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Enhancing students’ problem-solving skills and energy-saving character through a physics e-module Widya, Widya; Andriani, Riza; Mujtahid, Zainul; Muttakin, Muttakin; Nurpatri, Yeni
Indonesian Journal of Science and Mathematics Education Vol. 9 No. 1 (2026): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v9i1.28694

Abstract

The low level of students’ problem-solving skills and awareness of energy-saving behavior highlights the urgency of developing contextual teaching materials aligned with the Merdeka Curriculum. This study aimed to develop and evaluate the effectiveness of a Creative Problem Solving (CPS)–based e-module to improve students’ problem-solving skills while fostering energy-saving character. The research employed a quasi-experimental design with a pretest–posttest control group. The sample comprised two eleventh-grade science classes purposively selected from a senior high school in Aceh Utara Regency, Indonesia. Effectiveness analysis was conducted by comparing learning outcomes between the experimental and control groups. The results indicate that the CPS-based e-module effectively improved students’ problem-solving skills, with an average N-Gain score of 71.73, classified as high. In addition, the e-module contributed positively to the development of energy-saving character, as reflected in improvements in most indicators (frugality, accuracy, tolerance, and creativity) toward habitual behavior. These findings imply that CPS-based e-modules have the potential to serve as integrated learning innovations that enhance instructional quality while fostering energy-saving character at the secondary education level.
Pengembangan Video Pembelajaran Berbasis Culturally Responsive Teaching Untuk Memfasilitasi Kemampuan Literasi Dan Numerasi Peserta Didik Di SMP Negeri 1 Dewantara Zahra Mahfuzah; Eri Saputra; Erna Isfayani; Nuraina; Zainul Mujtahid
Jurnal Pendidikan Matematika Malikussaleh Vol. 6 No. 1 (2026): Jurnal Pendidikan Matematika Malikussaleh
Publisher : LPPM UNIMAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jpmm.v6i1.23048

Abstract

Studi ini berfokus pada rendahnya kemampuan literasi numerasi peserta didik yang terlihat dari hasil tes dan pengamatan awal di SMP Negeri 1 Dewantara, yang menunjukkan banyak peserta didik belum dapat menyelesaikan masalah kontekstual yang menghubungkan angka dan simbol dalam kehidupan sehari-hari. Studi ini bertujuan untuk menciptakan video pembelajaran yang berlandaskan Culturally Responsive Teaching (CRT) guna mendukung kemampuan literasi numerasi peserta didik dalam topik Sistem Persamaan Linear Dua Variabel (SPLDV). Penelitian ini menerapkan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari langkah-langkah Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Validasi oleh ahli media dan ahli materi dilakukan untuk menguji validitas produk, sedangkan angket respon peserta didik dan hasil belajar digunakan untuk mengevaluasi kepraktisan dan efektivitas. Hasil validasi dari ahli media mencapai persentase 91,66% (sangat layak), validasi dari ahli materi 95% (sangat layak), kepraktisan video pembelajaran menurut angket peserta didik sebesar 83,82% (sangat praktis), dan hasil belajar peserta didik menunjukkan efektivitas sebesar 86,95% (sangat efektif). Berdasarkan hal tersebut, disimpulkan bahwa video pembelajaran yang berbasis culturally responsive teaching terbukti valid, praktis, dan efektif diterapkan dalam pembelajaran matematika mengenai SPLDV untuk memfasilitasi kemampuan literasi numerasi peserta didik.
Feasibility of Android-Based Application SCIQU (Science in Al-Quran) as Science Learning Media for Madrasah Ibtidaiyah (MI) Muttakin Muttakin; Zainul Mujtahid; Amam Taufiq Hidayat; Munzir Absa; Thalitha Attahara; Rahmah Nursada
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.5874

