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The Role Of Augmented Reality In Enhancing Students' Ability To Translate Scientific Thinking Into Effective Communication Ellan Fatnoer Rachmawati; Hariyanto; Fauzan Adhim
INJECT (Interdisciplinary Journal of Communication) Vol. 11 No. 1 (2026)
Publisher : FAKULTAS DAKWAH UIN SALATIGA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/inject.v11i1.6086

Abstract

Success depends not only on having brilliant ideas but also on how those ideas are conveyed. Effective communication is a fundamental prerequisite for success in human interaction. This research is motivated by the understanding that without good communication, all positive desires risk failing to be fully actualized. In the context of science learning, there are two keys to success: critical thinking skills to generate substantial ideas and social communication skills to disseminate them effectively. This research aims to develop Augmented Reality (AR)-based student worksheets (LKPD) to improve elementary school students' critical thinking and social communication skills in science learning. Using the ADDIE model of Research and Development (R&D) with a quasi-experimental design, the research instrument has been tested for validity and reliability. Independent t-test analysis shows a significant difference in achievement between the experimental and control groups, with an effect size (Cohen's d) in the large category. The results of the study are expected to demonstrate that integrating Augmented Reality into education not only sharpens students' logical thinking but also trains them to articulate complex ideas into easily understood messages, thereby balancing intellectual intelligence and social communication skills.
The Effectiveness of the Project-Based Learning Model on Motivation and Learning Outcomes in History Subjects Ria Alifah; Waris Waris; Fauzan Adhim
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 17 No. 2 (2025): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v17i2.7261

Abstract

The purpose of this study is to examine the effectiveness of Canva-based Project-Based Learning (PjBL) in improving students’ learning outcomes and motivation in history education. This quasi-experimental study involved 150 tenth-grade students, with samples selected using cluster random sampling due to class homogeneity. Class X1, consisting of 30 students, was assigned as the experimental group using Canva-based PjBL, while Class X2, with 31 students, was designated as the control group using conventional learning methods. Research instruments included pre-tests and post-tests to assess learning outcomes and questionnaires, and observation sheets to measure motivation. Data were analyzed using normality tests, homogeneity tests, descriptive statistics, and N-Gain tests. The results showed that the experimental group experienced a significant improvement in both learning outcomes and motivation. The experimental class achieved a higher post-test mean score (M = 17.50, SD = 1.43) than the control class (M = 14.52, SD = 2.22), with p < 0.001. The N-Gain value for learning outcomes was 0.7604, and learning motivation was 0.8157, indicating high improvement. These results demonstrate that Canva-based PjBL effectively enhances students’ academic achievement and learning motivation in history classrooms.
DEVELOPMENT OF AN EDUCATIONAL MATHEMATICS GAME TO ENHANCE MOTIVATION AND ACTIVITY OF ELEMENTARY SCHOOL STUDENTS Bangkit Pribadi Basuki; Waris Waris; Fauzan Adhim
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.13218

Abstract

This study aims to develop an educational game as a mathematics learning medium in elementary schools to enhance students' motivation and learning engagement. Many pupils struggle to grasp fundamental mathematical concepts due to low enthusiasm and limited engagement in the learning process, which renders lessons tedious. To address this issue, the research designs an interactive game based on Wordwall, enriched with a narrative flow created in Canva so that the appearance and mechanics are more appealing than a Wordwall quiz alone. The methodology rests on a qualitative approach and descriptive quantitative analysis, namely the qualitative component explores teachers' and students' needs and experiences through in‑depth interviews and classroom observations, while the descriptive quantitative component measures changes in students' motivation and activity by comparing questionnaire scores before and after the game's implementation. The research method follows the five stage ADDIE model, encompassing analysis to identify factors underlying low motivation and activity, design to draft a game concept aligned with elementary students' characteristics, development to produce a prototype using Wordwall and Canva, implementation to conduct field trials in an elementary school, and evaluation to assess the game's effectiveness in boosting motivation and engagement. The expected output is an educational game that can be applied effectively as a mathematics teaching tool, thereby improving student learning outcomes. Moreover, the study involves participation of teachers and students as primary respondents who provide input at each development stage, ensuring that the final product genuinely reflects the needs and characteristics of the elementary school learning environment.
Pengaruh Phet ‘Graphing Lines’ terhadap Pemahaman Konsep dan Motivasi Belajar Matematika SMP Mulyono Dwi Prasojo; Rina Sugiarti Dwi Gita; Fauzan Adhim
Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika Vol. 11 No. 1 (2026): Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika
Publisher : Universitas Muhammadiyah Jember

