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GAME EDUCATION: MEDIA PEMBELAJARAN UNTUK MATERI BERPIKIR KOMPUTASIONAL SISWA SMP Indah Febrianur; Mutiara Felicita Amsal; Rosmaria; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12754

Abstract

This study aims to develop a game-based learning media for computational thinking material for seventh-grade junior high school students. This development is motivated by the limited use of interactive learning media, which has resulted in low student motivation and understanding. Therefore, an innovative learning medium is needed to create a more engaging and enjoyable learning environment. This study employed the 4D development model, consisting of the define, design, develop, and disseminate stages. The subjects of this study were seventh-grade students. The instruments used in this research included expert validation questionnaires and practicality questionnaires to evaluate the feasibility and usability of the developed media. The results indicate that the developed game-based learning media is categorized as very valid, with media validation scores of 4.60 and 4.53, and a material validation score of 4.84. In addition, the practicality test result obtained a score of 4.54, which falls into the very practical category. The media is equipped with learning materials, introductory games, and interactive evaluations that facilitate students in understanding the concepts of decomposition and pattern recognition. Therefore, the developed media can be used as an alternative learning medium that is engaging, interactive, and effective in improving students’ understanding of computational thinking material.
Pengembangan Media Pengenalan Alat Musik Tradisional Sumatera Barat Berbasis Augmented Reality pada Mata Pelajaran Seni Budaya Siswa Kelas VIII SMP Muhammad Rian Januardi; Abna Hidayati; Reni Kurnia; Rosmaria
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.6345

Abstract

Keterbatasan ketersediaan alat musik tradisional di sekolah merupakan hambatan utama dalam pembelajaran Seni Budaya, khususnya dalam pengenalan alat musik tradisional Sumatera Barat kepada siswa kelas VIII SMP. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Augmented Reality (AR) berjudul "Gema Adat Minang" menggunakan model pengembangan 4D (Define, Design, Develop, Disseminate) sebagai solusi atas keterbatasan tersebut. Penelitian dilaksanakan di SMP Negeri 3 Lubuk Basung menggunakan metode Research and Development (R&D). Data dikumpulkan melalui angket validasi ahli dan angket praktikalitas peserta didik. Proses pengembangan melibatkan Blender untuk pemodelan 3D sepuluh alat musik tradisional, Unity 3D dan Vuforia SDK untuk pengembangan aplikasi AR, serta Canva untuk desain antarmuka dan kartu Marker. Hasil validasi ahli materi memperoleh nilai rata-rata 4,00 (100%) dengan kategori "Sangat Valid". Validasi ahli media pada putaran kedua menghasilkan nilai rata-rata 3,69 (92%) dan 3,84 (96%), keduanya berkategori "Sangat Valid". Uji praktikalitas yang melibatkan 30 peserta didik kelas VIII menghasilkan nilai rata-rata keseluruhan 3,75 (94%) dengan kategori "Sangat Praktis". Seluruh 19 indikator praktikalitas berada dalam kategori Sangat Praktis, dengan skor tertinggi pada indikator interaktivitas dan kemudahan penggunaan. Temuan ini mengkonfirmasi bahwa media "Gema Adat Minang" valid dan sangat praktis sebagai solusi pembelajaran inovatif yang secara efektif menjembatani warisan budaya dengan preferensi belajar digital siswa Generasi Z.
Development of Interactive Markerless Augmented Reality Media for the Human Respiratory System in Grade VIII Junior High School Science Garcinia Mangostana Juarsyah; Abna Hidayati; Fitri Maiziani; Rosmaria
Indonesian Technology and Education Journal Vol 4 No 1 (2026): April
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i1.1324

Abstract

This study aimed to develop and evaluate an interactive Markerless Augmented Reality (AR) learning medium for the human respiratory system topic in Grade VIII Junior High School science, addressing the limitations of conventional instructional media in visualizing abstract internal physiological processes that cannot be directly observed by students. A Research and Development (R&D) approach was employed using the 4D development model (Define, Design, Develop, Disseminate), with the media developed using Unity, Vuforia Engine, Blender, and Figma and delivered as an Android application; data were collected through material and media validation questionnaires, a student practicality questionnaire, and pre-test/post-test instruments analysed using the Normalized Gain (N-Gain) formula. Material validation yielded 96.25% (Very Valid), media validation reached 98.67% (Very Valid) after two iterative revision rounds, practicality testing with 32 Grade VIII students produced 94.69% (Very Practical), and effectiveness testing yielded a mean N-Gain of 0.62, categorized as Moderate according to Hake's (1998) framework and classified as Effective enough based on the percentage criteria applied in this study, with post-test mean (85.00) surpassing the minimum mastery criterion of 80. The developed media demonstrates strong potential as a promising model for technology-based science instruction at the junior high school level; however, the findings are subject to limitations as the study was conducted within a single school, covered a single content topic, was restricted to Android platform compatibility, and was evaluated within a single instructional session, which may limit the generalisability of the results. This study contributes an empirically validated Markerless AR application specifically developed for the human respiratory system, an abstract internal physiological topic at the Grade VIII level that remains comparatively underserved in existing AR-based science education research, with the integrated evaluation of validity, practicality, and effectiveness within a single 4D development cycle offering a methodologically complete quality-assurance framework for future AR media developers.
PELATIHAN SABLON DIGITAL TEMA BUDAYA MINANGKABAU UNTUK PENINGKATAN KOMPETENSI KEWIRAUSAHAAN SISWA SMAN 1 PADANG PANJANG Rahmi Pratiwi; Rosmaria; Luthfiani
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 10 No. 1 (2026): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v10i1.10100

Abstract

Berdasarkan hasil wawancara dengan salah satu guru di SMAN 1 Padang Panjang, penerapan Projek Penguatan Profil Pelajar Pancasila (P5) telah dilaksanakan melalui berbagai kegiatan. Namun, pelaksanaannya masih menghadapi tantangan, yaitu keterbatasan pemahaman dan kesiapan guru terhadap pembelajaran berbasis proyek, keterbatasan sumber daya dan fasilitas, variasi partisipasi siswa, serta kesulitan mengontekstualisasikan tema P5 sesuai kebutuhan sekolah. Kegiatan ini bertujuan meningkatkan kompetensi kewirausahaan siswa melalui pelatihan sablon digital bertema budaya Minangkabau karena menggabungkan aspek keterampilan, kreativitas, dan kearifan lokal dalam satu kegiatan berbasis proyek. Metode pelatihan yang digunakan partisipatif berbasis praktik dengan tahapan sosialisasi, pemberian materi, demonstrasi, praktik langsung, pendampingan, dan evaluasi. Peserta berjumlah 27 siswa. Pelatihan difokuskan pada teknik sablon digital, yaitu sublimasi pada mug dan DTF pada kaos. Hasil evaluasi kegiatan rata-rata 95% dan berpotensi menjadi program berkelanjutan. Pelatihan ini terbukti efektif mendukung implementasi P5 dalam meningkatkan kompetensi kewirausahaan siswa sekaligus mengintegrasikan nilai kearifan lokal.