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The design of OpticalGamification (OG) with random model in learning interference and diffraction Saprudin, Saprudin; Liliasari, Liliasari; Prihatmanto, Ary Setijadi; Setiawan, Andhy; Hamid, Fatma
Momentum: Physics Education Journal Vol 5 No 1 (2021)
Publisher : Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/mpej.v5i1.4889

Abstract

This article describes the design and preliminary field testing of using a gamification-application with random model in the learning process of interference and diffraction topics for pre-service physics teachers (PPT). The gamification-application in this research is called OpticalGamification (OG) featuring random model. This research is a quasi-experimental research with a time-series design involving 34 PPT at a university in the city of Jakarta, Indonesia. Data related to the PPT’ concept mastery are collected through test instruments in the form of 50 questions which are an integration of multiple-choice questions, reasoned multiple-choice questions, and essays. This research resulted in a product called OG with random model with several features, including profiles, gamification, forums, achievement pages, projects and leaderboard. The result of preliminary field testing of using the OG with random model shows that the PPT’ concept mastery has increased from series 1 to the next following series.
Gerakan Peduli Lingkungan: Bakti Sosial di Lingkungan Taman Kota Toboko Ternate Sabtu, Rasmita; Saprudin, Saprudin; Tamarengki, Olfiane; Budiarti, Andita Nur Sakinah Lili; Ringo, Indah Kristiani Siringo; Jailan, Nur Nabilah; Djafar, Nur Asfira; Amuja, Selin Santika La
Jurnal Pengabdian Masyarakat Berdampak Vol. 2 No. 1 (2026): Januari 2026
Publisher : Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/jupemba.v2i1.90

Abstract

Program Pengabdian kepada Masyarakat (PKM) “Gerakan Peduli Lingkungan: Bakti Sosial di Taman Kota Toboko Ternate” bertujuan untuk meningkatkan kesadaran masyarakat terhadap kebersihan dan kelestarian lingkungan perkotaan. Kegiatan PKM ini dilaksanakan karena rendahnya kepedulian pengunjung taman terhadap kebersihan dan pengelolaan sampah. Melalui pendekatan partisipatif dan edukatif, mahasiswa bersama masyarakat melakukan aksi bersih taman, pemilahan sampah, serta edukasi lingkungan singkat. Hasil kegiatan PKM menunjukkan adanya peningkatan kebersihan taman, partisipasi masyarakat, dan kerja sama antara mahasiswa dan warga. Program PKM ini membuktikan bahwa tindakan sederhana dapat menumbuhkan kesadaran kolektif untuk menjaga keberlanjutan lingkungan kota.
The implementation of gamification with video media variations to improve students’ concept mastery in science learning Oskar Erens Tumewu; Saprudin Saprudin; Usman Sambiri; Rahim Achmad; Mardia Hi Rahman; Fatma Hamid
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 11 No. 4 (2025): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020256620

Abstract

This study examines the effectiveness of ICT-based gamification combined with different video presentation types in improving students’ concept mastery of earthquakes and disaster mitigation. A quasi-experimental design was employed involving 50 eighth-grade students from a junior high school in West Halmahera Regency, North Maluku, who were divided into three groups: gamification with dialogue video, gamification with monologue video, and conventional learning. Students’ concept mastery was measured using a validated 25-item multiple-choice test administered before and after instruction. Data were analyzed using normalized gain scores and inferential statistics. The results indicate that students who learned through gamification supported by video media showed significantly higher concept mastery compared to those in conventional learning. Although the dialogue video group demonstrated higher gains than the monologue video group, the difference was not statistically significant. These findings suggest that gamification supported by video media is an effective instructional strategy, while highlighting the importance of interactivity in video design to support meaningful concept learning in science education.
Efektivitas Model Inquiry Training Dalam Meningkatkan Hasil Belajar Siswa Pada Materi Usaha Dan Energi Madi, Mujnadira; Saprudin, Saprudin; Muhammad, Nurlaela
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.2021

