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Pemetaan Zona Indeks Kerentanan Seismik di Lingkungan Universitas Bengkulu Devicawati Devicawati; Bhakti Karyadi; Henny Johan; Muhammad Farid; Endang Widi Winarni
Jurnal Fisika Flux: Jurnal Ilmiah Fisika FMIPA Universitas Lambung Mangkurat Vol 22, No 1 (2025): Jurnal Fisika Flux: Jurnal Ilmiah Fisika FMIPA Universitas Lambung Mangkurat
Publisher : Lambung Mangkurat University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/flux.v21i3.18791

Abstract

Bengkulu salah satu daerah yang beresiko tinggi terhadap ancaman bencana gempa bumi. Berdasarkan hal tersebut dilakukan upaya untuk mewujudkan kota siaga bencana, contohnya tempat evakuasi sementara. Salah satunya Universitas Bengkulu, berdasarkan observasi yang dilakukan terdapat 4 titik kumpul yang ada di lingkungan Universitas Bengkulu. Ada yang fungsional dan ada beberapa yang tidak fungsional karena belum memenuhi kriteria penentuan titik kumpul evakuasi bencana, termasuk indeks kerentanan tanah yang belum diketahui. Penelitian ini bertujuan untuk memetakan zona indeks kerentanan seismik di lingkungan Universitas Bengkulu. Pengukuran dilakukan menggunakan alat ukur mikrotremor periode pendek yang menghasilkan data mikrotremor. Analisis mikrotremor dilakukan dengan penerapan metode Horizontal To Vertical Spectrum Ratio (HVSR) menggunakan software Geopsy. Pengukuran dilakukan pada 12 stasiun pengukuran. Hasilnya menunjukkan data indeks kerentanan seismik diperoleh tiga kategori, untuk indeks kerentanan seismik kategori rendah terdapat pada stasiun pengukuran ST 2, ST 3, ST 4, ST 6, ST 7, ST 8, ST 9, ST 10, ST 11 dan ST 12 dengan rentan nilai < 3. Indeks kerentanan seismik kategori sedang terdapat pada stasiun pengukuran ST 1 dan ST 5 dengan rentan nilai 3 – 6. Pengukuran pada penelitian ini tidak terdapat stasiun pengukuran yang termasuk zona kerentanan seismik kategori tinggi, karena nilai indeks kerentanan seismik pada semua stasiun pengukuran bernilai < 6. Zona yang memiliki indeks kerentanan yang rendah dapat dijadikan sebagai titik kumpul.KATA KUNCI: gempa bumi, geopsy; indeks kerentanan seismik; mikrotremor
Developing a Canva-Assisted PBL e-Worksheet to Enhance Elementary Students’ Science Process Skills Kris Agil Saraswati; Endang Widi Winarni; Abdul Muktadir; Gumono Gumono; Neza Agusdianita
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 1 (2026): MARCH 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i1.9320

Abstract

The effective implementation of Problem-Based Learning (PBL) in elementary classrooms remains constrained by the limited availability of digital instructional materials that systematically integrate PBL syntax, science process skills, and visual learning media aligned with the Merdeka Curriculum. This study aims to develop a PBL-based electronic student e-worksheet assisted by Canva and to examine its validity, practicality, and effectiveness in improving fourth-grade students’ science process skills. This study employed a research and development (RD) approach using the ADDIE model with a one-group pretest–posttest design. The participants consisted of 22 fourth-grade students (n = 22) at SD Negeri 05 Kepahiang, Indonesia. Data were collected through expert validation questionnaires, teacher and student response questionnaires, observations, interviews, and science process skills tests. Data analysis involved Aiken’s V for content validity and N-Gain analysis to measure the effectiveness of the intervention. The findings indicate that the developed E-worksheet demonstrates high validity across content, language, and graphical aspects, with Aiken’s V values ranging from 0.83 to 1.00. The effectiveness analysis shows a high improvement in students’ science process skills, with an average N-Gain score of 0.90. In addition, positive responses from both teachers and students confirm the practicality and usability of the E-worksheet in classroom implementation. This study concludes that the PBL-based E-worksheet assisted by Canva is a valid, practical, and effective digital instructional tool for enhancing elementary students’ science process skills.
Developing a socio-cultural literacy test using a deep learning approach for elementary school students Sovia Lorenza; Endang Widi Winarni; Badeni Badeni
Jurnal Penelitian dan Evaluasi Pendidikan Vol. 29 No. 2 (2025)
Publisher : Graduate School, Universitas Negeri Yogyakarta in cooperation with Himpunan Evaluasi Pendidikan Indonesia (HEPI) Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/pep.v29i2.90060

