cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
jpps@unesa.ac.id
Editorial Address
Jl Lidah Wetan, Gedung CPD, Surabaya 60213, Indonesia
Location
Kota surabaya,
Jawa timur
INDONESIA
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 649 Documents
Infusing Learners' Problem-Solving Skills Through Problem-Based Learning Model Assisted Socio-Scientific Issues (SSI) Worksheet on Environmental Pollution Tariza Putri Alpianti, Neng; Nor Amelia, Rizki
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 13 No. 2 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v13n2.p83-99

Abstract

Problem-solving skills are an essential part of science learning because these skills guide students in discovering science concepts to make learning more meaningful. Objectives: This study aims to test whether there is a significant difference in students' problem-solving skills before and after the application of the Problem-Based Learning Model assisted by the Socio-Scientific Issues (SSI) Worksheet and test whether there is a significant difference in the improvement of students' problem-solving skills between the experimental class and the control class. Method:  This study applied the pre-test-post-test control group design on two classes (64 students) taken by cluster random sampling. Data collection techniques in this research used observation, interviews, tests, and documentation methods. Then, the data obtained was analyzed using the homogeneity test, normality test, dependent t-test, independent t-test, and N - Gain test. The instrument used was a problem-solving test in the form of an essay proven to have good psychometric characteristics. Results:  The results showed a significant difference in students' problem-solving skills before and after applying the Problem-Based Learning Model assisted by the Socio-Scientific Issues (SSI) Worksheet. There was a significant difference in improving students' problem-solving skills between the experimental class (N-Gain high category) and the control class (N-Gain medium category). Thus, the SSI Worksheet integrated into the PBL model effectively improves students' problem-solving skills. Novelty: Previous research has not used SSI Worksheets integrated into the PBL model to train students' problem-solving skills.
How the Evolution and Track of Several Digital Technologies in Science Education? Nisa', Khoirun; Indriana Safitri, Afaurina; Mubarok, Husni
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 13 No. 2 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v13n2.p113-128

Abstract

Objective:  Digital technologies have significantly impacted science education. This research uses a bibliometric analysis to analyze the evolution of various digital technologies in science education. Method: The research uses the PRISMA method to conduct a systematic review using the Scopus database. Results: LMS was the highest publication and citation in the last five years. DL and LMS publications increased, but DA decreased. DL, LMS, DA, and EA publications dominate article papers. SC and ILS dominated conference papers. 57% of DT researchers are European, with 19% from Asian and North American researchers. Twenty-four sources are participating in DT research. Many universities in America, such as Harvard University, Stanford University, MIT, and Berkeley University, the University of California have extensive facilities for participating in DL, LMS, DA, EA, SC, and ILS research. Novelty: This research is essential to educators, researchers, and policymakers to provide insights on improving digital teaching technologies, inform policy, and promote interdisciplinary collaboration. It also offers an overview and research trend of DT in science education research and its opportunities for researchers, librarians, digital developers, educators, and policymakers to develop further research, education, and technology. Further research can be conducted based on the scope of mathematics or physics education, especially to investigate specific skills or STEAM.
Analysis of Physics Concepts in Playgrounds at GoFun Bojonegoro as Learning Materials for Students Mustafarah, Vinka Amalia; Christi Alfiah, Lina; Dwikoranto, Dwikoranto; Ainur Rizki, Iqbal
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 13 No. 2 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v13n2.p100-112

Abstract

Objective: GoFun Bojonegoro is one of the area edutainments in Bojonegoro which has rides for games and entertainment with an attractive appeal for visitors. This study aims to analyse the physics concepts that exist in several game rides in GoFun Bojonegoro Theme Park. Some of the rides available at the park have interesting physics concepts to learn. Method: This type of research is descriptive qualitative research with observation, documentation, and analysis methods as a form of data collection. Results: There are three vehicles analysed namely, Pirates Ship, Mini Ontang-Anting, and Bom-Bom Car, which works based on the concept of physics. There are various physics concepts in the vehicle, such as the concept of oscillation, centrifugal force, circular motion, Newton's third law, collision, and the law of conservation of momentum and impulse. By integrating physics learning in the vehicle or edutainment make learning more fun. Novelty: This research provides edutainment-based learning that can increase the effectiveness of students in learning physics concepts and make students more active and learning looks fun.
VirtumFi: Pengembangan Bahan Ajar Terintegrasi Android dan Soal HOTS pada Topik Gejala Kuantum untuk SMA Kurniawan, Fatah; Sulur, Sulur; Pramono, Nugroho Adi; Amiruddin, Mohd Zaidi Bin; Samsudin, Achmad; Kapıcı, Hasan Özgür; Darmawan, Alif
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 13 No. 2 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v13n2.p64-82

