Dhanil, Muhammad
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The Effect of STEM Integrated Inquiry Models in Improving Student Science Learning Outcomes (A Meta-Analysis) Dhanil, Muhammad; Mufit, Fatni; Asrizal, Asrizal; Putri, Fina Afriani
JIPF (Jurnal Ilmu Pendidikan Fisika) Vol 9, No 2 (2024): May 2024
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jipf.v9i2.4488

Abstract

21st-century learning emphasizes the mastery of knowledge as a whole through the investigation of several points of view of knowledge, one of which is inquiry and STEM models. This study aims to determine the magnitude of the size of 20 studies on the effect of STEM-integrated inquiry models on science learning and learning outcomes. The moderator variables considered are education level and type of publication. The analyzed studies were obtained from Google Scholar and ERIC databases between 2013 and 2023. The results of the analysis showed that the influence of the STEM integrated inquiry model in physics learning on student learning outcomes had an average effect size value of 0.78 which was included in the medium category, based on 20 studies that had been collected. The distribution of studies discussing STEM-integrated inquiry models was most found in 2020 and international journals. The influence of STEM looks different at each level of education, with a significant dominance of influence occurring at the high school level.
Analysis of the Use of Dynamic Fluid Learning Media Dhanil, Muhammad; Afriani Putri, Fina; Desnita, Desnita; Usmeldi, Usmeldi
Physics Education Research Journal Vol 6, No 1 (2024)
Publisher : Faculty of Science and Education, UIN Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/perj.2024.6.1.16364

Abstract

Advances in ICT technology support by presenting various forms of innovative media. This study aimed to obtain a profile of schools' most widely used learning media. This research method was quantitative, using surveys to collect data. The respondents of this study were 1095 students from six schools. Questionnaire instruments were used to collect data for students with the help of Google Forms. The results showed that the learning media widely used by smartphones was 14%, PhET was 23%, PowerPoint Was 18%, computers were 17%, and others consisted of flip PDF and video were 28%. Media use in dominance is carried out directly in the classroom in the learning process. This study's findings indicate that using smartphones as a learning medium still needs to be improved. Therefore, these results allow researchers to develop learning media that utilize smartphones, especially in fluid learning materials.
Development of Quantum Physics Laboratory Based on Immersive Virtual Reality Mufit, Fatni; Dhanil, Muhammad; Hendriyani, Yeka
JOIV : International Journal on Informatics Visualization Vol 9, No 1 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.1.2244

Abstract

This study aims to develop a VR-based quantum physics laboratory to visualize quantum physics phenomena and support more interactive and efficient learning. The research method follows the stages of needs analysis, design and development, and implementation. The needs analysis stage involved 97 students to gather information about the challenges in quantum physics learning.The needs analysis results showed that quantum physics was a difficult subject to understand due to its abstract nature, and there was a need for media that could help students understand the material through simulations and experiments in a virtual environment. The design and development stage produced scenarios and storyboards encompassing all the necessary elements for VR implementation. During the implementation stage, the design was realized in the form of a VR laboratory presenting various quantum physics experiments, including black body radiation, the Compton effect, the photoelectric effect, and X-ray production. The results of the implementation of the use of VR through validity testing and practicality tests obtained a score of 0.92 in the valid category and 92.25% in the very practical category. This research contributes to supporting the availability of quantum physics experimental equipment in schools and makes it easier for students to understand abstract quantum physics concepts through interesting virtual interactivity. The VR-based quantum physics laboratory was successfully developed as an innovative solution for quantum physics learning. Future research suggests that VR can be developed for other learning areas and that further studies explore the effects of VR on skills and health.
Analysis of the Use of Dynamic Fluid Learning Media Dhanil, Muhammad; Afriani Putri, Fina; Desnita, Desnita; Usmeldi, Usmeldi
Physics Education Research Journal Vol. 6 No. 1 (2024)
Publisher : Faculty of Science and Education, UIN Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/perj.2024.6.1.16364

Abstract

Advances in ICT technology support by presenting various forms of innovative media. This study aimed to obtain a profile of schools' most widely used learning media. This research method was quantitative, using surveys to collect data. The respondents of this study were 1095 students from six schools. Questionnaire instruments were used to collect data for students with the help of Google Forms. The results showed that the learning media widely used by smartphones was 14%, PhET was 23%, PowerPoint Was 18%, computers were 17%, and others consisted of flip PDF and video were 28%. Media use in dominance is carried out directly in the classroom in the learning process. This study's findings indicate that using smartphones as a learning medium still needs to be improved. Therefore, these results allow researchers to develop learning media that utilize smartphones, especially in fluid learning materials.