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GAME EDUKASI WAYANG: INOVASI PELAKSANAAN PENDIDIKAN KARAKTER BAGI SISWA SEKOLAH DASAR DI ERA DIGITAL Irhas; Asrowi; Djono
Jurnal Utilitas Vol. 8 No. 1 (2022): Jurnal Utilitas
Publisher : Universitas Muhammadiyah Prof. DR. HAMKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/utilitas.v8i1.8588

Abstract

This paper aims to describe the importance of internalizing character education through media that is appropriate to the development of ICT and student characteristics. Considering several facts revealing that the achievement of the internalization of character education in schools is still relatively low, given the low interest in student learning and the use of learning media that tends to be static, whereas in learning in the digital era where students are familiar with the use of technology, of course, it must receive attention given the great potential if opportunities for using ICT in the learning process can be optimized. This paper uses a descriptive qualitative design approach with a literature review method, data is collected from the results of reading orientation of authentic sources namely books, journals and relevant literature and analyzed through reduction, display and verification as conclusions. Internalization of character education in the digital era requires the integration and synergy of ICT, the existence of ICT packaged in the form of educational games will be able to create greater opportunities in optimizing the internalization of character education based on local wisdom, such as Wayang.
Chemvilative: Enhancing Conceptual Understanding in Chemistry Through an Android-Based Virtual Laboratory Elvi Raziana; Sri Yamtinah; Djono
Jurnal Penelitian Pendidikan IPA Vol 11 No 3 (2025): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i3.9885

Abstract

Chemistry education often faces challenges due to limited access to laboratory facilities, particularly in abstract topics like buffer solutions, where hands-on experimentation is critical for conceptual understanding. This research aims to develop and evaluate the effectiveness of Chemvilative, an Android-based interactive virtual laboratory designed to address these challenges by providing accessible, engaging, and hypothesis-driven simulations for teaching buffer solutions in high school chemistry. The study addresses challenges related to limited laboratory facilities and the need for more accessible and engaging learning tools. The study used a Research and Development (R&D) methodology based on the ADDIE model, which guided the process from analysis, design, development, implementation, and evaluation. Chemvilative was validated by chemistry experts, teachers, and students. Feasibility was assessed via a 4-point Likert scale questionnaire (material and media), while effectiveness was measured through pre-test/post-test comparisons (N = 120 students). Results showed that Chemvilative significantly improved students' conceptual understanding compared to traditional teaching methods. There was a 15% increase in post-test scores. The virtual laboratory was rated as highly feasible. It provides clear visualizations and interactive simulations that enhance both learning motivation and comprehension. These findings suggest that Chemvilative is a practical and effective alternative for chemistry learning, especially in environments with limited laboratory resources. Future research should expand Chemvilative to other chemistry topics and evaluate its scalability across diverse student populations.