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Pengembangan Media Pembelajaran Games Based Learning Menggunakan Wordwall Berbasis PjBL untuk Mendukung Kemampuan Kreativitas Siswa Pada Materi Sistem Koloid: Penelitian Bina Nurani Sibarani; Afrida; Febbry Romundza
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.1677

Abstract

This research aimed to develop and analyze the feasibility of a games-based learning medium based on Project-Based Learning (PjBL) using Wordwall with Google Sites to enhance students' creativity in colloidal system material. This study adapted Lee & Owens' Research and Development (R&D) model, comprising analysis, design, development, implementation, and evaluation stages. Data were collected through interviews, observations, and questionnaires administered to material experts, media experts, chemistry teachers, and 10 eleventh-grade Phase F students at Nommensen High School Jambi City. The research results indicated that the developed learning medium achieved a "Very Feasible" category based on material expert validation (average score 4.4) and media expert validation (average score 4.5). The chemistry teacher's assessment also classified this medium as "Very Feasible," with an average score of 4.7. Student responses to the medium were highly positive, reaching a percentage of 88,9% in the "Very Good" category. These findings suggest that the games-based learning medium based on PjBL with Google Sites is highly feasible and effective in facilitating the understanding of colloidal material and fostering student creativity.
PENGARUH BIMBINGAN SCAFFOLDING TERHADAP KETERAMPILAN PROSES SAINS DALAM PEMBELAJARAN KIMIA HIJAU Sefia Muslikah; Muhammad Haris Effendi Hsb; Febbry Romundza
AL-MUADDIB: Jurnal Kajian Ilmu Kependidikan Vol. 7 No. 4 (2025): Oktober
Publisher : LPPM STAI Muhammadiyah Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/muaddib.v7i4.2300

Abstract

This study aimed to investigate the effect of scaffolding guidance on improving science process skills of 10th grade students in green chemistry learning. The research employed a mixed-method approach with a quasi-experimental time series design involving 36 students at SMA Negeri 2 Muaro Jambi. Scaffolding techniques were implemented progressively through four stages: explaining, prompting, cueing, and questioning across four meetings. Data were collected through observation sheets, pretest-posttest assessments, and interviews. Results showed significant improvement in students' science process skills, particularly in measuring and communicating results. Statistical analysis using dependent t-tests revealed significant differences (p < 0.05) across all meetings. Effect size calculations showed large effects (Cohen's d > 0.8) for all scaffolding techniques. The cueing technique demonstrated highest effectiveness for measuring skills (t = -10.023), while questioning was most effective for communication skills (t = -9.791). This research contributes to science education by demonstrating that progressive scaffolding guidance can effectively enhance students' science process skills in chemistry learning contexts.
PENGEMBANGAN e-LKPD BERORIENTASI STEAM-PjBL UNTUK MENGOPTIMALKAN KREATIVITAS SISWA SMA KELAS XI PADA MATERI STOIKIOMETRI Sekar Nanda Agustina; M. Rusdi; Febbry Romundza
Jurnal Riset Multidisiplin Edukasi Vol. 2 No. 10 (2025): Jurnal Riset Multidisiplin Edukasi (Edisi Oktober 2025)
Publisher : PT. Hasba Edukasi Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71282/jurmie.v2i10.1086

Abstract

An interactive learning media based on e-LKPD can foster students’ creativity and learning interest, especially when presented with a simple and engaging design. Stoichiometry is one of the chemistry topics that involves abstract concepts. Therefore, the implementation of the STEAM-PjBL approach can help students connect concepts and theories with real-life contexts, making the learning process more relevant and meaningful. This study aims to identify the development process, usage procedures, feasibility of the media according to material and instructional design experts, teachers’ evaluations, and students’ responses toward the STEAM-PjBL-oriented e-LKPD developed for the stoichiometry topic. The development of the STEAM-PjBL-oriented e-LKPD employed the Lee & Owens development model. The research instruments included interview guidelines and questionnaires. The data analysis techniques used were qualitative and quantitative data analysis. The results of this study show that the material expert and instructional design expert assessments fall into the “satisfactory” category. Furthermore, the teachers’ evaluation obtained an average score of 4.9, categorized as “highly feasible,” and students gave positive responses during the small-group trial with a percentage score of 89.06%, categorized as “excellent.”
Peningkatan Keterampilan Menulis Artikel Jurnal pada Mahasiswa Sekolah Tinggi Ilmu Kesehatan Merangin Melalui Pelatihan Karya Tulis Ilmiah Isra Miharti; sahara; Anwar Sanusi; Febbry Romundza
KENDURI : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol. 3 No. 3 (2023): Desember
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/kenduri.v3i3.1017

