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Evaluating the Feasibility of a Flipbook-Based Physics Learning Media Integrated with Local Culture: A Case Study on Matter State Changes Dwi Ayu Nurfaizah; Tien Aminatun; Fitriani Fitriani; Insih Wilujeng; Laifa Rahmawati; Yusman Wiyatmo
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 3 (2025): SEPTEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i3.6604

Abstract

The integration of technology-based learning media with local cultural contexts remains limited in physics education, particularly in teaching abstract concepts such as matter state changes. This study aimed to evaluate the feasibility of an electronic flipbook integrated with local cultural potential and to assess student responses toward its use in physics learning. This research employed a research and development (RD) approach using the 4-D model (define, design, develop, and disseminate), limited to the development stage without classroom implementation. The validation process involved eight expert validators, while student responses were collected from 15 junior high school students. Data were obtained through validation sheets and student response questionnaires, then analyzed descriptively using percentage scores. Validation results indicated that the developed flipbook was highly feasible, with an average score of 90.75% across content, presentation, linguistic, and graphic aspects. Student responses also showed very positive evaluations, with an average score of 93.75%, particularly noting the media’s attractiveness, readability, and contextual integration with local culture. These findings confirm that the electronic flipbook is a valid and feasible medium for physics learning, offering both technological innovation and cultural relevance. The integration of local cultural elements enriched the contextualization of abstract physics concepts, aligning with constructivist learning principles. However, further classroom implementation is needed to evaluate its effectiveness in improving student learning outcomes. The developed flipbook is feasible as a culturally integrated physics learning medium. Future research should focus on large-scale trials to measure its impact on students’ conceptual understanding and motivation.
Digital Era Dynamics: Uncovering Self-Regulation Patterns in Science Learning Among Border Region Junior High School Students Luqmanul Hakim Abi Abdillah; Rusdiman Buhera; Agung Wijaya Subiantoro; Shafina Ade Pratiwi; Insih Wilujeng; Laifa Rahmawati
Journal Evaluation in Education (JEE) Vol 6 No 1 (2025): January
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i1.1255

Abstract

Purpose of the study: The research objective is to provide essential insights into students' self-regulation characteristics in border regions, which can inform strategic efforts to maintain and improve their capabilities as they navigate the challenges of the digital era. Methodology: This study used quantitative research with descriptive data analysis involving 198 students from three junior high schools in Nunukan Regency. Data was collected using a self-regulation questionnaire with a Likert scale, which measured four indicators: forethought, volitional control, motivation, and self-reflection. The data was then analyzed using score and average calculations to assess the students' self-regulation profile. Main Findings: The study findings reveal that the self-regulation profile of junior high school students in Nunukan Regency is generally in the high category, with an average of 77%. The motivation indicator reached the highest level at 81%, while volitional control was the lowest at 72%. Notably, differences in self-regulation levels were observed across the participating schools and grade levels. Novelty/Originality of this study: This study provides a comprehensive understanding of the self-regulation characteristics of students in the border area of Nunukan Regency, which can serve as a basis for developing more effective learning strategies and improving the quality of education in similar contexts. The findings offer valuable insights that can inform the development of targeted interventions and support systems to cater to the specific needs of learners in border regions as they navigate the challenges of the digital era.
TRANSFORMING SCIENCE EDUCATION: EDU-GAME VIRTUAL REALITY AS A CATALYST FOR CONCEPTUAL UNDERSTANDING Laifa Rahmawati; Asri Widowati; Muhkamad Wakid; Feby Permata Sari
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 7 No. 2 (2026): Volume 7 Number 2 (April 2026)
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v7i2.7191

Abstract

An ideal science education requires access to science laboratories. Science laboratories have several access limitations to experiments and practical activities. Virtual Reality (VR) is an effective solution to overcome these challenges. This research and development aims to assess the effectiveness of Edu-Game Virtual Reality in improving students' understanding of concepts. This study is a Research and Development study using the Define, Define, Develop, and Disseminate procedure. This research was conducted on VII-grade students at SMPIT Salman Al Farisi Jogja. The sampling technique used was simple random sampling, and the product trial design was a pretest-posttest control group. The research instruments consisted of conceptual understanding tests and non-tests, in the form of student-response questionnaires for products. Data analysis was carried out using the SPSS program for empirical data, qualitative descriptive methods for validating the learning device instruments, hypothesis testing with the t-test, and effect size analysis using IBM SPSS 25 to assess the effectiveness of the product and improve concept understanding. Based on the analysis that has been done, 1) the product is declared feasible by the expert with a very feasible category; and 2) the use of the Edu-Game Virtual Laboratory Science is significant.
PELATIHAN PENGEMBANGAN MEDIA VIRTUAL TOUR MENGGUNAKAN PLATFORM LUMI H5P BAGI GURU-GURU IPA DI KABUPATEN BANTUL Widodo Setiyo Wibowo; Laifa Rahmawati; Sabar Nurohman
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i2.5611

