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Understanding by Design (UbD): An Effective Way to Design Elementary School Science Learning for the Competencies of Teacher Professional Education Students Woro Sri Hastuti; Febrina Siska Widyaningtyas; Unik Ambar Wati; Sandy Abdi Kusumah
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 3 (2025): SEPTEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i3.6893

Abstract

Many pre-service teachers in Teacher Professional Education (PPG) programs lack the competence to develop effective teaching materials aligned with curriculum goals. Understanding by Design (UbD) offers a structured approach to support this development through backward design. This study employed a quantitative research design using purposive sampling to select 116 PPG students as respondents. Data were collected via an online questionnaire distributed through Google Forms. The collected data were analyzed using descriptive statistical methods. Findings reveal that UbD effectively supports the development of Subject Specific Pedagogy (SSP) through its three core stages: identifying desired learning outcomes, designing appropriate assessments and tasks, and planning targeted learning activities. Respondents demonstrated increased competence in aligning instructional strategies with learning objectives through this framework. The results suggest that UbD provides a practical model for guiding teachers in curriculum-aligned material development. The structured approach helps educators better understand learning goals and translate them into classroom practice. UbD is an effective framework for improving PPG students’ mastery of Subject Specific Pedagogy. It is recommended that teacher training programs integrate UbD principles into their instructional models. Teachers are also encouraged to continuously refine their teaching strategies in line with evolving curriculum demands.
PELATIHAN PENGEMBANGAN MODUL AJAR INOVATIF BAGI GURU SD DI KECAMATAN PENGASIH KABUPATEN KULON PROGO Ali Mustadi; Setiawan Edi Wibowo; Febrina Siska Widyaningtyas; Sandy Abdi Kusumah
Jurnal Padamu Negeri Vol. 3 No. 1 (2026): Januari : Jurnal Padamu Negeri (JPN)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/z2ggz103

Abstract

The independent curriculum requires that each educational unit and teacher is able to develop learning tools in accordance with the characteristics of students and the conditions of each educational unit. However, this program has not been well understood by each educator spread across Indonesia. The lack of understanding of educators is related to how to develop learning tools. Learning tools teaching modules, teaching materials, learning media, LKPD, and assessment instruments become something unfamiliar to entities. Such conditions are also experienced by private elementary schools spread across the Pengasih District, Kulon Progo Regency. The purpose of this community service activity is to describe the improvement of the understanding of educators at SD Pengasih District, Kulon Progo Regency in developing innovative teaching modules. The method of implementing community service activities begins with workshops and socialization, continues with mentoring, implementation, reflection, and follow-up, and ends with the collection of reports and innovative teaching modules based on literacy, local culture, and natural resources for grades 1 to 6 of elementary school. The result of this service is that elementary school teachers in Pengasih District, Kulon Progo Regency have succeeded in creating innovative teaching modules that have been IPR-kan.
Implementation of 5E Cycle-Based Learning Media Assisted by Scratch to Enhance Students' Physics Identity on Renewable Energy Topics Lucky Adi Nugroho; Riki Perdana; Febrina Siska Widyaningtyas
JPUS: Jurnal Pendidikan Untuk Semua Vol 10 No 1 (2026): Jurnal Pendidikan Untuk Semua, April 2026
Publisher : Department of Non-Formal Education, Faculty of Education, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpus.v10n1.p8-14

Abstract

Students' persistently low achievement in physics highlights the need for instructional media that better align with learners' characteristics and learning needs, particularly in fostering a sense of identity within the discipline. This study aims to develop an interactive physics learning medium based on the 5E learning cycle model, assisted by a three-dimensional Scratch application, to strengthen students' physics identity on the topic of renewable energy. This research and development study employed the 4D model, comprising the define, design, develop, and disseminate stages. Data were collected through a validation questionnaire assessing content validity, construct validity, media quality, pedagogical suitability, and readability, with five pre-service physics teachers serving as expert validators. The results yielded an average validity score of 3.56, placing the medium in the highly valid category. These findings suggest that the developed Scratch-based learning medium is both feasible and effective for supporting conceptual understanding and cultivating students' physics identity through engaging, interactive learning experiences. This study contributes to the growing body of research on technology-assisted physics instruction and offers practical implications for designing media that connect content mastery with students' identity development in science learning.
Application of Field Trip Method to Support Elementary School Children In Learning Sains Material Of Living Things Febrina Siska Widyaningtyas; Rahma Dyani Jelang Syafitri; Desy Septia Kartikasari; Dora Natasya Napitupulu; Anisa Uswatun Khasanah
DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar Vol. 8 No. 1 (2025): VOLUME 8, NUMBER 1, 2025
Publisher : Program Studi PGSD, Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/didaktika.v8i1.75822