Abstract

This research developed socio-cultural literacy test items integrated with a deep learning approach for fifth-grade elementary school students. The study involved analyzing potential and problems, collecting data and information, developing a design, revising the design, finalizing the draft, testing, analyzing, and reporting. Validation was conducted by six experts, two each in the material, language, and construction aspects. Validity based on Aiken's V-value for the material aspect was 0.625-1, indicating a moderate interpretation and very high validity. The language aspect had a value of 0.65-0.75, indicating a moderate interpretation, and the construction aspect had a value of 0.75-1, indicating a very valid interpretation. Interrater reliability for the material aspect averaged 79%, classified as strong; the language aspect averaged 89%, and the construction aspect averaged 89%, classified as near perfect. The instrument was administered to 25 fifth-grade students and empirically tested in SPSS version 29. Items 1 and 2 were invalid, items 3-15 were highly valid and very highly valid. The reliability was 0.909, a very high value. The difficulty index for items 1-6 was easy, and items 7-15 were moderate. The discrimination power of items 1 and 2 was poor; item 3 was moderate. Items 4, 8, 9, 10, 12, and 13 were classified as very good, and items 5, 6, 7, 14, and 15 were classified as good. Therefore, based on the empirical test results, the developed instrument met the requirements for content validity and was suitable for use.
Mobile Based Learning to Enhance Attitudes and Knowledge About Herpetofauna in Prospective Biology Teachers Dian Samitra; Endang Widi Winarni; Fitria Lestari
Jurnal Penelitian Pendidikan IPA Vol 10 No 6 (2024): June
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i6.7268

Abstract

Students and the public have a negative perception or dislike of herpetofauna. The solution to this problem is to introduce herpetofauna through mobile learning. The research aimed to determine the effect of mobile based learning towards attitudes and knowledge about herpetofauna in prospective biology teachers. The research method used Pre-experimental Design with the form of research one-group Pretest Posttest Design. Attitude data was collected using questionnaires and knowledge using tests. The data obtained were analyzed using the Wilcoxon Signed Rank Test. The research results obtained asymp. Sig 0.00 < 0.05. There are differences in attitudes between men and women. It can be concluded that mobile based learning to enhance attitudes and knowledge about herpetofauna in prospective biology teachers.
Integration of Project-Based Learning and Deep Learning Approaches in Elementary School Science Learning in the Independent Curriculum Ega Krisna Pradita; Endang Widi Winarni; Rendy Wikrama Wardana; Abdul Muktadir
Journal of Primary Education (JPE) Vol 6, No 1 (2026): JUNE
Publisher : Universitas Islam Negeri Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/jpe.v6i1.11341

Abstract

This study aims to describe the implementation of Project Based Learning (PjBL) based on a deep learning approach in elementary school science learning under the Independent Curriculum. The study used a descriptive qualitative approach with a field research type at Tepungsari Public Elementary School. The research subjects consisted of a fifth-grade teacher and 27 students. Data were collected through observation, interviews, and documentation, then analyzed using the Miles and Huberman model through data reduction, data presentation, and data verification. The results showed that the implementation of PjBL was able to create active, contextual, and meaningful science learning through project activities based on the surrounding environment. The deep learning approach encouraged students to think critically, creatively, collaboratively, and reflectively during the learning process. Student creativity was seen through the ability to generate ideas, modify projects, and communicate results communicatively. Implementation constraints included limited time, learning facilities, and differences in student abilities. Teachers overcame these constraints through group mentoring, staged project management, and the use of simple media. This study provides implications that deep learning-based PjBL can be an innovative learning alternative in enhancing elementary school students' creativity under the Independent Curriculum.
Exploration of the Need for the Development of PjBL-Based Interactive E-LKPD to Strengthen the Attitude of Unity and Critical Thinking of Elementary School Students Siti Latifah; Osa Juarsa; Eko Risdianto; Endang Widi Winarni
Journal of Primary Education (JPE) Vol 6, No 1 (2026): JUNE
Publisher : Universitas Islam Negeri Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/jpe.v6i1.11321

