cover
Contact Name
Syahrial Ayub, M.Si
Contact Email
syahrial_ayub@unram.ac.id
Phone
+6281803711284
Journal Mail Official
geoscienceed@unram.ac.id
Editorial Address
Jl. Majapahit No. 62 Mataram
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal)
Published by Universitas Mataram
ISSN : 27232905     EISSN : 27232913     DOI : https://doi.org/10.29303/goescienceedu
Jurnal Pendidikan, Sains, Geologi dan Geofisika (GeoScienceEd Journal): |e-ISSN: 2723-2913, p-ISSN: 2723-2905| diterbitkan 2 (dua) kali dalam setahun (Peride Juni dan Desember) dan dimulai pada bulan Juni 2020 oleh Program Studi Pendidikan Fisika FKIP Universitas Mataram. Artikel dapat diterima dalam Bahasa Indonesia dan Bahasa Inggris. GeoScienceEd merupakan wadah publikasi penelitian pendidikan, sains, geologi dan geofisika. Cakupan dari jurnal ini adalah artikel ilmiah berupa hasil penelitian yang meliputi pendidikan, sains, kebumian, geologi dan geofisika.
Arjuna Subject : Umum - Umum
Articles 1,751 Documents
Pengaruh Model Picture and Picture Berbantuan Media Story Puzzle terhadap Hasil Belajar IPAS Siswa Sekolah Dasar Aulina Asti Amini; Muhammad Erfan; Aisa Nikmah Rahmatih
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2509

Abstract

This research is motivated by the low learning outcomes of students in science and social subjects, so it is necessary to implement a learning model that is able to increase student involvement in the learning process. This research aims to determine the effect of the Picture and Picture model assisted by Story Puzzle media on the science and social learning outcomes of class IV students at SDN 2 Pengadangan. This research uses a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design type. The research subjects consisted of an experimental class that received learning using the Picture and Picture model assisted by Story Puzzle media and a kontrol class that used direct learning. Data collection techniques are carried out through learning outcomes tests that meet the validity and reliability criteria. The research results showed that there was a significant difference between student learning outcomes in the experimental class and the kontrol class, with higher improvements in the experimental class. The results of the hypothesis test show a calculated t value of -3.505 and a significance value (p-value) of 0.001 which is smaller than 0.025. Thus, the Picture and Picture model assisted by Story Puzzle media has a significant effect on the science and social learning outcomes of class IV students at SDN 2 Pengadangan. These findings indicate that the use of the Picture and Picture model assisted by Story Puzzle media can be an effective learning alternative to improve student learning outcomes.
Pengembangan Media Flashcard Materi Makanan Bergizi Seimbang untuk Siswa Kelas IV di SDN 26 Mataram Nanda Intan Islami; Prayogi Dwina Angga; Setiani Novitasari
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2523

Abstract

Students' understanding of balanced nutrition remains relatively low because learning is still supported by limited instructional media that are less interactive. Therefore, developing an engaging learning medium is necessary to help students understand balanced nutrition concepts more effectively. This study aims to determine the validity and practicality of flashcard media for teaching balanced nutrition to Grade IV students of SDN 26 Mataram. The method used in this study is Research and Development (R&D) with a 4D model consisting of define, design, develop, and disseminate. The subjects in this study were 30 Grade IV students and one teacher of SDN 26 Mataram. The object of this study was flashcard media designed to assist students in understanding balanced nutrition material through the use of traditional Sasak food examples and educational games. The data analysis techniques used were descriptive qualitative and quantitative. Data were collected using observation sheets, interview sheets, preliminary understanding tests, validity questionnaires, and practicality questionnaires. The results showed that the media expert validation score was 81.25%, categorized as fairly valid, while the material expert validation score was 100%, categorized as very valid. The practicality level based on student responses in Trial I was 92.5%, categorized as very practical, and in Trial II was 98.13%, categorized as very practical. Furthermore, based on teacher responses in Trial I, the practicality score was 95.31%, categorized as very practical, and in Trial II, the practicality score was 98.44%, categorized as very practical. Based on these results, the developed flashcard media was categorized as very valid and very practical, indicating that it can be used as a learning medium for teaching balanced nutrition to Grade IV students of SDN 26 Mataram.
Analisis Implementasi Deep Learning dalam Mewujudkan Kreativitas Siswa SDN Batang-Batang Daya II M. Humam Maulana; Yeni Puji Astuti; Jamilah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2526