Abstract

Informal learning that takes place in the family environment is very important for children. Moreover, children's basic understanding and experience of living things around them by using the environment as a medium is a provision for continuing formal education. This is in line with the research objectives, namely to determine the application of the field trip method to support elementary school children's learning in understanding science material with a focus on animals as living things. This research uses a qualitative approach with descriptive methods. The data collection method is through observation, interviews, and documentation. Meanwhile, the stages of data analysis techniques include data reduction, data exposure, and conclusion drawing as well as verification. The research subjects were parents and children. The researcher also observed one of the educational tourist attractions in Yogyakarta as a family target in supporting informal learning, namely Gembira Loka zoo. The results of the observation stated that in the Gembira Loka zoo in Yogyakarta there were facilities and rides that could be used by visitors, especially parents and children, in learning science. On the other hand, from the interview, it was found that the field trip method to Gembira Loka zoo fully supports informal learning because it provides meaningful understanding and direct experience to children. Thus, this research can be a reference for families to apply the field trip method in learning science.
Development of Problem-Based Learning Instructional Media Assisted by the Scratch Application on the Topic of Friction to Enhance Students’ Critical Thinking Skills Anggita Dyah Tri Hapsari; Riki Perdana; Febrina Siska Widyaningtyas; Bayu Setiaji
JPUS: Jurnal Pendidikan Untuk Semua Vol 10 No 1 (2026): Jurnal Pendidikan Untuk Semua, April 2026
Publisher : Department of Non-Formal Education, Faculty of Education, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpus.v10n1.p80-91

Abstract

Critical thinking is essential in physics learning because students are expected not only to understand concepts but also to analyze phenomena, identify problems, examine relationships among variables, and evaluate evidence. Friction is one topic that requires strong conceptual and visual understanding; therefore, interactive learning media are needed to support students in exploring abstract physical phenomena. This study aimed to develop and determine the feasibility of a Problem Based Learning (PBL)-based interactive learning medium assisted by the Scratch application on the topic of friction, designed to support students’ critical thinking skills. The study employed a Research and Development (R&D) approach using the 4D model, consisting of define, design, develop, and disseminate stages. The developed product was validated by three final-year prospective physics teachers using a four-point Likert-scale validation questionnaire. The data were analyzed descriptively using mean scores and feasibility percentages. The validation results showed that the visual communication design aspect obtained an average score of 3.75 (94%), the software engineering aspect obtained 3.67 (92%), and the learning media quality aspect obtained 3.93 (98%), all of which were categorized as highly feasible. The developed medium integrates PBL stages with interactive Scratch simulations that allow students to make predictions, manipulate variables, observe friction phenomena, and evaluate simulation results. These features are designed to support active inquiry and critical thinking during physics learning. Therefore, the developed learning medium was considered highly feasible as a supporting tool for learning friction and is recommended for further classroom effectiveness testing to examine its effect on students’ critical thinking skills.
PENGEMBANGAN E-LKPD FISIKA MODEL TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN WEB WORDWALL UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR RANAH KOGNITIF PESERTA DIDIK SMA Najla Adristi Listyowati; Febrina Siska Widyaningtyas
Jurnal Pendidikan Fisika Vol 13, No 2 (2026): Jurnal Pendidikan Fisika
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpf.v13i2.27582

Abstract

Penelitian ini bertujuan untuk 1) menghasilkan E-LKPD model Teams Games Tournament (TGT) berbantuan web wordwall yang layak untuk pembelajaran pada materi fluida dinamis dalam meningkatkan motivasi belajar dan hasil belajar ranah kognitif peserta didik; (2) mengetahui peningkatan motivasi belajar dan hasil belajar ranah kognitif peserta didik kelas XI SMA setelah menggunakan E-LKPD model Teams Games Tournament (TGT) berbantuan web wordwall; (3) mengetahui keefektifan e-LKPD model Teams Games Tournament (TGT) berbantuan Web Wordwall pada materi fluida dinamis untuk meningkatkan motivasi belajar dan hasil belajar ranah kognitif peserta didik. Desain penelitian yang digunakan adala Research and Development (RD) dengan model 4D (define, design, develop, dan disseminate). Produk yang dihasilkan dalam penelitian ini adala E-LKPD fisika model TGT berbantuan web wordwall. Teknik pengumpulan data meliputi tes berupa pretest, posttest, dan angket, serta non tes berupa wawancara dan observasi. Analisis data yang digunakan yaitu analisis deskriptif dan analisis inferensial menunakan uji kolmogorov-smirnov, N-gain, uji paired sample t-test, uji manova, dan uji effect size. Hasil penelitian ini menunjukkan bahwa: (1) E-LKPD model Teams Games Tournament (TGT) berbantuan web wordwall yang dikembangkan layak digunakan untuk pembelajaran pada materi fluida dinamis guna untuk meningkatkan motivasi belajar dan hasil belajar ranah kognitif peserta didik; (2) peningkatan motivasi belajar peserta didik setelah menggunakan E-LKPD model Teams Games Tournament (TGT) berbantuan web wordwall termasuk dalam kategori rendah dengan n-gain sebesar 0,20; (3) peningkatan hasil belajar peserta didik setelah menggunakan E-LKPD model Teams Games Tournament (TGT) berbantuan web wordwall dalam kategori sedang dengan nilai n-gain sebesar 0,75 dan (4) E-LKPD model Teams Games Tournament (TGT) berbantuan web wordwall efektif untuk meningkatkan motivasi dan hasil belajar peserta didik.
PENGEMBANGAN E-LKPD INTERAKTIF BERBASIS PBL BERBANTUAN WIZER.ME UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN LITERASI SAINS SISWA SMA Nadwa Qolbi Salimah; Febrina Siska Widyaningtyas
Jurnal Pendidikan Fisika Vol 13, No 2 (2026): Jurnal Pendidikan Fisika
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpf.v13i2.30141

