Claim Missing Document
Check
Articles

Found 35 Documents
Search

Pelatihan Penulisan Artikel Ilmiah Berbasis Proses Bagi Mahasiswa Amnie, Erlida; Ekaputra, Firdiawan; Nur Ismiatun, Asih
Estungkara: Jurnal Pengabdian Pendidikan Sejarah Vol. 4 No. 3 (2025): Estungkaran: Jurnal Pengabdian Masyarakat
Publisher : Pendidikan Sejarah FKIP Universitas JAMBI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/est.v4i3.52107

Abstract

Writing scientific articles is a fundamental skill that needs to be practiced from the beginning of college. First-semester students generally do not have direct experience in writing scientific articles. This community service activity aims to provide training in scientific article writing to first-semester students of the Physics Education Study Program through a gradual approach and continuous mentoring. The implementation method is carried out in four stages, namely preparation with the completion of an initial perception questionnaire, implementation of training with structured mentoring for five weeks, completion of articles with the completion of a final perception questionnaire, and descriptive data analysis. The training material covers the structure of scientific articles using the IMRAD format (Introduction, Methods, Results, and Discussion) with a writing strategy that starts from the methods, results, discussion, conclusion, introduction, and abstract sections. The results of the initial perception survey showed that students already had conceptual knowledge about scientific articles but lacked direct experience. The final perception survey, completed after the training, showed a shift in students' orientation from passive knowledge to active experience. This was marked by an increase in procedural understanding, confidence, and motivation to write scientific articles. This activity successfully bridged first-semester students to enter the academic culture in a more conscious and reflective manner through the experience of writing a complete article.
Pengaruh Game-Based Learning Terhadap Keaktifan Belajar Siswa: Sebuah Kajian Literatur Rahma, Putri; Hidayat, M; Amnie, Erlida
Jurnal Pendidikan Fisika dan Sains Vol 8 No 02 (2025): GRAVITASI: JURNAL PENDIDIKAN FISIKA DAN SAINS
Publisher : Program Studi Pendidikan Fisika FKIP Universitas Samudra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33059/gravitasi.jpfs.v8i02.13983

Abstract

Penelitian ini bertujuan untuk melihat bagaimana penerapan Game-Based Learning (GBL) dapat meningkatkan keaktifan belajar siswa melalui penggunaan media digital seperti Blooket dan Wordwall. Penelitian ini dilatarbelakangi oleh masih rendahnya keterlibatan siswa dalam pembelajaran di kelas, terutama pada mata pelajaran sains yang sering dianggap sulit dan cenderung berpusat pada guru. Dalam penerapannya, GBL menggabungkan unsur permainan ke dalam proses belajar sehingga suasana pembelajaran menjadi lebih menarik, mendorong kerja sama, serta memacu semangat siswa untuk berpartisipasi secara aktif. Penelitian ini menggunakan metode studi literatur dengan pendekatan kualitatif deskriptif, dengan menelaah 15 artikel yang diterbitkan pada periode 2019-2025. Data yang diperoleh dianalisis menggunakan teknik analisis isi untuk melihat pengaruh GBL terhadap keaktifan dan motivasi belajar siswa. Hasil kajian menunjukkan bahwa penggunaan media Blooket dan Wordwall mampu meningkatkan partisipasi, motivasi, serta hasil belajar siswa. Kedua media tersebut membantu menciptakan pembelajaran yang lebih interaktif dan berpusat pada siswa, serta selaras dengan prinsip Kurikulum Merdeka dan kebutuhan pendidikan abad ke-21.
ANALISIS EKSPERIMEN EFEK DOPPLER PADA BUNYI DENGAN SMARTPHONE SABAGAI SENSOR AKUSTIK Mey Lani Farisky; Esti Kurniawati; Erlida Amnie
Al-Irsyad Journal of Physics Education Vol 5 No 1 (2026): Al-Irsyad Journal of Physics Education
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/ijpe.v5i1.591

Abstract

Penelitian ini mengamati Efek Doppler pada bunyi dengan menggunakan smartphone sebagai sensor akustik. Efek Doppler terjadi akibat pergerakan relatif antara sumber bunyi dan pengamat, menyebabkan perubahan frekuensi. Metode eksperimen menggunakan aplikasi Phyphox untuk merekam perubahan frekuensi dalam tiga fase: menjauh, transisi, dan mendekat. Hasil eksperimen menunjukkan adanya peningkatan frekuensi saat sumber mendekat, mencapai nilai maksimum pada jarak terdekat, dan menurun saat sumber menjauh. Temuan ini menegaskan bahwa smartphone dapat dimanfaatkan sebagai sensor akustik yang praktis, terjangkau, dan relevan, mendukung pembelajaran fisika berbasis teknologi serta memfasilitasi eksperimen mandiri dengan peralatan yang sederhana dan terjangkau.  
Preliminary Study of Genially Educational Games for Collaboration on Business and Energy Materials Aprilia Wulandari; M. Hidayat; Erlida Amnie
Journal of Advances in Physics Education Vol. 2 No. 1 (2026): Journal of Advances in Physics Education
Publisher : Master of Physics Education Study Programme

