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Virtual Museum of Tsunami Project for Increasing Awareness of Disaster Risk Potential in Physics Class Devianti, Wanda; Anggaryani, Mita
Berkala Ilmiah Pendidikan Fisika Vol 10, No 3 (2022): OCTOBER 2022
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bipf.v10i3.13380

Abstract

Virtual Reality (VR) development is expected to answer the problem of learning loss in education, especially in disaster mitigation studies. Using VR with artificial environments of scenes and objects appearing to be real, various disaster scenarios were made possible to learn. When this computer-enhanced learning was introduced to high school students, it could reduce both limitations and challenges of real-world learning. Visena (Virtual Museum of Tsunami) is virtual reality-based learning media in the form of a virtual museum which helps students understand the concept of waves and increase awareness of disaster risk potential in earthquakes and tsunamis. This study aims to test the validity, effectiveness, and practicality of Visena when it is implemented in a classroom setting. Visena was developed during the study using a 4D model of define, design, develop, and disseminate. Visena learning media were classified as very valid according to the validation process results. Student’s response were categorized very good despite a limited trial of Visena in class. Some students showed good performance with significant results when using Visena. It is recommended to use a smartphone to reduce dizziness when using glasses, and the material should be adjusted to the characteristics of the students. Therefore, an introduction to learning material and teacher assistance is needed.
Strengthening the Pedagogical Competence of Physics Teachers through Training in Making Recycled Learning Media Based on the Environment and Local Wisdom of Trenggalek Satriawan, Muhammad; Sucahyo, Imam; Anggaryani, Mita; Kholiq, Abd.; Saputra, Oka; Habibbulloh, Muhammad
Journal of Dedication in Community Vol. 3 No. 2 (2025)
Publisher : Department of Physics, Faculty of Mathematics and Natural Sciences (FMIPA) Universitas Negeri Surabaya (UNESA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jodic.v3n2.p41-49

Abstract

This community service activity aims to improve the pedagogical competence of physics teachers in Trenggalek Regency through training in the creation of environmentally friendly, locally-based learning media based on used materials. Problems faced by teachers include limited laboratory facilities, a lack of creativity in creating teaching aids, and the lack of integration of local cultural potential, such as Reog Kendang, into physics learning. The activity methods include participatory training, hands-on practice in making teaching aids, and the preparation of Student Worksheets (LKPD) based on Problem-Based Learning (PBL). The results of the activity showed a significant increase in teachers' ability to design contextual teaching aids; 100% of participants experienced an increase in their understanding of the concept of sound, and 90% expressed satisfaction with the training results. The resulting products include PVC resonators, mini speakers made from used cans, and sound intensity measuring devices using an Android application. This activity not only fosters teacher creativity but also environmental awareness and the preservation of local culture. This training model is worthy of replication to support the implementation of the Independent Curriculum and SDGs 4 (Quality Education) and SDGs 12 (Sustainable Consumption and Production).
Learning from Earthquakes: The Role of Socio-Scientific Issues in Developing Students’ Science Argumentation Skills Fatharani, Atika; Madlazim, Madlazim; Anggaryani, Mita; Satriawan, Muhammad; Septaria, Kiki
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol. 14 No. 1: January 2026
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v14i1.16362

