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The Traditional Game of Pata-Pata: Uncovering Physics Concepts and Their Application in School Learning Anatasija Limba; Elsina S. Tamaela; Juliana Nirahua; Fryan Sopacua; Ledy Manuhutu; Batha N. Akollo; Imanuel V. Huwae; Anastasya Ohoiwutun
Jurnal Penelitian Pendidikan IPA Vol 11 No 2 (2025): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i2.11007

Abstract

Traditional games are a heritage that has existed since ancient times and has moral and scientific values. Along with the times, traditional games are played rarely by children in Maluku. This study aims to reveal the concept of physics in the traditional game of pata-pata in Wakal Village, Leihitu District, and its implementation to improve mastery of the material at SMA Negeri 18 Central Maluku. This research combines descriptive qualitative method to reveal the concept of physics and descriptive quantitative method to know the improvement of mastery of physics material in the traditional game of Pata-Pata. Data were collected through interviews, document study, test administration and observation of learning implementation. The data were then analyzed using qualitative descriptive and quantitative descriptive data analysis techniques using the N-Gain test. The results of data analysis show that the physics concepts revealed in traditional pata-pata games are bulk modulus, momentum, impulse, collision, sound, Boyle's law, and kinetic energy in the 2013 Curriculum and Merdeka Curriculum. The implementation of pata-pata games in learning the physics concepts of momentum, impulse, collision carried out using the CRT learning approach shows an increase in material mastery. A total of 60% of students experienced an increase in moderate qualifications and 30% of students in low qualifications. The average score of material mastery improvement is 0.21.
Penerapan Pembelajaran STEAM Berbasis Games Logix Untuk Meningkatkan Keterampilan Berpikir Kritis Peserta Didik di SMP Negeri 8 Ambon Carolina Sri Athena Barus; Sally Untajana; Fryan Sopacua; Venty Sopacua; Jhony Taihuttu; Yansen Kapitan
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13249

Abstract

This study aims to describe the application of STEAM learning based on Logix games to improve students' critical thinking skills in science (Physics) material at SMP Negeri 8 Ambon. This study uses quantitative and qualitative research methods, a quasi-experimental type of research involving an experimental group and a control group. The sampling method is carried out randomly. The sample in this study consisted of 46 students. The design used was a pre-test post-test control group design. The research design was Quasi-Experimental. Data analysis in this study was conducted using quantitative descriptive analysis to describe the data as it is in the form of percentages and explain the data or events with explanatory sentences qualitatively and also used differential statistical analysis. The data analysis techniques used include: independent t-test and N-Gain test for test results and qualitative descriptive response test. The results of the N-Gain test found that in the control class using the conventional model, most students did not experience an increase in critical thinking skills with a percentage increase in the low category of 82.35% and a medium category of 17.65%, while for the experimental class it was found that the experimental class using the STEAM approach based on games logic on critical thinking skills experienced an increase in cognitive critical thinking skills with a percentage in the high category of 13.04%, medium of 78.26%, and low of 8.7%, this is supported by the value of the independent t-test with a 2-tailed sign value of less than 0.05 at the assumed equal variances value, there is a significant difference between the control and experimental classes where the treatment of the experimental class affects the student's grades, causing the grades to be higher than the value of the control class that was not given any treatment, so in general it can be concluded that the application of the STEAM approach based on games logic in science learning provides significant opportunities for students to develop critical thinking skills.