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Development of E-Learning Based PBL-STEM Learning Tools on Students' Science Process Skills and Critical Thinking Ability Kusumawati Dwiningsih; Sukarmin Sukarmin; Achmad Lutfi; Rusly Hidayah; Suyono Suyono; Utiya Azizah; Aiza Alya
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.7106

Abstract

Education in the 21st century must be in harmony with technological developments where students are expected to be able to master useful skills to be responsive to changes and developments over time and to have in-depth knowledge and understanding to become lifelong learners. Based on these problems, the researcher aims to produce e-learning based PBL-STEM learning tools that are valid, practical and effective. This research procedure follows the Borg and Gall research and development method. Where the research method is pre-experimental, researchers use the One Group Pretest - Posttest Design approach. The results of this research are: the teaching tools were declared valid in terms of validation results of 95%, the practicality of the teaching tools seen from the student response questionnaire obtained a score of 95% and the student activity observation sheet as supporting data obtained a value of 98%, and the effectiveness of interactive e-modules can be seen from the average N-Gain value of the science process skills test obtained an average N-Gain value of 0.73 and in the critical thinking ability test obtained an average N-Gain score of 0.70 so it can be concluded that the teaching tools developed are suitable use in learning.
Analysis of Students' Science Literacy Ability Profiles Viewed on Competency Aspect Indicators in Science Learning Environmental Pollution Material Dinas iriandana; Raharjo; Achmad Lutfi
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.13345

Abstract

The twenty-first century is marked by rapid transformations driven by advances in science and technology, which significantly influence human competition and global development. In this era, science literacy has become one of the 16 essential skills identified by the World Economic Forum as crucial competencies for students. Science literacy is defined as the ability to apply scientific knowledge, identify questions, and draw conclusions based on evidence to understand natural phenomena and make informed decisions about the impact of human activities on the environment. This study employed a quantitative descriptive research method aimed at analyzing the profile of students’ science literacy skills based on competency indicators in learning environmental pollution material. The research subjects consisted of 64 students from two classes. Data collection was conducted using a test instrument based on OECD science literacy competencies, which included five indicators with a total of ten questions. The findings revealed that the highest average achievement was in identifying questions within scientific investigations, reaching 73.96%. In contrast, the lowest achievement was in transforming data between representations, with 50.45%. Overall, the average score across all indicators was 60.91%, categorized as moderate level.
The Effectiveness of the Brain Out Chemistry Game as a Learning Media to Improve Students’ Learning Outcomes and Retention on the Periodic System of Elements Material: Efektifitas Permainan Brain Out Chemistry Sebagai Media Pembelajaran untuk Meningkatkan Hasil Belajar dan Retensi Peserta Didik pada Materi Sistem Periodik Unsur Widia Indah Puspita; Achmad Lutfi
PendIPA Journal of Science Education Vol 9 No 3 (2025): October
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.9.3.897-904

Abstract

This study aims to determine the effectiveness of using the Brain Out Chemistry learning media in This study aims to determine the effectiveness of the Brain Out Chemistry game-based media in improving students’ cognitive abilities, learning activities, and retention of learning outcomes on the Periodic System of Elements. The research was conducted at SMA Negeri 15 Surabaya involving 34 tenth-grade students using a One-Group Pretest–Posttest Design. The research instruments included cognitive tests (pretest, posttest 1, and posttest 2 as the retention test) and student activity observation sheets. Data were analyzed using the Wilcoxon Signed Ranks Test through SPSS. The results showed a significant increase between the pretest and posttest scores (sig. 0.000 < 0.05). The average score of posttest 1 was 85.87, which decreased to 76.86 in posttest 2, resulting in a retention value of 89,5%, categorized as high. Student learning activities also improved, as indicated by observation scores falling within the active category. Classically, the learning mastery rate exceeded 85%. Thus, the Brain Out Chemistry game-based media is effective because it enhances cognitive abilities, maintains learning retention, and promotes student learning activities in chemistry instruction.
Permainan Hydrocarbon Craft sebagai Media Pembelajaran untuk Meningkatkan Motivasi Belajar dan Keterampilan Berpikir Kritis Peserta Didik pada Materi Senyawa Hidrokarbon Nadia Izaty Ma'rufah; Achmad Lutfi
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.36-46

Abstract

This study aims to obtain a Hydrocarbon Craft game that meets the feasibility aspects based on the valid, practical, and effective categories in improving students' learning motivation and critical thinking skills on hydrocarbon compounds. This study uses the Research and Development (R&D) type of research that refers to the ADDIE development model. However, this study is limited to the development stage. The product trial was conducted on a limited basis with 33 grade XI students at SMA Khadijah Surabaya. The instruments used were validation sheets, student response questionnaires, student activity observation sheets, learning motivation questionnaires based on the ARCS model developed by Keller, which includes four components, namely Attention, Relevance, Confidence, and Satisfaction and pretest-posttest sheets. The following are the details of the research results obtained, namely (1) the validity aspect obtained a mode of 5 with a very valid category, (2) the practicality aspect was obtained through a student response questionnaire with a percentage of 95.43% and observation of student activities of 88.25% so that the media was said to be very practical, (3) the effectiveness aspect was obtained through a learning motivation questionnaire of 90%, and the results of the posttest of critical thinking skills analyzed using the Wilcoxon Signed Ranks Test obtained a p value <0.05 which showed that there was a significant difference between the pretest and posttest scores, so that the media was said to be effective. Based on the research results obtained, it shows that the Hydrocarbon Craft game is suitable for use as a learning medium to increase learning motivation and critical thinking skills of students in the material of hydrocarbon compounds.
Game Edukasi Chem Epic Conquest Sebagai Media Pembelajaran Untuk Meningkatkan Minat dan Hasil Belajar Peserta Didik Pada Pembelajaran Kimia Shofia Nur Kumalasari; Achmad Lutfi
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.153-162

Abstract

Minat dan hasil belajar peserta didik merupakan aspek penting yang perlu ditingkatkan pada kegiatan pembelajaran kimia, khususnya terkait materi sistem periodik unsur yang sering dianggap sulit. Oleh karena itu, tujuan penelitian ini adalah untuk mengidentifikasi peningkatan minat dan hasil belajar setelah penggunaan game edukasi pada materi sistem periodik unsur. Penelitian ini dilakukan dalam satu kelas yang ditentukan secara acak. Data yang dikumpulkan meliputi minat belajar, hasil belajar, serta data pendukung berupa respon peserta didik dan pengamatan aktivitas. Data minat, respon, dan pengamatan aktivitas peserta didik dilakukan melalui angket, sedangkan pada hasil belajar dilakukan tes (pretest dan posttest). Hasil penelitian menunjukkan bahwa minat belajar peserta didik meningkat sebesar 52,94% setelah menggunakan game edukasi Chem Epic Conquest pada materi sistem periodik unsur. Selain itu, hasil belajar menunjukkan adanya peningkatan hasil belajar secara signifikan setelah penggunaan game edukasi. Studi ini menyarankan penerapan game edukasi Chem Epic Conquest secara lebih luas pada pembelajaran kimia, serta eksplorasi lebih lanjut terhadap dampaknya pada penguatan minat serta capaian belajar siswa pada materi yang berbeda.