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 Problem Based Learning Berbantuan PowerPoint Interaktif terhadap Kemampuan Pemecahan Masalah Peserta Didik Kelas V SDN 50 Cakranegara Reza Nurizzaty; Asri Fauzi; Sudirman
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.v7i3.2857

Abstract

The mathematical problem-solving ability of fifth-grade students at SDN 50 Cakranegara was still relatively low, as indicated by the preliminary observation showing that 13 out of 26 students in Class Vb were unable to solve mathematical problem-solving tasks accurately. This condition was presumed to be influenced by teacher-centered learning practices and the limited use of interactive learning media. This study aimed to determine the effect of the Problem Based Learning (PBL) model assisted by interactive PowerPoint on the mathematical problem-solving ability of fifth-grade students at SDN 50 Cakranegara. The study employed a quantitative approach using a quasi-experimental method with a Non-Equivalent Control Group Design involving 53 students (27 in the experimental class and 26 in the control class), selected through total sampling. The data were analyzed using the Shapiro–Wilk normality test, Levene’s test for homogeneity, and hypothesis testing. Since three out of four datasets were not normally distributed, the hypothesis was tested using the non-parametric Mann–Whitney U test. The results showed a significance value of < 0.001 (< 0.05), indicating that the null hypothesis (H₀) was rejected and the alternative hypothesis (Hₐ) was accepted. Furthermore, the experimental group achieved a higher mean post-test score (49.85) than the control group (18.92). These findings suggest that integrating the Problem Based Learning model with interactive PowerPoint provides an effective instructional framework for enhancing the mathematical problem-solving ability of elementary school students, who are generally in the concrete operational stage of cognitive development.  
Pengaruh Pendekatan Problem Solving terhadap Kreativitas Belajar Matematika Siswa Kelas XI Man 1 Sleman Paldi; Nanang Khuzaini
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.v7i3.2859

Abstract

This study aims to examine the effect of a problem-solving approach on students' mathematical learning creativity at MAN 1 Sleman, while comparing its efficacy against conventional teaching methods in the context of Function Transformation topics. Employing a quantitative approach, this study adopted a pretest-posttest control group experimental design. Data were gathered using a test instrument specifically designed to measure students' mathematical learning creativity. The collected data were then analyzed using paired-sample t-tests and independent-sample t-tests at a 5% significance level. The findings indicate that the problem-solving approach significantly influences the mathematical learning creativity of Grade XI students at MAN 1 Sleman when studying Function Transformations. This significant impact is demonstrated by a substantial increase in the mean creativity score from 13.33 to 19.57, yielding a significance value of Sig. < 0.05. Conversely, the conventional method did not yield a statistically significant effect on students' learning creativity. Furthermore, although the independent-sample t-test results revealed no statistically significant direct difference between the two methods (Sig. > 0.05) the problem-solving approach practically demonstrated a superior internal impact. This is evidenced by a far higher total increase in the mean creativity score (6.24) compared to that generated by the conventional method (0.73).
Pengembangan Bahan Ajar IPAS Berbasis Kearifan Lokal Suku Mbojo untuk Materi “Indonesiaku Kaya Budaya” Kelas IV Sekolah Dasar Fitriani; Muhammad Sobri; Hikmah Ramadhani Putri
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.v7i3.2866

Abstract

The development of teaching materials in Science and Social Studies (IPAS) learning requires a contextual approach to help students understand material on cultural diversity. This study aims to develop teaching materials based on the local wisdom of the Mbojo Tribe for IPAS Chapter 6 “My Indonesia is Rich in Culture” for grade IV students of SDN Inpres 1 Wora, and to determine their validity and practicality. The method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were 23 grade IV students of SDN Inpres 1 Wora, consisting of 8 students in the small-group trial and 15 students in the large-group trial, along with one classroom teacher. Data were collected using interviews, observation, and questionnaires, comprising a material-expert validation questionnaire, a media-expert validation questionnaire, a teacher-response questionnaire, and a student-response questionnaire. Quantitative data were analyzed using the percentage formula P = (Σx/Σxi) × 100%, while qualitative data in the form of suggestions from the validators were analyzed descriptively as a basis for product revision. The resulting product is a full-color printed book integrating IPAS material with the local wisdom of the Mbojo Tribe, covering customs (Uma Lengge, Rimpu, Genda), traditional games (Mpa'a Gantao, Mpa'a Ndempa Ndiha), and traditional foods (Mangge Mada, Uta Palumara Londe). Validation results show the teaching material is in the very valid category, with a media-expert score of 97% and a material-expert score of 96%. It is also very practical, based on student responses in the small-group (95%) and large-group (96%) trials, and teacher responses (100%). The teaching material is therefore considered suitable for grade IV IPAS learning and contributes to the preservation of local culture.
Analisis Berpikir Kritis Siswa SMA melalui Pendekatan Deep Learning ditinjau dari Kecerdasan Logis Matematis Pinggir Laras Nurlinawati; Luluk Faridah; Abdur Rohim
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.v7i3.2875

