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PENGEMBANGAN LEMBAR KERJA SISWA IPA BERBASIS BUDAYA LOKAL NGADA MATERI SUHU DAN KALOR PADA SISWA SMP KELAS VII Bhaya, Maria Imakulata Prihartini; Uge Lawe, Yosefina; Suparmi, Ni Wayan
Jurnal Citra Pendidikan Vol. 4 No. 1 (2024): Jurnal Citra Pendidikan
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jcp.v4i1.2895

Abstract

Penelitian ini dilatarbelakangi oleh permasalahan kurangnya pengenalan budaya lokal Ngada pada pembelajaran IPA. LKS yang digunakan tidak sesuai dengan pemahaman siswa. Hal ini dikarenakan LKS yang digunakan merupakan hasil dari suatu penerbit yang tidak sesuai dengan lingkungan dimana siswa tersebut belajar. Oleh karena itu, peneliti melakukan penelitian dengan mengembangkan sebuah prodak dan bentuk LKS IPA berbasis budaya lokal Ngada pada pembelajaran IPA untuk siswa SMP kelas VII yang valid dan praktis. Jenis penelitian ini adalah penelitian pengembangan. Penelitian ini dilakukan di SMP Citra Bakti. Metode yang digunakandalam penelitian pengembangan ini adalah metode pengumpulan data dan dan teknik analisis data menggunakan instrumen penilaian validator dan lembar angket respon siswa dan guru.Berdasarkan hasil penilaian validator LKS berbasis budaya lokal Ngada memperoleh nilai 3,33 dengan kriteria valid. Sedangkan hasil uji coba ke siswa danguru LKS berbasis budaya lokal Ngada berada pada kriteria praktis dengan perolehan skor3,61 layak untuk digunakan
PENGEMBANGAN MEDIA VIDEO PEMBELAJARAN DENGAN CAPCUT: STUDI PADA MATA KULIAH BUMI DAN ANTARIKSA DI PERGURUAN TINGGI Suparmi, Ni Wayan; Laksana, Dek Ngurah Laba; Laudasarni, Yohana
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 12 No. 3 (2025): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v12i3.5654

Abstract

Penelitian ini bertujuan untuk mengembangkan media video pembelajaran berbasis aplikasi CapCut pada mata kuliah Bumi dan Antariksa, serta mengevaluasi validitas, kepraktisan, dan efektivitasnya dalam meningkatkan hasil belajar mahasiswa. Permasalahan dalam memahami konsep abstrak seperti struktur bumi, gerhana, dan sistem tata surya menjadi latar belakang penelitian ini. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4D (Define, Design, Develop, Disseminate). Subjek penelitian meliputi ahli materi, ahli media, dan mahasiswa Pendidikan IPA. Instrumen yang digunakan mencakup lembar validasi, angket respon mahasiswa, serta tes pre-test dan post-test. Hasil validasi menunjukkan bahwa media video sangat layak digunakan, dengan skor rata-rata 93%. Kepraktisan media ditunjukkan melalui respon mahasiswa dengan nilai rata-rata 86,75%, termasuk kategori sangat praktis. Efektivitas diuji melalui peningkatan hasil belajar, dengan nilai rata-rata naik dari 70 (pre-test) menjadi 85 (post-test), serta kenaikan ketuntasan dari 60% menjadi 90%. Media ini tidak hanya menjembatani pemahaman terhadap materi abstrak, tetapi juga mendukung keterampilan belajar mandiri dan literasi digital. Penelitian ini menyimpulkan bahwa CapCut merupakan media pembelajaran alternatif yang efektif dan relevan dalam konteks pendidikan digital.
Pengembangan Modul Praktikum Berbasis Kecerdasan Buatan (AI) Terintegrasi STEM untuk Efisiensi Waktu dan Biaya di SMPSK Regina Pacis Foa, Anna Julita; Teang, Lidia Langley Teang; Suparmi, Ni Wayan
Cermat : Jurnal Cendekiawan dan Riset Multidisiplin Akademik Terintegrasi Vol. 2 No. 1 (2026): Januari-April
Publisher : SMA Negeri 1 Bangkinang Kota

