Ajri, Alfiani Syarifatul
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Pengembangan e-modul berbasis problem based learning berbantuan liveworksheets untuk mengoptimalkan keterampilan pemecahan masalah Ajri, Alfiani Syarifatul; Diyana, Tsania Nur
Jurnal Kajian Pendidikan IPA Vol 3 No 2 (2023): Jurnal Kajian Pendidikan IPA
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jkpi22377

Abstract

Proses pembelajaran perlu mengikuti transformasi pendidikan yang mulai berorientasi pada media berbasis digital. E-Modul dapat menjadi pendamping bagi peserta didik dalam pembelajaran yang berorientasi digital. Penelitian ini bertujuan untuk mengetahui kelayakan pengembangan E-Modul berbasis problem based learning berbantuan Liveworksheets yang dirancang mampu mengoptimalkan keterampilan pemecahan masalah pada materi fluida dinamik. Jenis penelitian ini adalah Research and Development (R&D) dengan model pengembangan 4D yang dimodifikasi menjadi 3D terdiri dari tahap define, tahap design, dan tahap develop terbatas yaitu pengujian kelayakan media yang dikembangkan. Instrumen yang digunakan berupa lembar validasi media. Lembar validasi media diisi oleh dosen ahli dan guru fisika SMA. Hasil pengisian lembar validasi tersebut dianalisis dengan menghitung persentase kelayakan lalu dikategorikan dalam rentang persentase kelayakan media. Hasil penelitian yang diperoleh melalui uji kelayakan aspek isi, penyajian, dan kebahasaan dalam tahap develop terbatas menunjukkan bahwa pengembangan E-Modul problem based learning berbantuan Liveworksheets memiliki kategori layak. Berdasarkan hasil tersebut dapat disimpulkan bahwa media E-Modul yang dikembangkan dapat digunakan dalam proses menemukan masalah hingga mengambil kesimpulan pemecahan masalah.
TRENDS AND INSIGHTS OF GAMIFICATION IN LEARNING FOR SCIENCE EDUCATION: A SYSTEMATIC LITERATURE REVIEW Ajri, Alfiani Syarifatul; Wilujeng, Insih; Kuswanto, Heru
EduFisika: Jurnal Pendidikan Fisika Vol 10 No 3 (2025): EduFisika: Jurnal Pendidikan Fisika Volume 10 Nomor 3 December 2025
Publisher : Program Studi Pendidikan Fisika FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59052/edufisika.v10i3.47980

Abstract

Gamification is increasingly used in education. There are 20 articles on games in learning that highlight the importance of identifying game characteristics and their potential for science learning at the senior high school level. The data is sourced from publications indexed on Scopus from 2017 to 2024. Data collection used the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) method. The identification stage yielded 554 articles from Scopus. After screening, 50 articles met the criteria, and 20 final articles were analyzed in depth. The findings indicate that gamification has extensively incorporated both technology and traditional games. Trends in research reveal a significant focus on gamified products in chemistry, particularly for facilitating the comprehension of abstract concepts. Additionally, literature underscores the effectiveness of games as tools for enhancing learning and supporting material review. Research has shown that gamification in learning enhances various skills, such as learning outcomes, motivation, conceptual understanding, critical thinking, and mathematical representation. However, its influence on skills like collaboration, anxiety reduction, retention, cognitive abilities, academic performance, self-efficacy, and science literacy presents an area for further exploration. This study recommends that teachers apply digital gamification for abstract concepts and develop board games for collaborative contexts. Future research should expand gamification studies to physics and biology.