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Using Computer Simulation for Teaching Mechanics Concept Gunawan Gunawan; Lovy Herayanti; Imran Imran; Habibi Habibi
Jurnal Pendidikan Fisika dan Teknologi (JPFT) Vol 8 No 1 (2022): January-June
Publisher : Department of Physics Education, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpft.v8i1.3474

Abstract

Computer technology presents opportunities and innovations in physics learning. Some of the concepts of physics are abstract concepts. Learning abstract concepts requires appropriate media assistance. In this research, we have developed some computer simulations to support the learning concept of mechanics. The study aimed to examine the effectiveness of computer simulation in students’ understanding of mechanics. The sample used is students from the department of physics education who took a mechanics course at University of Mataram. Data were collected using multiple-choice and essay tests and then analyzed quantitatively. Data analysis used the ANAVA test and N-gain score. The result of the research shows the influence of computer simulation on students’ understanding of the concept of mechanics. Improvement occurs in all sub-materials of mechanics. The average for the concept mastery of students in the experimental group is higher than that of the control group. Statistically, the difference in the increase in the concept mastery between the two groups did not significantly differ. The improvement in students' concept of learning using computer simulation was higher than the control group who studied conventionally.
Students’ Perceptions of Learning Management System in Teaching Mechanics During The Pandemic of COVID-19 Ni Made Yeni Suranti; Gunawan Gunawan; Ahmad Harjono; Imran Imran
Indonesian Journal of STEM Education Vol. 2 No. 1 (2020): Edisi Januari-Juni 2020
Publisher : Indonesian Publication Center

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Abstract

The learning management system is one of the inventions in information technology that is incorporated into education. A Learning management system (LMS) is an important solution to tracking and addressing the online learning needs of the students in the social distancing period. The ultimate goal of this research is to produce LMS devices on Mechanics material to improve mastery of concepts and creativity. In this article students’ responses or perceptions will be addressed after being handled with LMS devices in the process of learning. This study involves research and development using 4D models which include define, design, develop and disseminate. The results of this study are the results of the developmental testing phase. The instrument used was in the form of student response questionnaire in Likert scale. Students give positive responses to the use of LMS devices. Student responses are at intervals of 81% to 100%, with a very good category. Learning process can work well. Students can easily access learning resources to do exercises to improve learning outcomes. The LMS devices developed was effectively used during learning and became one of the innovative learning in the social distancing pandemic COVID-19 period.
Virtual Laboratories in Science Learning: Challenges and Opportunities Gunawan Gunawan; Lovy Herayanti; Imran Imran; Rahmatullah Rahmatullah; Fathoroni Fathoroni
Indonesian Journal of STEM Education Vol. 5 No. 1 (2023): Edisi Januari-Juni 2023
Publisher : Indonesian Publication Center

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Abstract

This review article examines the use of virtual laboratories in science education, highlighting the associated challenges and opportunities. Through a literature analysis, this article explores the potential of virtual laboratories to enhance understanding of scientific concepts, develop practical skills, and provide accessibility to learning. Conversely, this article also discusses implementation challenges, such as issues of validity, effective interface design, and the need for technological support. In conclusion, this article provides insights into how virtual laboratories can be optimized to deliver meaningful and effective science learning experiences.
Pelatihan Membuat Website Sederhana Dengan Canva Untuk Calon Guru PAUD Baik Nilawati Astini; Gunawan Gunawan; Ika Rachmayani; Nurhasanah Nurhasanah; Imran Imran; Haerul Johdi
Indonesian Journal of Education and Community Services Vol. 4 No. 2 (2024): Edisi Juli-Desember 2024
Publisher : Indonesian Publication Center