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jape.v2i1.1312

Abstract

This preliminary study explores the potential of Genially-based educational games to enhance students’ collaboration skills in physics, specifically in the work-and-energy unit. A mixed-methods approach was used, collecting data through teacher interviews and a Likert-scale questionnaire administered to 27 ninth-grade students at SMP Adhyaksa 1 Jambi. Results show students' conceptual understanding is good (mean 3.67), although 85.2% still find abstract concepts challenging. Teachers' media use remains limited, while students view educational games as beneficial, especially when accompanied by brief explanations and practice questions. Collaboration skills are rated good to very good (mean 3.95), particularly in respecting opinions and accepting suggestions. These findings suggest Genially-based educational games have significant potential as innovative learning media that support conceptual understanding and foster collaboration skills aligned with 21st-century educational goals.
Needs Analysis for Game-Based Learning Integration: Developing Blooket Media for Teaching Matter and Its Changes in Junior High School Putri Rahma; M. Hidayat; Erlida Amnie
Journal of Advances in Physics Education Vol. 2 No. 1 (2026): Journal of Advances in Physics Education
Publisher : Master of Physics Education Study Programme

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jape.v2i1.1313

Abstract

Background: Junior high school students often struggle with the abstract concepts of physics, particularly in the topic of Matter and Its Changes. This study aims to analyze the need for integrating Blooket, a game-based learning platform, to address these learning difficulties. Methods: A mixed-methods approach was employed, combining semi-structured interviews with two science teachers and a needs assessment questionnaire administered to 26 eighth-grade students at Adhyaksa 1 Junior High School in Jambi. Qualitative data were analyzed thematically, while quantitative data were processed descriptively. Results: The findings indicate that 88.5% of students experience difficulties in learning physics, with 61.5% identifying Matter and Its Changes as the most challenging topic. Key contributing factors included abstract material (30.8%), unclear explanations (38.5%), and lack of real-life examples (26.9%). Conversely, student interest in game-based learning was very high: 92.3% expressed interest in using Blooket, and 57.7% believed educational games enhance learning activity. Teacher support and high digital device accessibility (96.2%) further support its feasibility. Conclusion: There is a strong need for interactive, game-based media like Blooket to bridge the gap between students' learning difficulties and their high interest in engaging methods. This media is proposed as a potential solution to visualize abstract concepts and increase motivation in physics education.
Development of an Earth Nullschool-Assisted Learning E-Module on Climate Change Topic Puan Cahyani Gusmer; Tugiyo Aminoto; Erlida Amnie
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 1 (2026): JANUARY 2026
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i1.3133

Abstract

Climate change is a global issue requiring a strong scientific understanding, particularly of atmospheric dynamics and the factors driving rising global temperatures. However, physics learning on this topic remains dominated by theoretical approaches, limiting students’ opportunities to analyze real-time data. This study aims to develop an Earth Nullschool-assisted learning e-module on climate change materials as an interactive, contextual digital learning medium that supports 21st-century skill enhancement. This research employed a research and development (R&D) method using the 4D development model, comprising define, design, develop, and disseminate stages. The study was limited to the development stage, as the main objective was to produce a valid and feasible model. The research subjects were grade X students of SMAN 10 Kota Jambi, selected using random sampling. The instruments included validation questionnaires from material, media, and pedagogical experts, as well as student response questionnaires. Quantitative data were analyzed using a Likert scale, while qualitative analysis was obtained from comments, critiques, and suggestions from validators and teachers. The results show that the e-module received a “very feasible” rating from the three experts and a positive response from the teacher and students. Thus, the Earth Nullschool- assisted e-module meets feasibility criteria as learning medium for climate change topic.
The Implementation of Game-Based Learning to Improve Student Engagement and Learning Outcomes in the Topic of Matter and Its Changes Putri Rahma; M. Hidayat; Erlida Amnie
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): APRIL 2026
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3499

