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The Impact of Gamification on Problem Solving Skills in STEM Education: A Meta-analysis Rienovita, Ellina; Arifin, Arifin; Sopacua, Venty; Sari, Wahyu Kumala; Sentosa, Bambang Mardi; Aina, Mia; Palayukan, Hersiyati; Santosa, Tomi Apra
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.7843

Abstract

This meta-analysis aimed to investigate the impact of gamification on problem-solving skills in STEM education. The study analyzed 16 studies that compared gamification-based interventions with traditional teaching methods in primary and early secondary education. The results showed moderate positive effects of gamification on problem-solving skills, with a weighted mean effect size of 0.67. Additionally, the analysis revealed significant heterogeneity between studies, suggesting that the effectiveness of gamification varied across different contexts. Moderator analyses indicated that primary school students benefited more from gamification-based interventions than secondary school students, but gender did not have a significant moderating effect. The study highlights the potential benefits of gamification in enhancing problem-solving skills in STEM education, particularly for primary school students. However, the findings also suggest that the effectiveness of gamification may depend on various factors, such as the specific context and student demographics, which warrants further investigation.
The Impact of Flipped Classroom Model on Student’s Learning : Study Meta-analysis Sopacua, Fryan; Judijanto, Loso; Rienovita, Ellina; Sukini, Sukini; Sinaga, Nenni Triana; Nurtamam, Mohammad Edy; Djafri, Novianty; Santosa, Tomi Apra
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.8023

Abstract

The flipped classroom model has become a popular learning model in recent years. This model reverses the traditional concept of learning by moving key learning activities outside the classroom, allowing students to learn independently through videos, modules, or other learning resources. This study aims to analyze the impact of the flipped classroom model on student learning through meta-analysis. The meta-analysis was conducted by collecting and analyzing the results of 14 primary studies examining the effectiveness of the flipped classroom model compared to traditional learning methods. Data analysis is a quantitative analysis with a JSAP application. The results of this study concluded that the meta-analysis results showed that the flipped classroom model had a significant positive impact on student learning with an overall effect size of 0.826; P < 0.001 is included in the high effect size category. The findings show that students who participate in learning with the flipped classroom model have better learning outcomes compared to students who follow traditional learning.
PENGGUNAAN AUGMENTED REALITY UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DALAM PELAJARAN IPA Ghifari, Yudis; Rienovita, Ellina; Amelia, Della
JURNAL EDUCATION AND DEVELOPMENT Vol 13 No 1 (2025): Vol 13 No 1 Januari 2025
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/ed.v13i1.6459

Abstract

Penelitian ini memiliki tujuan untuk mengetahui efektivitas penggunaan Augmented Reality (AR) guna meningkatkan kemampuan berpikir kritis peserta didik, khususnya pada aspek analisis dan inferensi, dalam pembelajaran IPA (Sains) kelas VIII. Metode kuasi eksperimen one group pretest-posttest desain digunakan dalam penelitian ini, dengan teknik purposive sampling hanya satu kelas saja sampelnya berjumlah 30 siswa.Hasil penelitian menunjukkan bahwa AR efektif dalam meningkatkan kemampuan berpikir kritis peserta didik pada kedua aspek yang diuji, yaitu analisis dan inferensi. Hal ini dibuktikan dengan perolehan gain sebesar 13,17 untuk aspek analisis dan 6,46 untuk aspek inferensi.Temuan penelitian ini diharapkan dapat memberikan sumbangsih bagi penelitian setelah ini, khususnya dalam pemanfaatan AR dalam pembelajaran. Selain itu, penelitian ini juga diharapkan dapat mendorong pengembangan bahan ajar berbasis AR yang lebih menarik dan interaktif untuk mendukung proses belajar mengajar yang lebih efektif dan bermakna bagi peserta didik.