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Development of Interactive Learning Multimedia on Atomic Model Topic to Minimize Students Misconceptions at SMAN 1 Driyorejo Rani Ratna Kusuma; Sukarmin Sukarmin
Hydrogen: Jurnal Kependidikan Kimia Vol 11, No 4 (2023): August 2023
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/hjkk.v11i4.8254

Abstract

This research aims to develop interactive multimedia that can minimize students' misunderstanding of atomic model materials. Media developed using Macromedia Flash which contains animations about atomic models. Feasibility is reviewed from three aspects, namely (1) validity which contains the validity of content and construct, (2) practicality which is reviewed based on the results of student observations and response questionnaires, (3) effectiveness reviewed based on pretest – posttest results which will later show a shift in student conception from initially not understanding the concept (TPK) to understanding the concept (PK). This research uses the 4D Research and Development (R&D) method with 15 research subjects in class XI Science at SMA Negeri 1 Driyorejo. The results of the research obtained show that interactive multimedia is suitable to be used as a medium in learning and minimizes the occurrence of misconceptions in atomic model material. This is evidenced based on the results obtained during the study, namely (1) the average validation obtained mode 5 so that it was categorized as very good / valid, (2) the average percentage of student response questionnaires obtained a score of 94% so that it was categorized as very practical, in observation a score of 98% was obtained so that it was categorized as very practical, (3) and the average percentage of student conception shift from not understanding the concept (TPK) to understanding the concept (PK) obtained a score of 87.23% so that it was included in the category is very effective.
PELATIHAN PEMBUATAN E-LKPD BERBASIS PBL-STEM (PROBLEM BASED LEARNING-SCIENCE, TECHNOLOGY, ENGINEERING AND MATH) BAGI GURU KIMIA DI KABUPATEN GRESIK Rusly Hidayah; Kusumawati Dwiningsih; Achmad Lutfi; Sukarmin Sukarmin; Moh Mualliful Ilmi; Suyono Suyono; Rinaningsih Rinaningsih
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 4 (2023): Volume 4 Nomor 4 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i4.19266

Abstract

Kegiatan pengabdian kepada masyarakat ini memiliki tujuan untuk 1) Guru dapat mengurutkan langkah–langkah pembelajaran PBL-STEM; 2) Guru dapat merancang E-LKPD berbasis pembelajaran PBL-STEM menggunakan aplikasi berbasis digital, 3) Guru dapat menghasilkan E-LKPD berbasis pembelajaran PBL-STEM. Kegiatan ini dilakukan sebanyak tujuh tahapan pengabdian yang dilakukan: (1) Koordinasi, (2) Desain, 3) Pembuatan Instrumen, (4) Pelaksanaan, (5) Evaluasi, (6) Manajemen, dan (7) Publikasi. Tempat pengabdian kali ini adalah SMAN 1 Gresik, sedangkan peserta dalam kegiatan ini sebanyak 10 guru. Instrumen yang digunakan adalah lembar respon peserta. Hasil lembar respon peserta menyatakan hasil sebesar 94,50 dengan kategori sangat baik.
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.
A G-Bond Development: Gamification Media to Improve Literacy, Visualization, and Numeracy in Chemical Bond Learning in High School Kusumawati Dwiningsih; Achmad Lutfi; Rusly Hidayah; Sukarmin Sukarmin; Novia Andriani; Rizal Fathoni
IJORER : International Journal of Recent Educational Research Vol. 6 No. 3 (2025): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i3.827

Abstract

Objective: This study aims to develop and evaluate G-Bond, a gamification-based learning media designed to improve students' literacy, visualisation, and numeracy skills in learning chemical bonds. Methods: The research uses a Research and Development (R&D) approach with a 4D (Define, Design, Develop, Disseminate) model, limited to the development stage. A total of 35 high school students in Gresik Regency participated in the pretest-posttest design of one group. Five experts carry out validation through content assessment, design, and visualisation. Practicality was tested through a student questionnaire, and effectiveness was measured using an N-Gain score. Results: The G-Bond application obtained a perfect validity score (average = 5), was rated very practical (95.14%), and showed moderate to high effectiveness in improving literacy (N-Gain = 0.34), numeracy (0.34), and visualisation (0.74). The most significant improvement occurs in the visualisation aspect. Novelty: G-Bond is the first gamification medium to simultaneously integrate three main skills in one interactive platform based on the topic of chemical bonding. Unlike previous media that focused only on a single aspect or were less connected to the curriculum, G-Bond presents relevant and adaptive game-based contextual challenges for both online and offline learning. Future integration with Augmented Reality (AR) and AI technologies is proposed to enhance immersive and personalised learning experiences.