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Development of a Critical Thinking Skills Assessment Instrument on Dynamic Electricity for High School Students Suratni Agustinih; Wasino; Agus Yuwono
Physics Communication Vol. 9 No. 2 (2025): August 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/pc.v9i2.30530

Abstract

The development of critical thinking skills is a curriculum mandate in Indonesia to prepare students for global challenges, yet existing assessments often fail to effectively measure these higher-order competencies. This study aims to analyze the developmental needs, characteristics, feasibility of an assessment instrument, and the effectiveness of its use in evaluating the critical thinking skills (CTS) of high school students on the topic of dynamic electricity. This is a research and development (R&D) study that employs the Four-D Model (define, design, develop, disseminate), as developed by Thiagarajan. The sample consisted of 30 students for a small-scale trial and 150 students for a large-scale trial. Data were collected through interviews, tests, questionnaires, and documentation. The data obtained from these methods were then analyzed using the Rasch Model to evaluate the psychometric properties of the instrument. The instrument was characterized by high-cognitive-level multiple-choice questions administered via the Google Forms platform integrated with AutoProctor. The research findings revealed the need to develop a critical thinking skills assessment instrument that meets the requirements of teachers, students, and conceptual frameworks.  The instrument's validity was established through two methods. First, an expert validation process yielded an average Aiken's V coefficient of 0.93. Second, data from empirical trials analyzed with the Rasch Model showed that all items met the ZSTD fit criteria for validity (-2.0 < ZSTD < +2.0). Item reliability was 0.74 and 0.92, with Cronbach's Alpha values of 0.84 and 0.87 (reliable). The item difficulty level was evenly distributed, the item discrimination index was 3.44 (good), and the instrument was free from bias. The average score across the 6 CTS indicators was 79.82, indicating that the assessment instrument for critical thinking skills on dynamic electricity is both feasible and effective for use.
Development and Feasibility of a Heyzine Flipbook–Based Tricaka E-Module for Grade VII Students’ Javanese Script Writing Skills Nihaya Nurjanah; Agus Yuwono
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 4 (2025): DECEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i4.7181

Abstract

Learning to write Javanese script (hanacaraka) at the junior high school level remains challenging due to low student motivation and limited instructional media that support systematic writing practice. This study aimed to develop and examine the feasibility of a Heyzine Flipbook–based Tricaka e-module designed to support Grade VII students’ Javanese script writing skills. The study employed a Research and Development (RD) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. Data were collected through observations, interviews, and questionnaires, including needs analysis, expert validation instruments, and user response questionnaires. The e-module was validated by a material expert and a media expert and subsequently implemented in a limited trial involving one Javanese language teacher and 32 Grade VII students at SMP Negeri 01 Juwana during the 2024/2025 academic year. Data were analyzed using descriptive statistics in the form of feasibility percentages. The results showed that the e-module achieved a feasibility score of 83.33% from the material expert and 85% from the media expert, both categorized as highly valid. User responses also indicated very high feasibility, with 95% from the teacher and 97.08% from the students. These findings suggest that the Tricaka e-module is feasible for use as a learning medium in Javanese script writing instruction. Further research is recommended to examine its effectiveness in improving students’ writing performance through experimental designs with larger and more diverse samples.
PENGGUNAAN MEDIA KARTU BERSUSUN TERHADAP KEMAMPUAN MEMBACA KALIMAT BERPOLA PADA SISWA SEKOLAH DASAR KELAS V Karin Widya Ayuningtyas; Panca Dewi Purwati; Agus Yuwono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.30436