Abstract

In this age of technological advancement, the process of learning in the classroom is required to be more adaptive, using various media that can enhance it. One of the learning media that can increase student’s interest is picture story media (comics). In this study, an android-based comic media was developed, called Science in Al-Qur'an (SCIQU), with material about clean and healthy lifestyles for grade V Madrasah Ibtidaiyah (MI) students. The media was developed using Research and Development (R & D) Method with ADDIE (Analyze, Design, Develop, Implement, Evaluate) Model.  The media developed and the material presented in the media were validated by media expert validators and material experts. From the validation results, it was found that the media developed fell into the "Very Feasible" category with a total validity value of 95.34%. Likewise, the material presented in the SCIQU comic media is included in the "Very Feasible" category with a total validity value of 96.48%. So the SCIQU comic media that has been developed can be said to be very feasible to be implemented to MI students across the country.
Inovasi E-Multimedia Interaktif Fisika Berbasis STEM Untuk Meningkatkan Literasi dan Keterampilan Abad 21 Widya; Zainul Mujtahid; Amam Taufiq Hidayat; Agus Muliaman
Kappa Journal Vol 8 No 3 (2024): Kappa Journal
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/kpj.v8i3.27890

Abstract

This research aims to develop an Interactive Physics E-Multimedia based on STEM Education to enhance students' scientific literacy and 21st-century skills, including communication, collaboration, critical thinking, and creativity. The study follows a Research and Development (R&D) method with three stages: analysis and exploration, design and construction, as well as evaluation and reflection. The product trials were conducted with 11th-grade students at SMA Negeri 1 Lhokseumawe. The findings reveal that the use of interactive E-multimedia is effective in improving students' understanding, with an average post-test score of 80.4 compared to a pre-test score of only 35.2. Expert validation indicates that the product is suitable for use, with an average score of 85 for content, 82.85 for construction, and 80 for design. The product's practicality was also rated highly by both students and teachers, with an average score of 4.09 out of 5. Additionally, students showed strong interest in the interactive and easily accessible digital learning media. Thus, the STEM-based interactive physics E-multimedia is effective in enhancing scientific literacy and 21st-century skills, making it a valuable tool for supporting self-directed learning
Gerakan EISGU (Ethical and Islamic Gadget Use) sebagai Solusi Pendidikan dalam Menghadapi Tantangan Jam Malam bagi Anak-Anak di Lhokseumawe Zainul Mujtahid; Muh Fahrudin Alawi; Said Fadlan Anshari; Islami Fatwa
Jurnal Mandala Pengabdian Masyarakat Vol. 7 No. 1 (2026): Jurnal Mandala Pengabdian Masyarakat
Publisher : Progran Studi Farmasi Universitas Mandala Waluya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35311/jmpm.v7i1.828

Abstract

The EISGU Movement (Ethical and Islamic Gadget Use) was implemented as a community service initiative to address the growing issue of excessive gadget use among adolescents during the night curfew policy in Blang Pulo Village, Lhokseumawe. The program aimed to foster ethical, Islamic, and productive digital behavior through an integrative educational approach combining religious values, character formation, and digital literacy. Conducted at SMPN 8 Lhokseumawe with 25 student participants, the program consisted of four main components: (1) Digital Ethics Education Based on Islamic Principles, (2) Educational Digital Content Creation Workshops using AI tools such as Gemini AI and ChatGPT, (3) Basic Programming (Coding) Workshops using Google Colab, and (4) the EISGU Declaration. Program effectiveness was evaluated by teacher observers using a rubric with seven indicators rated on a 4-point scale, yielding an overall effectiveness score of 3.8 out of 4, which indicates a very high level of achievement across ethical understanding, engagement, creativity, and responsible gadget use. These findings demonstrate that integrating Islamic values with digital literacy and AI-assisted learning enhances adolescents’ moral awareness, self-control, and 21st-century technological competencies, positioning the EISGU Movement as an innovative, faith-based educational model with strong potential for replication in other communities facing similar digital challenges.