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Development and Feasibility Evaluation of an Interactive E-LKPD Based on Contextual Teaching and Learning for Grade VIII Science Learning Yulinarti, Yulinarti; Isa, Yamanto; Pebriantika, Leni
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 16 No. 5 (2026): Tekno-Pedagogi| In Progress|
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/hgzdd657

Abstract

This study aimed to develop an E-LKPD using the CTL approach for Grade VIII science learning at SMP Negeri 14 Palembang. The study also employed a R&D design using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. Formative evaluation was conducted through expert validation, one-to-one evaluation, small-group evaluation, and field testing. Data were collected through observation, interviews, expert validation questionnaires, and student response questionnaires and analyzed descriptively using percentage-based qualification criteria. The developed E-LKPD integrated the seven CTL components with contextual learning activities, multimedia, interactive quizzes, evaluation, and reflection. Expert validation resulted in scores of 86.06% for subject matter, 83.37% for instructional design, and 83.40% for media. Student evaluations produced scores of 87.23% in the one-to-one evaluation, 86.01% in the small-group evaluation, and 89.31% in the field test. These findings indicate that the developed E-LKPD is highly feasible and positively accepted as a digital learning resource for contextual and student-centered science learning. However, the findings establish feasibility and usability rather than causal learning effectiveness.
Integrating QR-Code Interaction into a HOTS-Based Educational Game for Grade III Mathematics Learning Kemala, Rima Dwi; Isa, Yamanto; Febriantika, Leni
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 16 No. 5 (2026): Tekno-Pedagogi| In Progress|
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/rmx91767

Abstract

This study aimed to develop a HOTS-based educational game for Grade III mathematics learning in elementary school. The study employed a R&D approach using the ADDIE model, supported by Tessmer’s formative evaluation framework. The developed product integrated mathematics learning with HOTS-oriented questions through the Way ground platform using Paper Mode, QR-Card-based student responses, teacher-mediated scanning, and immediate digital feedback. The research involved three experts for material, instructional-design, and media validation, followed by one-to-one evaluation with three students, small-group evaluation with nine students, and a field test involving 15 Grade III students. Data were collected through expert-validation instruments, student-response questionnaires, observations, interviews, and learning-process documentation, and were analyzed descriptively using percentage scores. The results showed that the product achieved an overall expert-validation score of 81%, categorized as good. Student responses increased progressively from 86% in the one-to-one evaluation to 88% in the small-group evaluation and 90% in the field test. These findings indicate that the developed educational game is feasible, practical, and well accepted for technology-supported mathematics learning. The study contributes a hybrid digital–physical instructional design that facilitates HOTS-oriented learning without requiring individual digital devices for every student.