Luthfia Ulva Irmita
Pendidikan Kimia, Pascasarjana, Universitas Negeri Yogyakarta, Jl. Colombo No. 1 Depok, Sleman, Yogyakarta, Indonesia, 55281

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Development Of Math Blind Game With Voice And QR-Code As Learning Media For Blind Students Arimbi, Qyara Melia; Irmita, Luthfia Ulva; Wardaya, Anton
International Journal of Research in Education Vol 4, No 1 (2024): Issued in January 2024
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/ijre.v4i1.15282

Abstract

Math is a lesson that is difficult for children in Indonesia to understand. Especially in children with visual or blind disorders. This disorder makes it difficult for metematics to study, for in matematics it takes sight to read material to enhance the learning system. This study was developmental research that aimed to describe the result of instructional media development of math blind game with voice and QR code and describe their understanding after using math blind game with voice and QR code as learning media at special needs elementary school. The subject of this study is blind students grade 4th – 6th . The research model used was ADDIE development model (analysis, design, development, implementation, and evaluation). Data were collected using test and questionnaire to know their understanding of math blind game with voice and QR code as lerning media. The result showed that blind students responded positively with an average score of SUS score 83,75 (grade A). Therefore, it can be concluded that math blind game with voice and QR code can be used in teaching and learning activity to improve blind students’ understanding about matematics.
Pengembangan “pHelper” Kalkulator pH Larutan Berbasis Web Sebagai Media Pembelajaran Kimia Winoto, Sebastian Wilbert; Galih, Aileen Vitta Budiman; Awahita, Himeriko; Irmita, Luthfia Ulva
Orbital: Jurnal Pendidikan Kimia Vol. 7 No. 2 (2023): Orbital: Jurnal Pendidikan Kimia
Publisher : Chemistry Education Department of Education and Teaching Faculty

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/ojpk.v7i2.19781

Abstract

In the 21st century and approaching the upcoming Industrial Revolution 5.0, advancements in science education are of paramount importance. Moreover, chemistry and science education in the upcoming Industrial Revolution 5.0 will heavily rely on technology. This research introduces "pHelper," a web-based pH solution calculator designed as an interactive chemistry learning media to address the challenges of advancing chemistry education through technology integration. The research aims to assess the effectiveness of pHelper through validation tests and analyze student responses to this innovative tool. The research methode use is R&D (Research & Development) with ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The instrument used is in the form of assessment sheet validation test and student responses. The results of the validation test for the pHelper learning media met the valid criteria with a validity of 85.3% and the students' responses to the pHelper learning media met the very good criteria with a value of 87%. By merging technology and chemistry education, this research contributes to the evolution of science learning methodologies in preparation for the imminent Industrial Revolution 5.0 challenges.
Development of 'CrossChemistry Games': A web-based educational game on organic chemistry topics Irmita, Luthfia Ulva; Zevanna, Aqueenfa; Limas, Joan Theresia; Pribadi, Made Dayanand Premachandra
Priviet Social Sciences Journal Vol. 5 No. 10 (2025): October 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i10.641

Abstract

This research aims to develop the CrossChemistry Games educational game as a learning medium for Organic Chemistry material and to determine the feasibility and response of students to the CrossChemistry Games. This type of research is Research and Development (R&D) research using the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. In this study, only the Analysis, Design, and Development stages were carried out. The subjects of this research were 36 students in grade 11 at Wardaya High School. The feasibility test of learning media refers to the validation results of media and material experts. The research results showed that the results of the validation test for the CrossChemistry Games learning media met the valid criteria with a validity value of 82%, and students' responses to the CrossChemistry Games learning media met the very good criteria with a value of 87%. This research has important implications for increasing the use of learning media in chemistry learning at Wardaya High School. The use of learning media combined with technology will support education in the 5.0 era and can increase student involvement, facilitate understanding of chemical concepts, and improve thinking and problem-solving skills. It is recommended that technology-based learning media be integrated into broader chemistry learning strategies.