M. Hidayat
Universitas Jambi

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Preliminary Study of Genially Educational Games for Collaboration on Business and Energy Materials Aprilia Wulandari; M. Hidayat; Erlida Amnie
Journal of Advances in Physics Education Vol. 2 No. 1 (2026): Journal of Advances in Physics Education
Publisher : Master of Physics Education Study Programme

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jape.v2i1.1312

Abstract

This preliminary study explores the potential of Genially-based educational games to enhance students’ collaboration skills in physics, specifically in the work-and-energy unit. A mixed-methods approach was used, collecting data through teacher interviews and a Likert-scale questionnaire administered to 27 ninth-grade students at SMP Adhyaksa 1 Jambi. Results show students' conceptual understanding is good (mean 3.67), although 85.2% still find abstract concepts challenging. Teachers' media use remains limited, while students view educational games as beneficial, especially when accompanied by brief explanations and practice questions. Collaboration skills are rated good to very good (mean 3.95), particularly in respecting opinions and accepting suggestions. These findings suggest Genially-based educational games have significant potential as innovative learning media that support conceptual understanding and foster collaboration skills aligned with 21st-century educational goals.
Needs Analysis for Game-Based Learning Integration: Developing Blooket Media for Teaching Matter and Its Changes in Junior High School Putri Rahma; M. Hidayat; Erlida Amnie
Journal of Advances in Physics Education Vol. 2 No. 1 (2026): Journal of Advances in Physics Education
Publisher : Master of Physics Education Study Programme

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jape.v2i1.1313

Abstract

Background: Junior high school students often struggle with the abstract concepts of physics, particularly in the topic of Matter and Its Changes. This study aims to analyze the need for integrating Blooket, a game-based learning platform, to address these learning difficulties. Methods: A mixed-methods approach was employed, combining semi-structured interviews with two science teachers and a needs assessment questionnaire administered to 26 eighth-grade students at Adhyaksa 1 Junior High School in Jambi. Qualitative data were analyzed thematically, while quantitative data were processed descriptively. Results: The findings indicate that 88.5% of students experience difficulties in learning physics, with 61.5% identifying Matter and Its Changes as the most challenging topic. Key contributing factors included abstract material (30.8%), unclear explanations (38.5%), and lack of real-life examples (26.9%). Conversely, student interest in game-based learning was very high: 92.3% expressed interest in using Blooket, and 57.7% believed educational games enhance learning activity. Teacher support and high digital device accessibility (96.2%) further support its feasibility. Conclusion: There is a strong need for interactive, game-based media like Blooket to bridge the gap between students' learning difficulties and their high interest in engaging methods. This media is proposed as a potential solution to visualize abstract concepts and increase motivation in physics education.
The Implementation of Game-Based Learning to Improve Student Engagement and Learning Outcomes in the Topic of Matter and Its Changes Putri Rahma; M. Hidayat; Erlida Amnie
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): In progress
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3499

Abstract

Low student engagement and learning outcomes in physics education are often caused by monotonous teaching methods, highlighting the need for a more innovative approach. This study aims to implement Game-Based Learning (GBL) assisted by Kahoot and examine its influence on student activity and learning outcomes in the physics topic of Substances and Their Changes. A quantitative approach with a Classroom Action Research design was employed, conducted in two cycles consisting of planning, implementation, observation, and reflection stages. The research subjects were 22 seventh-grade students. Data on learning activity were collected through observation sheets covering visual, oral, listening, writing, and mental activities, while learning outcome data were gathered through cognitive tests administered at pre-cycle, cycle I, and cycle II. Data were analyzed using descriptive analysis, paired sample t-test, Friedman test, and effect size calculations. The results showed that GBL significantly improved student learning activity across all indicators, and learning outcomes also increased significantly. Thus, Game-Based Learning assisted by Kahoot is proven effective in enhancing student activity and learning outcomes. These findings imply that a game-based learning approach can serve as a practical alternative for educators to create more interactive and student-centered physics instruction.
Literasi Digital dalam Pembelajaran IPA: Analisis Kebutuhan Asesmen Berbasis Efikasi Diri Siswa M. Hidayat; Erlida Amnie; Jeliana Veronika Sirait; Danial Mursyd
Kappa Journal Vol 10 No 1 (2026): Kappa Journal
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/kpj.v10i1.33821

Abstract

Literasi digital telah menjadi kompetensi mendasar dalam pembelajaran abad 21, tetapi praktik asesmen masih cenderung mengukur keterampilan teknis tanpa mempertimbangkan dimensi efikasi diri siswa. Penelitian ini bertujuan mengidentifikasi kebutuhan pengembangan asesmen literasi digital pada pembelajaran IPA yang dapat meningkatkan efikasi diri siswa. Studi pendahuluan ini menggunakan metode penelitian kualitatif deskriptif dengan wawancara semi-terstruktur terhadap empat guru IPA di Provinsi Jambi dan observasi pembelajaran. Data dianalisis menggunakan analisis tematik. Hasil penelitian menunjukkan tiga temuan utama: (1) infrastruktur teknologi cukup memadai namun terdapat kesenjangan kompetensi digital antar guru; (2) siswa memiliki keterampilan teknis yang baik tetapi lemah dalam literasi informasi kritis; dan (3) praktik asesmen efikasi diri belum dilakukan secara sistematis. Temuan ini mengindikasikan perlunya dilakukan pengembangan instrumen asesmen yang mengintegrasikan tujuh aspek literasi digital dengan tiga dimensi efikasi diri (magnitude, generality, strength). Penelitian ini berkontribusi pada kerangka konseptual integrasi literasi digital dan efikasi diri serta memberikan rekomendasi praktis untuk pengembangan profesional guru, penyediaan infrastruktur memadai, dan kebijakan kurikulum yang mendukung pengembangan kedua kompetensi tersebut dalam pembelajaran IPA.  
Implementing Game-Based Learning to Improve Students' Collaboration and Learning Outcomes on Work, Energy, and Simple Machines Aprilia Wulandari; M. Hidayat; Erlida Amnie
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): In progress
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3505

Abstract

This study aims to describe the implementation of Game-Based Learning (GBL) assisted by Kahoot and to analyze the improvement of students' collaboration skills and learning outcomes on the topic of work, energy, and simple machines in class VIII A of SMP Adhyaksa 1 Jambi. This research employed Classroom Action Research conducted in two cycles consisting of planning, action, observation, and reflection stages. The research subjects were 17 students. Data were collected through collaboration observation sheets and learning achievement tests, then analyzed descriptively and inferentially. The results showed that students' collaboration skills improved from 50.81% in Cycle I to 63.83% in Cycle II, categorized as good. Learning outcomes also showed significant differences based on the Friedman test (x²(2) = 13.447; p < 0.05). The paired sample t-test, which was conducted to evaluate students' learning outcomes, indicated a significant difference between the initial and final collaboration scores, with a Cohen's d effect size of 1.42 (large category). These findings indicate that the implementation of GBL assisted by Kahoot is effective in enhancing students' collaboration skills and learning outcomes. Therefore, this approach can serve as an innovative instructional strategy in physics learning at the junior high school level.