Abstract

Objective:  One of the physics materials that are very important for students is quantum phenomena because it cannot be separated in everyday life.  This research aims to develop a learning media "VirtumFi: Quantum Phenomena” for high school students that is feasible and practical. Method: This research is development research that used the 4D design (Define, Design, Develop, Disseminate) in the development process. Development was carried out using Adobe Animate software as an Android application development software.  Results: VirtumFi has been tested valid in content and construct. In addition, VirtumFi is equipped with teaching materials and HOTS question instruments to evaluate student understanding related to Quantum phenomena.  Furthermore, VirtumFi is accessed using Android so that it can be used anywhere. Novelty: The novelty that can be multiplied in this research is the VirtumFi (Virtual Laboratory Fisika) product in the form of Android with a combination of teaching material (text materials and worksheets), HOTS questions, and virtual laboratories.
The Effect of ICARE Model Assisted by Virtual Practicum on Students’ Science Process Skills in Traveling Wave and Stationary Wave Materials Nuraeni, Nisa; Aripin, Aripin; Makiyah, Yanti Sofi
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 1 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n1.p39-50

Abstract

Objective: This study aimed to analyze the effect of the ICARE model assisted by virtual labs on students' science process skills. Method: This research was a quasi-experiment using a posttest-only control group design. The sample consisted of 35 students of XI MIPA 4 and 35 students XI MIPA 6 MAN 2 Tasikmalaya Regency.  Data collection was carried out through an essay-shaped science process skills test consisting of 6 questions which were analyzed using the t test.Results:  Hypothesis test using a t-test at the significance level () obtained tcount  ttable where 3.35 > 1.67 so that   was accepted and  was rejection. Therefore, the research findings show that the ICARE model assisted by virtual practicum has an effect on students' science process skills on the material of traveling waves and stationary waves. Novelty: Innovation in this study was that students applied the material learned with the help of virtual practicum to train science process skills.
Metaverse in Science Education: Immersive and Interactive Learning for Future Bin Amiruddin, Mohd Zaidi; Samsudin, Achmad; Suhandi, Andi; Coştu, Bayram; Fratiwi, Nuzulira Janeusse; Suliyanah, Suliyanah
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 1 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n1.p1-22

Abstract

Objective:  This study aimed to analyze the trends, collaborations, and contributions in Metaverse-related research within the context of science education from 2021 to 2024. The research identifies the growth dynamics, key countries, institutions, and thematic keywords in Metaverse research, emphasizing its educational applications. Method: A bibliometric analysis was conducted on 64 articles from 51 sources, spanning 2021-2024 with PRISMA. The data were collected using citation metrics, keyword analysis, author collaboration, and geographical distribution of publications. VOSviewer were employed to visualize the relationships between key themes and institutions. Results: The study revealed a significant increase in research output, particularly from 2021 to 2023, with a growth rate of 100%. China and the United States emerged as the leading contributors, with distinct research patterns: China focused on national studies, while the USA engaged in more international collaborations. Keywords such as Augmented Reality, Machine Learning, and Science Education were central to the discourse, highlighting the growing intersection of technology and education. Leading institutions included the University of Zilina and Jakarta State University.  Novelty:This research provides a detailed bibliometric overview of the metaverse in science education, highlighting the gap in bibliometric studies focused specifically on science education within the metaverse. It offers insights into emerging trends, key collaborations, and potential areas for further exploration.
A EFA Analysis of Digital Technology Teaching Materials in Improving Students' Critical Thinking in Physics Learning Lintangesukmanjaya, Rahmatta Thoriq; Mahendra, Agusti; Anugrah, Sherlynggar; Prahani, Binar Kurnia; Dwikoranto, Dwikoranto; Satriawan, Muhammad; Rizki, Iqbal Ainur
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 1 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n1.p23-38