Abstract

ABSTRACTScience education continues to face challenges such as the dominance of lecture-based methods and the lack of engaging learning media, which lower students’ motivation and participation. This program aimed to empower science teachers in Bantul Regency to create virtual tour–based learning media using the Lumi H5P platform with ethno-science content, enhancing the relevance and attractiveness of science learning. The offline training took place at SMP Negeri 1 Bantul on August 6, 2025, involving 30 science teachers from the MGMP IPA Bantul Regency. The methods included lectures, demonstrations, guided practice, and interactive discussions. The participants showed high enthusiasm, though most had not yet developed media products independently. Based on satisfaction surveys, the average score was 3.73 out of 4, categorized as good to very good. Participants found the material relevant to integrating digital technology and local cultural values into science education. Overall, the program improved teachers’ understanding of virtual reality, introduced Lumi H5P, and encouraged ethnoscience-based contextual learning, laying the foundation for innovative, culturally rooted science education.Keywords: Interactive Media, Lumi H5P, Teacher Training, Virtual Tour.ABSTRAKPembelajaran IPA masih menghadapi berbagai tantangan, seperti penyajiannya didominasi metode ceramah dan minimnya penggunaan media pembelajaran menarik. Kondisi ini menyebabkan rendahnya motivasi serta keterlibatan peserta didik dalam pembelajaran. Kegiatan ini bertujuan untuk memberdayakan guru-guru IPA Kabupaten Bantul dalam mengembangkan media pembelajaran berbasis virtual tour menggunakan platform Lumi H5P bermuatan etnosains, sehingga mampu meningkatkan relevansi dan daya tarik pembelajaran IPA. Pelatihan dilaksanakan secara luring di SMPNegeri 1 Bantul pada tanggal 6 Agustus 2025 dengan 30 guru IPA anggota MGMP IPA SMP Kabupaten Bantul. Metode kegiatan meliputi ceramah, demonstrasi, praktik terbimbing, serta diskusi interaktif. Hasil kegiatan menunjukkan bahwa peserta menunjukkan antusiasme tinggi dalam mengikuti pelatihan, meskipun belum menghasilkan produk media secara mandiri. Berdasarkan hasil instrumen kepuasan peserta, diperoleh rata-rata skor sebesar 3,73 dari skala 4, yang termasuk kategori baik menuju sangat baik. Peserta menilai materi pelatihan relevan dengan kebutuhan mereka dalam mengintegrasikan teknologi digital dan nilai-nilai budaya lokal dalam pembelajaran IPA. Secara keseluruhan, kegiatan ini berhasil meningkatkan pemahaman guru tentang konsep dasar virtual reality, pengenalan aplikasi Lumi H5P, serta peluang penerapan etnosains dalam pembelajaran kontekstual. Kegiatan ini diharapkan menjadi langkah awal bagi guru IPA untuk mengembangkan media pembelajaran inovatif berbasis teknologi terbuka, sekaligus memperkuat karakter pembelajaran sains yang berakar pada budaya lokal.Kata Kunci: Media Interaktif, Lumi H5P, Virtual Tour, Pelatihan Guru.
Profile Literasi Sains dan Kesadaran Budaya Siswa serta Kebutuhan terhadap Bahan Ajar IPA Terintegrasi Potensi Lokal Petis Berbasis STEAM-PBL di Kabupaten Sumenep Syiah Kuala (Coba Dulu) Kamila; Insih Wilujeng; Laifa Rahmawati
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.v10i9.7578

