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Effectiveness of EDP-STEM to Empower Higher Order Thinking Skills in Physics Learning : A Meta-analysis Nurmasyitah; Erlangga, Sony Yunior; Fitriyah, Isnanik Juni
COMPTON: Jurnal Ilmiah Pendidikan Fisika Vol 11 No 2 (2025): Compton: Jurnal Ilmiah Pendidikan Fisika
Publisher : Prodi Pendidikan Fisika Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/cjipf.v11i2.20702

Abstract

Higher Order Thinking Skills (HOTS) are essential competencies in the 21st century. Although many studies have examined Engineering Design Process-STEM (EDP-STEM), there is still limited synthesis of its effectiveness in physics learning. This study applied a systematic review using the PRISMA protocol and synthesized nine empirical studies published between 2019 and 2024. Data were analyzed with a random-effects model. The overall effect size was 0.64 (95% CI [0.17–1.11], I² = 86%), indicating a moderate positive impact of EDP-STEM on students’ HOTS. Moderator analysis revealed that learning media (prototyping), education level (high school), and performance-based assessments produced the most significant effects. EDP-STEM effectively enhances HOTS in physics learning, particularly problem-solving skills. Teachers are encouraged to integrate prototyping and authentic assessment strategies. Future research should expand the number of studies and contexts to strengthen the evidence base.
PENGGUNAAN PERMAINAN KARTU TRUTH OR DARE PADA MATERI NILAI-NILAI PANCASILA UNTUK MENINGKATKAN PEMAHAMAN SISWA KELAS IV SD NEGERI KUTA PASIE KABUPATEN ACEH BESAR Sukma; Mislinawati; Nurmasyitah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13211

Abstract

This study aims to improve students’ understanding of Pancasila values through the use of the Truth or Dare card game in fourth-grade students at SD Negeri Kuta Pasie, Aceh Besar Regency. This research employed a qualitative approach with Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The research subjects were 23 students. Data collection techniques included observation of teacher and student activities as well as learning outcome tests. The results showed that the use of the Truth or Dare card game improved both student activity and understanding. In the first cycle, the average student score was 68.69 with a learning mastery percentage of 60.87%, categorized as sufficient. After improvements in the second cycle, there was a significant increase in both learning activities and student outcomes, reaching the predetermined success indicators. In addition, teacher activity was categorized as very good, while student activity improved from good to very good. Therefore, the Truth or Dare card game is proven to be effective in enhancing students’ understanding of Pancasila values and creating a more active, interactive, and enjoyable learning environment.
PENERAPAN METODE ROLE PLAYING TERHADAP HASIL BELAJAR SISWA PADA MATERI JUAL BELI DALAM PEMBELAJARAN IPAS KELAS IV SDN 1 LAMBHEU ACEH BESAR Mahirunnisa; Nurmasyitah; Tursinawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13309

Abstract

The low learning outcomes of students in IPAS learning on buying and selling material are indicated by scores that are still below the Minimum Learning Achievement Criteria (KKTP). This condition is influenced by teacher-centered learning, limited variation in instructional methods, and students’ low participation in discussions and peer interactions. As a result, students tend to be passive and lack confidence, making the learning process less meaningful. This study aims to determine the implementation of the Role Playing method and its impact on students’ learning outcomes in IPAS learning on buying and selling material in the fourth grade of SDN 1 Lambheu, Aceh Besar. This study employed a descriptive qualitative approach. The research subjects consisted of 25 fourth-grade students and one IPAS teacher. Data were collected through observation and learning outcome tests. Data analysis was conducted qualitatively through data reduction, data display, and conclusion drawing, supported by the calculation of mean scores and the percentage of learning mastery. The results showed that the implementation of the Role Playing method improved students’ active participation during the learning process, particularly in role-playing and discussion activities. Students became more enthusiastic, confident, and cooperative in group work. Furthermore, students’ learning outcomes significantly improved, with an average score of 82.4 and a mastery percentage of 84%, exceeding the established KKTP. Therefore, the Role Playing method can be considered an effective alternative instructional strategy to enhance students’ engagement and learning outcomes in buying and selling material.