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JPPS (Jurnal Penelitian Pendidikan Sains)
ISSN : 20891776     EISSN : 25491597     DOI : http://dx.doi.org/10.26740/jpps.v9n1
Core Subject : Science, Education,
JPPS (Jurnal Penelitian Pendidikan Sains) is one of the research journals in the education field which includes science, physics, chemistry, and biology education. JPPS also contains articles that discuss the latest issues about education.
Articles 10 Documents
Search results for , issue "Vol. 14 No. 2 (2025)" : 10 Documents clear
The Effect of Socio-Scientific Inquiry Based Learning (SSIBL) Model Assisted by Nearpod on Students’ Problem-Solving Skills on Alternative Energy Material Pebriyanti, Helmina; Makiyah, Yanti Sofi; Susanti, Ernita; Rahman, Luthfi
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p108-123

Abstract

Objective:  This study aims to examine the effect of implementing the Socio-Scientific Inquiry Based Learning (SSIBL) model assisted by Nearpod on students’ problem-solving skills. Method: This research employed a quasi-experimental method with a nonequivalent control group design. The study involved experimental and control groups selected through a purposive sampling technique. Both groups were administered a pretest and a posttest. The instruments used in this study included a problem-solving skills test in the form of an essay questions and an observation sheet to assess the implementation of learning.  Results:  The findings of this research are as follows: (1) There was an increase in the average scores before and after the treatment. (2) The N-gain scores in both classes showed no significant difference (medium category), which was attributed to differences in instructional duration. (2) The implementation of SSIBL learning in both sessions were classified as high, with average percentages of 86.09% and 88.41%.  Novelty: This research integrates SSIBL and Nearpod to improve students’ problem-solving skills in alternative energy materials.
Development of Contextual-Based E-Comic Learning Media to Improve Students' Critical Thinking Skills in Plantation Areas Wicaksono, Iwan; Husni Farros , Muhammad; Mohd Salleh, Sallimah; Chin Chen, Yong; Nuha, Ulin
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p80-107

Abstract

Objective: Critical thinking skills are a crucial component of education. However, in the context of education in Indonesia, the development of critical thinking skills has not yet reached the expected level. The low level of students' critical thinking skills is due to the limited use of innovative learning media in science education at school. One potential solution is the use of contextual-based e-comics. This study aims to evaluate the validity, practicality, and effectiveness of contextual-based e-comic products. Method: The research employed a Research and Development (R&D) approach using the ADDIE model.  Results:  The validity of the contextual-based e-comics received an average score of 90%, placing it in the very valid category. The practicality score averaged 89%, categorized as very practical. The effectiveness measured by an average N-Gain of 0.70, falls into the high category with a student response rate of 95% and classified as very good. Novelty: This study introduces an innovation in learning media by developing e-comics that integrate a contextual approach to improve junior high school students’ critical thinking skills in plantation areas.  The selection of plantation areas adds a novel aspect and differentiates this study from previous studies, aiming specifically to improve critical thinking skills of junior high school students in plantation areas.
The Effectiveness of The Development of Digitalization of IPAS Textbooks Based on Higher Order Thinking Skills (HOTS) in The Independent Curriculum Utami, Arfiati Ulfa; Setyawan, Bagus; Anggraeni, Siti Lutfiah; Afandi, Akhmad; Moniz, Joana Paula Gerabella da Costa
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p124-137

Abstract

Objective : This study aims to describe the effectiveness of developing HOTS-based science and natural science textbooks in digital format within the framework of the Independent Curriculum. The Independent Curriculum provides teachers with the flexibility to design a curriculum according to the specific conditions or needs of their schools. Method: This study used the ADDIE model as the instructional design research method. The science and natural science textbooks developed in this study follow the ADDIE model, which includes the analysis stage, design stage, development stage, implementation stage, and evaluation stage. Results: The results of the study include validation and trial outcomes. The validation results of the science and natural science textbooks show an average score of 3.9, categorized as very feasible. Individual and group trials yielded average scores of 85.6 and 87, respectively, indicating the textbooks are very feasible for use based on HOTS criteria. The actual implementation of the textbooks resulted in an average score of 86.1, also classified as very feasible. Novelty: novelty in this study is the development of science and natural science textbooks that are equipped with higher-order thinking (HOTS) questions and presented in digital format. This provides convenience for both teachers and students in accessing as a reference in learning. 
Exploratory Factor Analysis of Students' Responses to the Dhysning (Dynamic Hybrid System for Integrating Glocal Wisdom) Application for Teaching Science Literacy Skills Alhusni, Hanan Zaki; Prahani, Binar Kurnia; Sunarti, Titin; Jatmiko, Budi; Citra, Nina Fajriyah; Kurtuluş, Muhammed Akif; Nugroho, Yuli Sutoto; Bunyamin, Muhammad Abd Hadi
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p185-202

