenship values through interactive learning. The game's design provides a replicable framework for integrating other SDG targets into elementary science education, addressing critical gaps in current pedagogical approaches to sustainable development education.
Pengembangan Media STEMTora pada Pembelajaran IPAS di Sekolah Dasar Materi Transformasi Energi Machdalena, Maya; Suhartini, Erna; Haerani, Rosita Putri Rahmi
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 19, No 2 (2025)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v19i2.22932

Abstract

This study aims to develop and evaluate the feasibility of an interactive learning media based on Lectora Inspire integrated with the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach in the subject of Natural and Social Sciences (IPAS) at the elementary school level, specifically focusing on the topic of Energy Transformation in Grade IV. The research employed a Research and Development (RD) method using the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through interviews and questionnaires, using instruments such as expert validation sheets (content and media experts) and response questionnaires for teachers and students. The validation results indicated a high level of validity, with 87.5% from the content expert and 88.5% from the media expert. The small-scale trial showed a positive student response of 89%, while the large-scale trial yielded a response of 92.8%. Based on these findings, it can be concluded that the interactive learning media developed with Lectora Inspire and the STEAM approach is feasible for use and received highly favorable responses from users.
The Design and Validity of STEM-EDP-gamification Worksheet: Ways to Improve Students' Perception of Their STEM Skills and Motivation Khoiriyah, Riva; Sukriadi, Sukriadi; Haerani, Rosita Putri Rahmi; Suhartini, Erna; Efwinda, Shelly
Jurnal Pendidikan Matematika dan Sains Vol. 14 No. 1 (2026): February 2026
Publisher : Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpms.v14i1.92031

Abstract

This article discusses the design and validity of STEM gamification worksheets as a means to improve students' perceptions of skills and motivation in STEM learning. This study encourages student motivation and engagement in STEM learning more engagingly and innovatively. This study uses a mixed-method approach with an Educational Design Research (EDR) approach. The EDR method consists of three phases: the first phase is analysis and exploration, the second phase is design and construction, and the third phase is evaluation and reflection. The STEM gamification worksheet was designed using the EDP (Engineering Design Process) learning model designed for four meetings. The worksheet obtained an average assessment for all aspects, namely the content and feasibility aspects of the STEM gamification-based worksheet product of 89.3% which is included in the "Very Valid" category and can be used in science learning. With an overall Aiken's Test value of 0.845 with a very high interpretation. The worksheet also received suggestions and input from game experts and practitioners for improvement and has been revised. The appearance of the worksheet is very important because it can make students, as users, more motivated and interested in learning. This STEM gamification worksheet is expected to be a breakthrough for the world of education in the future, especially in the application of sustainable development principles, SDGs 4, including innovation in improving STEM, SDGs 11, gamification of innovation and infrastructure with engineering design learning methods, and applying environmentally friendly principles in learning.
Development of Scientific Literacy Skills Test Instruments in Elementary School: Analysis of The Rasch Model Familia, Milan Nur; Haerani, Rosita Putri Rahmi; Suhartini, Erna
Integrated Science Education Journal Vol 7 No 2 (2026): March
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/isej.v7i2.2383

Abstract

Purpose of the study: This study aims to develop and evaluate a context-based scientific literacy assessment instrument on the topic of global warming for sixth-grade elementary school students, employing the Rasch model to examine its validity, reliability, item difficult levels, and Differential Item Functioning (DIF). Methodology: The research design followed a systematic instrument development procedure supported by Rasch model analysis. The instrument comprised 20 multiple-choice items based on the OECD scientific literacy framework and was piloted with 26 sixth-grade students. Data were analyzed using Ministep to examine validity, reliability, item difficult, and Differential Item Functioning (DIF). Main Findings: The findings show that most items satisfied the validity criteria based on Outfit MNSQ, ZSTD and PTM Corr indices. Item difficulty levels were proportionally distributed from very easy to very difficult. Reliability analysis yielded a person reliability of 0.70, an item reliability of 0.72, and a Cronbach’s alpha of 0.78. DIF analysis indicated that all items were free from gender bias. As a pilot study with a limited sample from one school, these results represent preliminary evidence rather than as a final validation of the instrument. Novelty/Originality of this study: This study aims to develop and evaluate a scientific literacy test specifically designed for elementary school students on the topic of global warming using Rasch analysis, an area that remains limited in prior research. The instrument integrates real-life contextual situations aligned with current curriculum demands and has the potential to strengthen scientific literacy assessment practices at the elementary education level.