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Discovery Learning Based Practicum Learning in Improving Critical Thinking Skill and Student Creativity Ekaputra, Firdiawan; Widarwati, Sri
Tarbiyah : Jurnal Ilmiah Kependidikan Vol. 12 No. 1 (2023): June
Publisher : Universitas Islam Negeri Antasari Banjarmasin, South Kalimantan, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/tarbiyah.v12i1.9183

Abstract

Memorization activities in learning make students' critical thinking skills and creativity unable to develop. This study aimed to determine the effectiveness of the discovery learning model in practicum activities in improving students' critical thinking skills and creativity. The research design is a quasi-experimental model. The sample used in this study were students of the Chemistry Education Study Program at Jambi University who took the inorganic chemistry practicum course in the 2022/2023 academic year, class R-002, the experimental class, and class R-004, the control class. The questionnaire instrument obtained data on critical thinking skills and creativity. Data analysis techniques to determine the increase in critical thinking skills and creativity after applying the discovery learning model using the Manova test. The results of this study indicate that practicum learning with the discovery learning model effectively increases students' critical thinking and creativity, especially for Chemistry Education students at Jambi University who are conducting Inorganic Chemistry practicum in the 2022/2023 academic year.
Penerapan Model Project Based Learning pada Praktikum Biokimia untuk Meningkatkan Keterampilan 4C Ekaputra, Firdiawan
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 10 No 1 (2024)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.0121.437

Abstract

The purpose of this study was to determine whether there was an increase in students' 4C skills in biochemistry practicum with the application of the project-based learning model. The design used in this study is a pre-experimental design with one class of research samples. The samples used in this study were students of the University's Chemistry Education Study Program who took the 2023/2024 Biochemistry Practicum course in class R-001. The data collection technique in this study used a questionnaire instrument. The questionnaire instrument was used to obtain 4C skills data. Data on 4C skills were analyzed using paired sample t-test. The application of the project-based learning model in biochemistry practicum resulted in an increase in students' 4C skills by 0.00. Based on the results of the study, it can be concluded that there is an increase in students' 4C skills in biochemistry practicum with the application of the project-based learning model
Peningkatan Keterampilan Berpikir Kritis dan Kolaborasi Mahasiswa Melalui Model Discovery Learning Ekaputra, Firdiawan
MENDIDIK: Jurnal Kajian Pendidikan dan Pengajaran Vol 9 No 2 (2023)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/003.202392.448

Abstract

This study aims to determine the improvement of critical thinking skills and student collaboration through practicum learning with the discovery learning model. The samples used in this study were students of the Jambi University Chemical Education Study Program who took the inorganic chemistry practicum course in the 2022/2023 academic year, class R-002 as the experimental class and class R-004 as the control class. This research is a type of experimental research with a quasi-experimental model. Research data regarding critical thinking skills and student collaboration were collected using a questionnaire. Data on critical thinking skills and collaboration were obtained twice, namely pretest and posttest. The data obtained were then analyzed using the manova test. The results obtained in this study are that there is an increase in critical thinking skills and student collaboration through practicum learning with a significant discovery learning model.
Training on the Development of Artificial Intelligence-Based Teaching Media Oriented to Deep Learning for Creating Innovative Digital Classrooms in Merdeka Belajar Ekaputra, Firdiawan
Mattawang: Jurnal Pengabdian Masyarakat Vol. 6 No. 4 (2025)
Publisher : Yayasan Ahmar Cendekia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.mattawang4465

Abstract

The purpose of this activity is to improve teachers' abilities in developing artificial intelligence based teaching media to create innovative digital classrooms in the Kurikulum Merdeka. This training activity was held in September 2025 and was attended by 22 teachers from all subject areas at SMA Negeri 8 Muaro Jambi. The methods applied in this training included presentations on innovative teaching media, an introduction to deep learning-oriented artificial intelligence-based applications, accompanied by demonstrations and hands-on practice sessions. Based on the results of discussions and evaluations conducted, training participants experienced an increase in knowledge and utilization of artificial intelligence-based teaching media, resulting in improved learning quality, increased teacher creativity in developing artificial intelligence-based teaching media, and improved teacher ability to apply artificial intelligence-based teaching media, thereby creating innovative digital classrooms.
PENERAPAN INOVASI ECO ENZYM DARI KULIT NANAS SEBAGAI MEDIA PEMBELAJARAN BERBASIS KEARIFAN LOKAL DI SMAN 3 DAN SMKN 8 MUARO JAMBI Suprayogi, Dawam; Dani, Rahma; Ekaputra, Firdiawan; Kriswantoro, Kriswantoro
MIMBAR INTEGRITAS : Jurnal Pengabdian Vol 5 No 1 (2026): JANUARI 2026
Publisher : Biro Administrasi dan Akademik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/mimbarintegritas.v5i1.7255

