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Development of Digital Scrapbook Module Teaching Materials as a Science Learning Innovation to Improve Students' Conceptual Understanding Sangaji, Muhamad; Damayanti, Fitri; Musliman, Acep; Hasbullah, Hasbullah; Suryana, Andri
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.13377

Abstract

This research and development aims to produce a digital scrapbook module as an innovation in junior high school science teaching materials that is feasible, practical, and effective in improving student understanding. This research is motivated by the results of interviews with junior high school teachers in South Tangerang which showed the limitations of the use of conventional teaching materials so that learning is less interesting and not optimal. The research method used is research and development (R&D) with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The developed product was validated by two material experts, two media experts, and two teachers as users. The research instruments were in the form of a validation questionnaire and a questionnaire of teacher and student responses that were analyzed using a five-point Likert scale with a value range of ≤1.8 to ≥4.2. The results showed that the material feasibility obtained an average score of 4.6, media feasibility 4.4, and user response 4.6, all of which are in the very good category. Overall, the average score of expert and user assessments reached 4.5 in the very good category. These results indicate that the digital scrapbook module is not only feasible and practical to use, but also has the potential to improve the quality and effectiveness of science learning in junior high schools
IMPLEMENTASI MEDIA PEMBELAJARAN STEAM BERBASIS VIRTUAL REALITY DALAM PEMBELAJARAN MATEMATIKA DAN IMPLIKASINYA TERHADAP MINAT BELAJAR SISWA SMA Musliman, Acep; Hermansyah, Hermansyah; Luqmanul, Hilman; Hasanudin, Januar Muhamad; Prayoga, Muhammad Reyza; Suratno, Suratno
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8599

Abstract

ABSTRACT The low level of students’ learning interest in Mathematics and Natural Sciences (MIPA) at Senior High Schools (SMA) remains a challenge, particularly due to the dominance of conventional teaching methods and the limited use of digital technology in the learning process. This study aims to develop learning media based on the Science, Technology, Engineering, Arts, and Mathematics (STEAM) approach integrated with Virtual Reality (VR) technology and to examine its validity, practicality, and effectiveness in enhancing students’ learning interest in MIPA. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research subjects were Grade X senior high school students. Data were collected through learning interest questionnaires, expert validation sheets for content and media, and classroom observations. The results indicate that the VR-based STEAM learning media demonstrate a very high level of validity and are considered practical for classroom implementation. Furthermore, the use of this media is proven to be effective in increasing students’ learning interest, as reflected in higher levels of active engagement, interest in the learning materials, and curiosity during the learning process. Therefore, STEAM-based learning media integrated with Virtual Reality can be considered an innovative alternative to support MIPA learning in senior high schools in the digital era. ABSTRAK Rendahnya minat belajar siswa pada mata pelajaran Matematika dan Ilmu Pengetahuan Alam (MIPA) di Sekolah Menengah Atas (SMA) masih menjadi tantangan, terutama akibat dominasi pembelajaran konvensional dan terbatasnya pemanfaatan teknologi digital dalam proses pembelajaran. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis pendekatan Science, Technology, Engineering, Arts, and Mathematics (STEAM) yang terintegrasi dengan teknologi Virtual Reality (VR) serta menguji validitas, kepraktisan, dan efektivitasnya dalam meningkatkan minat belajar siswa MIPA. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas X SMA. Data dikumpulkan melalui angket minat belajar, lembar validasi ahli materi dan media, serta observasi pembelajaran. Hasil penelitian menunjukkan bahwa media pembelajaran STEAM berbasis VR memiliki tingkat validitas yang sangat baik dan dinilai praktis untuk diterapkan dalam pembelajaran. Selain itu, penggunaan media ini terbukti efektif dalam meningkatkan minat belajar siswa, yang tercermin dari meningkatnya keterlibatan aktif, ketertarikan terhadap materi, dan rasa ingin tahu selama proses pembelajaran. Dengan demikian, media pembelajaran STEAM terintegrasi Virtual Reality dapat dijadikan sebagai alternatif inovatif untuk mendukung pembelajaran MIPA di SMA pada era digital.
Analysis of Game-Based Learning Models in Mathematics Education at SDN Segara Makmur 01 Suprihatin, Suprihatin; Mukhlis, Mukhlis; Syukur, Abdul; Komariah, Euis; Arizona, Herbeta; Suntari, Susi; Musliman, Acep; Munali, Munali
ATTA`DIB Vol. 9 No. 3 (2025): DESEMBER
Publisher : Program Studi PGMI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to analyze the application of the game-based learning model in mathematics lessons in grade V at SDN Segara Makmur 01, Bekasi Regency. This study uses a qualitative approach and data collection through interviews, observations, and documentation. The results of the study show that the implementation of the game-based learning (GBL) model was carried out in several stages, namely the preparation stage for game-based mathematics learning, the implementation stage, and the evaluation stage. This model has been proven to be effective in increasing learning creativity. The increase in student creativity can be seen in their curiosity, fluency, flexibility, and originality.
Meta-analytical model of the relationship between learning motivation, self-efficacy, and academic achievement in online learning Setiawan, Hermawan; Widodo, Widodo; Lapasau, Merry; Wahid, Sunar Abdul; Musliman, Acep
Jurnal Konseling dan Pendidikan Vol. 13 No. 4 (2025): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1187600

Abstract

The transformation of global education towards e-learning poses challenges to students' motivation and self-efficacy, impacting inequalities in academic achievement. A number of studies indicate that the relationship between motivation, self-confidence, and achievement remains complex and warrants further investigation. This study conducted a meta-analysis to assess the strength of the relationship between motivation, self-efficacy, and academic achievement in the context of digital learning. By analyzing 52  recent studies (2004–2025), we used a randomized effects model to account for heterogeneity between studies. The correlation coefficient reported in each study was converted to Fisher's Z to normalize the distribution of effects. Subsequently, the meta-analytic SEM was performed to test the self-efficacy mediation model. The results of the meta-analysis showed that the combined correlation between motivation and self-efficacy (r = 0.52) and motivation and academic achievement (r = 0.44) exhibited a moderate to strong ffect. The meta- structural equation modelling (SEM) analysis confirmed that self-efficacy mediates a partial influence of motivation on Academic Achievement (β indirect = 0.355, 36% of the total influence). Theoretically, these results strengthen social cognitive theory (Bandura) and self-determination theory (Deci & Ryan) in the field of e-learning. Practically, the results suggest that teachers and institutions should develop interventions that increase students' intrinsic motivation and self-confidence (e.g., through autonomy-supporting learning) and support educational policies that incorporate non-cognitive psychological indicators into the curriculum. This study provides a more accurate estimate of average effects and supports the development of the theory and practice of digital education based on cross-cultural evidence.