Abstract

Objective:  This study aims to develop and evaluate the effectiveness of the Dhysning (Dynamic Hybrid System for Integrating Glocal Wisdom) application, which integrates the local wisdom of the Boranan Lamongan Dance into physics learning, specifically on the topic of rigid body equilibrium. Method: The development of the Dhysning application followed the ADDIE model (Analysis, Design, and Development). The application was designed using Adobe Flash CS6 and included teaching modules, interactive multimedia, student worksheets, virtual laboratory simulations, and quizzes. The research was conducted through a limited trial involving three classes and three physics teachers at senior high school. Data were collected through response questionnaires and analyzed using descriptive statistics and Exploratory Factor Analysis (EFA) to examine the construct validity and reliability of student responses. Results: The results show that the application effectively supports science learning with strong student engagement. The Kaiser-Meyer-Olkin (KMO) measure of 0.638 and Bartlett's test of significance (p < 0.001) confirmed the suitability of the data for factor analysis. Eight factors were extracted, explaining 78.63% of the total variance, with an overall Cronbach's Alpha of 0.884, indicating high internal consistency. Students showed positive responses toward the contextual content, visual interactivity, and cultural relevance of the learning media. Novelty: This study introduces a glocalized science learning approach by incorporating regional cultural elements into physics education through interactive technology. It bridges local cultural identity with global scientific competencies, fostering deeper student engagement and scientific literacy in a unique and meaningful way.            
Effectiveness of Physics Learning with PBL Model Assisted by 3D Webbook Integrated with Environmental Learning in Improving Students' Critical Thinking Skills Zahro, Fithriatiz; Lestari, Nurita Apridiana; Sya’roni, Imam
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p157-172

Abstract

Objective: This study aims to examine the effectiveness of applying the Problem Based Learning (PBL) model assisted by 3D Webbook integrated with Environmental Learning in improving students' critical thinking skills on global warming material. Method: This study used a pre-experiment method with a One-Group Pretest-Posttest design. The research subjects consisted of two classes (X-1 and X-2), each comprising 36 students, selected through purposive sampling technique. The instruments used included a critical thinking skills test in the form of descriptive questions and an observation sheet to assess the implementation of learning syntax. The validity of the device was assessed by experts using a five-point scale and the reliability test was carried out using SPSS with the Cronbach's Alpha formula. Results: (1) The average pretest scores of classes X-1 and X-2 were 35.61 and 33.11, respectively, increasing to 85.11 and 83.78 on the posttest.  (2) N-gain scores in both classes were categorized as high.  (3) Syntax implementation reached an average of 93%. Novelty: This research introduces an innovation by integrating the PBL model with digital technology through a 3D Webbook combined with Environmental Learning. This integration enables flexible access to materials without requiring large file downloads and contextualizes relevant environmental issues to support the development of 21st-century critical thinking skills.
Pengembangan Media Pembelajaran Berbasis Web- Let's Learn Online Untuk Meningkatkan Kompetensi Siswa Pada Pembelajaran Pemasangan dan Konfigurasi Perangkat Jaringan Dengan Model PjBL Putra, Dedy; Sujatmiko, Bambang; Dwikoranto, Dwikoranto; Lintangesukmanjaya, Rahmatta Thoriq; Bergsma, Lindsay N.
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p203-213

Abstract

Objective:  This study aims to produce WEB-Let's Learn Online to train the competency of installation and configuration of network devices of SMK students that are feasible (valid, practical, and effective). Method: This study is a type of development research employing the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques included validation, questionnaires, observations, and tests, involving 66 students from an SMK in Surabaya. The validity of the module was assessed based on learning, material, language, and media aspects. Practicality was evaluated through implementation processes and challenges encountered in project-based student competencies. Effectiveness was measured by the improvement in student competencies. The assessment of validity, learning implementation, and project-based competencies was based on average scores. The web-based learning media was considered feasible if the percentage across all eligibility criteria. Results: The results of the study showed 1) The average validity score of the web-based learning media was categorized as very valid; 2) The average learning implementation score was indicating a very practical category. The average he post-test score was categorized as good; 3) The average N-gain value was the moderate category, and the t-test confirmed a significant increase in student competency, indicating the media is effective. Novelty: This website-based platform allows students to learn anytime and anywhere, effectively enhancing their competencies and digital literacy in installing and configuring network devices .  
ThermoLab for STEM: An Interactive 3D Virtual Lab to Strengthen Students’ Computational Thinking in Heat, Temperature, and Expansion Wintribrata, Bunaya Hanif; Amelia, Rizki Nor; Listiaji, Prasetyo
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p138-156