Abstract

Science literacy is a must have ability for students in the 21st century and cultural awareness is needed so that students can selectively choose outside cultures. However, in Indonesia science literacy and cultural awareness are low. This study aims to determine the profile of science literacy and cultural awareness of students and the need for STEAM-PBL-based local potential integrated science teaching materials. This research is a descriptive research. The research sample amounted to 93 junior high school students in 3 Sumenep District schools selected by purposive random sampling technique. Data collection used tests to measure science literacy, questionnaires to determine cultural awareness and need STEAM-PBL-based local potential “petis” integrated science teaching materials. Data analysis using quantitative descriptive analysis techniques. The results showed; 80.65% of students were in the low category and 19.35% were in the medium category, the lowest student ability was to explain phenomena scientifically; 88.17% of students' cultural awareness was in the low category and 11.83% of students were in the medium category. Based on the results of the study, it is concluded that students' science literacy and cultural awareness are low and it is necessary to develop teaching materials integrated with the local potential of STEAM-PBL-based petis.
Hypermodule Deep Learning Inquiry–Steam: A Theoretical Framework And Science Teachers’ Perceptions In The Digital Era Wahyu Sugiarto; Sabar Nurrohman; Antuni Wiyarsi; Laifa Rahmawati
Jurnal Pendidikan Sains Universitas Muhammadiyah Semarang Vol 14, No 1 (2026): JURNAL PENDIDIKAN SAINS UNIVERSITAS MUHAMMADIYAH SEMARANG
Publisher : Pendidikan Kimia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jps.14.1.2026.49-58

Abstract

Low scientific literacy and limited collaborative learning practices remain persistent challenges in science education, particularly in digitally constrained contexts where technology integration is uneven. This study develops a theoretical framework of the Hypermodule Deep Learning Inquiry–STEAM by integrating deep learning pedagogy, inquiry-based learning, and STEAM education into a unified digital learning model, while examining science teachers' perceptions of its implementation. A qualitative, exploratory survey design involved 38 junior high school science teachers in Biak Numfor Regency, Papua, Indonesia. Data were collected through open-ended questionnaires and semi-structured interviews, and were analysed thematically using open, axial, and selective coding. Findings reveal that teachers perceive deep learning as meaningful and transferable learning, inquiry as fostering scientific reasoning, and STEAM as promoting creativity and collaboration; however, these approaches remain fragmented in classroom practice. The study contributes a conceptual hypermodule framework linking pedagogical constructs, digital learning features, and targeted outcomes related to scientific literacy and collaboration skills. Future research should empirically test the framework’s effectiveness across diverse educational contexts and examine its impact on student learning outcomes through mixed-method or experimental designs.
Profil Literasi Sains Peserta Didik SMP pada Materi Zat dan Perubahannya di Kecamatan Mertoyudan, Magelang, Indonesia Achmad Nur Rochim; Tien Aminatun; Antuni Wiyarsi; Laifa Rahmawati
Jurnal Ilmu Pendidikan dan Pembelajaran Vol. 4 No. 2 (2026): April 2026
Publisher : Mitra Edukasi dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58706/jipp.v4n2.p192-204

Abstract

Capaian literasi sains Indonesia yang rendah pada PISA 2022 menunjukkan perlunya pemetaan empiris yang terfokus pada materi IPA spesifik dan konteks wilayah tertentu. Penelitian ini bertujuan memetakan profil literasi sains peserta didik SMP pada materi zat dan perubahannya serta menganalisis perbedaan capaian antarsekolah di Kecamatan Mertoyudan menggunakan pendekatan kuantitatif deskriptif dari tiga sekolah yang dipilih melalui purposive sampling. Pengumpulan data dilakukan melalui tes pilihan ganda, wawancara semi-terstruktur, dan observasi. Capaian literasi sains secara keseluruhan berada di kategori rendah dengan rerata 47,95%, yang meliputi indikator menjelaskan fenomena secara ilmiah (44,44%), mengevaluasi dan merancang penyelidikan ilmiah (52,31%), serta menafsirkan data dan bukti ilmiah (46,83%). Temuan ini menunjukkan bahwa peserta didik mengalami hambatan dalam mengintegrasikan konsep IPA dengan fenomena nyata, merancang penyelidikan ilmiah, serta menggunakan bukti untuk mendukung argumentasi ilmiah. Temuan ini menjadi dasar empiris bagi guru untuk mengembangkan pembelajaran berbasis inkuiri dan fenomena, bagi sekolah untuk memperkuat kurikulum berorientasi literasi sains, serta bagi pemangku kebijakan dalam merancang program peningkatan kompetensi guru IPA secara kontekstual.
Implementasi Inkuiri Berbasis Digital dalam Pembelajaran IPA untuk Meningkatkan Berpikir Kritis: Systematic Literature Review pada Pendidikan Dasar dan Menengah Libna Sahlatul Mufidah; Laifa Rahmawati; Imroatun Nadifah
Instructional Development Journal Vol 9, No 1 (2026): IDJ
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/idj.v9i1.39476