Abstract

Program pengabdian masyarakat ini dilaksanakan di SMAN 3 dan SMKN 8 Muaro Jambi dengan fokus pada penerapan inovasi eco enzyme dari kulit nanas sebagai media pembelajaran berbasis kearifan lokal. Permasalahan utama yang dihadapi mitra meliputi belum optimalnya pengelolaan limbah organik, keterbatasan penerapan pembelajaran berbasis proyek (Project-Based Learning/PjBL), serta kurangnya integrasi kearifan lokal dalam kurikulum sains. Untuk menjawab tantangan tersebut, kegiatan pengabdian dilakukan melalui serangkaian tahapan, mulai dari sosialisasi, pelatihan teknis pembuatan Eco Enzyme, pembangunan unit fermentasi sederhana di sekolah, hingga pendampingan integrasi Eco Enzyme dalam perangkat pembelajaran biologi, kimia, dan prakarya. Hasil kegiatan menunjukkan capaian yang signifikan. Produksi Eco Enzyme rata-rata mencapai enam liter per bulan, melampaui target awal lima liter, serta berhasil mengurangi timbulan sampah organik hingga 30% dalam enam bulan pertama. Sebanyak 92% peserta pelatihan (guru dan siswa) mampu membuat Eco Enzyme secara mandiri, sementara tingkat pemahaman meningkat rata-rata 40% berdasarkan hasil pre-test dan post-test. Dari sisi pembelajaran, 80% guru IPA telah mengintegrasikan PjBL berbasis Eco Enzyme dalam RPP, disertai tersusunnya modul pembelajaran dan lembar kerja ilmiah (LKI). Selain menghasilkan produk nyata berupa Eco Enzyme, kompos, SOP, modul, dan LKI, program ini juga memperkuat kapasitas guru dan siswa, membentuk Tim Adiwiyata Eco Enzyme sebagai motor keberlanjutan, serta mendorong terciptanya budaya sekolah yang ramah lingkungan. Luaran non-fisik lainnya mencakup publikasi kegiatan, pameran produk, dan presentasi hasil pada forum adiwiyata tingkat kabupaten. Dengan demikian, program ini tidak hanya berkontribusi pada pengelolaan lingkungan sekolah, tetapi juga mendorong inovasi pembelajaran kontekstual yang berbasis kearifan lokal dan berkelanjutan.
The Effectiveness of Using Quizizz in Improving Students' Collaboration Skills in the Course of Assessment of the Process and Results of Learning Chemistry Ekaputra, Firdiawan
JUPE : Jurnal Pendidikan Mandala Vol 10, No 4 (2025): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i4.9777

Abstract

The purpose of this study was to determine the effectiveness of Quizizz in improving student collaboration. A one-group pretest-posttest design was used in this study. In this study, Quizizz was used in classroom learning with a project-based learning model. This study was conducted on 23 students in class R-001 who took the Chemistry Learning Process and Outcome Assessment course in the 2025/2026 academic year. Questionnaires were administered before and after the lectures. The hypothesis test results showed a significance value of 0.000 or less than 0.05. This indicates that the students' collaboration skills in this study increased significantly after using Quizizz.
Efektivitas Penerapan Permainan Edukasi Berbasis Quizizz terhadap Peningkatan Kemandirian Belajar dan Sikap Ilmiah Ekaputra, Firdiawan; Sungkono
Epistema Vol. 6 No. 2 (2025)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v6i2.90664

