Claim Missing Document
Check
Articles

Found 3 Documents
Search

Exploring the Academic Landscape of Merdeka Belajar in Higher Education: A Bibliometric Analysis Ilvi Nirma Husni; Riki Mukhaiyar; Hansi Effendi; Refdinal
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10540

Abstract

The Merdeka Belajar-Kampus Merdeka (MBKM) policy is a strategic initiative of the Indonesian Ministry of Education, Culture, Research and Technology to revolutionize the higher education system through increasing student learning flexibility and freedom. The purpose of this study is to explore the academic landscape related to the MBKM policy through a bibliometric approach to identify research trends, publication patterns, academic collaboration, and dominant themes that appear in the scientific literature. The method used is bibliometric analysis by utilizing Biblioshiny, VOSviewer, and Microsoft Excel software on 210 documents obtained from the Dimensions database with the keywords “independent learning” and “higher education”. The results showed a significant increase in publications since 2020 with an annual growth rate of 92.56%, indicating high academic interest in MBKM. The top ten most cited articles raised issues of MBKM curriculum implementation, institutional adaptation challenges, and technology integration in learning. The analysis also revealed extensive collaboration between authors and institutions, as well as a diversity of keywords such as “flexible curriculum”, “project-based learning”, and “industry cooperation”. The discussion in this study highlights that while MBKM offers great potential in enhancing student skills, challenges such as faculty readiness, digital infrastructure, and institutional support still need to be addressed. Therefore, the results of this study provide important insights for higher education policy makers in designing more effective and sustainable MBKM implementation strategies.
Development of Jobsheet Based on Collaborative Project Based Learning in Lathe Machining Engineering Subjects Ikhsan Dani Nugraha; Arwizet Karudin; Ambiyar; Refdinal
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.v11i7.11350

Abstract

Effective practical learning in vocational education requires instructional tools that support collaboration and contextual problem-solving. Jobsheets integrated with Collaborative Project-Based Learning (CPjBL) are expected to address this need in Lathe Machining subjects. This study employed a modified 4D development model (Define, Design, Develop, Disseminate) to create a CPjBL-based jobsheet. The research involved 11th-grade Machining Engineering students at SMK Negeri 5 Padang, selected via purposive sampling. Data collection instruments included expert validation sheets, student questionnaires, observation checklists, and pretest-posttest assessments. The jobsheet featured collaborative tasks such as producing lathed components, with defined roles and peer coordination. Validation scores indicated strong content and design quality: material experts (92%), media experts (87%), and teachers (95%). Practicality was rated highly by both teachers (92.33%) and students (84.67%). The effectiveness test showed a significant learning gain with an N-Gain score of 0.65 (high category). Observations revealed active student collaboration through defined group roles, communication, and joint accountability. The CPjBL-based jobsheet effectively enhanced student engagement and machining competencies. Its integration into vocational learning aligns educational practices with industrial expectations and supports the development of collaborative, work-ready graduates.
The Effect of Gamification in Computer Science Learning on Student Motivation and Learning Outcomes at SMP Negeri 27 Padang Yulirismayenti; Dedy Irfan; Titi Sri Wahyuni; Refdinal; Ahmaddul Hadi; Abdul Habib Arrasyidi Desky
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12543

Abstract

This study aims to examine the effect of gamification in Informatics learning on students’ motivation and academic achievement in Grade VII at SMP Negeri 27 Padang. A quasi-experimental method was employed with two groups: an experimental class using gamification and a control class using conventional teaching, involving 64 students. The results show that gamification significantly enhances both motivation and learning outcomes. The average pretest score in the experimental class increased from 66.37 to 85.00 in the posttest, while the control class rose from 66.43 to 75.23. Statistical analysis revealed a significance value of 0.000 < 0.05, indicating a significant difference between the two groups. The findings suggest that incorporating gamification elements such as points, badges, and challenges creates a more engaging and effective learning environment. In conclusion, gamification serves as an innovative pedagogical strategy to address low motivation and achievement in Informatics education, aligning with the characteristics of 21st-century digital-native learners.