Mohamad Nor Aufa
Universitas Muhammadiyah Palangkaraya

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Pengembangan Game Digital Kontekstual “Petualangan Sistem Pencernaan” untuk Meningkatkan Kreativitas dan Hasil Belajar Siswa SMP Gusti Nida Nurkhaliza; Mohamad Nor Aufa; Chandra Anugrah Putra; Muqor Rama Hasanah; Muhammad Hasbie; Najwa Azahra; William Hans Permana
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol. 9 No. 2 (2026): BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/yj9j1c11

Abstract

This study aimed to develop and examine the effectiveness of a contextual digital game entitled “Digestive System Adventure” in improving students’ creativity and learning outcomes at the junior high school level. The method used was Research and Development (R&D) with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The game product was developed as a web-based application using HTML, CSS, and JavaScript, organized into several levels featuring interactive activities such as drag-and-drop, sequencing, matching, and contextual classification, and equipped with a scoring system and feedback. The results showed that the developed media was categorized as highly feasible based on expert validation of media and content. Furthermore, the contextual digital game proved to be more effective in improving students’ learning outcomes and creativity compared to conventional learning methods. In conclusion, the contextual digital game “Digestive System Adventure” is feasible and effective for enhancing students’ creativity and learning outcomes.  Keywords: Creativity, Digital Game Media, Learning Outcomes, Digestive System, Contextual
Guardian Of Gambut: Media Digital Interaktif Berbasis Etnosains Lahan Gambut untuk Meningkatkan Berpikir Kritis, Literasi Sains, dan Sikap Peduli Lingkungan Mohamad Nor Aufa; Gusti Nida Nurkhaliza; Chandra Anugrah Putra; Muqor Rama Hasanah; Muhammad Hasbie; Rahmadi; Hendra
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol. 9 No. 1 (2026): BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/qv3bg765

Abstract

This study aimed to develop and examine the effectiveness of an ethnoscience-based interactive digital media on peatland issues entitled Guardian of Gambut for the topic of Ecosystems and Biodiversity in junior high school. The study was motivated by students’ low critical thinking skills and scientific literacy, as well as their limited environmental awareness due to science instruction that remains focused on memorization and lacks contextualization to local ecological issues. The research employed a Research and Development (R&D) approach using the ADDIE model, followed by a quasi-experimental pretest–posttest control group design. The participants were students of class VIIB as the control group and VIIC as the experimental group at SMP Muhammadiyah Palangka Raya. The findings indicate that the developed media was categorized as very valid and highly practical, and proven effective in improving students’ critical thinking skills, scientific literacy, and environmental care attitudes. The experimental group demonstrated higher improvement than the control group, with significant differences and a large effect size. In conclusion, the Guardian of Gambut interactive digital media is valid, practical, and effective in enhancing students’ cognitive and affective competencies through contextual ethnoscience-based science learning.   Keywords: Critical Thinking, Environmental Care Attitude, Interactive Digital Media, Peatland Ethnoscience, Scientific Literacy