Abstract

This study has two main objectives, namely: (1) to analyze the effectiveness of increasing student learning independence after the implementation of learning media in the form of Quizizz-based educational games, and (2) to assess the effectiveness of increasing students' scientific attitudes through the use of learning media in the form of Quizizz-based educational games. The research subjects consisted of students in Class A of the Chemistry Education Study Program at the University of Jambi who took the Chemistry Learning Media course in the 2022/2023 academic year. The type of research used was an experiment with a single group design using a pretest-posttest scheme. Data collection on learning independence and scientific attitudes was conducted using a questionnaire instrument. The collected data were then analyzed using a paired samples t-test to determine the differences before and after the use of Quizizz-based educational games as learning media. The results showed that: (1) there was a significant increase in learning independence after students used Quizizz-based educational games as learning media, and (2) there was also a significant increase in students' scientific attitudes after the application of Quizizz-based educational games as learning media.
Pengembangan Pengembangan Game Edukasi Berbasis Deep Learning Berbantuan Construct 3 di Sekolah Menengah Atas pada Materi Laju Reaksi: Pendahuluan Annisa Febrina Adzra; Zurweni; Ekaputra , Firdiawan
Jurnal Riset Pendidikan Kimia (JRPK) Vol. 15 No. 2 (2025): Jurnal Riset Pendidikan Kimia (JRPK), Volume 15 Nomor 2 (2025)
Publisher : LPPM Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JRPK.152.10

Abstract

This study aims to produce a feasible deep learning-based educational game learning medium assisted by Construct 3. This study was conducted at SMAN 10 Kota Jambi with the research subjects being class XI Phase 2. This study used the Lee & Owens development model, namely: analysis, design, development, implementation, and evaluation. The research instruments used were interview guidelines and questionnaires. The data analysis techniques used were qualitative data analysis (suggestions and comments) and quantitative data analysis (percentage and average answer scores). The results of this study indicate that this deep learning-based educational game assisted by Construct 3 is feasible conceptually and procedurally, with a material expert feasibility score of 98% (Very Good), a media expert score of 93% (Very Good), and a teacher assessment score of 94% (Very Good). The deep learning-based educational game assisted by Construct 3 can be used at all cognitive levels of students with a percentage of 86.6% (Very Good) and student responses have a percentage of 93.1% (Very Good). Based on the results obtained, it can be concluded that the deep learning-based educational game assisted by Construct 3 is very feasible to be used in learning to increase student motivation in reaction rate material.
The Effectiveness of Quizizz Application-Assisted Learning to Improve Student Self-Efficacy Ekaputra, Firdiawan
JUPE : Jurnal Pendidikan Mandala Vol 10, No 4 (2025): JUPE : Jurnal Pendidikan Mandala (Desember)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i4.9824

Abstract

The purpose of this study was to examine the effectiveness of learning assisted by the Quizizz application in improving students' self-efficacy. This study used a one-group pretest-posttest research design. The study was conducted on 23 students majoring in Chemistry Education in class R-001 in the Odd Semester of the 2025/2026 Academic Year. The data collection technique in this study was a questionnaire aimed at measuring self-efficacy before and after learning assisted by the Quizizz application. The data on students' self-efficacy abilities were then tested using a paired sample t-test. The conclusion of this study is that the application of the Quizizz application in learning is proven to be effective in increasing students' self-efficacy. This increase may be due to the Quizizz application having interesting and comprehensive features and providing quick feedback, making learning competitive and enjoyable and providing more flexible independent learning opportunities.
Pengembangan e-LKPD Berbasis Augmented Reality dengan Pendekatan Saintifik Berorientasi Berpikir Kritis Siswa pada Materi Struktur Atom Berlian Agus Tari; Muhammad Rusdi; Haryanto, Haryanto; Harizon, Harizon; Febbry Romundza; Firdiawan Ekaputra
JURNAL PENDIDIKAN MIPA Vol. 16 No. 1 (2026): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v16i1.4010

Abstract

Penelitian ini bertujuan untuk menghasilkan Lembar Kerja Peserta Didik Elektronik (e-LKPD) berbasis Augmented Reality (AR) dengan pendekatan saintifik pada materi struktur atom yang berorientasi pada pengembangan kemampuan berpikir kritis siswa, serta mengetahui tingkat kelayakan dan respon peserta didik terhadap media yang dikembangkan. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek penelitian melibatkan peserta didik kelas X SMAN 8 Muaro Jambi. Pengumpulan data dilakukan melalui angket validasi ahli, angket penilaian guru, dan angket respon peserta didik. Data dianalisis menggunakan teknik deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa e-LKPD berbasis Augmented Reality yang dikembangkan memenuhi kriteria layak berdasarkan penilaian ahli dan guru, serta memperoleh respon positif dari peserta didik. Dengan demikian, e-LKPD berbasis Augmented Reality dengan pendekatan saintifik dapat digunakan sebagai media alternatif untuk mendukung pembelajaran struktur atom dan pengembangan kemampuan berpikir kritis siswa.