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Journal : Jurnal Pendidikan MIPA

Digital-Based Physics Pocket Book Design with Short Counting Methods for Junior High School Students Yanti, Fitri April; Kristiawan, Muhammad; Riastuti, Reny Dwi; Muthoharoh, Luluk; Noperi, Hendri
Jurnal Pendidikan MIPA Vol 23, No 3 (2022): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

This study aims to design a digital-based physics pocket book with a short calculation method for junior high school students. This type of research and development is used in this study. At the design stage, we selected the ADDIE model. The design phase includes: the analysis phase, the stage design, the stage of development. Research data obtained by reviewing the curriculum, interviews, and validation questionnaires. Class VII, VIII, IX students, as many as 9 people, became the subject of a limited trial in this study. Data analysis was carried out by reviewing curriculum content, descriptive interview results, and quantitative analysis for validation. The results showed that the design of a digital-based physics pocket book with a short calculation method was valid and could be used by Junior high school students.Keywords: digital book, pocket book, short count method, physics learning.DOI: http://dx.doi.org/10.23960/jpmipa/v23i3.pp1030-1039
How Immersive Digital Technology Learning in Ecology and Environmental Education: A Systematic Literature Review Samitra, Dian; Rozi, Zico Fakhrur; Riastuti, Reny Dwi
Jurnal Pendidikan MIPA Vol 27, No 2 (2026): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v27i2.pp759-780

Abstract

This study investigates research trends in immersive digital technologies in ecological and environmental education. It also examines how immersive learning environments impact student learning outcomes and engagement across various educational contexts. A systematic literature review was conducted using the PRISMA protocol and the SPIDER framework. Publications were searched for between 2015 and 2025. The data obtained were analyzed descriptively. An initial search of the Scopus database identified 253 publications, and the ERIC database identified 43 publications, of which 26 studies met the inclusion criteria and were selected for in-depth analysis. The results indicate that research interest in immersive digital technologies in ecological and environmental education began in 2019. Most research on immersive digital technologies was conducted in 2025. VOSviewer analysis revealed that the identified keywords were technology, learning, and environmental substance. Among the identified technologies, virtual reality (VR) was the most dominant keyword. Furthermore, the study found that research on virtual reality technologies outnumbered research on augmented reality. Immersive digital technologies are used to enhance learning outcomes across affective, cognitive, behavioral, and engagement domains. This technology helps improve students' affective skills, such as environmental awareness, ecological empathy, positive attitudes toward conservation, and connectedness to nature. Game-based and narrative-based learning contribute to increased affective engagement and learning motivation. In the learning process, immersive digital technology is facilitated by contextual learning designs, such as experiential, inquiry-based, and situated learning. This review shows that immersive digital technologies in ecology and environmental education depend on the learning approach and objectives, enabling these technologies to support learning outcomes such as cognitive, affective, behavioral, and engagement. In addition, learning outcomes are influenced by immersive modality and learning approach. Keywords: augmented reality, virtual reality, virtual field trips, ecology education, environmental education.