Abstract

Mathematical critical thinking represents a foundational competency that demands deliberate cultivation within mathematics education, with logical-mathematical intelligence frequently cited as a key underlying factor. This study aimed to analyze and describe the profile of students' mathematical critical thinking skills under a Deep Learning framework, specifically looking at variations in their logical-mathematical intelligence when solving probability concepts. Utilizing a descriptive qualitative design, this inquiry involved 31 tenth-grade students at SMA Darul Ulum Sugio. From this cohort, six subjects were selected via purposive sampling—comprising two students each from high, moderate, and low intelligence levels—based on their logical-mathematical intelligence scores. Data collection was instrumented through a diagnostic questionnaire, a customized critical thinking test, and semi-structured interviews. The empirical results demonstrated that students with high logical-mathematical intelligence successfully satisfied all critical thinking criteria. Meanwhile, those in the moderate category met three distinct indicators, whereas students with low logical-mathematical intelligence only managed to satisfy the elementary clarification stage. These outcomes suggest that a more pronounced level of logical-mathematical intelligence yields substantially better mathematical critical thinking performance when engaging with probability tasks within a Deep Learning environment.
Pengaruh Media Powerpoint Interaktif Terhadap Pemahaman Konsep IPA Materi Cahaya dan Sifatnya Pada Siswa Kelas IV SDN 1 Peresak Nur Raihani; Lalu Sirajul Hadi; Lalu Wira Zain Amrullah
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.v7i3.2877

Abstract

This research is motivated by the science learning process in elementary schools that still uses conventional methods and the use of interactive technology-based learning media has not been optimal. This condition causes fourth grade students of SDN 1 Peresak to have difficulties in understanding abstract science materials, especially in light materials and their properties. Therefore, this study aims to determine the influence of the use of interactive PowerPoint media on light materials and their properties on the understanding of science concepts of grade IV students of SDN 1 Peresak. The research method used is a quantitative approach of the type of pre-experimental design with a One Group Pretest-Posttest Design. The research sample amounted to 23 grade IV students of SDN 1 Peresak who were selected using saturated sampling techniques. Data collection was carried out through multiple-choice objective test instruments (pretest and posttest), observation, and documentation. Data were analyzed using normality tests, homogeneity tests, and hypothesis tests using Paired Sample t-Test analysis. The results of the study showed an increase in students' understanding of concepts with an average score increasing from 40.22 in the pretest to 67.39 in the posttest. The results of the hypothesis test obtained a significance value (Sig. 2-tailed) of 0.000 which is smaller than 0.05 (0.000 < 0.05). Based on the results of the analysis, it can be concluded that the use of interactive PowerPoint media has a positive and significant effect on the understanding of the concept of light matter science and its properties in grade IV students of SDN 1 Peresak.
Pengaruh Media Video Animasi Fabel terhadap Kemampuan Membaca Pemahaman Cerita Fabel Siswa Kelas II UPTD SDN Keleyan 1 Socah Ilham Widiyanto Saputra; Dya Qurotul A’yun
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.v7i3.2878

Abstract

This research is motivated by the low ability to read fable comprehension stories of second-grade students of UPTD SDN Keleyan 1 Socah. This study aims to determine the effect of using animated fable video media on the ability to read fable comprehension stories of second-grade students of UPTD SDN Keleyan 1 Socah. The study used a quantitative approach with the Quasi Experimental Design method through the Nonequivalent Control Group Design. The study population was all second-grade students consisting of class IIA as the control class of 15 students and class IIB as the experimental class of 16 students. Data collection techniques used tests in the form of pretest and posttest. The research instrument has met the requirements of validity and reliability with a pretest Cronbach's Alpha value of 0.741 and a posttest of 0.743. Data analysis was carried out using normality tests, homogeneity tests, and Independent Samples t-test hypothesis tests with the help of SPSS version 23. The results showed that the average posttest score of the experimental class was 83.75 higher than the control class of 68.00. The results of the hypothesis test obtained a Sig. value. (2-tailed) of 0.000 < 0.05, so H₀ is rejected and Ha is accepted. Thus, there is a significant effect of the use of animated fable video media on the reading comprehension skills of second-grade students at the UPTD SDN Keleyan 1 Socah. Animated fable video media has been proven to improve students' comprehension of reading content through the presentation of interesting, interactive, and easy-to-understand material.
Pengaruh Model Pembelajaran Kooperatif Tipe Teams Games Tournament (TGT) Berbantuan Wayground Paper Mode dalam Meningkatkan Hasil Belajar IPAS Siswa Kelas V SDN 28 Cakranegara Elindaria Dwi Kencana; Muhammad Erfan; Nurwahidah
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.v7i3.2893