Abstract

Strengthening the attitude of unity and critical thinking skills in elementary school students is an important demand in 21st century learning, but in the implementation in the classroom there are still obstacles in the use of interactive learning media that supports the project-based learning (PjBL) approach. This research aims to explore the needs of teachers and students for the development of PjBL-based interactive E-LKPD as an effort to strengthen the attitude of unity and critical thinking skills of elementary school students. This study uses a qualitative approach with an exploratory study design. The research subjects include teachers and elementary school students who are selected purposively. Data was collected through in-depth interviews, learning observations, and documentation. Furthermore, it was analysed using thematic analysis techniques through the stages of data reduction, data presentation, and conclusion drawn. The results of the study show that teachers are still experiencing limitations in developing interactive and contextual learning media. Meanwhile, students show the need for media that is interesting, easy to use, and able to relate learning to real life. In addition, the PjBL approach has the potential to develop a collaborative attitude as part of the attitude of unity and increase students' critical thinking, but it has not been supported by optimal learning tools such as interactive E-LKPD assisted by digital platforms.  This research emphasizes the importance of developing an interactive E-LKPD based on PjBL that is in accordance with the needs of teachers and students. These findings provide a strong basis for developmental research in order to improve the quality of learning in primary schools, especially in strengthening unity and critical thinking skills.
Analisis Nilai Kemandirian dalam Buku IPAS Materi IPA Pada Kurikulum Merdeka Fase B Sovia Lorenza; Dalifa Dalifa; Neza Agusdianita; Endang Widi Winarni; Yusnia Yusnia
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 12, No 1 (2024): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkc.v12i1.84014

Abstract

Penelitian ini bertujuan untuk mendeskripsikan sajian nilai kemandirian dalam buku panduan guru dan buku pegangan siswa mata pelajaran IPAS materi IPA.Hasil penelitian menunjukkan bahwa pada gaya sajian buku panduan guru diperoleh kemunculan indikator pekerja keras (25%), berani dalam bertindak (16,66%),kreatif (25%),percaya diri (8,33%),menemukan identitas dirinya (16,66%),dan dapat mengambil keputusan sendiri (8,33%).Pada aspek pola sajian buku panduan guru diperoleh kemunculan indikator pekerja keras (21,15%), berani dalam bertindak (11,53%),kreatif (19,23%), percaya diri (26,92%), berkeinginan sesuatu tanpa bantuan orang lain (4%),menemukan identitas dirinya (2%),dapat mengambil keputusan sendiri (7,70%) dan memiliki daya tahan terhadap tantangan (7,70%).Pada pola sajian buku pegangan siswa diperoleh kemunculan indikator pekerja keras (23,07%),memiliki daya tahan terhadap tantangan (9,62%),berani dalam bertindak (1,92%), kreatif (25%),percaya diri (26,92%), dan dapat mengambil keputusan sendiri (13,46%).Dapat disimpulkan nilai kemandirian muncul melalui kemunculan indikator
THE DEVELOPMENT OF AN ANDROID-BASED ETHNOMATHEMATICS PUZZLE GAME MEDIA ON FLAT-BUILT GEOMETRY MATERIAL Hidayatulloh Hidayatulloh; Johanes Sapri; Agus Susanta; Sudarwan Danim; Endang Widi Winarni
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.9531

Abstract

The use of ethnomathematics puzzle games as a means of educational mathematics learning that is implemented in learning not only conveys material, but can also raise potential and culture. One of the materials implemented in the ethnomathematics puzzle game is flat geometric shapes. This research aims to develop learning media for an Android-based ethnomathematics puzzle game on flat geometric material. The method used is research and development with a 4-D development model. This research was conducted at a public junior high school in Pesawaran Regency, Lampung with a total of 183 subjects. Data collection techniques use observation, interviews and tests. Data analysis used in this research uses descriptive analysis. Based on the data analysis carried out, the average product validation score for media experts was 81.0 and material experts 81.0 in the valid category. The product developed is also relatively practical, the average score of 44.5 is in the very good category. The product developed was measured using posttest and pretest scores in the experimental class and control class with an average score of 58.92 for the experimental class and 9.40 for the control class based on N-Gain Score analysis, so the ethnomathematics puzzle game is quite effective for learning.
Evaluation of the Effectiveness of Adaptive Learning Systems in Higher Education with System Usability Scale Endina Putri Purwandari; Paryanto Paryanto; Endang Widi Winarni; Aan Erlansari; Yusran Panca Putra