Abstract

Indonesian language learning in grade 5 at SD Negeri Songgom 01, especially thematerial on patterned sentences, often faces obstacles in improving studentsunderstanding of the correct sentence structure. One of the causes is thatstudents have difficulty when reading patterned sentences and identifying them.Innovative learning media in the form of stacked cards by applying the PBLlearning model is needed to overcome these problems. The subjects of this studywere fifth grade students of SDN Songgom 01, totaling 20 students. This studyaims to determine the effect of using Stacked Card learning media in improvingthe ability to read patterned sentences. This research uses mixed methods withparallel convergent design by collecting quantitative and qualitative datasimultaneously and analyzed separately. The results of quantitative analysisshowed an increase in students ability to read patterned sentences when usinglearning media. The qualitative analysis results show that the application ofStacking Card media through PBL mode learning is able to increase studentsdemand to read patterned sentences so that students actively participate and areable to master the structure of sentence patterns. The social benefit of this mediaapplication is to improve students&#39; communication and social skills, because theylearn to work together in groups to complete tasks in the form of sentences.
DEVELOPMENT OF RUMAH ADIKSIMBA : A GAME-BASED LEARNING MEDIA TO ENHANCE STUDENTS’ UNDERSTANDING OF INTERROGATIVE WORDS Niken Nastiti; Agus Yuwono; Panca Dewi Purwati
Jurnal Cakrawala Pendas Vol. 11 No. 3 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i3.13757

Abstract

The low understanding of grade IV elementary school students of interrogative sentences shows the need for innovation in Indonesian language learning. This study aims to develop interactive media Rumah Adiksimba assisted by a game based learning approach to improve students’ understanding of the use of interrogative words. The research uses the ADDIE model development method which includes the stages of needs analysis, media design, prototype development, limited implementation, and effectiveness evaluation. Media validation was conducted by material and media experts, while the effectiveness test was conducted on 29 fourth grade students of SDN 1 Singorojo. The validation results showed that the media was very feasible to use with scores above 85% in all aspects. The trial showed a significant increase in learning outcomes, with the average score increasing from 58.62 (pretest) to 83.76 (posttest). In addition, students showed active engagement and positive responses to the media. This media also encourages students’ ability to analyze, assess, and develop interrogative sentences contextually. This finding reinforces the effectiveness of the game-based learning approach in enhancing the understanding of interrogative words in Indonesian language learning at the elementary school level.
THE USE OF FLIPBOOK MEDIA WITH GAME-BASED LEARNING TO IMPROVE STUDENTS’ COMPREHENSION OF ARGUMENTATIVE TEXTS Ari Ferdianto; Agus Yuwono; Panca Dewi Purwati
Jurnal Cakrawala Pendas Vol. 11 No. 3 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i3.13760

Abstract

Understanding argumentative texts is an important competency in Indonesian language learning in elementary school, but many students still have difficulty understanding the structure. This study examines the effectiveness of using flipbook media integrated with a game-based learning approach to improve students’ comprehension of argumentative texts. A mixed-methods sequential explanatory design was applied. Quantitative data were collected through a one-group pretest-posttest involving 20 fourth-grade students at SD Negeri 1 Ngareanak and analyzed using paired sample t-tests. Qualitative data were obtained from classroom observations and semi-structured interviews, then analyzed thematically to enrich the findings. Results indicated significant improvement in students’ comprehension scores, as well as increased motivation, engagement, and confidence in expressing ideas. The flipbook’s interactive features and visual elements supported clearer understanding and a more enjoyable learning process. These findings support the development of similar interactive media to improve other language skills at various levels of education.
Development of Domino Card Learning Media for Puppet Stories on the Competence of Understanding the Content of the Text of the Ramayana Puppet Story (Resi Jatayu) Grade VIII Junior High School Riko Andrianto; Agus Yuwono
Journal of Social Research Vol. 4 No. 7 (2025): Journal of Social Research
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/josr.v4i7.2602

Abstract

The research was motivated by the fact that many grade VIII students of SMP Negeri 1 Juwiring still have difficulty understanding the content of the text in the Resi Jatayu story, as well as by the lack of learning media, which leads to monotonous learning. This research aims to develop learning media in the form of domino card puppet stories to improve learning outcomes and understanding of the content of the text of the Ramayana story (Resi Jatayu). The research method uses the Research and Development (R&D) approach. The data collection techniques used were a needs questionnaire, interviews, and a validation test questionnaire. The data analysis employed is qualitative descriptive data analysis. The results of this study produced a domino card learning media for puppet stories based on the analysis of students’ needs. It was designed using the Adobe Illustrator application, resulting in 40 domino card designs that include pictures, story excerpts, practice questions, and are accompanied by a guidebook. Based on the media feasibility category, the domino card material validation test obtained a result of 91.67%, which is included in the "very feasible" category. Meanwhile, from the results of the domino card media validation test, a result of 87.5% was obtained, which was also included in the "very feasible" category.