Abstract

This study aimed to determine the effect of the Teams Games Tournament (TGT) cooperative learning model assisted by Wayground Paper Mode on improving the science and social studies (IPAS) learning outcomes of fifth-grade students at 28th Cakranegara State Elementary School in the 2025/2026 academic year. This study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The population consisted of all fifth-grade students at 28th Cakranegara State Elementary School. The sample was selected using a saturated sampling technique, with Class VA serving as the experimental group and Class VB as the control group. The research instrument was a learning outcomes test in the form of multiple-choice questions that measured the cognitive indicators of remembering, understanding, applying, and analyzing. Data were collected through tests and observations. The data were analyzed using descriptive statistics, the Shapiro–Wilk normality test, Levene’s Test of homogeneity, the Independent Samples t-Test for hypothesis testing, and the N-Gain test with the assistance of IBM SPSS Statistics 25.The results of the hypothesis test showed a significance value of 0.001 < 0.05, indicating that H₀ was rejected and Hₐ was accepted. In addition, the mean posttest score of the experimental group was 83.48, which was higher than that of the control group at 73.00. These findings indicate that the use of the TGT cooperative learning model assisted by Wayground Paper Mode had a significant effect on the IPAS learning outcomes of fifth-grade students at 28th Cakranegara State Elementary School.  
Pengembangan LKPD Berbasis Project Based Learning (PjBL) Berbantuan Kit Robot Maze Solver (Labirin) pada Materi Mikrokontoler Arduino Rona Pinta Uli Debata Raja; Nehru; Jules Nurhatmi
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.v7i3.2250

Abstract

Arduino microcontroller learning requires not only conceptual understanding but also practical skills in designing, assembling, programming, and testing hardware-based systems. However, students often experience difficulties in understanding Arduino programming concepts when learning is not supported by project-based activities and appropriate practical learning media. This study aimed to develop a Project Based Learning (PjBL)-based Student Worksheet (LKPD) assisted by a maze solver robot kit on Arduino microcontroller material. This study employed the Research and Development (R&D) method using the Four-D (4D) development model consisting of the Define, Design, Develop, and Disseminate stages. The subjects were 12 students of the Physics Education Study Program, Faculty of Teacher Training and Education, Universitas Jambi, who had taken the Advanced Electronics course. Data were collected through media expert validation questionnaires, material expert validation questionnaires, robot kit expert validation questionnaires, and student perception questionnaires. Quantitative data were analyzed using percentage techniques, while qualitative data in the form of suggestions and feedback from validators were used as the basis for product revision. The results showed that the developed LKPD obtained a feasibility percentage of 80.77% from media experts, 100% from material experts, and 91.07% from robot kit experts, all categorized as highly feasible. Student perceptions yielded an average percentage of 89%, categorized as very good. The developed LKPD is expected to serve as an innovative teaching material that supports project-based learning and enhances student engagement in learning Arduino microcontrollers.
Pengembangan LAMI Berbasis AR untuk Meningkatkan Literasi Digital Siswa pada Materi Lapisan Bumi Kelas 5 Sekolah Dasar Rara Pramesthi Wandansari; 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.v7i3.2327

Abstract

This study was motivated by the low level of students’ digital literacy in learning the Earth’s layers. The purpose of this study was to determine the effectiveness of augmented reality media in improving the digital literacy of fifth-grade elementary school students. This study employed a research and development (R&D) approach using the ADDIE model. The participants consisted of 14 fifth-grade students. Data were collected through tests, questionnaires, and observations and were analyzed using a Likert scale. The results indicated that the use of augmented reality media was effective in improving students’ digital literacy, with a moderate level of improvement. Therefore, augmented reality media are considered feasible for use as instructional media in teaching the Earth’s layers.
Pengembangan Aplikasi Rancaka Berbasis Literasi Digital untuk Pembelajaran Aksara Jawa dan Sandhangan Siswa Kelas IV Sekolah Dasar Asrinda Riska Cahyawati; 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.v7i3.2328

Abstract

This study aims to develop and test the feasibility of the RANCAKA (National Learning Space for Love of Javanese Script) application based on digital literacy as a learning medium for Javanese script and sandhangan for fourth-grade elementary school students. The background of the study is based on the problem that Javanese language learning is still dominated by conventional methods, the media used are not varied, and students’ understanding and interest in Javanese script and sandhangan are low. This study uses the Research and Development (R&D) method with the ADDIE development model, which includes analysis, design, development, implementation, and evaluation stages. The trial subjects were fourth-grade students of SDN 02 Madiun Lor. Data were collected through observation, interviews, and validation questionnaires, and analyzed descriptively and quantitatively. The results show that the RANCAKA application meets the feasibility criteria with material expert validation percentage of 92% (Very Feasible), language expert 81.82% (Very Feasible), and media experts 78% (worthy), with an overall average of 83.94% (very worthy). Student responses to the use of the application were also very positive, namely 93.3% in individual tests, 90% in small group tests, and 88% in field trials. Based on these results, it is concluded that the RANCAKA application based on digital literacy is feasible, practical, and effective to use as a learning medium for Javanese script and sandhangan, and can support the development of digital literacy skills for elementary school students.