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Pengembangan Game Edukasi Aturan Tangan Kanan pada Materi Kemagnetan Menggunakan Aplikasi Smart Apps Creator untuk Siswa SMP/MTs Dinar Maftukh Fajar; Gita Wulan Rohmatini; Rafiatul Hasanah
Jurnal Ilmiah Pendidikan Fisika Vol 6, No 3 (2022)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jipf.v6i3.6453

Abstract

Aturan Tangan Kanan (ATK) dalam materi kemagnetan berguna untuk memudahkan menentukan arah medan magnet pada penghantar berarus, arah medan magnet pada solenoida, serta hubungan antara vektor medan magnet, arus dalam penghantar, dan gaya Lorentz dalam suatu ruang 3D. Soal tentang penerapan ATK sering muncul dalam ujian dan banyak siswa mengalami kesalahan dalam menjawab tipe soal tersebut. Tulisan ini bertujuan mendeskripsikan validitas dan respons siswa terhadap hasil pengembangan game edukasi ATK pada materi kemagnetan untuk siswa kelas IX SMP/MTs. Aplikasi Smart Apps Creator (SAC) dipilih sebagai platform pembuat game karena memiliki keunggulan dari segi kemudahan, sifat interaktif, dan visualnya. Studi ini merupakan hasil penelitian R&D (Research and Development) yang mengacu pada model ADDIE (Analyze, Design, Develop, Implement, dan Evaluate). Melalui sejumlah instrumen yang telah divalidasi, produk diberi penilaian oleh 2 orang ahli, 1 orang pengguna, dan diberi respon oleh 36 siswa dari salah satu SMP di Lumajang kemudian dianalisis secara kuantitatif dan kualitatif. Simpulan yang didapat antara lain: Pertama, game dinyatakan sangat valid dari segi materi, media, dan kepraktisan. Kedua, sebagian besar siswa memberi respons positif terhadap game edukasi ATK ini pada indikator kemenarikan, pemahaman, pembelajaran, dan penggunaan. Game ini dinilai responden memiliki keunggulan dalam memudahkan mahasiswa memahami penggunaan ATK dalam materi kemagnetan, kreatif, praktis, dan tidak membosankan. The Right Hand Rule (RHL) in magnetism is useful for making it easier to determine the direction of the magnetic field in a current-carrying conductor, the direction of the magnetic field in a solenoid, as well as the relationship between the magnetic field, the current-carrying conductor, and the Lorentz force in 3D space. RHL is often tested in exams, and most students need help working on these types of questions. This paper aims to describe the validity and student responses to the results of developing an RHL educational game on magnetism for grade IX junior high school students. The Smart Apps Creator (SAC) was chosen as a game-creator platform because it has advantages in terms of ease, interactive nature, and visuals. This study belongs to the Research and Development category, which refers to the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate). Through several validated instruments, the product was assessed by two experts and one user and responses were given by 36 students from a junior high school in Lumajang and then analyzed quantitatively and qualitatively. The conclusions obtained include: First, the game is stated to be very valid in terms of material, media, and practicality. Second, students positively responded to this RHL educational game on the indicators of interest, understanding, learning, and use. This game has advantages in making it easier for students to understand using RHL in magnetism, creative, practical, and not boring. 
DEVELOPMENT OF ANDROID-BASED EDUCATIONAL GAMES, LIGHT MATERIALS, AND OPTICAL TOOLS FOR CLASS VIII SMP/MTS Desi Wulandari; Dinar Maftukh Fajar
JPPIPA (Jurnal Penelitian Pendidikan IPA) Vol. 7 No. 2 (2022): Desember 2022
Publisher : Universitas Negeri Surabaya in collaboration with Perkumpulan Pendidik IPA Indonesia (PPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jppipa.v7n2.p72-80

