Claim Missing Document
Check
Articles

Found 13 Documents
Search

Pengaruh E-Modul Terintegrasi Etno-Stem melalui Project Based Learning (PJBL) terhadap Keterampilan Berpikir Kreatif Siswa pada Materi Zat dan Perubahannya Sudarmi Sudarmi; Hadi Purwanto; Neng Shaolihat; Via Alissa
Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam Vol. 3 No. 3 (2025): September : Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/pentagon.v3i3.762

Abstract

Creative thinking skills are fundamental competencies to be nurtured in 21st-century learning, especially within science education. One promising approach to developing these skills is the use of an Etno-STEM integrated E-Module implemented through the Project-Based Learning (PjBL) model. The Etno-STEM integration seeks to link local wisdom and culture with the domains of science, technology, engineering, and mathematics, thereby creating meaningful, contextualized learning experiences. This study aims to investigate the impact of implementing an Etno-STEM integrated E-Module through PjBL on students’ creative thinking skills. The research employed a quasi-experimental design with two classes: an experimental group using the Etno-STEM integrated E-Module and a control group using cooperative learning strategies. Research instruments comprised both test and non-test tools. The test instrument included objective-reasoned questions aligned with four creative thinking indicators—fluency, flexibility, originality, and elaboration—while the non-test instrument involved structured observation sheets to monitor learning implementation. Data analysis demonstrated that the Etno-STEM integrated E-Module using the PjBL model significantly improved students’ creative thinking skills compared to conventional approaches. This finding highlights the potential of combining local wisdom with innovative instructional models as an effective and culturally responsive strategy for advancing science learning aligned with 21st-century educational demands.
Hubungan Media Pembelajaran Dengan Hasil Belajar Peserta Didik Kumala Sari, Harni; Hadi Purwanto
Jurnal Pelita Pendidikan Vol. 2 No. 2 (2025): 2025
Publisher : Yayasan Pelita Negri Belantaraya, Kab. Indragiri Hilir, Prov. Riau

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

Abstract

Penelitian ini bertujuan untuk menelusuri keterkaitan antara penggunaan media pembelajaran dengan hasil belajar siswa. Metode yang digunakan adalah studi literatur dengan mengkaji 15 artikel jurnal nasional serta 10 artikel jurnal internasional yang relevan. Analisis data dilakukan melalui pendekatan analisis isi guna menggambarkan pola-pola pengaruh media pembelajaran terhadap pencapaian akademik. Berdasarkan hasil analisis, mayoritas artikel menunjukkan adanya hubungan yang signifikan dan positif antara penggunaan media pembelajaran dengan hasil belajar peserta didik. Pemanfaatan media pembelajaran secara efektif terbukti dapat meningkatkan semangat belajar, partisipasi aktif, serta pemahaman siswa terhadap materi, yang pada akhirnya berdampak pada peningkatan hasil belajar. Oleh sebab itu, pemilihan dan penerapan media pembelajaran yang tepat menjadi faktor penting dalam mendukung keberhasilan proses pendidikan.
Pengembangan Media Ular Tangga Berbasis Kooperatif Tipe Teams Games Tournament (TGT) Untuk Melatihkan Aktivitas Belajar Siswa Rani Novriza Putri; Agusminarti Agusminarti; Hadi Purwanto
Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam Vol. 4 No. 1 (2026): Maret : Jurnal Matematika dan Ilmu Pengetahuan Alam
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/konstanta.v4i1.6058

Abstract

Learning media is a tool that can be used to help students learn better and more efficiently. The media used in SMP Negeri 23 Pekanbaru is a teacher-centered picture/poster media so that students quickly get bored, and because of the limited media from the school. Most students prefer learning that involves them directly such as the element of games. The learning models used are discovery, PBL, and lecture models, and student learning activities are still lacking or less active in science learning. The purpose of this study is to develop learning media in the form of a cooperative-based snakes and ladders game with the Teams Games Tournament (TGT) type which aims to train student learning activities. The research method used is Research and Development (R&D) by implementing the ADDIE model which consists of five stages, namely Analyze, Design, Development, Implement, and Evaluation. Based on the validation results obtained, media experts were 94% with very feasible criteria, material experts were 92% with very feasible criteria, teachers gave a practicality assessment of 95% with very practical criteria, and students' responses were 85% with very interested criteria. This shows that the snakes and ladders media based on Teams Games Tournament (TGT) is very reasonable, very practical to use, and very interesting for students during the learning process. The results of observations on all student learning activities showed that 79% got a good interpretation.