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Development of E-LKPD with Problem Based Learning (PBL) Learning Model in Informatics Subject at High School Azizah, Fauzana; Huda , Asrul; Hendriyani, Yeka; Fadhilah
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.11404

Abstract

This study aims to develop and examine the validity and practicality of an Electronic Student Worksheet (E-LKPD) based on the Problem-Based Learning (PBL) model to enhance student engagement and understanding in Informatics at the secondary school level. The research employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, Disseminate) proposed by Thiagarajan, Semmel, and Semmel. The E-LKPD was validated by material and media experts and tested for practicality by students and teachers. Validation results indicated an average score of 95.15% from material experts and 96.64% from media experts, both categorized as very high. Practicality tests yielded an average of 96.28% from students and 96.84% from teachers and students combined. These findings confirm that the developed E-LKPD is highly valid and practical for use in Informatics learning. Moreover, its implementation shows potential to foster student engagement and understanding, aligning with the intended objectives of the development.
Enhancing Motivation and Achievement through Gamified Learning in Vocational Electropneumatic Education Elvina; Fadhilah; Rizal, Fahmi; Huda , Asrul
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.12234

Abstract

This study investigates the influence of gamified learning using Quizizz on students’ motivation and academic achievement in Electropneumatic Control Systems at a vocational high school. The research was conducted in response to low student motivation and academic performance in complex technical subjects. A quasi-experimental design with a non-equivalent pretest-posttest control group was employed. The experimental group (n = 25) received gamified instruction via Quizizz, while the control group (n = 24) was taught using conventional methods. Data were collected using a validated motivation questionnaire (34 items) and a learning outcome test (38 items). Gain scores (posttest minus pretest) were analyzed using Independent Samples t-Test. Results revealed that the experimental group had significantly higher motivation scores (t = 4.396, p < 0.05) and better academic achievement (t = 3.275, p < 0.05) compared to the control group. These findings suggest that incorporating gamification strategies into technical instruction can effectively enhance both student motivation and academic outcomes.  
Canva-Based Animation Comic Video Media in Informatics Learning Sari , Liza Mustika; Huda , Asrul; Effendi, Hansi; Giatman, Muhammad
Jurnal Penelitian Pendidikan IPA Vol 10 No 10 (2024): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i10.8514

Abstract

This study aims to develop Canva-based animated comic video learning media that are valid, practical, and effective for Informatics in Grade VIII at SMP N 14 Padang. The research adopts a Research and Development (R&D) approach, applying the 4D model—Define, Design, Develop, and Disseminate. Primary data were collected from validators, teachers, and students, with descriptive and inferential analysis used to evaluate media validity, practicality, and effectiveness. Results show the media to be valid, scoring 0.963 for media and 0.975 for material aspects. The media is also highly practical, with teacher ratings at 97.04% and student ratings at 93.14%. Effectiveness is indicated by a Gain Score of 0.69 (medium category) and a significant improvement in student learning outcomes, as confirmed by t-test results (Sig. 2-tailed = 0.000; tcount > ttable). The findings confirm that Canva-based animated comic videos significantly enhance student learning outcomes over conventional methods.