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Mapping Global Research on Instructional Media and STEM Education: A Bibliometric Analysis Alfahani, Khairul; Muthie, Imam; Hendri, Nofri; Masriani, Elsa
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4019

Abstract

This research aims to map and analyze global trends in the use of digital learning media in STEM (Science, Technology, Engineering, and Mathematics) education through bibliometric analysis. Using data from journals indexed in Scopus, this study employs a Systematic Literature Review (SLR) approach to identify research patterns and areas that require further attention. The analysis results indicate that between the years 2015 and 2024, there was a significant increase in the number of publications, peaking in 2024, with 24 documents published. The United States emerged as the main contributor with 51 documents, emphasizing the dominance of educational institutions in the country. Additionally, keywords such as 'digital media,' 'STEM,' and 'learning media' highlight a major focus on the integration of technology in learning. Nevertheless, the number of publications still below 1000 documents indicates that there are still many aspects to explore. This research shows that digital learning media in STEM education is increasingly favored by educators. With the growing attention from researchers and academics in conducting studies on digital learning media and STEM, support from the government and more in-depth research must be developed. Recommendations for further research include deeper exploration of technology integration methods and their impact on student learning outcomes, as well as considering local contexts and languages in research. Thus, this research makes an important contribution to the literature and paves the way for more contextual research in the future.
PENGEMBANGAN MEDIA BOARD GAME MONOPOLI PADA MATA PELAJARAN INFORMATIKA MATERI SISTEM KOMPUTER KELAS X Nabila Putri, Ahnaf; Augrah, Septriyan; Kurnia, Reni; Alfahani, Khairul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48608

Abstract

This research was motivated by the use conventional media such as textbooks and presentation slides in Informatics learning at grade X of SMAS Adabiah 2 Padang, which have been unable to encourage active student engagement. A survey of 62 grade X students revealed that 71% preffered learning through educational games, while limited acces to the internet and further hindered optimal technology-based learning. This study aimed to develop a Monopoly board game learning medium on the Computer Systems topic in grade X Informatics that is valid, practical, and effective for use in the learning procces. The research employed as a Researche and Development (R&D) method using the ADDIE model, convering the stages of Analyze, Design, Development, Implementation, and Evaluation. The resulting product is a Monopoly board game equipped with individual and collaboration question card, asset card, a game board, and a playing guide, all aligned with the Learning Outcomes and Learning Objectives. Validity testing yielded score of 80% on the material aspect (Valid), and an average 94,7% on the media aspect (Very Valid). Practicality testing produced scores of 89% from teachers and 82,4% from student, both classified as Very Practical. Effectiveness testing using the N-gain score generated an average of 69,33%, categorized as Sufficiently Efective in improving student’s cognitive outcomes. These results indicate that the developed medium meets the criteria of valid, practical, and effective, making it suitable for use as a supporting learning medium for Informatics on the Computer Systems topic in grade X of senior high school.
Development of a Competency-Based Evaluation Instrument for Assessing Employability Skills in Good Manufacturing Practices Training Malika, Febi Fatia; Rayendra, Rayendra; Bentri, Alwen; Alfahani, Khairul
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 16 No. 3 (2026): Tekno-Pedagogi
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/5584t042

Abstract

This study aims to develop a competency-based evaluation instrument for assessing employability skills in GMP training. The study was motivated by the limitation of conventional GMP evaluation instruments that mainly measure technical knowledge and procedural compliance, while providing limited evidence of participants’ ability to apply critical thinking, professionalism, communication, and teamwork in workplace-based situations. This study employed a DDR approach using the Needham model, which consisted of needs analysis, design and development, and evaluation. The instrument was developed by aligning GMP competency standards, employability skill indicators, cognitive levels, and item formats. The final prototype consisted of 20 items, including 10 multiple-choice items and 10 true-false items. Data were collected through expert validation and product testing with GMP training participants at the AGAVI Institute. The data were analyzed using the Gregory Index, KR-20 reliability test, item difficulty analysis, discrimination power analysis, and distractor effectiveness analysis. The results showed that the material validation obtained a Gregory index of 0.73, categorized as high validity, while the evaluation design validation obtained a Gregory index of 0.80, categorized as very high validity. The reliability coefficient was 0.63, indicating acceptable internal consistency for preliminary use. Item analysis showed that most items were easy, with limited discrimination power and distractor effectiveness. Therefore, the instrument is feasible as a validated prototype, although broader testing is needed to strengthen its psychometric stability.
PENGEMBANGAN GAME LABIRIN EDUKATIF PADA MATERI BAHAYA NARKOTIKA, PSIKOTROPIKA, DAN ZAT ADIKTIF MATA PELAJARAN PJOK KELAS V SD Arsyad, Khairul; Pratiwi, Rahmi; Kurnia, Reni; Alfahani, Khairul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.54150

