Naif Alsulami
University of Jeddah

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Investigating the immersion of inquiry in lecture in improving students’ understanding about scientific inquiry Muntholib Muntholib; Sri Rahayu; Naif Alsulami; Mohd Shafie Rosli
Jurnal Cakrawala Pendidikan Vol 41, No 3 (2022): Cakrawala Pendidikan (October 2022)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v41i3.33020

Abstract

This study aimed to examine the extent to which scientific inquiry procedures during a lecture improvelead to an improvement in students’ understanding of scientific inquiry. The study implemented a one-group pretest-posttest design. Participants were 53 first-year students from the Chemistry Department atin a public university in Malang Ccity. Students’ understandings of scientific inquiry were assessed before and after the instruction using the Views About Scientific Inquiry (VASI) questionnaire. TThe participants’ responses were analysed descriptively and classified into three categories: informed, partially informed, and naïve, with Cohen’s inter-rater reliability value of 0.81.he participants’ responses were analysed descriptively and classified into three categories, namely informed, partially informed, and naïve views with Cohen’s inter-rater reliability value of 0.81. The results showed that (1) before treatment, students' understanding of scientific inquiry was at the level of partially informed and naïve, and (2) the immersion of scientific inquiry procedures in lectures improved students' understanding of scientific inquiry with the improved strength of Cohen's d-effect size was 1.10 (much larger than the typical category) or average normalized gain was 0.3 (medium category).
Transforming Kotak Pesona Board Game into Web Application for TGT Based Mathematics Practice Fajar Budi Utomo; Edy Kuncoro; Neni Mariana; Annas Solihin; Naif Alsulami
Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian Vol. 12 No. 3 (2026): Vol. 12 No. 3 Oktober 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpd.v12n3.p367-389

Abstract

Limited research has examined web-based practice media that combine repeated algebra problems, immediate feedback, and Teams Games Tournament (TGT) scoring, and this study aims to develop Kotak Pesona (Charming Box) as a TGT-based web game for drill and practice and to examine its feasibility for Grade VII students at Al Hikmah Junior High School Surabaya, Indonesia. A descriptive qualitative development design with the 4-D model (Define, Design, Develop, Disseminate) involved 28 Grade VII students, one material expert, one media expert, and one mathematics teacher from Al Hikmah Junior High School Surabaya, Indonesia. Data from needs, validation, practitioner, and student response questionnaires were analyzed using percentage scores and thematic coding. The needs survey showed that 92.86% of students valued immediate feedback and a new practice game, which led to a game board of 24 small boxes and six large boxes with a point system, while the material expert, media expert, and practitioner gave feasibility scores of 87.50%, 97.50%, and 93.75% (mean 93.27%, very feasible), respectively, and 26 responding students reached a mean agreement of 95.60%. Seven aspects scoring 3 pointed to minor refinements in answer keys, item wording, replay options, team roles, and onboarding, and future research should test learning outcomes with controlled designs. In conclusion, Kotak Pesona is very feasible as TGT-based drill and practice media for Grade VII algebra and is ready for wider classroom trials after minor refinements.