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Pengembangan E-Modul Zat Aditif dan Adiktif Berbasis Etnosains untuk Meningkatkan Kreativitas Ilmiah Siswa SMP Afina Aninnas; Bambang Subali; Arif Widiyatmoko
Jurnal Penelitian Pendidikan IPA Vol. 9 No. SpecialIssue (2023): UNRAM journals and research based on science education, science appl
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.4307

Abstract

This research aims to produce an ethnoscience-based e-module that is feasible and effective for increasing junior high school students' scientific creativity. This research method is development research or R&D (Research and Development) with the ADDIE model. The product trial design consists of a small-scale trial on 9 students and a large-scale trial by carrying out experimental research on 29 students. The data collection instruments used were an e-module feasibility analysis scale by experts and a scientific creativity essay test. The data analysis techniques used are percentage of feasibility, N-Gain test, and t test with a significance of <0.05. Based on the research, the results obtained show that the ethnoscience-based e-module on additives and addictive substances is feasible and effective for use and is able to increase students' scientific creativity in the high improvement category. There were differences between trials in class groups that used ethnoscience-based e-modules and class groups without treatment. The conclusion of this research is that the results of the development of an ethnoscience-based e-module regarding additives and addictive substances are able to increase the scientific creativity of junior high school students
Inovasi Media Pembelajaran 3D melalui Experiential Learning: Sebuah Strategi untuk Meningkatkan Motivasi dan Berpikir Kritis Siswa dalam Pembelajaran Sains Fannya Nadim Rooshadiya; Arif Widiyatmoko; Ellianawati
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.11335

Abstract

This study aims to investigate the effectiveness of 3D media based on experiential learning in enhancing students’ learning motivation and critical thinking skills on the topic of the human respiratory system. The media was developed using the ADDIE model and tested through a quasi-experimental design involving eighth-grade students divided into control and experimental groups. Data were collected through pretest, posttest, questionnaires, observation, and interviews. The experimental group used 3D web-based media, while the control group received conventional instruction. Results showed a significant increase in the experimental group’s motivation, especially in interest, effort, persistence, and self-confidence. Critical thinking also improved, particularly in argumentation and implementation. Welch’s t-test showed a significance value of 0.000, and n-gain analysis revealed higher effectiveness in the experimental group, with learning motivation categorized as high (n-gain = 0.7) and critical thinking as moderate (n-gain = 0.5), compared to low in the control group (n-gain = 0.3). The integration of interactive 3D visualization with experiential learning allowed students to better connect theoretical concepts to real-life applications. These findings suggest that experiential learning-based 3D media is a powerful tool to improve motivation and critical thinking in science education.
Pengembangan E-Modul Zat Aditif dan Adiktif Berbasis Etnosains untuk Meningkatkan Kreativitas Ilmiah Siswa SMP Afina Aninnas; Bambang Subali; Arif Widiyatmoko
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.4307

Abstract

This research aims to produce an ethnoscience-based e-module that is feasible and effective for increasing junior high school students' scientific creativity. This research method is development research or R&D (Research and Development) with the ADDIE model. The product trial design consists of a small-scale trial on 9 students and a large-scale trial by carrying out experimental research on 29 students. The data collection instruments used were an e-module feasibility analysis scale by experts and a scientific creativity essay test. The data analysis techniques used are percentage of feasibility, N-Gain test, and t test with a significance of <0.05. Based on the research, the results obtained show that the ethnoscience-based e-module on additives and addictive substances is feasible and effective for use and is able to increase students' scientific creativity in the high improvement category. There were differences between trials in class groups that used ethnoscience-based e-modules and class groups without treatment. The conclusion of this research is that the results of the development of an ethnoscience-based e-module regarding additives and addictive substances are able to increase the scientific creativity of junior high school students
Development Science E-Module Based PBL-Integrated STEM on Energy Material Novia Puji Rahayu; Arif Widiyatmoko; Mintarsih Arbarini
Jurnal Penelitian Pendidikan IPA Vol 10 No 8 (2024): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i8.8473

Abstract

This research is to develop E-module of STEM-PBL mater energy based science. The method used in development research was adapted from the RnD method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collection technique was in the form of a validated questionnaire for language experts, materials, media, and teachers responses.  E-module based Problem Based Learning contains five stages, namely; 1) orientation of students towards problems; 2) organizing students to learn; 3) guiding independent and group investigations; 4) develop and present the work; 5) analyze and evaluate the problem-solving process. In addition, the STEM in this e-module contains aspects of science, technology, engineering, and mathematics. The results of validation were, a percentage of 96.67% for language validation, a percentage of 95.00% for material validation, and a percentage of 96.00% for media validation, both of which were classified as very valid. Based on these results, it can be concluded that E-module based on STEM-PBL is feasible to be used in learning energy Materials.
Virtual Reality in Science Education: A Systematic Literature Review on Students’ Learning Motivation Alifia Hasna Azzah Fillah; Arif Widiyatmoko; Novi Ratna Dewi; Sudarmin Sudarmin
Journal of Mathematics Instruction, Social Research and Opinion Vol. 5 No. 2 (2026): June
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/misro.v5i2.1413

Abstract

The growing use of Virtual Reality (VR) in science education has attracted considerable attention due to its potential to create immersive, interactive learning experiences. However, previous studies have mainly focused on cognitive outcomes, while research specifically examining students’ learning motivation remains fragmented. Therefore, this study aims to analyze publication trends, country contributions, mapping of academic fields, and the implementation of VR in science education related to students’ learning motivation. This study employed a Systematic Literature Review (SLR) approach following the PRISMA 2020 guidelines. Data were collected from the Scopus database using Publish or Perish 8, covering publications from 2016 to 2026, and 25 selected articles were analyzed qualitatively. The findings indicate that research on VR in science education has increased significantly, particularly after 2020, with the United States, Taiwan, Spain, and China as the major contributors. The studies were dominated by Computer Science and Social Sciences, reflecting the interdisciplinary nature of VR research. Furthermore, VR was found to enhance students’ learning motivation through immersive experiences, interactivity, engagement, and contextual visualization. However, excessive immersion may increase cognitive load if not supported by appropriate instructional design. Therefore, VR should be integrated with appropriate pedagogical strategies to create more engaging, student-centered science learning environments.
The Influence of E-Modul Teaching Materials Based on Science Technology Engineering Mathematics (STEM) on Global Warming Material on Students' Science Literacy Skills Azidhatul Nurul Ifah; Arif Widiyatmoko; Parmin Parmin; Norma Eralita
Journal of Environmental and Science Education Vol. 5 No. 1 (2025): Journal of Environmental and Science Education: April 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jese.v5i1.3571

Abstract

This research aims to analyze the influence of STEM-based e-module teaching materials on students' scientific literacy skills. This research is experimental research with the concept of pretest-posttest non-equivalent control group design. The data collection method used in this research is the test and questionnaire method. The research was carried out in the odd semester of the 2023/2024 academic year. The population in this study were class VII students at Al-Islam Gunungpati Middle School, with research samples VII E for the experimental class and VII F for the control class. The technique used in sampling is purposive sampling technique. The research instrument is a pretest-posttest question sheet to measure scientific literacy skills and a questionnaire to measure scientific attitudes. The sampling technique used was a reated t-test, questionnaire data analysis, and N-gain. The research results showed that there was an effect of learning using e-module teaching materials during 3 meetings, namely 72.52% (good), 75.71% (good), 79.08% (good), and the results of the student questionnaire responses were 85.83 % (very good) so it can be concluded that STEM-based e-module teaching materials on global warming have an effect on students' scientific literacy skills.