Abstract

Jurnal ilmiah merupakan publikasi akademis yang berisikan artikel atau kajian ilmiah, yang digunakan untuk menyebarkan penemuan baru, teori dan hasil penelitian dalam berbagai bidang ilmu pengetahuan. Untuk menghasilkan artikel ilmiah mahasiswa harus mampu untuk menulis, menulis ini sendiri merupakan kemampuan yang sangat penting dalam menuangkan ide dan gagasan ke dalam bentuk tulisan. Tujuan kegiatan pengabdian ini dilaksanakan untuk membantu mahasiswa yang merasa kesulitan dalam menulis artikel ilmiah dan bagaiman cara untuk mempublikasinya. Kegiatan pengabdian masyarakat ini dilakukan di Sekolah Tinggi Ilmu Kesehatan Merangin yang diikuti oleh 50 orang mahasiswa program studi kebidanan dan kesehatan masyarakat. Metode pelaksanaan dalam kegiatan pengabdian ini dilakukan dengan menggunakan metode ceramah dan diskusi tanya jawab. Hasil kegiatan, mahasiswa mulai pa- ham akan aturan serta tatacara dalam menulis dan mempublikasikan karya ilmiah. Setelah dilakukan kegiatan pengabdian, mahasiswa dapat memahami materi yang diberikan dengan lebih baik. Faktor pendukung lainnya dalam kegiatan ini adalah tingginya motivasi dari para peserta untuk mengikuti pelatihan menulis.
Pengembangan Video Pembelajaran Berbasis Artificial Intelligence Berbantuan Lumen5 Pada Materi Hidrokarbon Di SMA/MA : Penelitian Zuhripa Oktavia Ranni; Harizon; Febbry Romundza
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 3 No. 4 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 3 Nomor 4 (April 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v3i4.692

Abstract

This study aims to determine the development process, feasibility, teacher assessment, and student responses to artificial intelligence (AI)-based learning videos using the Lumen5 platform on Hydrocarbon material in SMA/MA. The development model used is Lee & Owens (2004), which consists of five stages: analysis, design, development, implementation, and evaluation. This study was conducted through a small group trial involving 10 students at SMAN Titian Teras H. Abdurrahman Sayoeti. The data analysis technique used was a combination of qualitative and quantitative methods. The results of the study showed that the developed learning videos were declared feasible and valid. The validation results by material experts obtained an average score of 3.8, while validation by media experts obtained an average of 4.44. The teacher's assessment of this media was also very good with an average score of 4.6. Meanwhile, the results of the trial in small groups showed a total score of 551 with a percentage of 91.83%, which was categorized as "Very Good". Based on these results, AI-based learning videos using Lumen5 were declared very suitable for use in learning, both theoretically and practically, and received a positive response from students.
Development of Educational Game-Based Learning Media for Android Using Wordwall in Chemistry Learning Acid Base Material in Class XI of SMA N 2 Muaro Jambi Laila Hafni Aulia Siregar; Fatria Dewi; Febbry Romundza
Journal on Education Vol. 7 No. 2 (2025): Journal on Education: Volume 7 Nomor 2 Tahun 2025 In Progress (Januari-Februari
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i2.8420

Abstract

The focus of this study is to create educational media through Android games centered on acidbase concepts, utilizing Wordwall. Additionally, the research seeks to assess the validity, practicality, and effectiveness of this educational media, as evaluated by content and media specialists, teacher feedback, student reactions, and examinations of the students' learning results related to the games created. The development framework employed follows the model proposed by Lee & Owens (2004), which consists of five phases: analysis, design, development, implementation, and evaluation. The study was carried out with a pilot group of 10 students from SMAN 2 Muaro Jambi. To analyze the data, both qualitative and quantitative approaches were used. The findings revealed that the educational game created was deemed valid and appropriate, achieving average validation scores of 4. 14 for material and 4 for media. The average evaluation score from practitioners was 4. 66. Results from the individual trials showed a success rate of 91. 11%, while the small group trial results achieved a percentage of 89. 86%. Furthermore, the effectiveness test of the product produced an Ngain of 0. 52, indicating a medium rating. From these outcomes, the Android game created with Wordwall was confirmed to be valid, practical, and effective, receiving favorable feedback from students during the learning process.
PENGEMBANGAN FILM ANIMASI 3D BERBASIS BUDAYA JAMBI TERINTEGRASI PROFIL PELAJAR PANCASILA DALAM KURIKULUM MERDEKA UNTUK MENINGKATKAN KEMAMPUAN LITERASI DAN MINAT BELAJAR SISWA Novferma; Febbry Romundza; Asih Nur Ismiatun
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42947

Abstract

This study aimed to develop and examine the feasibility and effectiveness of FILAD (3D Animated Film) based on Jambi local culture integrated with the Pancasila Student Profile in improving students’ literacy skills and learning interest at SMPN 7 Muaro Jambi. The research employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, Disseminate) involving 32 eighth-grade students and three expert validators. Research instruments included validation sheets, a literacy test, a learning interest questionnaire, and observation sheets. Data were analyzed using Aiken’s V, Cronbach’s Alpha, N-Gain, and paired sample t-test at a significance level of 0.05. The results indicated that FILAD was categorized as highly valid (mean score = 4.45; Aiken’s V = 0.86) and highly practical (88.5%). Empirically, students’ literacy skills significantly improved, with the mean score increasing from 58.20 to 82.40 and an N-Gain of 0.62 (moderate–high category). Students’ learning interest also increased significantly, as reflected by the rise in the high-interest category from 18% to 68% (p < 0.05). These findings demonstrate that integrating 3D animation, local cultural context, and character education effectively enhances both cognitive and affective learning outcomes while supporting the implementation of the Merdeka Curriculum within the framework of digital educational transformation.