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Muhamad Suhardi
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INDONESIA
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA
ISSN : 27970744     EISSN : 27971031     DOI : https://doi.org/10.51878/science.v1i2.389
Core Subject : Education,
Jurnal ini berisi artikel hasil pemikiran dan penelitian yang ditulis oleh para guru, dosen, pakar, ilmuwan, praktisi, dan pengkaji dalam semua disiplin ilmu yang berkaitan dengan pendidikan matematika dan IPA.
Arjuna Subject : Umum - Umum
Articles 679 Documents
PENGARUH MODEL PROJECT BASED LEARNING TERHADAP KEMAMPUAN LITERASI SAINS SISWA KELAS VIII MATERI SISTEM EKSKRESI Rahma Yuli Rambe; Widia Ningsih
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.7452

Abstract

The purpose of this study is to determine the effect of the Project Based Learning (PjBL) model on the science literacy skills of eighth-grade students at Imelda Private Junior High School Medan on the excretory system material. This type of research is a quasi experiment with a Non-equivalent Control Group Design using a quantitative research method. The population in this study consists of all eighth-grade students at Imelda Private Junior High School for the 2024/2025 academic year. The research sample was selected using purposive sampling, comprising two classes: an experimental class with the PjBL model, and a control class with the Direct Instruction model. Data were collected through pre-research observations, interviews with eighth-grade science teachers, and science literacy tests. Since the data assumptions were not met, namely the pretest scores of the experimental class were not normally distributed, a nonparametric test was conducted as an alternative, using the Mann-Whitney test to test the hypothesis and the N-Gain test to measure model effectiveness. The analysis results indicated that there is a significant effect of the PjBL model on students' science literacy abilities on excretory system material with an alpha value ABSTRAK Tujuan penelitian ini untuk mengetahui pengaruh model Project Based Learning (PjBL) terhadap kemampuan literasi sains siswa kelas VIII SMP Swasta Imelda Medan pada materi sistem ekskresi. Jenis penelitian ini adalah quasi eksperimen dengan desain Non equivalent Control Group Design dengan metode penelitian kuantitatif. Populasi dalam penelitian ini adalah seluruh siswa kelas VIII SMP Swasta Imelda tahun ajaran 2024/2025. Sampel penelitian dipilih secara purposive sampling yang terdiri dari dua kelas, yaitu kelas eksperimen dengan model PjBL, sedangkan kelas kontrol dengan model Direct Instruction. Data dikumpulkan melalui observasi pra-penelitian, wawancara dengan guru IPA kelas VIII, dan tes literasi sains, karena sumsi data tidak terpenuhi yaitu nilai pretest kelas eksperimen tidak terdistribusi normal, maka dilakukan uji nonparametrik sebagai alternatif yaitu menggunakan uji Mann-Whitney untuk menguji hipotesis dan uji N-Gain untuk mengukur keefektifan model. Hasil analisis menunjukkan bahwa terdapat pengaruh signifikan model PjBL terhadap kemampuan literasi sains siswa pada materi sistem ekskresi dengan perolehan Alpha.  
IMPLEMENTASI E-MODUL INTERAKTIF BERBASIS CITIZEN SCIENCE UNTUK MENINGKATKAN HASIL BELAJAR DAN LITERASI BIODIVERSITAS PESERTA DIDIK Ida Wati; Delinda Delinda; Shinta Fitriani; Suhartini Suhartini; Rahmat Rizal; Dita Agustian
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i2.8186

Abstract

Biodiversity education at MAN 2 Tasikmalaya continues to face substantial challenges, particularly due to limited opportunities for field observation. Several students still struggle to identify local species, which ultimately affects their learning outcomes and hinders the development of their biodiversity literacy. This quantitative study examined the effectiveness of an interactive e-module integrating Citizen Science in improving learning outcomes and biodiversity literacy among 30 Grade X students. A one-group pretest–posttest design was used for cognitive assessment, while a posttest-only descriptive approach measured biodiversity literacy in the affective and conative dimensions. Learning activities were facilitated through an interactive e-module combined with authentic field observations, species documentation via iNaturalist, and collaborative taxonomic verification. Data were collected using a pretest–posttest achievement test, a biodiversity literacy questionnaire, and a reflection survey. Findings indicated a significant improvement in learning outcomes (p = 0.000), with mean scores increasing from 79.63 to 96.93 and an N-Gain of 0.878 (high). This suggests improvement not only in conceptual mastery but also in students' scientific ways of thinking. Biodiversity literacy was categorized as moderate (63.3%), with affective and conative aspects each scoring 66.7%. Student reflections were overwhelmingly positive, particularly regarding the e-module’s usability and the meaningful, real-world experience afforded by Citizen Science. Overall, the e-module demonstrates strong effectiveness and feasibility as an innovative pedagogical strategy to strengthen learning outcomes and biodiversity literacy in alignment with the in the Society 5.0 era.
EKOPEDAGOGI DALAM CERITA RAKYAT WANDIUNDIU SEBAGAI SUMBER PEMBELAJARAN IPA SMP Dyah Pramesthi Isyana Ardyati; S. Hafidhawati Andaris; Sri Gustina; Iin Nur Awatif
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.8340

