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Literasi Digital dalam Pembelajaran IPA: Analisis Kebutuhan Asesmen Berbasis Efikasi Diri Siswa Hidayat, M.; Amnie, Erlida; Sirait, Jeliana Veronika; Mursyd, Danial
Kappa Journal Vol 10 No 1 (2026): April
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.  
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): In progress
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.