Claim Missing Document
Check
Articles

Found 4 Documents
Search

Pengembangan E-LKPD Berbasis Pembelajaran Berdiferensiasi Materi Zat Dan Perubahannya Untuk Meningkatkan Hasil Belajar Peserta Didik Maulida Zahra; Syubhan Annur; Sauqina
Jurnal Pendidikan Sains dan Teknologi Terapan | E-ISSN : 3031-7983 Vol. 2 No. 3 (2025): Juli - September
Publisher : CV.ITTC INDONESIA

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

Abstract

This research focuses on developing an e-LKPD (electronic Student Worksheet) based on differentiated learning for the topic of matter and its changes, aimed at improving student learning outcomes. The objectives are to assess its validity, practicality, and effectiveness. The study uses a Research and Development (R&D) method with a modified 4D model (Define, Design, Develop) and involves class VIIC students at SMP Negeri 13 Banjarmasin. Data were collected through expert validation sheets, student response questionnaires, and pre-test–post-test evaluations. The e-LKPD achieved a validity score of 0.8, categorized as very valid. Student response questionnaires showed a practicality score of 97.1%, indicating the e-LKPD is highly practical. Effectiveness was measured through N-gain analysis, with an average score of 0.8, categorized as high. These results demonstrate that the developed e-LKPD is a valid, practical, and effective tool for improving students' understanding of the topic and enhancing their overall learning outcomes.
Pengembangan Media Pembelajaran Flipbook Digital Menggunakan Aplikasi Canva Untuk Melatih Keterampilan Literasi Digital Siswa SMP Kelas Vlll Miftah Rizki Juliana; Mella Mutika Sari; Syubhan Annur
Jurnal Pendidikan Sains dan Teknologi Terapan | E-ISSN : 3031-7983 Vol. 2 No. 4 (2025): Oktober - Desember
Publisher : CV.ITTC INDONESIA

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

Abstract

Penelitian ini dilakukan untuk merancang dan mengembangkan suatu media pembelajaran berbasis digital dalam bentuk flipbook pada materi Usaha dan Energi untuk siswa tingkat Sekolah Menengah Pertama (SMP). Media pembelajaran ditujukan mendukung proses belajaran, namun mengasah keterampilan literasi digital peserta didik. Proses pengembangan produk didasarkan pada tiga aspek utama, yakni validitas, kepraktisan, dan keefektifan. Model yang digunakan dalam pengembangan ini mengikuti tahapan Define, Design, dan Develop. Adapun literasi digital dalam konteks penelitian ini mencakup tiga kompetensi utama, yaitu kemampuan mengevaluasi isi informasi, menyusun serta membandingkan informasi dari internet, dan mencari informasi secara daring. Evaluasi validitas flipbook digital dilakukan oleh ahli pendidikan IPA dan guru mata pelajaran IPA dengan meninjau aspek isi, kebahasaan, serta unsur literasi digital. Untuk mengukur tingkat kepraktisan, digunakan uji keterbacaan melalui Grafik Fry dan angket tanggapan dari guru serta siswa. Sementara itu, efektivitas media diukur dari hasil belajar siswa setelah menggunakan flipbook dalam proses pembelajaran. Berdasarkan hasil penelitian, flipbook digital yang dikembangkan memperoleh nilai validitas sebesar 81,25%, yang tergolong dalam kategori sangat valid. Tingkat kepraktisan ditunjukkan oleh respons positif dari guru dan siswa, masing-masing sebesar 96,5% dan 81,97%, sehingga masuk dalam kategori sangat praktis. Efektivitas penggunaan media pembelajaran ini ditunjukkan melalui nilai gain sebesar 0,57, yang termasuk dalam kategori cukup efektif. Selain itu, temuan penelitian menunjukkan bahwa siswa telah memiliki kemampuan literasi digital yang baik, yang ditunjukkan melalui keterampilan dalam mengoperasikan perangkat digital, menilai isi informasi, serta mencari dan membandingkan berbagai sumber informasi.
Pengembangan Media Pembelajaran Berbasis Game Educaplay Pada Sub Materi Sistem Pencernaan Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas VIII SMP Hadiah, Hadiah; Syubhan Annur; Sauqina, Sauqina
Jurnal Pendidikan Sains dan Teknologi Terapan | E-ISSN : 3031-7983 Vol. 3 No. 1 (2026): Januari - Maret
Publisher : CV.ITTC INDONESIA

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

Abstract

The goal of this project is to create an Educaplay-based game that will enhance students' understanding of the human digestive system. The 4D model, which comprised the steps of define, design, and develop, was used in the research and development (R&D) design. Experts verified the media, student answers were used to assess their usefulness, and pre-test and post-test gain scores were used to assess their efficacy. With an average score of 0.86, which is classified as very valid, the validation results showed a high degree of feasibility. 25 eighth-grade children took the practicality test, and they scored 91%, which is considered extremely practical. Students' learning outcomes significantly improved, as seen by the effectiveness test's N-Gain values in the medium to high category. These findings show that using Game Educaplay-based media for junior high school scientific instruction is doable, useful, and successful.
Literature Review: Effectiveness of Canva Media in Science Learning on Students' Interests and Learning Outcomes Syubhan Annur; Pradana, Dodi Rizal; Fajrianour Qoyimah; Syifa Putri Mouthia; Muhammad Fuad Sya'ban
Journal of Science Education Research Vol. 10 No. 1 (2026): J. Sc. Edu. Research (In Progress)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jser.v10i1.81653

Abstract

Canva is one of the many applications that teachers can use to create learning media. Canva simplifies the learning process for teachers and students by combining technology, skills, creativity, and other benefits. This is because Canva’s design features can enhance students' interest in learning activities, increase their motivation and learning outcomes by presenting instructional materials in an engaging way. The purpose of this study is to analyze the effectiveness of using Canva as a learning medium in increasing students' interest in learning and learning outcomes, and to find out how Canva can create interesting, interactive, and easy-to-understand learning. The data sources in this study are scientific articles published in national and international journals in the last 7 years (2017-2024) totaling 20 journal articles. Based on the analysis of the literature review of the 20 journal articles, it was found that Canva as an effective learning media in supporting distance learning. It was found that Canva as a learning medium is effective in supporting science learning activities in schools. Canva as a learning medium is considered effective for students in facilitating the understanding of abstract concepts in science subjects. The results of the study show that using Canva-based learning media can increase students' motivation and learning outcomes in science. Therefore, using Canva as an instructional medium is worth considering as a solution to improve the quality of education in schools.