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Abstract

This activity aimed to enhance their digital literacy and skills in creating innovative learning media. The training focused on using the user-friendly Canva platform for website design and development. A community service activity in the form of training on creating simple websites using Canva was conducted for 48 prospective early childhood education teachers at FKIP Unram. The evaluation was carried out by assessing the websites produced by participants using a Likert scale on five aspects: Content and Substance, Design and Aesthetics, Functionality, Technical Aspects, and Work Process. The evaluation results showed that participants successfully mastered the website development process (average 3.89), functionality (average 3.79), and content presentation (average 3.77). However, the design aspect (average 3.65) and technical aspects (average 3.35) still require improvement. This activity concluded that Canva is an effective tool for website development training, but improvements in design and technical aspects are needed for more optimal results. This training significantly contributed to the development of digital competencies of prospective early childhood education teachers.
Future Classrooms: A Review of AI-Based Media Innovation and Gamification in Primary Schools Gunawan Gunawan; Ni Made Yeni Suranti; Imran Imran; Fahmi Yahya
Indonesian Journal of Elementary and Childhood Education Vol. 6 No. 1 (2025): Edisi Maret 2025
Publisher : Indonesian Publication Center

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Abstract

Digital transformation in primary education over the last five years (2020-2024) has drastically changed the landscape of learning media. This article aims to examine media innovations based on Artificial Intelligence (AI) and Gamification, as well as the role of immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR) in Primary Schools. Through a literature review of selected studies, the analysis shows that AI implementation is effective in supporting deep learning in critical subjects such as Mathematics and language introduction. Meanwhile, gamification was found to play a significant role in increasing intrinsic motivation and ecological awareness, and is specifically capable of reducing students' academic anxiety in physical education and mathematics. The integration of AR and VR is proven to enrich sensory engagement and student creativity in language and arts learning. This review concludes that the synergy of AI-based media and gamification creates a "Future Classroom" ecosystem that is more interactive and inclusive, although teacher competency readiness remains a determining factor for successful implementation.
Digital Transformation of Learning Media in Elementary Schools: A Shift from Physical Props to Augmented Reality Gunawan Gunawan; Ni Made Yeni Suranti; Imran Imran; Lovy Herayanti; Kurniawan Arizona; Fahmi Yahya
Indonesian Journal of Elementary and Childhood Education Vol. 6 No. 3 (2025): Edisi September 2025
Publisher : Indonesian Publication Center

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Abstract

The transformation of learning media in elementary schools has undergone a significant evolution, moving from a reliance on physical props to the utilization of immersive technologies. This review article aims to analyze this paradigm shift, starting from the use of static visual media to the adoption of Augmented Reality (AR). Through a literature review of various recent studies, the analysis focuses on how interactive digital platforms and gamification act as a transitional bridge before reaching the stage of AR technology, which is capable of visualizing abstract concepts in real-time. The analysis reveals that the shift to AR does not only replace the role of physical props in terms of cost and space efficiency but also provides a superior impact on enhancing student engagement, reducing cognitive load, and fostering deeper conceptual understanding. This review concludes that digital transformation in elementary schools is a crucial step in creating an adaptive and futuristic learning environment for Generation Alpha.
Gamification In Science and Technology Education: A Narrative Review of Implementation Trends and Educator Perspectives Gunawan Gunawan; Lovy Herayanti; Imran Imran; Fathoroni Fathoroni; Rahmatullah Rahmatullah; Muhammad Hilmy As Shiddiq; Fahmi Yahya
Indonesian Journal of Applied Science and Technology Vol. 6 No. 2 (2025): Edisi Juli-Desember 2025
Publisher : Indonesian

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Abstract

Gamification has emerged as a transformative pedagogical approach in science and technology education. This narrative review explores current implementation trends and educator perspectives by analyzing 28 selected articles published between 2016 and 2024. The study identifies key technological trends, including the integration of Virtual Reality (VR), game-based physics simulations, and Education 4.0 tools. The findings indicate that gamification significantly enhances student motivation, academic achievement, and engagement in complex scientific subjects. Furthermore, the review highlights educator perspectives, revealing that while teachers generally perceive gamification as a potent methodology, its adoption is often hindered by barriers such as limited digital self-efficacy, technical constraints, and the need for specialized training. The synthesis suggests that a successful gamified ecosystem requires a balance between immersive technology and robust pedagogical support. This review provides valuable insights for educators and policymakers seeking to integrate gamified strategies into STEM curricula to foster 21st-century skills.