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Development of Digital Modules for Gamification-Based Measurement Materials through MOOCs Platforms to Improve Learning Motivation and Learning Outcomes of Class X High School Students Herlambang, Arthur Muhamad Taufan; Risdianto, Eko; Setiawan, Iwan
Asian Journal of Science Education Vol 7, No 1: April 2025
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/ajse.v7i1.42268

Abstract

The purpose of this study is to determine the feasibility of developing digital modules, to find out students responses to digital modules, and to find out students learning motivation after using gamification-based digital modules through the MOOCs platform. This study uses the Research and Development (RD) method using the ADDIE model. As a result of the interview, students in Bengkulu stated that they felt bored and had difficulty understanding the physics learning taught by the teacher. The subjects used were thirty-four students of class XA MAN 2 Bengkulu City and one teacher. Research data was obtained through expert validation sheets, student response questionnaires, student learning motivation questionnaires and pretest-posttests to measure student learning outcomes that were analyzed qualitatively and quantitatively. The results of the validation of the digital module as a whole were obtained with a percentage of 95% which was included in the very feasible category, 94% of the validation of media questions which showed the category was very feasible, 80% of student responses which showed the category was very good, there was an increase in learning motivation with a moderate category with an N-Gain result of 0.43, and there was an increase in learning outcomes with a medium category with an N-Gain result of 0.52.
Bibliometric Analysis of Gamification-Based Learning Media Herlambang, Arthur Muhamad Taufan
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 2 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan June 2024
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i2.273

Abstract

This research aims to analyze the Gamification learning method's impact and the trends in research regarding Gamification. The research method used is a qualitative descriptive method using a bibliometric approach starting from defining the keywords “Gamifikasi (Gamification)” and ”Jurnal” in the Publish or Perish application using the Scopus database. Article selection was carried out based on predetermined categories and a total of 21 articles were obtained that fit the predetermined categories. Then the articles obtained are compiled based on metadata using the Mendeley and the Vosviewer application to create visualizations. The research results show that based on bibliometric analysis gamification has been categorized into ten clusters. The application of gamification in the education sector is needed in the learning process to support the learning process and improve students' skills or learning outcomes at the upper secondary level. Previous research also shows that the use of gamification-based learning media in the world of education, more precisely at the high school level, provides benefits or influence for both teachers and students. The results of the bibliometric research that has been carried out show that there are quite a lot of articles discussing gamification-based learning media on the Scopus platform and are already in the top Quartile, namely Quartile 1. However, for articles discussing gamification-based learning media, especially those that originating from Indonesia, there are still very few found there. Therefore, the research results show that the topic of gamification-based learning media, especially in Indonesia, is still very amenable to research and discussion in the future.
Effort to Optimize Learning Physics at Integrated Islamic High School via a Physics based Ethnoscience Approach Koto, Irwan; Setiawan, Iwan; Gunawan, Bodi; Ahda, Netriani Veminsyah; Utama, Tiara Hardyanti; Sari, Klarisa Yulia; Herlambang, Arthur Muhamad Taufan
Aktual: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 3 (2024): Aktual: Jurnal Pengabdian Kepada Masyarakat September 2024
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/aktual.v2i3.265

Abstract

The aim of community service program is to enhance the educational experience at the integrated Islamic high school (SMA IT Khairu Ummah) Rejang Lebong district by employing an ethnoscience approach. The service program is implemented in SMA IT Khairu Ummah to address challenges posed by inadequate learning facilities and infrastructure, particularly in physics education, which may impede the teaching and learning process. The implementation of community service initiatives in 2024 comprises four phases. The first phase encompasses observational efforts within schools to acquire a comprehensive picture of the educational environment. The second phase involves the socialization of service activities and coordination with school principal and educators, particularly those teaching physics. The third phase entailed instructing educators on the development of ethnoscience-focused educational resources. The last phase entails regular assessment and guidance involving two Mahasiswa Kampus Merdeka Belajar program and five physics lecturers to guarantee that the community service program positively influences the learning process. The findings indicate that the training positively enhances teacher competencies by implementing ethnoscience education that leverages the local community's cultural and traditional diversity, even amidst constraints of limited facilities and infrastructure. Physics teacher and students of SMA IT Khairu Ummah SMA IT have implemented an ethnoscience-based physics approach that is effective in enhancing students' comprehension of scientific processes and their acquisition of related skills.