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Digital Transformation of Learning Media in Elementary Schools: A Shift from Physical Props to Augmented Reality Gunawan Gunawan; Ni Made Yeni Suranti; Imran Imran; Lovy Herayanti; Kurniawan Arizona; Fahmi Yahya
Indonesian Journal of Elementary and Childhood Education Vol. 6 No. 3 (2025): Edisi September 2025
Publisher : Indonesian Publication Center

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Abstract

The transformation of learning media in elementary schools has undergone a significant evolution, moving from a reliance on physical props to the utilization of immersive technologies. This review article aims to analyze this paradigm shift, starting from the use of static visual media to the adoption of Augmented Reality (AR). Through a literature review of various recent studies, the analysis focuses on how interactive digital platforms and gamification act as a transitional bridge before reaching the stage of AR technology, which is capable of visualizing abstract concepts in real-time. The analysis reveals that the shift to AR does not only replace the role of physical props in terms of cost and space efficiency but also provides a superior impact on enhancing student engagement, reducing cognitive load, and fostering deeper conceptual understanding. This review concludes that digital transformation in elementary schools is a crucial step in creating an adaptive and futuristic learning environment for Generation Alpha.
Gamification In Science and Technology Education: A Narrative Review of Implementation Trends and Educator Perspectives Gunawan Gunawan; Lovy Herayanti; Imran Imran; Fathoroni Fathoroni; Rahmatullah Rahmatullah; Muhammad Hilmy As Shiddiq; Fahmi Yahya
Indonesian Journal of Applied Science and Technology Vol. 6 No. 2 (2025): Edisi Juli-Desember 2025
Publisher : Indonesian

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Abstract

Gamification has emerged as a transformative pedagogical approach in science and technology education. This narrative review explores current implementation trends and educator perspectives by analyzing 28 selected articles published between 2016 and 2024. The study identifies key technological trends, including the integration of Virtual Reality (VR), game-based physics simulations, and Education 4.0 tools. The findings indicate that gamification significantly enhances student motivation, academic achievement, and engagement in complex scientific subjects. Furthermore, the review highlights educator perspectives, revealing that while teachers generally perceive gamification as a potent methodology, its adoption is often hindered by barriers such as limited digital self-efficacy, technical constraints, and the need for specialized training. The synthesis suggests that a successful gamified ecosystem requires a balance between immersive technology and robust pedagogical support. This review provides valuable insights for educators and policymakers seeking to integrate gamified strategies into STEM curricula to foster 21st-century skills.
Development of PBL-Based E-LKPD to Improve Students’ Learning Motivation and Critical Thinking Skills Mawar Melinah; Syarif Fitriyanto; Suji Ardianti; Sri Nurul Walidain; Romi Aprianto; Fahmi Yahya; Hermansyah Hermansyah
Indonesian Journal of Innovation and Educational Technology Vol. 1 No. 1 (2026): Edisi Januari-Juni 2026
Publisher : Indonesian Publication Center

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Abstract

This study was motivated by the fact that students demonstrated suboptimal learning motivation and weak critical thinking skills in understanding the abstract topic of temperature and heat. The objective of this research was to develop a physics E-LKPD based on the Problem-Based Learning (PBL) model and to examine its validity, practicality, and effectiveness in learning activities. The study employed a Research and Development (R&D) approach guided by the ADDIE framework, consisting of five main stages: analysis, design, development, implementation, and evaluation. The participants included one physics teacher and 35 eleventh-grade students from MAN 1 Sumbawa. Data were collected through expert reviews, surveys from both the teacher and students, as well as pre- and post-tests to assess students’ motivation levels and critical thinking abilities. The findings revealed that the developed E-LKPD achieved a validity score of 90.4%, a practicality score of 88%, and an effectiveness level reflected by an average N-Gain value of 0.71, which falls into the high category. Furthermore, students’ learning motivation reached 82.44% (high category), and their critical thinking ability reached 79.3% (moderately high). Therefore, the E-LKPD, designed with a Problem-Based Learning (PBL) approach, is considered suitable as a physics learning medium, capable of enhancing both the quality of the learning process and students’ learning outcomes.