Abstract

Pembelajaran fisika pada materi usaha dan energi masih didominasi pendekatan konvensional yang kurang mendorong keaktifan siswa, sehingga berdampak pada hasil belajar yang belum optimal. Penelitian ini bertujuan untuk menyelidiki peningkatan hasil belajar siswa melalui penerapan model inquiry training serta respon siswa terhadap penerapan model tersebut. Penelitian menggunakan metode eksperimen dengan desain pretest–posttest control group design. Subjek penelitian adalah 50 siswa kelas X IPA I dan X IPA II pada salah satu Madarasah Aliyah (MA) di Halmahera Utara. Instrumen penelitian berupa tes esai untuk mengukur hasil belajar dan angket untuk mengetahui respon siswa. Data dianalisis dengan menentukan rerata skor N-gain, yang selanjutnya dianalisis dengan menggunakan statistik inferensial. Hasil penelitian menunjukkan bahwa kelas eksperimen memperoleh rerata skor N-gain sebesar 0,81 (tinggi), sedangkan kelas kontrol sebesar 0,36 (sedang). Hasil uji statistik menunjukkan bahwa terdapat perbedaan peningkatan hasil belajar siswa yang signifikan antara siswa yang mengikuti pembelajaran dengan model pembelajaran inquiry training dibandingkan dengan model konvensional. Respon siswa terhadap penerapan model inquiry training dikategorikan sangat baik.
Pendampingan Perancangan dan Pemanfaatan Aplikasi Gamifikasi dalam Pembelajaran di SMP Al-Irsyad Kota Ternate Nurdin Abdul Rahman; Saprudin Saprudin; Rahim Achmad; Fatma Hamid; Mardia Hi. Rahman; Nurlaela Muhammad; Sumarni Sahjat; Erni Arfa; Wa Mirna La Misran; Arvitarli Arman; Mawaddah S. Kippu
Elevasi: Jurnal Pengabdian Masyarakat dan Inovasi Vol. 2 No. 1 (2026): Januari
Publisher : Arfah BHMS Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63980/elevasi.v2i1.135

Abstract

This article describes a community service (PKM) activity related to mentoring in designing and utilizing gamification applications in learning at the partner school. This PKM activity involved the PKM team, students, teachers, and educational staff at Al-Irsyad Junior High School in Ternate City. Data related to teacher competency achievement at the partner school was collected using performance observation sheets and product assessments. Data analysis was conducted using descriptive quantitative techniques. This PKM activity resulted in knowledge transfer and technology product transfer, as well as increased teacher competency at the partner school in designing and utilizing gamification applications in learning.
Pengembangan Bahan Ajar Digital Berbasis G-Smart untuk Meningkatkan Penguasaan Konsep Fisika Dasar Mahasiswa Calon Guru IPA Olfiane Tamarengki; Saprudin Saprudin; Salsa Karima; Kadek Dwi Hendratma Gunawan; Yulianti Yusal; Nurgan Tadeko; Nanang Winarno
Didaktika: Jurnal Kependidikan Vol. 15 No. 1 Februari (2026): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.3687