Abstract

Pembelajatan fisika memerlukan bahan ajar yang mampu memfasilitasi peserta didik dalam membagun pengetahuan melalui pemecahan maslah. Namun, bahan ajar yang digunkan mash kurang interaktif sehingga belum mampu mengoptimalkan kemampuan berpikir krtis dan literasi sans peserta didik pada materi energi terbarukan. Penelitian ini bertujan untuk: (1) menghasilkan e-LKPD intraktif berbasis Problem-based learning (PBL) berbantuan  wizer.me yang layak dan praktis digunkan dalam pemblajaran fisika, (2) mengetauhi peningktan kemampuan berpikir kritis peserta didik, dan (3) mengetauhi peningktan literasi sains peserta didik setelah menggunakan e-LKPD yang dikembangkan. Penelitian ini merupakan penelitian dan pengebangan (Research and Development) dengan model 4D (define, design, development, dan disseminate). Subjek penelitian terdiri atas 94 peserta didik kelas X SMA Negeri 1 Prambanan Klaten yang terbagi dalam dua kelas eksperimen dan satu kelas kontrol. Teknik analsis data dilakukkan secara deskriptif terhadp hasil validasi dan kepraktisan produk, sedangkan efektivitas dianalsis menggunakan skor N-Gain serta uji Kruskal–Wallis yang dilanjutkan dengan uji Mann–Whitney U. Hasil penelitian menunjukan bahwa: (1) e-LKPD interaktif berbasis PBL berbantuan  wizer.me dinyatakan layak dan praktis digunkan dalam pembelajatan; (2) peningktan kemampuan berpikir kritis pada kelas eksperimen 1 memproleh nilai N-Gain sebesar 0,48 (kategori sedang), lebih tinggi dibandingkan kelas eksprimen 2 (0,24) dan kelas kontrol (0,27); (3) peningktan literasi sains pada kelas eksperimen 1 memperoleh nilai N-Gain sebesar 0,46 (kategori sedang), lebih tinggi dibandingkan kelas eksperimen 2 (0,31) dan kelas kontrol (0,29).
PENGEMBANGAN MEDIA PEMBELAJARAN FISIKA BERBANTUAN SCRATCH MODEL LEARNING CYCLE 5E UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN LITERASI SAINS PESERTA DIDIK Japung Wiraputra; Febrina Siska Widyaningtyas
Jurnal Pendidikan Fisika Vol 13, No 2 (2026): Jurnal Pendidikan Fisika
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpf.v13i2.29585

Abstract

Penelitian ini bertujuan untuk: (1) Menghasilkan media Scratch model Learning Cycle 5E yang layak untuk meningkatkan kemampuan berpikir kritis dan literasi sains peserta didik; (2) Menganalisis tingkat kepraktisan media Scratch untuk meningkatkan kemampuan berpikir kritis dan literasi sains; (3) Menganalisis tingkat keefektifan media Scratch untuk meningkatkan kemampuan berpikir kritis dan literasi sains. Penelitian ini termasuk jenis RD dengan model 4D (Define, Design, Develop, dan Disseminate). Tahap validasi dilakukan oleh validator ahli dan praktisi. Tahap uji coba terbatas dilakukan pada 24 peserta didik kelas XI, sedangkan uji luas dilakukan pada 96 peserta didik kelas X SMA Negeri yang berlokasi di Yogyakarta. Data penelitian yang diperoleh dianalisis menggunakan teknik simpangan baku ideal (SBI), Aiken’s V, validitas empiris dengan Quest, N-Gain, Interjudge Agreement (IJA), dan analisis statistik inferensial meliputi uji prasyarat dan uji hipotesis. Hasil penelitian menunjukkan bahwa: (1) Media Scratch model Learning Cycle 5E layak digunakan untuk meningkatkan kemampuan berpikir kritis dan literasi sains peserta didik berdasarkan hasil validator ahli dan praktisi dengan kategori sangat layak; (2) Media Scratch praktis digunakan untuk meningkatkan kemampuan berpikir kritis dan literasi sains berdasarkan hasil respon peserta didik dan keterlaksanaan pembelajaran; (3) Media Scratch efektif digunakan untuk meningkatkan kemampuan berpikir kritis dan literasi sains.