Abstract

This study aims to analyze the implementation of deep learning in fostering students' creativity at SDN Batang-Batang Daya II. A qualitative approach with a descriptive research design was employed. Data were collected through interviews, observations, and documentation, and subsequently analyzed using descriptive qualitative analysis to provide a comprehensive understanding of how deep learning is implemented in classroom practices. The findings reveal that deep learning is implemented through student-centered learning planning, contextual learning activities, reflective practices, the application of Project-Based Learning (PjBL), and the development of students' critical thinking skills, with teachers serving as facilitators of the learning process. The implementation of these strategies encourages students to become more active, creative, confident in expressing their ideas, and capable of generating solutions to problems encountered during learning. Nevertheless, the implementation still faces challenges, particularly the differences in students' critical thinking abilities, which require teachers to adopt differentiated learning strategies that accommodate diverse learning needs. Furthermore, support from the school, parents, and adequate learning facilities plays a significant role in ensuring the successful implementation of deep learning. Overall, the findings indicate that the implementation of deep learning contributes to creating more meaningful learning experiences while supporting the development of students' creativity in elementary school.
Pengembangan Media KONEKSI Berbasis Website Genially pada Pembelajaran IPAS Kelas V SDN Genilangit 1 Rendra Ari Wijaya; Endang Sri Maruti; Sesaria Prima Yudhaningtyas
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2529

Abstract

The aim of this study was to develop the ‘KONEKSI’ learning media based on the Genially website, for grade fifth IPAS lessons at Genilangit 1 elementary school. The background to this study was the need for interactive and engaging learning resources, particularly for the science subject. Observations and interviews at Genilangit 1 elementary school revealed that IPAS lessons remained teacher-centred and relied mainly on textbooks and worksheets, leaving pupils passive and finding it difficult to grasp abstract concepts such as harmony in the ecosystem. These conditions indicated the need for an interactive and contextual medium capable of supporting the topic more effectively. Analysis, design, development, implementation and evaluation are the five stages of the ADDIE R&D model. The Genially website was used to create interactive learning resources comprising learning materials, videos and interactive quizzes. Following validation, the subject matter expert, language expert and media expert scored 97.33% (Highly Acceptable), 85.33% (Highly Acceptable) and 89.33% respectively. The product was trialled on 22 student grade fifth ; both trials achieved the ‘Highly Suitable’ category, with an average questionnaire response rate of 95.63% and a 100% response rate from teachers. The research findings indicate that the KONEKSI teaching aid, based on the Genially website, can be effectively utilised in the IPAS learning process for grade fifth. The KONEKSI teaching aid, based on the Genially website, facilitates the delivery of material by teachers during the learning process and stimulates pupils’ interest in learning. It is hoped that this teaching aid can serve as a relevant alternative learning method in line with technological advancements.  
Pengembangan Multimedia Interaktif Pada Materi Gaya di Sekitar Kita untuk Siswa Kelas IV di SDS Islam Al-Furqon Pamekasan Reskiya Ramadani; Ika Dian Rahmawati
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2532