Abstract

Penelitian ini bertujuan mengembangkan bahan ajar digital berbasis G‑SMART (Google Sites Media for Active and Reflective Teaching) pada mata kuliah Fisika Dasar 1 serta menguji kelayakan dan efektivitasnya dalam meningkatkan penguasaan konsep mahasiswa. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Produk divalidasi oleh tiga ahli media, tiga ahli materi, dan tiga ahli bahasa menggunakan lembar penilaian berskala Likert, kemudian skor dikonversi menjadi persentase untuk menentukan kategori kevalidan. Uji coba dilakukan pada 28 mahasiswa calon guru IPA yang mengontrak Fisika Dasar 1 di salah satu universitas di Kota Ternate, dengan penguasaan konsep diukur melalui tes pre‑test dan post‑test. Data peningkatan penguasaan konsep dianalisis menggunakan normalized gain <g>, yang menunjukkan nilai <g> = 0,51 (kategori sedang), serta didukung analisis deskriptif terhadap hasil belajar. Hasil validasi ahli menunjukkan rata-rata kevalidan 85,7% dengan kategori sangat valid, sementara respons mahasiswa terhadap bahan ajar mencapai 87% dengan kategori sangat baik. Bahan ajar digital berbasis G‑SMART dinyatakan layak dan potensial sebagai komplemen sumber belajar Fisika Dasar 1 yang fleksibel dan mudah untuk diakses.
Co-Authors A. Rasid Saraha Abdu Mas’ud Abi Suar Achmad, Rahim Adam, Nurna Ade Haerullah Ade Hi Haerullah Aji Saputra Aji Saputra, Aji Aji, Krishna Amelia, Risky Amelia, Risky Nuri Amuja, Selin Santika La Andhy Setiawan Andy Hermawan Arvitarli Arman Ary Setijadi Prihatmanto Asry Nelannya Latupeirissa Astuti Salim Astuti Salim Aswan, Marwis Budiarti, Andita Nur Sakinah Lili Chumidach Roini Darmawati Hady Dewi Amiroh Dewi Amiroh Djafar, Nur Asfira Dwi Sukmawati A. Yusuf Erni Arfa Fatma Hamid Fatma Hamid, Fatma Fitri Liliyani Umacina Fitriningsih P. Mahmud Haerul Haerul Halleyna Widyasari Hamid, Fatma Hasmawati Hasmawati Hernita Pasongli Hijrasil Hijrasil Husen, Ria Rizkia Husnin Mubarak Husnin Mubarak, Husnin Hutri Handayani Isra In Hi. Abdullah Indah Kristiani Siringo Ringo Indriati Retno Palupi Palupi Indry Widyasti Anwar Irfan Ahlak Ismi Musdalifah Darsan Jailan, Nur Nabilah Jainudin Abdullah Kadek Dwi Hendratma Gunawan Liliasari , Limatahu, Iqbal Lossen, Rahma Madi, Mujnadira Mardia Hi Rahman, Mardia Hi Marwis Aswan Mawaddah S. Kippu Melwenti Sikti Januarsih Mochammad Imron Awalludin Muhammad, Nurlaela Mukhtar Yusuf Nana Nana Nana, Nana Nanang Winarno Nasrun Balulu Nur Fajrhi Nurdin Abdul Rahman Nurdin Abdul Rahman Nurdin Abdul Rahman Nurdin Abdul Rahman Nurdin Rahman Nurgan Tadeko Nurhalifah Ransingin Nurhayati A. Haji Nurlaela Muhammad Nurna Adam Nurul Ainun Tangge Olfiane Tamarengki Oskar Erens Tumewu Pamuti Pamuti Rahim Achmad Rahim Achmad Rahman, Nurdin A. Rahman, Nurdin Abd Rahman, Nurdin Abdul Rahmat Rizal Ramdani Salam Salam Rohima Wahyu Ningrum Rohima Wahyu Ningrum Ningrum Rohima Wahyu Ningrum, Rohima Wahyu Rosalita Wahab Sabtu, Rasmita Salim, Astuti Salkin Lutfi Salsa Karima Sartika Putri Sailuddin Sehe, Nurjana D Sibela, Suratmi Sitti Mukarramah Solly Aryza Sumarni Sahjat, Sumarni Suryani Taib Suryani Taib Syahrial Maulana Tamarengki, Olfiane Taslim Buaja, Taslim Teapon, Wiwin Andrianti Umacina, Fitri Liliyani Usman Sambiri Wa Mirna La Misran Wahyu Ningrum, Rohima Widyasari, Halleyna Yetti Yetti Yulianti Yusal Yusmar Yusuf Yusuf, Dwi Sukmawati A. Zandy Pratama Zain