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The Influence of the Application of the Science Technology Society Approach on Students' Science Process Skills in Science Learning Asrial, Asrial; Syahrial, Syahrial; Sabil, Husni; Nawahdani, Ahmad Mansur; Azzahra, Miftahul Zannah; Alam, Rezwanul
Journal Evaluation in Education (JEE) Vol 7 No 1 (2026): January
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v7i1.1235

Abstract

Purpose of the study: This study aims to analyze the influence of the Science Technology Society (STS) approach on improving students’ science process skills in science learning. The focus is to evaluate the impact of STS in improving skills such as observation, classification, interpretation, and communication of scientific findings. Methodology: This study used a quasi-experimental design with a pretest-posttest control group design. This study involved quantitative data analysis using t-test and N-Gain Score. Participants were students from selected junior high schools. The tools used included pretest and posttest instruments, along with an observation checklist. Main Findings: The study found a significant increase in science process skills in the experimental group using the STS approach. The experimental group had a higher mean posttest score (18.00) compared to the control group (17.00). The N-Gain score for the experimental group (0.53) was also significantly higher than the control group (0.25). Novelty/Originality of this study: This study introduces the systematic application of the STS approach to improve students’ science process skills. It offers new insights into how STS integration can create more engaging, relevant, and effective learning experiences. It contributes to the ongoing development of innovative context-based science education strategies.
PELATIHAN E-MODUL MAJALAH DIGITAL BERBANTUAN AR BERBASIS PBL UNTUK MENINGKATKAN LITERASI DIGITAL Gugun Manosor Simatupang; Mujahidawati Mujahidawati; Husni Sabil; Wardi Syafmen; Ilham Falani; Novferma Novferma
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.v8i2.5449

Abstract

ABSTRACTThe rapid development of digital technology requires teachers to master digital literacy and innovative teaching media. However, many teachers still face challenges in integrating interactive digital learning resources into classroom practice. To address this issue, a community service program was conducted at SMPN 7 Muaro Jambi in the form of training on developing interactive digital magazine e-modules supported by Augmented Reality (AR) and Problem Based Learning (PBL). The training was attended by 25 junior high school teachers and implemented through a hands-on workshop model using the ADDIE framework. Participants were introduced to AR applications, guided in designing e-modules with PBL scenarios, and assisted in producing digital magazine-based learning media. The results showed a significant improvement in teachers’ digital literacy, with the average score increasing from 3.12 to 4.35 after the training. In addition, 85% of participants successfully produced e-modules that met media validity criteria, including content clarity, visual coherence, and interactivity. Teachers also reported high motivation to apply AR and PBL in their teaching practices. This program proved effective in strengthening teachers’ competence, enhancing digital literacy, and supporting the implementation of the Merdeka Curriculum through contextual and technology-based learning.Keywords: Augmented Reality, E-Module, Digital Literacy, Teacher Training, Problem Based Learning ABSTRAKPerkembangan teknologi digital menuntut guru untuk memiliki kemampuan literasi digital dan keterampilan mengembangkan media pembelajaran inovatif. Namun, masih banyak guru yang mengalami kendala dalam mengintegrasikan media digital interaktif ke dalam praktik pembelajaran. Untuk menjawab tantangan tersebut, dilaksanakan program pengabdian masyarakat di SMPN 7 Muaro Jambi berupa pelatihan pembuatan e-modul majalah digital interaktif berbantuan Augmented Reality (AR) dengan pendekatan Problem Based Learning (PBL). Pelatihan diikuti oleh 25 guru SMP dan dilaksanakan melalui workshop berbasis praktik dengan model ADDIE. Peserta diperkenalkan pada aplikasi AR, dibimbing dalam merancang e-modul dengan skenario PBL, serta didampingi dalam menghasilkan produk media pembelajaran digital. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada literasi digital guru, dengan skor rata-rata meningkat dari 3,12 sebelum pelatihan menjadi 4,35 setelah pelatihan. Selain itu, 85% peserta berhasil menghasilkan e-modul yang memenuhi kriteria validitas media, meliputi kejelasan konten, keterpaduan visual, dan interaktivitas. Guru juga menunjukkan motivasi tinggi untuk mengintegrasikan AR dan PBL dalam pembelajaran. Dengan demikian, pelatihan ini efektif dalam meningkatkan kompetensi guru, memperkuat literasi digital, serta mendukung implementasi Kurikulum Merdeka melalui pembelajaran kontekstual berbasis teknologi.Kata Kunci: Augmented Reality, E-Modul, Literasi Digital, Pelatihan Guru, Problem Based Learning
PELATIHAN PEMBUATAN BAHAN AJAR DAN ASESMEN DIGITAL BERBASIS BUDAYA JAMBI BERBANTUAN AI-AR Husni Sabil; Nizlel Huda; Masyunita Siregar; Novferma Novferma
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.v8i2.5566