Abstract

Computational Thinking Skills are among the essential competencies students must master to face the challenges of the digital era. Unfortunately, digital learning media that can effectively enhance students' Computational Thinking Skills, especially through the visualization of abstract science concepts, are still limited. Objectives: This study aims to analyze the feasibility, characteristics, and impact of a STEM-based 3D virtual laboratory on students' computational thinking skills in the topic of temperature, heat, and expansion. Methods:  The 3D virtual laboratory was developed using Unity and guided by the ADDIE development model. Results: The media feasibility score was very feasible, and the readability score was well understood. The 3D laboratory had excellent characteristics across five key features: accessibility, observability, realistic scenario simulation, realism, and isolation. In general, computational thinking skills improved, where male students (84.38%) outperformed female students (80.67%), in terms of abstraction, pattern recognition, algorithmic thinking, and generalization, while females were more dominant in decomposition. Novelty: The resulting STEM-based 3D virtual laboratory offers an immersive approach to strengthen Computational Thinking Skills and differs from previous studies that generally only focus on interactive simulations .  
Digital Literacy of Senior High School Science Students: A Case Study of Technology Use in Daily Academic Life Nurdiyanti, Nurdiyanti; Anisa, Anisa; Ananthakkarasu, Virginie
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p173-184

Abstract

Fundamental Finding: High school students spend over six hours daily on digital devices, primarily for entertainment and learning purposes. While educational use is significant, entertainment remains the dominant activity. Students prefer easily accessible information but often lack strong habits for verifying content credibility. Online platforms such as Google Classroom and Moodle are seen as helpful, despite occasional technical and connectivity issues. Students demonstrate awareness of personal data protection and use apps like CapCut to create learning content. Although students view online collaboration positively, they still face certain challenges in its implementation. Implication: Digital technology plays a crucial role in supporting student learning, but there is a need to improve digital literacy and address technology dependence and connectivity problems to optimize its benefits. Limitation: This study focuses on students’ usage patterns without exploring psychological or socio-economic factors influencing technology use. Future Research: Future studies should investigate the effects of technology dependence on student well-being and develop more effective digital literacy programs, including comparative analyses across different regions.
Efektivitas Media Pembelajaran TITANICS (Three-Dimensions Interactive Animation of Thermodynamics) untuk Meningkatkan Hasil Belajar Kognitif Siswa Arrahmat, Mohamad Wahdiansyah; Anggaryani, Mita; Saputra, Oka; Jatmiko, Budi; Citra, Nina Fajriyah
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p214-226

Abstract

Objective:   This study aims to describe the effectiveness of the development of TITANICS media (Three-Dimensional Interactive Animation of Thermodynamics) in improving students' cognitive learning outcomes. This is based on the need for future innovative learning strategies that integrate digital technology into educational institutions. Method: This research uses a development approach using the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The sample consisted of 28 students from class XI Science 1 at Trensains Tebuireng High School, selected through purposive sampling. Results:Based on the data and analysis conducted, it can be concluded that the TITANICS learning media (Three-Dimensional Interactive Animation of Thermodynamics) is effective in improving students' cognitive learning outcomes in thermodynamics. Novelty: This study presents the development of digital media featuring 3D animation, formed into interactive videos that include educational content and quiz questions contextualized with real-life applications of thermodynamic concepts.
Optimalisasi Media Game Digital dalam Game Based Learning untuk Meningkatkan Keterampilan Berpikir Kritis pada Pelajaran IPA Fitanti, Sinta Yuni; Prahani, Binar Kurnia; Suryanti, Suryanti; Saphira, Hanandita Veda
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 2 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n2.p227-242

Abstract

Objective: This study has the objective to analyze the implementation of a game-based learning model in improving the critical thinking skills of elementary school students in learning science material on energy sources, focusing on the implementation of learning, the effectiveness of improving critical thinking skills, and student responses. Method: The research method used is quantitative with an experimental design of control group pretest posttest design involving 90 fourth grade students who are divided into three groups: experiment 1 using the digital game "Science Detective", experiment 2 using the board game "Energy Expedition", and the control group with conventional learning. The research instruments included an implementation observation sheet, critical thinking skills test, and learner response questionnaire, with data analyzed using t-test and N-gain calculation. Results: The results showed that the game-based learning model achieved a 96% implementation rate with a very good category. The N-gain in experimental group 1 with high category, experiment 2 with high category, while the control group with medium category. The "Science Detective" game showed consistent improvement in all critical thinking indicators including interpretation, analysis, inference, and evaluation. Learners' responses were very positive. Novelty: The novelty of this research lies in the comprehensive integration of the analysis of implementation, effectiveness, and learner responses to the implementation of game-based learning in the context of elementary school science learning, by developing two different game media for comparison of effectiveness in improving critical thinking skills.

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