Publisher :

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v9i1.10003

Abstract

Abstract - Adaptive learning systems adapt instructional materials to students' needs through personalized learning paths, changing the layout interface, or hiding some material links. The System Usability Scale (SUS) focuses on developing a usability assessment for an adaptive education system, using an approach that asks users to evaluate web pages. This research was conducted with first-semester students in the Computer Programming subject from the Information Systems Study Program, Faculty of Engineering, University of Bengkulu. Based on the SUS calculation, the application achieved a score of 75.08. This result falls within the 68-80.3 range, placing the program product at the "Good" level. This indicates that overall user satisfaction with the adaptive online learning system is acceptable. However, there are some areas that require repairs, especially those related to inconsistent functionality and user convenience. Further study can continue to use Concurrent Think Aloud (CTA) and test scenarios for each use case to gain insight into user behavior as users interact with the application in the moment.Keywords: Evaluation; Online Learning Systems; Adaptive; System Usability Scale; Abstrak - Sistem pembelajaran daring adaptif menyesuaikan materi pembelajaran dengan kebutuhan siswa melalui jalur pembelajaran yang dipersonalisasi, mengubah tata letak antarmuka, atau menyembunyikan beberapa tautan. Metode System Usability Scale (SUS) berfokus pada pengembangan sistem penilaian kegunaan untuk sistem pendidikan daring adaptif, menggunakan pendekatan yang meminta pengguna untuk mengevaluasi halaman web. Penelitian ini dilakukan pada mahasiswa semester pertama program studi Ilmu Komputer dan Pemrograman Program Studi Sistem Informasi, Fakultas Teknik, Universitas Bengkulu. Hasil perhitungan SUS menghasilkan skor 75,08. Hasil ini berada dalam kisaran 68 hingga 80,3, menempatkan produk program pada tingkat "Baik". Ini menunjukkan bahwa kepuasan pengguna secara keseluruhan terhadap sistem pembelajaran daring adaptif dapat diterima. Namun, ada beberapa area yang perlu ditingkatkan, khususnya mengenai inkonsistensi dalam fungsionalitas dan kemudahan penggunaan. Penelitian lebih lanjut dapat menggunakan Concurrent Think Aloud (CTA) dan skenario pengujian untuk setiap kasus penggunaan untuk mendapatkan wawasan yang lebih dalam tentang perilaku pengguna saat berinteraksi dengan aplikasi.Kata kunci: Evaluasi; Sistem Pembelajaran Daring; Adaptif; System Usability Scale;
The effect of Domino Card-assisted problem-based learning on elementary school students' responsibilities and learning outcomes Elfrina Mayroja Pratika; Osa Juarsa; Endang Widi Winarni; Abdul Muktadir; Neza Agusdianita
Journal of Integrated Elementary Education Vol. 6 No. 1 (2026)
Publisher : Universitas Islam Negeri Walisongo Semarang in collaboration with PD PGMI Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/jieed.v6i1.29882

Abstract

The implementation of problem-based learning (PBL) assisted by domino cards has the potential to enhance elementary school students’ responsibility character and cognitive learning outcomes. This study aimed to examine the effect of PBL assisted by domino cards on students’ responsibility character and cognitive achievement. A quantitative approach with a quasi-experimental design was employed. The participants consisted of 63 fourth-grade students, with 31 students in the experimental group and 32 students in the control group. The groups were relatively homogeneous in terms of age, grade level, and academic ability. Data were collected through observation, pre-test and post-test, interviews, and documentation. The test instruments were piloted with 36 students to ensure validity and reliability. Data analysis involved descriptive statistics, prerequisite tests (normality and homogeneity), ANCOVA, and Pearson correlation analysis. The prerequisite tests indicated that the data were normally distributed and homogeneous. The ANCOVA results showed that PBL assisted by domino cards had a significant effect on students’ responsibility character (Sig. = 0.012; Partial Eta Squared = 0.100) and cognitive learning outcomes (Sig. < 0.001; Partial Eta Squared = 0.253). In addition, Pearson correlation analysis revealed a positive and significant relationship between responsibility character and cognitive learning outcomes (r = 0.463; Sig. = 0.009). These results imply that schools and educational stakeholders may consider implementing PBL supported by contextual media as an effort to improve learning quality and strengthen the Pancasila Student Profile, particularly the dimension of responsibility.