Abstract

The purpose of this study is to describe the validity and students' responses to android-based educational games with Light and Optical Instruments for class VIII SMP/MTs. The method used in this study is the Research and Development (R&D) method with an analysis, design, development, implementation and evaluation (ADDIE) model. The trial subjects in this study consisted of 2 assessors of media experts, 2 assessors of material experts, 2 science teachers and class VIII B students of SMP Negeri 3 Bondowoso totaling 32 students. The instruments used are instruments or assessment sheets for media, material, science teachers and student response sheets. The results obtained that the validity of the game based on the assessment of media experts got a feasibility percentage of 86.67% (very valid), the material expert assessment got a feasibility percentage of 91.29%, (very valid) and user assessments (science teachers) got a feasibility percentage of 91, 79% (very valid). Judging from the students' responses with a small scale (6 students) that is getting a feasibility percentage of 82.13% (very valid) and students' responses with a small scale (32 students) getting a feasibility percentage of 81.1% (very valid). Therefore, it can be concluded that the development of android-based educational games for the material of Light and Optical Instruments for class VIII SMP/MTs is very valid for use in learning.
Development of Learning Videos on Vibration, Waves, and Sounds Material at Junior High Schools based on Local Wisdom of Gamelan Lumajang Dinar Maftukh Fajar; Alif Mardiana; Rafiatul Hasanah
KONSTAN - JURNAL FISIKA DAN PENDIDIKAN FISIKA Vol 8 No 01 (2023): KONSTAN (Jurnal Fisika dan Pendidikan Fisika)
Publisher : Universitas Islam Negeri (UIN) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/konstan.v8i01.212

Abstract

One of the local wisdoms in Lumajang, East Java, Indonesia, namely the Gamelan musical instrument used to accompany Lumajang's typical performances such as Jaran Kencak, Jaran Slining, Ludruk, and so on, has a similar context with junior high school science material, namely Vibrations, Waves, and Sound. Therefore, a learning video for Vibrations, Waves, and Sound based on Lumajang's local wisdom was developed to introduce Lumajang culture to students. The objectives of this study are to describe (1) the validity of and (2) students' responses to the learning video on Vibrations, Waves, and Sound based on the local wisdom of Gamelan Lumajang. This study applies the 4-D development model (Define, Design, Develop, and Disseminate), where the dissemination stage is not executed. The learning video was validated by three experts (material expert, media expert, and teacher as a practitioner) and responded to by 36 junior high school students from the Lumajang district. The video is 31 minutes long, was created with Wondershare Filmora, and was uploaded via YouTube. The results showed that (1) This video met the criteria for material assessment, media assessment, and practicality assessment of 95%, 95%, and 91%, respectively, so it was declared very valid. (2) Descriptions of student responses to the learning video have been explained as a pie chart with the most comments, including engaging, making learning more manageable, and adding insight into Lumajang local wisdom.
Lembar Kerja Peserta Didik pada Proyek Kapal Selam Sederhana Berbasis STEM-PJBL: Meningkatkan Pemahaman Konseptual tentang Prinsip Archimedes dalam Kondisi Keterbatasan Laboratorium Dinar Maftukh Fajar; Irsyadul Ibad; Joko Suroso
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11516

Abstract

This study aims to develop and evaluate the feasibility of a Student Worksheet (LKPD) based on the STEM (Science, Technology, Engineering, and Mathematics) approach and the Project-Based Learning (PJBL) model through a simple submarine project, designed to enhance students’ conceptual understanding of Archimedes’ Principle in junior high schools with limited laboratory facilities. The LKPD was developed using the ADDIE model, comprising the stages of analysis, design, development, implementation, and evaluation. The product was validated by subject matter and media experts and its practicality was tested by a science teacher and students. Implementation involved 27 eighth-grade students and was evaluated using pretest and posttest instruments based on seven indicators of conceptual understanding. Validation results indicated that the LKPD was highly valid (scores of 4.80 and 4.20), practical (score of 4.60), and well-received by students. Classroom implementation showed high student engagement, with an interest score of 4.89. The average N-Gain of 0.47 reflected moderate effectiveness, with greater improvements in higher-order indicators such as classification, interpretation, and application. The use of simple, readily available materials allowed experimental activities despite limited resourses. Overall, the LKPD is feasible as a project-based learning tool and highlights the need to strengthen foundational concepts early in instruction.