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cermat.v2i1.152

Abstract

This research aims to formulate and test a framework for developing a practicum module based on STEM-integrated Artificial Intelligence (AI) which is specifically designed to overcome the main obstacles to conventional practicum, namely high costs, safety risks and time constraints. STEM practicum is crucial for developing 21st century skills (problem solving, critical thinking) in junior high school students, but its implementation at SMPSK Regina Pacis Bajawa is hampered by limited facilities and infrastructure. The research method uses Research and Development (R&D) by adapting the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The novelty of the research lies in the integration of AI for operational efficiency through two main features: (1) AI Interactive Simulation for elimination of physical material requirements and risks, and (2) Intelligent Auto-grading System for accelerated evaluation and providing instant feedback. The limitations of this research lie in the limited trial scale (only at SMPSK Regina Pacis Bajawa) and not measuring the long-term impact on knowledge retention and skill transfer to real situations. In addition, this AI module is very dependent on the availability of school digital infrastructure (computers and internet connections) which may be an obstacle in some areas.
Play and Game Based Learning in Coding Education: A Bibliometric Mapping Toward Integrated Computational Thinking, Digital Literacy, and Psychomotor Outcomes in Primary Schools Laksana, Dek Ngurah Laba; Gelu, Afrianus; Suparmi, Ni Wayan
Jurnal Pendidikan Jompa Indonesia Vol 4 No 3 (2025): JUPENJI: Jurnal Pendidikan Jompa Indonesia
Publisher : Yayasan Jompa Research and Development

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57218/jupenji.Vol4.Iss3.2429

Abstract

This study maps the thematic landscape of coding education research in primary schools through a bibliometric keyword co-occurrence analysis to clarify dominant emphases and identify underexplored directions for instructional design. Using a structured search strategy that combines coding/programming terms with play/game-based learning and learning-outcome constructs, the analysis reveals five major clusters that collectively highlight a strong concentration on computer science learning contexts (e.g., course implementation, effectiveness, engagement, and problem solving) and on experimental, digitally mediated interventions particularly digital game-based approaches aimed at improving computational thinking, motivation, and performance. Across clusters, the literature shows a consistent tendency to foreground cognitive and affective outcomes, while explicit integration of digital literacy as a comprehensive competence and psychomotor development as an equivalent educational target appears comparatively limited. The mapped themes also suggest that value-embedded and culturally grounded design principles are less frequently articulated as systematic, transferable frameworks, despite their relevance for context-sensitive learning in diverse settings. Based on these findings, the study proposes a future research agenda that moves beyond predominantly digital-game and experiment-centered trajectories by strengthening integrative outcome frameworks (computational, digital, and psychomotor domains), advancing culturally grounded design principles, and developing replicable unplugged play-based models such as the Bodhuleke Bot approach within an Educational Design Research pathway.
Development of Moke Local Context Based Audio Visual Learning Media on Addictive Substances Laudasarni, Yohana; Kua, Maria Yuliana; Suparmi, Ni Wayan; Dinatha, Ngurah Mahendra
SEARCH: Science Education Research Journal Vol. 4 No. 2 (2026): April 2026
Publisher : IAIN Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47945/search.v4i2.2822

Abstract

This study aimed to develop audio visual learning media on addictive substances based on the local context of moke in Ngada Regency. The development was motivated by the limited use of contextual learning media in science instruction, particularly those integrating local cultural contexts relevant to students’ daily lives. This study employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. Data were collected through observations, expert validation sheets, and teacher and student response questionnaires. Data were analyzed descriptively using quantitative methods. The results showed that the developed media obtained an average validity score of 3.75, categorized as very valid. In addition, the practicality level reached 94.47% based on student responses and 90.90% based on teacher responses, both categorized as very practical. These findings indicate that the developed audio visual learning media is feasible and practical for use in junior high school science learning. The integration of moke local context in the media provides a contextual learning resource that may support students’ understanding of addictive substances in relation to their surrounding environment.
DEVELOPMENT OF INTERACTIVE E-MODULE OF JIGSAW MODEL ON SOLAR SYSTEM MATERIAL INTEGRATED WITH NGADA LOCAL WISDOM IN JUNIOR HIGH SCHOOL Pajo, Bernadethe Ines Sede; Dinatha, Ngurah Mahendra; Dolo, Fransiskus Xaverius; Suparmi, Ni Wayan
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 13 No. 2 (2026): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v13i2.6830

Abstract

This study aimed to develop an interactive e-module based on the Jigsaw model integrated with Ngada local wisdom on the topic of the solar system and to examine its validity and practicality. The study employed a Research and Development method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The research subjects involved material experts, media experts, language experts, science teachers, and seventh-grade students. Data were collected through observation, interviews, validation sheets, and user response questionnaires, and then analyzed using descriptive quantitative techniques. The results showed that the e-module obtained an average validity score of 3.96, which falls into the very valid category. The practicality test showed percentages of 95.83% from teachers and 98.13% from students, both categorized as very practical. The product also presents the material systematically, supported by illustrations, videos, easy navigation, and Jigsaw learning steps that encourage discussion, responsibility, and active student participation. Thus, the Jigsaw-based interactive e-module integrated with Ngada local wisdom is considered feasible for use in science learning on the solar system, as it supports more active, collaborative, contextual, and student-centered learning and has the potential to improve students’ interest in learning and their conceptual understanding of solar system phenomena in a meaningful way.