Abstract

Low student engagement and learning outcomes in physics education are often caused by monotonous teaching methods, highlighting the need for a more innovative approach. This study aims to implement Game-Based Learning (GBL) assisted by Kahoot and examine its influence on student activity and learning outcomes in the physics topic of Substances and Their Changes. A quantitative approach with a Classroom Action Research design was employed, conducted in two cycles consisting of planning, implementation, observation, and reflection stages. The research subjects were 22 seventh-grade students. Data on learning activity were collected through observation sheets covering visual, oral, listening, writing, and mental activities, while learning outcome data were gathered through cognitive tests administered at pre-cycle, cycle I, and cycle II. Data were analyzed using descriptive analysis, paired sample t-test, Friedman test, and effect size calculations. The results showed that GBL significantly improved student learning activity across all indicators, and learning outcomes also increased significantly. Thus, Game-Based Learning assisted by Kahoot is proven effective in enhancing student activity and learning outcomes. These findings imply that a game-based learning approach can serve as a practical alternative for educators to create more interactive and student-centered physics instruction.
Literature Study: Application of PhET Simulation-Assisted PBL Learning Module to Improve Students' Creative Thinking Skills Yani Martia Lestari; Tugiyo Aminoto; Erlida Amnie
Kappa Journal Vol 9 No 3 (2025): Kappa Journal
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/kpj.v9i3.32886

Abstract

This study aims to review the effectiveness of the PBL model combined with the simulation of PhET in improving students' creative thinking skills on alternative energy materials. The study was conducted through a review of 19 selected articles from 49 relevant studies, based on the suitability of the research variables, the quality of the journals, and the clarity of the methodologies. The analysis showed that PBL improved students' learning outcomes, concept understanding, and creativity, while the PhET simulation helped visualise abstract concepts interactively. However, few studies have developed specialised PBL-based modules integrated with PhET to train creative thinking on alternative energy topics. Therefore, this study provides novelty by emphasising the importance of the direction of development of PBL-PhET modules as innovative teaching materials that support the learning needs of the 21st century.
Literasi Digital dalam Pembelajaran IPA: Analisis Kebutuhan Asesmen Berbasis Efikasi Diri Siswa M. Hidayat; Erlida Amnie; Jeliana Veronika Sirait; Danial Mursyd
Kappa Journal Vol 10 No 1 (2026): Kappa Journal
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/kpj.v10i1.33821

Abstract

Literasi digital telah menjadi kompetensi mendasar dalam pembelajaran abad 21, tetapi praktik asesmen masih cenderung mengukur keterampilan teknis tanpa mempertimbangkan dimensi efikasi diri siswa. Penelitian ini bertujuan mengidentifikasi kebutuhan pengembangan asesmen literasi digital pada pembelajaran IPA yang dapat meningkatkan efikasi diri siswa. Studi pendahuluan ini menggunakan metode penelitian kualitatif deskriptif dengan wawancara semi-terstruktur terhadap empat guru IPA di Provinsi Jambi dan observasi pembelajaran. Data dianalisis menggunakan analisis tematik. Hasil penelitian menunjukkan tiga temuan utama: (1) infrastruktur teknologi cukup memadai namun terdapat kesenjangan kompetensi digital antar guru; (2) siswa memiliki keterampilan teknis yang baik tetapi lemah dalam literasi informasi kritis; dan (3) praktik asesmen efikasi diri belum dilakukan secara sistematis. Temuan ini mengindikasikan perlunya dilakukan pengembangan instrumen asesmen yang mengintegrasikan tujuh aspek literasi digital dengan tiga dimensi efikasi diri (magnitude, generality, strength). Penelitian ini berkontribusi pada kerangka konseptual integrasi literasi digital dan efikasi diri serta memberikan rekomendasi praktis untuk pengembangan profesional guru, penyediaan infrastruktur memadai, dan kebijakan kurikulum yang mendukung pengembangan kedua kompetensi tersebut dalam pembelajaran IPA.  
Implementing Game-Based Learning to Improve Students' Collaboration and Learning Outcomes on Work, Energy, and Simple Machines Aprilia Wulandari; M. Hidayat; Erlida Amnie
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): APRIL 2026
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3505

Abstract

This study aims to describe the implementation of Game-Based Learning (GBL) assisted by Kahoot and to analyze the improvement of students' collaboration skills and learning outcomes on the topic of work, energy, and simple machines in class VIII A of SMP Adhyaksa 1 Jambi. This research employed Classroom Action Research conducted in two cycles consisting of planning, action, observation, and reflection stages. The research subjects were 17 students. Data were collected through collaboration observation sheets and learning achievement tests, then analyzed descriptively and inferentially. The results showed that students' collaboration skills improved from 50.81% in Cycle I to 63.83% in Cycle II, categorized as good. Learning outcomes also showed significant differences based on the Friedman test (x²(2) = 13.447; p < 0.05). The paired sample t-test, which was conducted to evaluate students' learning outcomes, indicated a significant difference between the initial and final collaboration scores, with a Cohen's d effect size of 1.42 (large category). These findings indicate that the implementation of GBL assisted by Kahoot is effective in enhancing students' collaboration skills and learning outcomes. Therefore, this approach can serve as an innovative instructional strategy in physics learning at the junior high school level.