Abstract

Keterampilan berpikir kritis merupakan kemampuan yang sangat penting di abad ke-21, khususnya dalam pembelajaran IPA. Namun, penelitian sebelumnya mengenai pembelajaran inkuiri berbasis digital masih bersifat terpisah-pisah dan belum memberikan sintesis yang komprehensif lintas jenjang pendidikan. Penelitian ini bertujuan untuk menganalisis implementasi model inkuiri berbasis digital dalam pembelajaran IPA guna meningkatkan keterampilan berpikir kritis siswa. Penelitian ini menggunakan metode Systematic Literature Review dengan kerangka PRISMA untuk mengidentifikasi dan menyeleksi studi yang relevan, yang kemudian dilanjutkan dengan sintesis kualitatif terhadap 20 artikel yang dipublikasikan antara tahun 2016 hingga 2025. Analisis data dalam penelitian ini menggunakan pendekatan thematic analysis terhadap 20 artikel melalui tahap ekstraksi data, open coding, axial coding, dan selective coding untuk mengidentifikasi serta mengelompokkan temuan. Hasil penelitian menunjukkan bahwa implementasi pembelajaran inkuiri berbasis digital bervariasi pada setiap jenjang pendidikan, mulai dari inkuiri terbimbing berbantuan Augmented Reality di tingkat sekolah dasar hingga inkuiri terbuka melalui laboratorium virtual dan Virtual Reality di tingkat sekolah menengah. Secara keseluruhan, pembelajaran inkuiri berbasis digital terbukti efektif dalam meningkatkan keterampilan berpikir kritis melalui keterlibatan siswa dalam proses sistematis seperti orientasi masalah, investigasi, analisis, dan refleksi. Penelitian ini memberikan kontribusi berupa pemetaan komprehensif pola implementasi serta mengidentifikasi faktor-faktor kunci yang memengaruhi efektivitas pembelajaran inkuiri berbasis digital dalam pembelajaran IPAKeterampilan berpikir kritis merupakan kemampuan yang sangat penting di abad ke-21, khususnya dalam pembelajaran IPA. Namun, penelitian sebelumnya mengenai pembelajaran inkuiri berbasis digital masih bersifat terpisah-pisah dan belum memberikan sintesis yang komprehensif lintas jenjang pendidikan. Penelitian ini bertujuan untuk menganalisis implementasi model inkuiri berbasis digital dalam pembelajaran IPA guna meningkatkan keterampilan berpikir kritis siswa. Penelitian ini menggunakan metode Systematic Literature Review dengan kerangka PRISMA untuk mengidentifikasi dan menyeleksi studi yang relevan, yang kemudian dilanjutkan dengan sintesis kualitatif terhadap 20 artikel yang dipublikasikan antara tahun 2016 hingga 2025. Analisis data dalam penelitian ini menggunakan pendekatan thematic analysis terhadap 20 artikel melalui tahap ekstraksi data, open coding, axial coding, dan selective coding untuk mengidentifikasi serta mengelompokkan temuan. Hasil penelitian menunjukkan bahwa implementasi pembelajaran inkuiri berbasis digital bervariasi pada setiap jenjang pendidikan, mulai dari inkuiri terbimbing berbantuan Augmented Reality di tingkat sekolah dasar hingga inkuiri terbuka melalui laboratorium virtual dan Virtual Reality di tingkat sekolah menengah. Secara keseluruhan, pembelajaran inkuiri berbasis digital terbukti efektif dalam meningkatkan keterampilan berpikir kritis melalui keterlibatan siswa dalam proses sistematis seperti orientasi masalah, investigasi, analisis, dan refleksi. Penelitian ini memberikan kontribusi berupa pemetaan komprehensif pola implementasi serta mengidentifikasi faktor-faktor kunci yang memengaruhi efektivitas pembelajaran inkuiri berbasis digital dalam pembelajaran IPA.