Abstract

Science learning in the Merdeka Curriculum emphasizes the relevance of scientific concepts to students’ real-life contexts. Folklore, as part of local wisdom, contains ecological knowledge that can support science learning, particularly in coastal areas. This study aims to analyze the potential of the Buton folklore Wandiundiu as an ecopedagogy-based science learning resource and to map it to the Science Learning Outcomes of Phase D. This study employed a descriptive qualitative approach using content analysis. The primary data were obtained from the documented text of Wandiundiu, while supporting data were collected through interviews with a cultural expert, science teachers, and junior high school students. The analysis focused on narrative segments representing human-environment interactions and the use of marine resources, excluding fantastical elements to avoid scientific misconceptions. The results show that Wandiundiu represents ecological concepts such as marine ecosystems, energy flow in food chains, human dependence on ecosystems, and system balance. These findings indicate that Wandiundiu has strong potential as a contextual science learning resource when accompanied by appropriate scientific explanations.. ABSTRAK Pembelajaran IPA dalam Kurikulum Merdeka menekankan keterkaitan antara konsep ilmiah dan konteks kehidupan peserta didik. Cerita rakyat sebagai bagian dari kearifan lokal menyimpan potensi pengetahuan ekologis yang relevan untuk pembelajaran IPA, khususnya di wilayah pesisir. Penelitian ini bertujuan menganalisis potensi cerita rakyat Buton Wandiundiu sebagai sumber pembelajaran IPA berbasis ekopedagogi serta memetakan keterkaitannya dengan Capaian Pembelajaran (CP) IPA Fase D. Penelitian menggunakan pendekatan deskriptif kualitatif dengan metode analisis isi. Data utama berupa teks cerita Wandiundiu yang terdokumentasi dalam kumpulan cerita rakyat Buton-Muna, sedangkan data pendukung diperoleh melalui wawancara dengan budayawan, guru IPA SMP, dan peserta didik. Analisis difokuskan pada segmen cerita yang merepresentasikan interaksi manusia dengan lingkungan pesisir dan pemanfaatan sumber daya laut, sementara unsur cerita yang bersifat fantastis tidak dianalisis guna menghindari miskonsepsi ilmiah. Hasil penelitian menunjukkan bahwa cerita Wandiundiu memuat konsep ekologi seperti ekosistem laut, aliran energi dalam rantai makanan, ketergantungan manusia terhadap ekosistem, dan keseimbangan sistem kehidupan. Temuan ini menunjukkan bahwa cerita rakyat Wandiundiu berpotensi digunakan sebagai konteks pembelajaran IPA yang bermakna dan kontekstual apabila disertai klarifikasi ilmiah oleh guru..    
INTERACTIVE BOARDS WITH DEEP LEARNING TO IMPROVE STUDENTS’ UNDERSTANDING OF COMPARISON Budi Halomoan Siregar; Dwi Octa Marcellita Girsang; Maria Panjaitan; Risna Apriani Tamba; Ronauli Simamora
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.8502