Abstract

This study aims to develop and test the effectiveness of learning modules based on Socio-Scientific Issues with Problem-Based Learning (SSI-PBL) approach in improving students' scientific argumentation skills on the topic of earthquake mitigation. The research method used is Research and Development with the 4D model (Define, Design, Develop, Disseminate) involving 95 grade VIII students at SMP Negeri 1 Maduran, Lamongan. Data collection techniques included scientific argumentation tests (pre-test and post-test), observation of student activities and learning implementation, and student response questionnaires. Data were analyzed descriptively quantitatively and inferentially using paired t-test, gain score and ANOVA test to measure skill improvement. The results showed a significant improvement in students' argumentation skills, with an average post-test score of 68% compared to 21% in the pre-test, as well as improvements in the indicators of claims (from 28% to 72%), use of data (15% to 65%), and preparation of rebuttal (25% to 58%). The SSI-PBL design facilitated deeper engagement by situating students in authentic, real-world contexts that required critical examination of seismic data, policy debates, and ethical considerations. These findings suggest that the SSI-PBL module is able to bridge the gap between theory and practice in disaster learning and strengthen 21st century skills such as critical thinking, problem solving, and public policy literacy. Results underscore the module’s effectiveness in fostering scientific literacy, critical thinking, and policy awareness, essential for disaster-resilient communities.
Analisis Kevalidan E-Book Interaktif Berbasis Problem Based Learning pada Materi Pemanasan Global dan Perubahan Iklim untuk Melatihkan Berpikir Kritis Tsalist, Sindya Lailatust; Anggaryani, Mita
Inovasi Pendidikan Fisika Vol. 14 No. 3 (2025): Volume 14 Nomor 3 Tahun 2025 in Progres
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk menganalisis kevalidan e-book interaktif berbasis Problem Based Learning (PBL) pada materi Pemanasan Global dan Perubahan Iklim. Pengembangan e-book interaktif ini dilakukan sebagai media pembelajaran yang dirancang untuk mendukung pelatihan keterampilan berpikir kritis peserta didik. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), yang difokuskan pada tahap validasi produk. Proses validasi dilakukan oleh tiga validator ahli yang menilai aspek materi, bahasa, dan media. Hasil validasi menunjukkan bahwa e-book interaktif berbasis PBL memperoleh skor rata-rata sebesar 92%, yang termasuk dalam kategori sangat valid. Temuan ini menunjukkan bahwa e-book yang dikembangkan telah memenuhi kriteria kelayakan sebagai media pembelajaran yang sesuai untuk digunakan dalam proses pembelajaran terkait isu-isu lingkungan, khususnya pada materi pemanasan global dan perubahan iklim. Dengan demikian,media pembelajaran e-book interaktif dinyatakan layak untuk digunakan dalam tahap implementasi pembelajaran.
Bibliometric Study: Trends of Development Digital Media to Improve 21st Century Students' Skills in Physics Learning Arrahmat, Mohamad Wahdiansyah; Anggaryani, Mita; Saputra, Oka; Hulu, Noval Maleakhi
Journal of Law and Bibliometrics Studies Vol. 1 No. 2 (2025): July
Publisher : Sekolah Tinggi Agama Islam Sabilul Muttaqin Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63230/jolabis.1.2.89

Abstract

Objective: This bibliometric study aims to analyze trends in the development of digital media to enhance 21st-century skills among students in physics learning. It seeks to map research patterns, identify key contributions, collaborations, and emerging themes, while highlighting gaps in the application of interactive digital tools like animations, virtual reality (VR), and augmented reality (AR) to foster critical thinking, creativity, collaboration, and communication in physics education. Method: This study used method with a bibliometric literature review was conducted using data from the Scopus database and analyzed using VOSviewer and Microsoft Excel. Results: The study's results, which show a significant increase in publication trends post-2020, peaked at 47-79 articles annually, driven by COVID-19-induced shifts to online learning. Key co-occurrence networks revealed dominant keywords like "digital media," "critical thinking," "visualization," "teaching," "students," "collaborative learning," "e-learning," "three-dimensional," and "technology," clustered into interconnected themes. Novelty: This study provides the first comprehensive bibliometric mapping of digital media trends specifically tailored to physics education in enhancing 21st-century skills. It offers actionable recommendations for integrating interactive visualizations in physics curricula, bridging gaps in Indonesian education amid technological advancements.
Bibliometric Study: Trends of Development Digital Media to Improve 21st Century Students' Skills in Physics Learning Arrahmat, Mohamad Wahdiansyah; Anggaryani, Mita; Saputra, Oka; Hulu, Noval Maleakhi
Journal of Law and Bibliometrics Studies Vol. 1 No. 2 (2025): July
Publisher : Sekolah Tinggi Agama Islam Sabilul Muttaqin Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63230/jolabis.1.2.89

Abstract

Objective: This bibliometric study aims to analyze trends in the development of digital media to enhance 21st-century skills among students in physics learning. It seeks to map research patterns, identify key contributions, collaborations, and emerging themes, while highlighting gaps in the application of interactive digital tools like animations, virtual reality (VR), and augmented reality (AR) to foster critical thinking, creativity, collaboration, and communication in physics education. Method: This study used method with a bibliometric literature review was conducted using data from the Scopus database and analyzed using VOSviewer and Microsoft Excel. Results: The study's results, which show a significant increase in publication trends post-2020, peaked at 47-79 articles annually, driven by COVID-19-induced shifts to online learning. Key co-occurrence networks revealed dominant keywords like "digital media," "critical thinking," "visualization," "teaching," "students," "collaborative learning," "e-learning," "three-dimensional," and "technology," clustered into interconnected themes. Novelty: This study provides the first comprehensive bibliometric mapping of digital media trends specifically tailored to physics education in enhancing 21st-century skills. It offers actionable recommendations for integrating interactive visualizations in physics curricula, bridging gaps in Indonesian education amid technological advancements.
Bahasa Inggris Farishi, Ali Khasan Al; Prahani, Binar Kurnia; Anggaryani, Mita; Kurtulus, Muhammed Akif
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 15 No. 1 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v15n1.p17-34

