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Pelatihan Penggunaan Fitur Kesehatan Digital Untuk Mencegah Kecanduan Gadget Pada Anak-Anak Aminudin Zakaria; Afaurina Indriana Safitri; Nadila Wahyu Pertiwi; M. Aflah Rizqi Febrianto; Hanan Zaki Alhusni; Saiyidah Mahtari; Meta Yantidewi
Dedikasi: Journal of Community Engagement and Empowerment Vol. 1 No. 1 (2023): June 2023
Publisher : Mitra Edukasi dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58706/dedikasi.v1n1.p22-27

Abstract

Teknologi mengalami perkembangan yang sangat pesat ketika memasuki abad ke-20 serta memberikan dampak besar berupa perubahan dalam kehidupan manusia. Salah satu hal yang mampu memberikan perubahan besar dalam kehidupan manusia ialah gadget. Gadget merupakan barang yang memiliki kecanggihan memuat berbagai macam aplikasi serta menyediakan hal yang menjadi kebutuhan manusia. Di sisi lain, kemajuan teknologi berdampak pada perkembangan gadget tersebut memberikan dampak dalam kehidupan manusia, terutama bagi tumbuh kembang anak yaitu secara tidak langsung mampu memengaruhi kesehatan tubuh manusia, merubah sikap social anak, serta mampu menurunkan jiwa kreativitas siswa. Oleh karena itu, penulis menggagas kegiatan sosial dengan judul “Pelatihan Penggunaan Fitur Kesehatan Digital untuk Mencegah Kecanduan Gadget pada Anak-Anak”. Tujuan dari penulisan karya ini adalah untuk meningkatkan kesadaran orang tua serta anak agar bijak dalam menggunakan gadget. Metode penulisan yang digunakan dalam karya tulis ilmiah ini adalah deskriptif kuantitatif, dengan teknik pengumpulan data berupa kuisioner untuk memperkuat gagasan yang diajukan. Pada kuesioner, dapat dilihat masih rendahnya kesadaran masyarakat akan bahaya penggunaan gadget yang berlebihan serta pengetahuan fitur kesehatan untuk monitoring dan control penggunaan gadget. Dapat diketahui sebanyak 90% peserta dapat memasang fitur kesehatan digital dan timer aplikasi. 10% belum dikarenakan smartphone yang digunakan masih menggunakan sistem operasi dibawah android 8.1.
Physics Learning Utilizing VIRRIC (Virtual Reality Hydroelectric): Effects on Students' Learning Outcomes and Experiences Aminudin Zakaria; Mita Anggaryani; Tinezia Cendani; Nina Fajriah Citra
Journal of Digitalization in Physics Education Vol. 2 No. 1 (2026): April
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jdpe.v2i1.52253

Abstract

Objective: This study explores the impact of physics learning using VR-based media on students' learning outcomes and learning experiences. This study also examined gender differences in gains. Method:  This study uses the one-group pre-test and post-test methods to measure learning outcomes and a questionnaire to determine student responses. These student responses assess how students experience learning after using the Virtual Reality Hydroelectric (VIRRIC) media. This paper reports on the design, implementation, and impact of applying VIRRIC. VIRRIC was created using MilleaLab Creator software, a VR platform inspired by the Karangkates Hydroelectric Power Plant. The inspiration for this real renewable energy product is to support students in contributing to SDG 7. VIRRIC was tested in science class learning, and 30 high school students were tested. Results:  The trial results showed that 93% of students had a moderate n-gain (average n-gain = 0.433), indicating a decent increase in learning outcomes before and after using VIRRIC. In addition, the application of VIRRIC was well received by the students, with a questionnaire score of 0.76, indicating that they had good learning experiences in physics through VIRRIC. Both results show a positive correlation between STEM activities using VIRRIC and students' learning outcomes and learning experiences. Therefore, VIRRIC can be a medium for teaching, particularly on the renewable energy topic. Novelty: This study provides scientific evidence of VR technology's effectiveness in supporting physics learning. It provides empirical evidence of how conventional physics learning can be transformed into digitalization using VR.
Identification of Generative AI Usage Profiles and Implications for Critical Thinking Skills in Physics Learning Aminudin Zakaria; Budi Jatmiko; Binar Kurnia Prahani; Cahyo Febri Wijaksono
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 15 No. 2 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v15n2.p83-93

Abstract

Objective: This study aims to map students' GenAI usage profiles during physics learning. In addition, it examines the correlation between these variables and students' critical thinking skills in physics learning. Method: A non-experimental, quantitative, ex post facto design was employed. This design captures phenomena that occur naturally without any intervention. The research instruments consisted of questionnaires and tests. Data were analyzed using descriptive statistics, the Kruskal–Walls test, and Spearman’s correlation test. Results: Students tend to accept answers from GenAI quickly during physics learning. Only a small proportion are accustomed to questioning, verifying, and evaluating GenAI-generated answers. There are differences in critical thinking skills among groups of students with different patterns of GenAI use, with an ε2 of 0.410. The profile of GenAI usage is positively correlated with critical thinking skills, with a correlation coefficient of 0.525, indicating a moderate relationship. Novelty: This study contributes by revealing students' GenAI usage profiles in physics learning and by providing empirical evidence that the quality of ethical and reflective use has a strong influence and is positively correlated with critical thinking skills.
The Effectiveness of Ecoviar (Ecosystem via Augmented Reality) Learning Media in Enhancing Students’ Computational Thinking and Scientific Literacy Tinezia Cendani; Andi Kristanto; Andi Mariono; Aminudin Zakaria; Khoirun Nisa'
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 15 No. 2 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v15n2.p147-156

Abstract

Objective: The objective of this study was to assess the effectiveness of ECOVIAR (Ecosystem via Augmented Reality) learning media in improving elementary school students' Computational Thinking and scientific literacy skills on ecosystem material. Method: A quasi-experimental design with a non-equivalent control group design was used in this study. A total of 60 fifth-grade students participating in the experimental class and the control class were used as the research sample. The experimental class was given treatment using ECOVIAR media, while the control class underwent conventional learning. Data were collected using a validated long-response test to measure Computational Thinking and scientific literacy. Data analysis was calculated using a normality test, a homogeneity test, and an independent sample t-test. Results: The findings indicated no significant difference in the initial abilities between the two groups (Sig. > 0.05). However, significant differences were found in the post-test results for both computational thinking (Sig. = 0.002 < 0.05) and scientific literacy (Sig. = 0.000 < 0.05). It is concluded that students taught using ECOVIAR media achieved significantly higher learning outcomes compared to those in the conventional learning group. Novelty: The development and utilization of Augmented Reality media in learning specifically designed for the ecosystem of learning materials with a focus on improving Computational Thinking and scientific literacy is a novelty in this study, because it is still rarely studied simultaneously in elementary school expansion.