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh penerapan pembelajaran mendalam (deep learning) yang terintegrasi dengan penggunaan papan perbandingan interaktif terhadap pemahaman siswa pada materi perbandingan di SMP Negeri 11 Medan. Penelitian ini menggunakan metode pre-eksperimen dengan desain one group pretest-posttest. Subjek penelitian terdiri atas 30 siswa kelas VII. Instrumen penelitian berupa tes pemahaman konsep perbandingan yang diberikan sebelum dan sesudah perlakuan. Hasil penelitian menunjukkan adanya peningkatan yang signifikan pada pemahaman siswa setelah menggunakan pembelajaran berbasis papan perbandingan interaktif. Peningkatan tersebut terlihat dari hasil nilai rata-rata pretest siswa sebesar 26,7%, sedangkan nilai rata-rata posttest meningkat menjadi 92,5%. Uji paired sample t-test menunjukkan nilai thitung = 12,70 lebih besar daripada ttabel = 2,045, sehingga H₀ ditolak dan H₁ diterima. Hal ini menunjukkan adanya perbedaan yang signifikan antara hasil pretest dan posttest siswa. Peningkatan pemahaman siswa juga didukung oleh nilai N-Gain sebesar 0,89 yang termasuk dalam kategori tinggi, yang menunjukkan bahwa pembelajaran yang diterapkan sangat efektif. Dengan demikian, pembelajaran mendalam berbasis papan perbandingan interaktif terbukti efektif dalam meningkatkan pemahaman konsep perbandingan siswa. ABSTRACT This study aims to analyze the effect of applying deep learning integrated with the use of interactive comparison boards on students' understanding of comparison material at SMP Negeri 11 Medan. This study used a pre-experimental method with a one-group pretest-posttest design. The research subjects consisted of 30 seventh-grade students. The research instrument was a comparison concept comprehension test administered before and after the treatment. The results showed a significant increase in students' understanding after using interactive comparison board-based learning. This improvement was evident from the students' pretest average score of 26.7%, while the posttest average score increased to 92.5%. The paired sample t-test showed that the tcount = 12.70 was greater than the ttable = 2.045, so H₀ was rejected and H₁ was accepted. This indicates a significant difference between the students' pretest and posttest results. The improvement in students' understanding is also supported by an N-Gain value of 0.89, which is in the high category, indicating that the learning method applied is very effective. Thus, deep learning based on interactive comparison boards has been proven to be effective in improving students' understanding of comparison concepts.    
PENGGUNAAN MODEL MAKE A MATCH PADA PEMBELAJARAN MATERI PERKALIAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SD Wirda Almawaddah; Lusiana Lusiana; Aan Suriadi
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.8626

Abstract

The low achievement of elementary school students' mathematics learning outcomes, especially in understanding the concept of multiplication material which is often considered difficult and boring, is the main background of this study. The study aims to analyze the improvement of student learning outcomes through the implementation of the Make a Match cooperative learning model which emphasizes cooperation in finding answer pairs. The research method applied is descriptive quantitative involving 28 fourth-grade students at SD Negeri 2 Lingkis. The data collection procedure was carried out systematically through test instruments in the form of a pretest to measure initial abilities and a posttest to evaluate the final results, which were then analyzed using the N-Gain test formula to determine the level of effectiveness. The research findings showed a significant increase in quantitative data, evidenced by the average pretest score of 58.63 which increased sharply in the posttest results to 90.77. The effectiveness analysis produced an N-Gain score of 0.77 which is included in the high category. This increase indicates that active interaction in matching question and answer cards successfully facilitates students' understanding of concepts. The main conclusion of the study confirms that the implementation of the Make a Match model has proven to be very effective and significant as a solution in improving elementary school students' mathematics learning outcomes in multiplication material. ABSTRAK Rendahnya capaian hasil belajar matematika siswa sekolah dasar, khususnya pada pemahaman konsep materi perkalian yang sering dianggap sulit dan membosankan, menjadi latar belakang utama penelitian ini. Penelitian bertujuan untuk menganalisis peningkatan hasil belajar siswa melalui implementasi model pembelajaran kooperatif tipe Make a Match yang menekankan pada kerja sama mencari pasangan jawaban. Metode penelitian yang diterapkan adalah deskriptif kuantitatif yang melibatkan subjek sebanyak 28 siswa kelas IV di SD Negeri 2 Lingkis. Prosedur pengumpulan data dilakukan secara sistematis melalui instrumen tes berupa pretest untuk mengukur kemampuan awal dan posttest untuk mengevaluasi hasil akhir, yang selanjutnya dianalisis menggunakan rumus uji N-Gain untuk menentukan tingkat efektivitas. Temuan penelitian menunjukkan adanya peningkatan data kuantitatif yang signifikan, dibuktikan dengan perolehan nilai rata-rata pretest sebesar 58,63 yang meningkat tajam pada hasil posttest menjadi 90,77. Analisis efektivitas menghasilkan skor N-Gain sebesar 0,77 yang termasuk dalam kategori tinggi. Peningkatan ini mengindikasikan bahwa interaksi aktif dalam mencocokkan kartu soal dan jawaban berhasil mempermudah pemahaman konsep siswa. