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DIGITALISASI PEMBELAJARAN SAINS MELALUI PhET LABORATORY LITERASI SAINS DI ERA SOCIETY 5.0 Wahyu Azhar Ritonga; Sangkot Idris Ritonga; Rizki Kurniawan Rangkuti; Rahmi Syafriyeti; Fitri Endang Srimulat; Muhammad Bobbi Nasution
Servis : Jurnal Pengabdian dan Layanan kepada Masyarakat Vol. 4 No. 2 (2026): Juni
Publisher : CV. Nature Creative Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58641/servis.v4i2.231

Abstract

Rendahnya literasi sains di kalangan siswa sekolah menengah menjadi salah satu tantangan dalam menghadapi perkembangan teknologi pada era Society 5.0. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan literasi sains siswa melalui pemanfaatan aplikasi PhET sebagai virtual laboratory dan media pembelajaran interaktif berbasis digital. Program dilaksanakan di SMK Siti Banun Sigambal dengan melibatkan 72 siswa dan 3 guru IPA. Metode yang digunakan meliputi pelatihan penggunaan teknologi pembelajaran bagi guru, pendampingan implementasi laboratorium virtual dalam kegiatan belajar mengajar, serta workshop pengembangan media pembelajaran interaktif. Evaluasi dilakukan melalui pre-test dan post-test, observasi, serta angket respon peserta. Hasil kegiatan menunjukkan peningkatan pemahaman konsep sains siswa sebesar 50%, kemampuan analisis eksperimen sebesar 56,25%, dan motivasi belajar sebesar 60% serta penggunaan simulasi virtual 40%. Selain itu, guru memperoleh kompetensi baru dalam mengintegrasikan teknologi digital ke dalam pembelajaran sehingga proses belajar menjadi lebih efektif dan menarik. Pemanfaatan PhET sebagai virtual laboratory dan media interaktif terbukti mampu menjadi solusi pembelajaran sains yang inovatif, khususnya bagi sekolah dengan keterbatasan fasilitas laboratorium. Program ini menunjukkan bahwa digitalisasi pembelajaran sains berpotensi meningkatkan kualitas literasi sains siswa secara berkelanjutan sekaligus mendukung terciptanya pembelajaran yang adaptif terhadap perkembangan teknologi.
The Effectiveness of Realistic Mathematics Learning Based on Mandailing Culture with a Deep Learning Approach In Improving Logical Thinking Skills Sangkot Idris Ritonga; Raden Sri Ayu Ramadhana; Abdul Hakim Dalimunthe; Nur Latifah; Meisyah Rahma Dani Siregar; Rizki Kurniawan Rangkuti; Hidayatul Mazidah Harahap
Riemann: Research of Mathematics and Mathematics Education Vol. 7 No. 2 (2025): EDISI AGUSTUS
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/reimann.v7i2.105

Abstract

The purpose of this study was to develop and test the effectiveness of a Realistic Mathematics learning model based on Mandailing culture with a Deep - Learning approach in improving the logical thinking skills of high school students. This approach aims to build a deep and meaningful understanding of concepts through the integration of local cultural contexts that are close to students' lives. The methodology used is the development research method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The analysis stage involves literature studies and field observations to identify students' needs and relevant Mandailing cultural potential. The design and development stage produces learning tools in the form of lesson plans, student worksheets, and learning media that have been validated by material experts and cultural experts. Implementation was carried out through a quasi-experiment in two classes (experimental and control) with a logical thinking test instrument as the main measuring tool. Evaluation was carried out formatively and summatively to determine the effectiveness of learning. The results showed that students who participated in Realistic Mathematics learning based on Mandailing culture with a Deep Learning approach experienced a significant increase in logical thinking skills compared to the control group. In addition, students showed enthusiasm and active involvement because the learning was linked to the culture they were familiar with. The conclusion of this study is that mathematics learning that integrates local culture with an immersive learning approach is effective in improving students' logical thinking skills. This model also strengthens cultural identity while developing higher-order thinking skills. Recommendations are directed to teachers, curriculum developers, and educational policymakers to consider a contextual learning approach based on local culture as a strategy to improve the quality of learning processes and outcomes, particularly in developing students' logical and cognitive thinking skills.
Evaluation of the moodle-based learning system applying the end user computing satisfaction method Wahyu Azhar Ritonga; bdul Hakim Dalimunthe; Rahmad Aditiya; Sangkot Idris Ritonga
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 10 No. 1 (2023)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i12023p106

Abstract

Abstrak: Pembelajaran elektronik dengan memanfaatkan perangkat teknologi seperti komputer, tablet maupun telefon pintar telah berkembang pesat pasca pandemic COVID-19 namun belum menghasilkan temuan yang konklusif. Maka, tujuan penelitian ini untuk menginvestigasi minat siswa terhadap sistem pembelajaran elektronik berbasis Moodle. Metode yang digunakan End User Computing Satisfaction (EUCS) dengan pengujian sistem pada Moodle dengan sampel penelitian 70 siswa. Moodle merupakan sistem pengelolaan pembelajaran elektronik dimana guru dapat menyusun mata pelajaran, membuat group kelas, memberikan materi (mengunggah materi), memberikan tugas baik berbentuk ujian, kuis, tes, mengumpulkan tugas, menilai tugas yang dapat digunakan secara sinkronus maupun asinkronus. Hasil uji EUCS menunjukkan bahwa setelah menggunakan pembelajaran elektronik minat siswa mengalami peningkatan sebesar 86,34%. Selain itu capaian hasil belajar siswa juga mengalami peningkatan signifikan. Penerapan e-learning berbasis Moodle meningkatkan minat siswa dalam belajar karena siswa dapat mengakses kapanpun dan dimanapun. Abstract: Electronic learning using is utilizing technological devices such as computers, tablets, and smartphones has developed rapidly after the COVID-19 pandemic but has not produced conclusive findings. Thus, the purpose of this learning is to investigate students' interest in Moodle-based electronic learning systems. The method used is End User Computing Satisfaction (EUCS) by testing the system on Moodle with a research sample of 70 students. Moodle is an electronic learning management system where teachers can arrange subjects, create class groups, provide material (upload material), give assignments in the form of exams, quizzes, and tests, collect evaluations, and assess assignments that can be used synchronously or asynchronously. EUCS test results show that after using electronic learning, students’ interest has increased by 86.34%. In addition, student achievement also experienced a significant increase. The application of Moodle-based e-learning increases students' interest in learning because students can access it anytime and anywhere.