Abstract

This study was motivated by the low level of students' interest and attention during the learning process, which was attributed to the use of learning media that were insufficiently engaging, lacked interactivity, and supported predominantly teacher-centered instruction, causing students to become easily bored and less actively involved in classroom learning. Therefore, this study employed a Research and Development (R&D) approach to develop interactive multimedia on the topic of Forces in Our Surroundings for fourth-grade students at SDS Islam Al-Furqon Pamekasan. The development process adopted the 4D model, consisting of the Define, Design, Develop, and Disseminate stages. The resulting product was an interactive multimedia application integrating learning materials, visualizations, and formative assessments to support the learning process. The feasibility of the product was determined through expert validation. The validation results indicated that the interactive multimedia achieved valid to highly valid categories, with scores of 92% from the instructional design expert, 83% from the material expert, 78% from the language expert, and 96% from the media expert. The effectiveness of the multimedia was demonstrated through teacher and student activities during the learning process. In the limited trial, teacher activity reached 96.15% and student activity reached 88.70%, while in the implementation trial, teacher activity remained at 96.15% and student activity increased to 94.40%. In addition, student learning outcomes showed a 100% mastery rate. The attractiveness of the multimedia also received highly positive responses. Student response questionnaire results reached 88.93% in the limited trial and increased to 97.49% in the implementation trial. These findings indicate that the developed interactive multimedia is feasible, effective, and attractive for use in teaching the topic of Forces in Our Surroundings in elementary schools.
Pengaruh Penggunaan Media Papan Warna terhadap Kemampuan Mengklasifikasikan Warna bagi Anak Kelompok A di RA Darussalam Ellisan; Abdul Kadir Jaelani; Aulia Dwi Amalina Wahab
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2534

Abstract

The ability to classify colors is one of the cognitive skills that should be developed in early childhood. However, learning activities at RA Darussalam still rely on conventional media, which provide limited opportunities for children to actively classify colors through meaningful learning experiences. This study aims to determine the effect of using color board media on the ability to classify colors in Group A children at RA Darussalam. This study employed a quantitative approach with a quasi-experimental method using a one-group pre-test post-test design. The research subjects were all 20 children in Group A at RA Darussalam. Data were collected through observation and tests using observation sheet instruments. Data analysis was conducted using the normality test and the paired sample t-test. The results showed that the use of color board media significantly improved children's ability to classify colors, as indicated by an increase in the mean score from 49.7 in the pre-test to 73.3 in the post-test. The normality test indicated that both pre-test and post-test data were normally distributed, with significance values of 0.200 (> 0.05). Furthermore, the paired sample t-test showed a significance value (Sig. 2-tailed) of less than 0.05, indicating that H₀ was rejected and Hₐ was accepted. The findings also revealed that the use of color board media increased children's activeness, enthusiasm, and understanding of color concepts through concrete and enjoyable learning activities.
Penerapan Model Pembelajaran Radec untuk Meningkatkan Keterampilan Membaca Pemahaman Siswa Kelas IV SDN 1 Mantup Jesica Bella Anggraini; Rizka Novi Irmaningrum; A.F. Suryaning Ati MZ
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2538

Abstract

The low reading comprehension skills of fourth grade students at SDN 1 Mantup were caused by the use of conventional teacher-centered learning methods, resulting in students being less active during the learning process. This study aimed to implement the RADEC (Read, Answer, Discuss, Explain, Create) learning model to improve the reading comprehension skills of fourth grade students at SDN 1 Mantup. This study used Classroom Action Research (CAR) conducted in two cycles. Data were collected through teacher activity observation sheets, student activity observation sheets, and reading comprehension tests.The results showed that the implementation of the RADEC learning model was able to improve the reading comprehension skills of fourth grade students at SDN 1 Mantup. This improvement could be seen from the increase in teacher activities, student activities, and students’ reading comprehension results in each cycle. Teacher activity in cycle 1 reached 51% and increased to 93% in cycle 2. Student activity in cycle 1 reached 58% and increased to 93% in cycle 2. In addition, students’ reading comprehension skills improved from 40% in cycle 1 to 86% in cycle 2. Therefore, the RADEC learning model was effective in improving the reading comprehension skills of fourth grade students at SDN 1 Mantup.
Penerapan Model Project Based Learning Berbasis Media E-Flashcard dalam Meningkatkan Pemahaman Kosakata Bahasa Indonesia pada Kelas II SDN 1 Mantup Dhea Nur Savira; Ahmad Ipmawan Kharisma; Humairah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2544

