Aulia Nindy Fadila Gastama
Universitas Negeri Malang

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The effect of group investigation model assisted by interactive media Lectora Inspire on high school students critical thinking skills Aulia Nindy Fadila Gastama; Fatiya Rosyida; Budi Handoyo; Djoko Soelistijo
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 3 (2023): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i3.59490

Abstract

Geography learning teaches students to be able to think critically. Critical thinking is one of the thinking skills that students must have in 21st-century learning. However, the critical thinking skills of high school students in Indonesia are proven to be lacking. The study aimed to determine the effect of the Group Investigation (GI) model assisted by interactive media Lectora Inspire on high school students' geography critical thinking skills. The research design used a quasi-experimental design with a posttest-only control group design. The location of the research was carried out at the Laboratory Senior High School Universitas Negeri Malang. The research subjects were XI IPS 3 students as the experimental group and XI IPS 1 as the control group. Data on students' critical thinking skills were obtained from six essay test questions arranged according to indicators of critical thinking skills. Data analysis techniques for critical thinking skills using the Mann-Whitney test show that the GI model assisted by interactive media Lector Inspire affects high school students' critical thinking skills. Comparison of the post-test scores of the experimental group is much better than the control group. The steps of the GI model and interactive media Lectora Inspire during learning to make students productive in critical thinking.
Geo-Immersive Learning: A Design Thinking Approach to Virtual Reality for Analyzing Multicultural Social Spaces Diky Al Khalidy; Aulia Nindy Fadila Gastama; Balqis Salsabila; Dwiyono Hari Utomo; Sri Milawati Asshagab; Abid Febriansyah; Batchuluun Yembuu; Ha Van Thang
Justek : Jurnal Sains dan Teknologi Vol 9, No 1 (2026): March
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v9i1.38084

Abstract

Visualizing abstract concepts in Human Geography is challenging, and current Virtual Reality (VR) applications primarily address physical phenomena rather than social dynamics. To bridge this gap, this study aims to develop and evaluate VR-based learning media for the “Population Dynamics and Social Groups” material. The research employs a Research and Development (R&D) design using the Design Thinking model, which consists of five stages: Empathize, Define, Ideate, Prototype, and Test. The development process emphasizes the novelty of integrating technical geospatial data, specifically astronomical coordinates and elevation, with a sociological analysis of three multicultural landscapes in Malang City: Chinatown (Pecinan), the Arab Quarter (Embong Arab), and the Madurese settlement. The subject of the implementation was undergraduate students of Geography Education at Universitas Negeri Malang. Data were collected using expert validation sheets and implementation observation sheets, then analyzed using descriptive quantitative techniques. The results demonstrate that the developed VR media is highly feasible for learning purposes. The quantitative analysis from the field implementation yielded an average observation score of 62.5 (out of a maximum of 68), classifying the product into the “Very Suitable” (Category A) category. Furthermore, qualitative observations indicated a significant increase in student enthusiasm and ease of understanding regarding the spatial distribution of social groups. This study concludes that integrating geospatial data with 360-degree visualization effectively bridges the gap between theoretical knowledge and field reality, offering a robust alternative to physical field trips.