Abstract

Objective: The research aims to analyze the effectiveness of physics learning by applying technology or digital teaching materials significantly to improve students' critical thinking abilities. Knowledge regarding the need to use digital technology in educational institutions today can be used to implement innovative learning plans in the future. Method: The research was carried out using quantitative descriptive methods based on the data that had been obtained. Statistical tests in research involve the analysis of student response questionnaire results and literature reviews. Analysis of case study questionnaire responses on using technology in learning and the media needs of 92 students were analyzed using Exploratory Factor Analysis (EFA). Results:  Based on the case study analysis obtained using EFA analysis, the need for learning using digital technology is very high. The response of students' motivation and interest in future learning received the maximum response that students need interactive learning with the help of engaging digital media, one of which is virtual simulation, which is relevant in improving critical thinking skills. Novelty: Application of Exploratory Factor Analysis (EFA) to analyze students' needs for digital media to improve critical thinking skills in physics learning. With support, the literature review shows a relevant relationship between the needs and challenges of developing technology in current digital learning media in providing an impact on alternative aspects of cost, time, space, and security to improve critical thinking skills. This research can be used to plan innovative learning in the future.
Interactive Video of Rigid Body Equilibrium in Lamongan Boranan Dance Nasution, Nabila Nur Almaida; Zaki Alhusni, Hanan; Astutik, Widi; Anggaryani, Mita; Saputra, Oka; Saphira, Hanandita Veda
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 1 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n1.p64-79

Abstract

Objective:  This study aims to develop interactive video learning media that integrates rigid body equilibrium material in the context of Boranan Lamongan Dance, in order to improve students' understanding of abstract physics concepts while introducing local culture. Method: This study uses the ADDIE (Analysis, Design, Development) development method and was conducted at the high school level involving 3 physics teachers and 21 students.  At the analysis stage, the need for learning media that is relevant to the material and local context was identified. The design stage includes the creation of an interactive video that presents an explanation of rigid body equilibrium through Boranan Dance visualization. At the development stage, the video was tested on a limited basis to obtain feedback. The assessment in this response observation gform uses a Likert scale score. Results: The results of the study showed that this media was effective in improving understanding of the material with a percentage score of 84.57%, which indicates that this learning media is very effective according to the responses of teachers and students. In addition, this video also succeeded in integrating local wisdom, increasing students' learning motivation, and introducing local culture in an interesting way. Novelty: The uniqueness of this study lies in the combination of local cultural elements with physics material that is often considered abstract, as well as the use of interactive video as a fun and participatory learning tool. This research contributes to the development of technology-based learning media that prioritizes the preservation of local culture.
Integration of Virtual Simulation of Traditional Kekehan Games on The Material of Moment of Inertia and Angular Momentum Damarsha, Adrian Bagas; Saputra, Oka; Suprapto, Nadi; Hariyono, Eko; Nisa’, Khoirun
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 14 No. 1 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v14n1.p51-63

Abstract

Objective: The curriculum in Indonesia emphasizes learning with the 5.0 society era approach. The era of society emphasizes learning that is integrated with social culture. But in fact it is difficult to implement because students do not know the visualization of the concepts and problems discussed. Therefore, it is necessary to develop learning media that can provide visualization of problems and integrated social culture. Method: The method used is RnD with 3D design (Define, Design, Development) and the last stage of evaluation Results: The results obtained from this study are virtual simulation media integrated with traditional kekehan games getting a very valid criteria score. The results of students' responses show that virtual simulation media can already help students in helping physics problems. The evaluation results for improvement are related to the visualization of animation for kekehan so that it can move in the concept of moment of inertia and angular momentum. Novelty: Therefore, the purpose of this study was to analyze the validation of virtual simulation media integrated with traditional kekehan games and the response of students after using virtual simulation media integrated with traditional kekehan games
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.