Abstract

Objective: Physics learning on sound wave topics, particularly open-pipe organ systems, is often perceived as abstract due to the limited availability of contextual and meaningful learning media. This study aims to develop and evaluate the feasibility of the BASA Booklet (Bamboo Acoustic STEM Approach) as a physics learning medium that integrates the STEM approach, gamification, and ethnophysics through the local wisdom context of bamboo flute instruments. Method: This study employed a Research and Development (R&D) approach using a modified Borg and Gall development model, implemented up to the main field-testing stage. The research subjects consisted of physics teachers and pre-service physics teachers as potential users of the developed media. Data were collected using feasibility questionnaires that assessed media design, learning content, and gamification aspects, and were analyzed descriptively. Results:   The results of the main field testing indicate that the BASA Booklet received positive responses across all evaluated aspects, demonstrating that the developed media is conceptually and pedagogically feasible. Respondents perceived the booklet as visually engaging, easy to use, and supportive of independent and structured learning, particularly for abstract physics concepts related to sound waves and open-pipe organ principles.  Novelty: The novelty of this study lies in the development of a culture-based, gamified STEM booklet grounded in ethnophysics, which integrates local cultural contexts into physics learning. This model offers an alternative approach to making abstract physics concepts more contextual, meaningful, and relevant. Nevertheless, further studies are required to examine the classroom implementation and effectiveness of the BASA Booklet.
Enhancing Students’ Learning Outcomes and Motivation through Interactive Physics Escape in an LMS-Based E-Learning Environment Febi, Liske; Wasis, Wasis; Satriawan, Muhammad; Anggaryani, Mita; Jatmiko, Budi; Tan, Angeline Naomi
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 15 No. 2 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v15n2.p108-130

Abstract

Objective: This study aims to (1) determine the level of feasibility, practicality, and effectiveness of the Interactive Physics Escape media; (2) evaluate the influence of media on students' learning motivation; and (3) analyze the influence of media use on improving learning outcomes on vibration, wave, and sound materials. Method: Using a Research and Development (R&D) approach combined with a quasi-experimental design (pretest-posttest control group), this study involved 60 junior high school students, namely the experimental and control groups. The experimental group implemented Interactive Physics Escape, an LMS-based escape room game that integrates ethnophysics (traditional Indonesian musical instruments), while the control group used direct instruction. Data was collected through tests and questionnaires, then analyzed descriptively and inferentially (Wilcoxon, Mann-Whitney, N-Gain, effect size).  Results:  Media was rated as very feasible (M=3.46–3.57), practical (M=3.64–3.86), and effective, especially in encouraging collaboration (M=3.93) and motivation (M=3.64–3.71). Statistical analysis showed a significant increase in learning outcomes in the experimental group (p<0.001) with a very strong effect size (r=-1.000). Furthermore, the post-test score and N-Gain of the experimental group (0.55, medium-high category) were significantly higher than those of the control group (p=0.003; N-Gain=0.38).  Novelty: This research presents a new integration between escape room gamification, Learning Management System (LMS) technology, and an ethnophysical approach (using traditional Indonesian musical instruments as a learning context) in an integrated pedagogical intervention. The research results provide empirical evidence for a culture- and technology-based learning model that can simultaneously improve cognitive, affective and collaborative dimensions in science education.  
Physics Learning Utilizing VIRRIC (Virtual Reality Hydroelectric): Effects on Students' Learning Outcomes and Experiences Zakaria, Aminudin; Anggaryani, Mita; Cendani, Tinezia; Citra, Nina Fajriah
Journal of Digitalization in Physics Education Vol. 2 No. 1 (2026): April
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jdpe.v2i1.52253

Abstract

Objective: This study explores the impact of physics learning using VR-based media on students' learning outcomes and learning experiences. This study also examined gender differences in gains. Method:  This study uses the one-group pre-test and post-test methods to measure learning outcomes and a questionnaire to determine student responses. These student responses assess how students experience learning after using the Virtual Reality Hydroelectric (VIRRIC) media. This paper reports on the design, implementation, and impact of applying VIRRIC. VIRRIC was created using MilleaLab Creator software, a VR platform inspired by the Karangkates Hydroelectric Power Plant. The inspiration for this real renewable energy product is to support students in contributing to SDG 7. VIRRIC was tested in science class learning, and 30 high school students were tested. Results:  The trial results showed that 93% of students had a moderate n-gain (average n-gain = 0.433), indicating a decent increase in learning outcomes before and after using VIRRIC. In addition, the application of VIRRIC was well received by the students, with a questionnaire score of 0.76, indicating that they had good learning experiences in physics through VIRRIC. Both results show a positive correlation between STEM activities using VIRRIC and students' learning outcomes and learning experiences. Therefore, VIRRIC can be a medium for teaching, particularly on the renewable energy topic. Novelty: This study provides scientific evidence of VR technology's effectiveness in supporting physics learning. It provides empirical evidence of how conventional physics learning can be transformed into digitalization using VR.