Abstract

Drug abuse (NAPZA) among Indonesian adolescents remains a critical issue, necessitating more effective preventive education through formal schooling. This study aims to develop an Educational Maze Game (Game Labirin Edukatif) on the topic of the dangers of Narcotics, Psychotropics, and Addictive Substances (NAPZA) for Class V elementary school students in Physical Education, Sports, and Health (PJOK) subject. The research used the Research and Development (R&D) method with the 4D development model (Define, Design, Develop, and Disseminate). Trial subjects included one material expert validator (PJOK teacher), two media expert validators from Educational Technology lecturers at UNP, and 20 students of Class V at UPTD SD Negeri 03 Andiang as field trial subjects. Data collection used material validation questionnaires, media validation questionnaires, and student practicality response questionnaires. Results showed material validity at 90% ("Very Valid"), media validity at 94.28% ("Very Valid"), and student practicality at 94.48% ("Very Practical"). The Educational Maze Game developed using Visual Studio Code is valid and practical as an innovative learning medium to improve student motivation, active engagement, and understanding of NAPZA dangers in PJOK learning.
Pengembangan Game Edukasi pada Materi Negara Kesatuan Republik Indonesia Kelas XI SMA Sepkia, Yola; Amsal, Mutiara Felicita; Alfahani, Khairul
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6563

Abstract

The low level of student engagement in Pancasila and Citizenship Education (PPKn) learning indicates the need for innovative learning media that are appropriate to the characteristics of the digital generation. Learning that is still dominated by non-interactive media tends to be less able to encourage active participation and focus on student learning. This study aims to develop an adventure educational game based on the Zep Quiz digital platform on the sub-material of Threats, Challenges, Obstacles, and Disturbances (ATHG) in the material of the Unitary State of the Republic of Indonesia (NKRI) for grade XI high school students that meets the criteria of validity and practicality. The study uses a Research and Development approach with a 4D development model that includes the stages of define, design, develop, and disseminate. The research subjects consisted of 35 grade XI students of SMAN 4 Pariaman. Data were collected through validation sheets from material and media experts, as well as student practicality questionnaires using a Likert scale. The data analysis technique was carried out descriptively quantitatively by calculating the percentage of the product's validity and practicality levels. The results of the study indicate that the developed educational game has a very valid level of material and media validity, and a very practical level among students. These findings indicate that the Zep Quiz-based educational game is suitable for use as a supplementary learning medium to increase student engagement in PPKn learning in high school.
Pengembangan Media Gamifikasi Berbantuan Crossword Puzzle untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Kelas VIII SMP Monika, Salsa Elza; Zen, Zelhendri; Yusri, Meldi Ade Kurnia; Alfahani, Khairul
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.6733

Abstract

This study aimed to develop a web-based HTML5 gamification learning media in the form of a digital crossword puzzle on the topic of Digital Literacy that meets valid, practical, and effective qualifications. This study was a Research and Development (R&D) project using the 4D development model (Define, Design, Develop, and Disseminate). Data collection instruments included expert validation sheets (material and media), practicality questionnaires (student responses), and effectiveness scales (user engagement questionnaires). Data were analyzed using both quantitative and qualitative methods. The results showed that: (1) The material validity test by educational practitioners achieved a score of 92% ("Very Valid"). Media validity by Media Expert I scored 98.94% ("Very Valid") and Media Expert II scored 95.8% ("Very Valid"). (2) The practicality test based on grade VIII student response questionnaires reached an average percentage of 88.8% ("Very Practical"), driven by the flexibility of cross-platform accessibility without requiring application installation. (3) The effectiveness test based on the user engagement scale achieved an average percentage of 87.1% ("Very Effective"). The integration of real-time feedback and time-challenge elements successfully stimulated students' cognitive focus, intrinsic motivation, and critical thinking skills. Based on these findings, it is concluded that this crossword puzzle gamification media is feasible, practical, and highly effective for utilization as an innovative learning tool in junior high school Informatics
Pengembangan Multimedia Interaktif Berbasis Teori Kognitif Bruner pada Mata Pelajaran Biologi Kelas X di SMA Mutfi, Ananda Salsabilla; Darmansyah; Amsal , Mutiara Felicita; Alfahani, Khairul
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

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

Abstract

This research was motivated by the low learning outcomes of students in Biology and the limited use of interactive learning media at SMA Negeri 2 Padang Panjang. The study aimed to develop an interactive multimedia based on Bruner's Cognitive Theory for the Ecosystem topic in Grade X Senior High School that is valid and practical for use in learning activities. This study employed a Research and Development (R&D) method using the 4D model, consisting of the Define, Design, Develop, and Disseminate stages. The product was developed using Articulate Storyline by integrating Bruner’s representation stages, namely enactive, iconic, and symbolic. The validity test was conducted by material and media experts, while the practicality test involved Grade X students of SMA Negeri 2 Padang Panjang. The results showed that the developed interactive multimedia obtained a material validity score of 4.91, categorized as very valid, and a practicality score of 83.51, categorized as very practical. Therefore, the Bruner Cognitive Theory-based interactive multimedia developed in this study is feasible to be used as a Biology learning medium to help students understand concepts in a more interesting, active, and meaningful way