Abstract

ABSTRACTThe digital transformation in education requires teachers to possess strong digital literacy and the ability to integrate technology with local culture to create meaningful learning experiences. This community service aimed to enhance teachers’ competence in developing digital teaching materials and assessments based on Jambi culture assisted by Artificial Intelligence (AI) and Augmented Reality (AR). The training was conducted using a participatory empowerment approach combined with a Project-Based Learning (PBL) model through four stages: socialization, hands-on workshop, implementation, and mentoring. Twenty teachers of the Junior High School Mathematics Teacher Working Group (MGMP) in Muaro Jambi participated in the program. Data were collected through observation, pre–post tests, interviews, and document analysis. The results showed a significant improvement in teachers’ competence, with the average score increasing from 63.2 to 88.5 (g = 0.68, high category). Teachers successfully produced interactive digital teaching materials that integrate Jambi’s cultural values using AI–AR tools such as Canva AI, ChatGPT, and Assemblr EDU. The program contributed to the development of the Techno-Cultural Pedagogy model, which integrates technology, pedagogy, and cultural knowledge to support digital transformation in education.Keywords: Digital Literacy, AI–AR, Teacher Training, Jambi CultureABSTRAKTransformasi digital dalam dunia pendidikan menuntut guru memiliki literasi digital yang kuat serta kemampuan mengintegrasikan teknologi dengan budaya lokal untuk menciptakan pembelajaran yang bermakna. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi guru dalam mengembangkan bahan ajar dan asesmen digital berbasis budaya Jambi berbantuan Artificial Intelligence (AI) dan Augmented Reality (AR). Pelatihan dilaksanakan dengan pendekatan participatory empowerment dan model Project-Based Learning (PBL) melalui empat tahap, yaitu sosialisasi, pelatihan praktik, implementasi, serta pendampingan. Peserta kegiatan terdiri atas 20 guru MGMP Matematika SMP Kabupaten Muaro Jambi. Data dikumpulkan melalui observasi, tes pre–post, wawancara, dan analisis dokumen. Hasil menunjukkan peningkatan signifikan pada kompetensi guru dengan rata-rata skor meningkat dari 63,2 menjadi 88,5 (g = 0,68; kategori tinggi). Guru berhasil menghasilkan bahan ajar digital interaktif yang mengintegrasikan nilai budaya Jambi dengan dukungan aplikasi AI–AR seperti Canva AI, ChatGPT, dan Assemblr EDU. Kegiatan ini berkontribusi pada pengembangan model Techno-Cultural Pedagogy yang memadukan teknologi, pedagogi, dan budaya untuk mendukung transformasi digital pendidikan.Kata Kunci : Literasi Digital, AI–AR, Pelatihan Guru, Budaya Jambi
Co-Authors Adriyan Ardi Rahman Ahmad Mansur Nawahdani Ahmad Mansur Nawahdani Ahmad Mansur Nawahdani Alam, Rezwanul Annisa Dhita Syahrial Asrial Asrial Asrial Asrial A Azzahra, Miftahul Zannah Bob Widodi Bob Widodi Chintia Putri Wulandari Cox, Robyn Damayanti, Latipia Destrinelli Destrinelli Dewi Iriani Dewi Iriani Dwi Agus Kurniawan Elza Triani Elza Triani Emmitt, Marie Fhadira Insani Putri Fidella Justine Mulyadi Fitri, Daniati Harizon Harizon Hidayat, Ayu Wahyuni Ilham Falani Jefri Marzal Junita, Ranisa Juwita Saputri Kamid, Kamid Khalid, M. Hafiz Kiska, Nurul Kiska, Nurul Delima Kurniawan, Dwi Agus Laily, L4ily Latifa Rahdiani Sari Luthfiah, Qonita Masyunita Siregar Miftahul Zannah Azzahra Muhammad Iqbal Mujahidawati Mujahidawati Mujahidawati, Mujahidawati Mulyadi, Fidella Justine Mutia, Rada Irma Nawahdani, Ahmad Mansur Nizlel Huda novferma, novferma Nurul Delima Kiska Nyirahabimana, Pascasie Oktaviani, Dika Pascasie Nyirahabimana Perdana, Rahmat Putri Fadillah Rachmawati, Ira Rahman, Adriyan Ardi Rahmat Perdana rahmat perdana Rahmat Perdana Rahmat Perdana Rahmat Perdana Rahmi Rahmi Rahmi Rahmi Rahmi Rahmi Rezwanul Alam Rivani, Putri Ayu Rizka Octavia Sandra Rizki Alfiana Robiansah, Muhammad Andika Romundza, Febbry roy andre ferdinan Ryan, Josephine S.Pd. M Kes I Ketut Sudiana . Sabila Eka Septi Sela Michella O. U. Simanjuntak Silfiani Indri Silvia, Ninda Simatupang, Gugun M Siti Rohana Sofnidar - Sri Muslimatul Husna Sri Winarni Sridiasih, Imelda Nur Isnaini Syahrial SYAHRIAL SYAHRIAL Syahrial, Syahrial Syaiful . TRIANI, ELZA Ubaidillah Ubaidillah Umam, M Afifuddin Khotibul vini, Vini Wardi Syafmen Wardi Syafmen Wardi Syafmen Widodi, Bob Widodo, Rido Ilham Zulkhi, Muhammad Dewa