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The Influence of Using Android-Based Educational Game Software on Software Modeling Learning for Grade VIII Students at SMPN 1 BPR Ranau Tengah Richa Meyyolis; Achmad Buchori; Ade Ricky Rozzaky; Wijayanto Wijayanto
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9000

Abstract

This study was motivated by the low interest and understanding of students toward Software Modelling lessons, particularly in Grade VIII at SMP Negeri 1 BPR Ranau Tengah. The identified issue is the lack of interactive teaching media that align with the characteristics of digital-generation students. The aim of this research is to the influence of using educational game-based learning media on Android (Kahoot) to enchance student engagement and comprehension of software modeling material. The study employs a descriptive qualitative approach with observation and interviews as data collection instruments. It was conducted at SMP Negeri 1 BPR Ranau Tengah during the even semester of the 2024/2025 academic year. The findings indicate that using Kahoot as a learning media significantly increases students enthusiasm and participation. Students become more active and competitive in understanding the material, and teachers find it easier to manage the classroom dynamically. It is recommended that teachers continue developing digital learning media relevant to technological advances and student’s characteristics.
Development of Socio-Scientific Issue-Based E-LKPD Flipbook to Improve Elementary School Students' Critical Thinking Skills Suryani Suryani; Dini Rakhmawati; Achmad Buchori
Journal of General Education and Humanities Vol. 5 No. 4 (2026): August
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i4.1779

Abstract

The Merdeka Curriculum promotes contextual learning and the development of 21st-century competencies, particularly critical thinking. This study aimed to develop an electronic student worksheet (E-LKPD) in flipbook format based on socio-scientific issues (SSI) and to examine its validity, practicality, and potential to support fifth-grade students’ critical thinking skills. This Research and Development study used the ADDIE model. Participants included two expert validators, one classroom teacher, and 13 fifth-grade students selected through purposive sampling. Data were collected through expert validation, teacher and student response questionnaires, and a one-group pretest-posttest design. The E-LKPD was rated highly feasible by material and media experts, with validity scores of 88.89% and 90.00%, respectively. Teacher and student responses indicated high practicality, with scores of 88% and 95.38%. Students’ mean critical thinking score increased from 46.54 on the pretest to 77.69 on the posttest. A paired-samples t-test showed a statistically significant difference between the scores (p < .001). These findings suggest that the developed SSI-based E-LKPD in flipbook format is valid, practical, and has the potential to support fifth-grade students’ critical thinking skills in science learning.