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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.
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.
Pembelajaran Berbasis Gamifikasi : Pemanfaatan Platform Gimkit untuk Meningkatkan Hasil Belajar Siswa Agustina, Tresna Hamidah; Rienovita, Ellina; Emilzoli, Mario
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 4 No. 4 (2024): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2024 (4)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v4i4.766

Abstract

Di tengah cepatnya perkembangan teknologi di masa kini, di bidang pendidikan sebaiknya memanfaatkan teknologi untuk meningkatkan kualitas pembelajaran. Terlebih pada mata pelajaran Sejarah Indonesia yang memiliki asumsi sebagai pelajaran yang memiliki banyak materi dan membosankan. Penelitian ini dilakukan untuk mengetahui keefektivan media gamifikasi Gimkit untuk meningkatkan hasil belajar siswa pada mata pelajaran Sejarah Indonesia. Hasil belajar yang dimaksud adalah kemampuan memahami (C2), mengaplikasikan (C3), dan menganalisis (C4). Pendekatan yang digunakan adalah kuantitaif dengan metode eskperimen jenis kuasi eksperimen desain time series. Instrumen penelitian berbentuk tes berupa soal pilihan ganda dengan lima alternatif jawaban untuk mengukur hasil belajar siswa sebagai pretest dan posttest selama empat kali. Hasil penelitian ini membuktikan bahwa adanya peningkatan hasil belajar yang signifikan pada mata pelajaran Sejarah Indonesia setelah menggunakan media gamifikasi Gimkit pada kemampuan memahami (C2), mengaplikasikan (C3), dan menganalisis (C4) di setiap serinya. Hasil penelitian tersebut diperoleh dari hasil pretest serta posttest yang dilakukan menunjukkan rata-rata posttest di setiap seri lebih tinggi dibanding rata-rata pretest di setiap serinya serta pengujian hipotesis menggunakan Wilcoxon Test. Artinya penggunaan media gamifikasi Gimkit efektif dalam meningkatkan hasil belajar siswa.
Effectiveness of IoT Integrated Problem Based Learning Model on Students Creative Thinking Skills Abilities Sani, Asrul; Dewanto, Dewanto; Sapulete, Heppy; Yustitia, Via; Oktavio, Adrie; Santosa, Tomi Apra; Rienovita, Ellina
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.v8i1.7715

Abstract

This study aims to determine the effectiveness of the Internet of Things (IoT) integrated problem-based learning model on students' creative thinking abilities. This type of research is a meta-analysis research by evaluating the effect of the size of IoT-based problem-based learning models on students' creative thinking skills. Data search keywords are problem-based learning models; IoT-based problem-based learning model; and Students' creative thinking skills. Data collection techniques are through direct observation of journal databases and documentation. The eligibility criterion is that research comes from journals indexed by SINTA, Scopus and Web of Science; Research must be published in 2020-2024; Research obtained through mendeley database, google scholar, Researchgate; ERIC, and ScienceDirect, research related to the effectiveness of IoT-based problem-based learning models on students' creative thinking skills and research has complete data to calculate the value of effect size. Data analysis is a quantitative analysis by calculating the effect size value with the Microsoft Excel 2020 application. The results of the study concluded from 12 journals analyzed the application of the Internet of Things (IoT)-based problem-based learning model had a significant influence on students' creative thinking ability with an average value of effect size of 0.942 This finding provides important information for teachers, the application of the problem-based learning model exerts a high category of influence to improve creative thinking skills in the learning process.
Effectiveness of Ethno-STEM Based Chimistry to Improve Students Critical Thinking Skills Hiqmah, Noor; Rienovita, Ellina; Al-Latief, Imam Shofwan; Sholehuddin, Sholehuddin; Santosa, Tomi Apra
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.6422

Abstract

Ethno-STEM based chemistry learning has a significant impact on students' knowledge and competencies. However, ethno-STEM based chemistry learning experiences many problems in its application and several issues that need to be clarified. This research aims to determine the effectiveness of ethno-STEM based chemistry learning in improving students' critical thinking skills. This type of research is meta-analysis. This meta-analysis synthesizes 19 articles consisting of 1021 participants published in 2018-2023. The research results show that ethno-STEM based chemistry learning has a big influence on students' critical thinking skills (Hedges'g = 0.915; p < 0.001). Research can provide important information in ethno-STEM-based chemistry learning in schools.
THE EFFECT DISCOVERY LEARNING MODEL STUDENTS SCIENCE LITERACY IN INDONESIA Haryono, Haryono; Nofirman, Nofirman; Rienovita, Ellina; Edy Nurtamam, Mohammad; Suprapto, Yuyun; Rahman, Andi; Kurniawan, Andri; Apra Santosa, Tomi
International Journal of Teaching and Learning Vol. 2 No. 1 (2024): JANUARY
Publisher : Adisam Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine the effect of discovery learning model on students' science literacy in Indonesia. This research is a type of meta-analysis research. Data sources came from 10 national and international journals published in 2020-2023. Data search techniques in this study through Google Scholar, ERIC, DOAJ and ProQuest. The data analysis technique calculates the effect size value with the help of the JSAP application. The results of this study concluded that the average effect size value was 0.825 with large criteria. This finding explains that the discovery learning model has a positive effect on students' science literacy. This research provides important information about the application of the discovery learning model in learning