Abstract

Limited vocabulary comprehension among second-grade students at SDN 1 Mantup was caused by the use of less varied teaching models and conventional learning media. This study aimed to improve students' Indonesian vocabulary comprehension through the implementation of the Project Based Learning model supported by E-Flashcard media. This study employed Classroom Action Research (CAR) based on the model of Suharsimi Arikunto, conducted in two cycles involving 15 second-grade students at SDN 1 Mantup. Data were collected through classroom observations of teacher and student activities, vocabulary comprehension tests, and documentation. The data were analyzed using descriptive quantitative and qualitative techniques. The findings revealed significant improvements in both the learning process and students' vocabulary comprehension. Teacher activity increased from 45% in Cycle I to 83% in Cycle II, while student activity improved from 54% to 76%. Furthermore, students' classical mastery of vocabulary comprehension increased from 40% in Cycle I to 86% in Cycle II, exceeding the predetermined success criterion. These findings indicate that the implementation of the Project Based Learning model supported by E-Flashcard media effectively enhances students' vocabulary comprehension. The study implies that this instructional approach can serve as an innovative alternative for Indonesian language learning in elementary schools by promoting active, engaging, and student-centered learning while improving vocabulary comprehension skills.
Validity of an Interactive STEM-Based E-Book on Science Material to Train Students Digital Literacy Skills Firdatus Sukma Fitri Shiyamsyah; Sabar; Refni Adesia Pradiarti
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2545

Abstract

Digital technology development requires prospective elementary school teachers to possess adequate digital literacy competencies to design twenty-first-century learning effectively. One learning medium that can facilitate this competency is an interactive electronic book integrating Science, Technology, Engineering, and Mathematics (STEM). This study aimed to describe the validity of a STEM-based interactive e-book on science learning designed to foster digital literacy skills among undergraduate students. The study employed a Research and Development (R&D) approach using the Four-D (4D) development model consisting of Define, Design, Develop, and Disseminate stages. This article focuses on the Develop stage, particularly expert validation. Validation data were collected using material and media validation sheets with a four-point rating scale. Data were analyzed descriptively by calculating the average score for each validation aspect. The results indicated that the interactive e-book achieved an average score of 3.89 from the material expert, categorized as very valid, while the media expert evaluation resulted in an average score of 3.44, also categorized as very valid. The highest scores were obtained in material suitability, completeness, and language quality, while the media aspects demonstrated excellent visual design, interactivity, usability, and STEM integration. Therefore, the developed STEM-based interactive e-book is considered feasible for use as a learning medium to foster digital literacy skills among prospective elementary school teachers
Developing Augmented Reality Based Worksheets (LKPD) to Improve Learning Outcomes of Culinary Industry Kitchen Equipment Materials Effelie Dewi Mayangsari; Nur Qudus
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2547

Abstract

This research was conducted to evaluate the development process, feasibility, practicality, and effectiveness of implementing an Augmented Reality (AR) based Student Worksheet (LKPD) focused on Culinary Industry Kitchen Equipment for 10th grade culinary students at SMK Widya Praja Ungaran. The study was initiated due to the limited visual representation of expensive laboratory equipment and a reliance on conventional, static worksheets that do not fully align with modern industry standards. Utilizing a Research and Development (R&D) approach with the 4D model (Define, Design, Develop, Disseminate), data were gathered via expert evaluation sheets, student feedback questionnaires, and learning achievement assessments measured through pre-tests and post-tests from 69 participants divided into experimental and control classes. The findings revealed that the development successfully combined printed worksheet with an Android-compatible AR app created via Unity and Vuforia SDK. Content and media experts rated the learning media as highly feasible, scoring 94.58% and 90.00% respectively. Moreover, a student questionnaire score of 88.89% confirmed its high practicality. The effectiveness analysis through an Independent Samples T-Test showed a significance value of 0.000 (Sig. < 0.05), proving a substantial gap in performance between both groups. The experimental group achieved a high average Normalized Gain (N-Gain) score of 0.72, surpassing the control group's score of 0.23. In conclusion, the AR integrated LKPD is validated as a viable, practical, and effective educational medium for advancing students' cognitive performance in industrial kitchen equipment topic.