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

Abstract

Penelitian ini memiliki tujuan untuk menganalisis pengaruh penggunaan simulasi interaktif PhET Graphing Lines terhadap pemahaman konsep dan motivasi belajar siswa dengan materi kemiringan garis. Walaupun berbagai penelitian telah menunjukkan efektivitas PhET dalam pembelajaran, sebagian besar masih berfokus pada aspek kognitif atau dilakukan pada materi dan jenjang yang berbeda. Penelitian yang secara simultan mengkaji pemahaman terhadap konsep dan motivasi belajar siswa dalam materi kemiringan garis di tingkat SMP masih terbatas. Berdasarkan hal tersebut, penelitian ini berperan dalam mengisi kesenjangan yang ada. Dalam penelitian ini digunakan metode kuasi eksperimen dengan rancangan pretest-posttest control group. Instrumen penelitian berupa tes pemahaman konsep dan angket motivasi belajar berbasis model ARCS. Analisis data dilakukan menggunakan uji independent sample t-test dan perhitungan effect size. Hasil penelitian menunjukkan bahwa terdapat perbedaan signifikan pada pemahaman konsep (p = 0,022) dan motivasi belajar (p = 0,002) antara kelompok eksperimen dan kontrol. Nilai effect size pada pemahaman konsep sebesar 0,59 (kategori sedang), sedangkan pada motivasi belajar sebesar 0,81 (kategori besar), yang menunjukkan bahwa penggunaan PhET memberikan pengaruh yang bermakna secara praktis. Dengan demikian, penggunaan PhET Graphing Lines efektif memberi peningkatan dalam pemahaman konsep dan motivasi belajar siswa. Penelitian ini memberikan implikasi bahwa integrasi simulasi interaktif dapat menjadi alternatif pembelajaran yang inovatif dan bermakna, khususnya pada materi matematika yang bersifat abstrak.
PENGARUH GAMIFIKASI DIGITAL TRUTH OR DARE BERBASIS HEURISTIK POLYA TERHADAP KEMAMPUAN PEMECAHAN MASALAH IPAS SISWA KELAS IV SEKOLAH DASAR Siti Fadilah; Fauzan Adhim; Eges Triwahyuni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60442

Abstract

This study aims to examine the effect of Polya Heuristic-based Digital Truth or Dare Gamification on the Science and Social Studies (IPAS) problem-solving skills of fourth-grade elementary students. The background of this research is driven by students' low problem-solving abilities due to teacher-centered learning processes and a lack of practice in systematically solving real-world problems. This study used a quantitative approach with a quasi-experimental Nonequivalent Control Group Design. The sample involved 50 fourth-grade students at an elementary school in Jember Regency, divided into an experimental group (25 students) and a control group (25 students). The experimental group received learning that integrated digital questions and challenges with Polya's four heuristic stages (understanding the problem, devising a plan, carrying out the plan, and looking back), while the control group used conventional learning. Data were collected through essay tests and analyzed using Normalized Gain (N-Gain) and Analysis of Covariance (ANCOVA). The results showed that the experimental group's N-Gain was 0.5497 (medium category), higher than the control group's 0.2613 (low category). The ANCOVA test proved that the treatment had a significant effect on problem-solving skills (F = 8.508; p = 0.005) with an effect contribution of 15.6% after controlling for students' initial abilities. In conclusion, Polya Heuristic-based Digital Truth or Dare Gamification is an effective and significant innovative strategy for improving students' IPAS problem-solving skills.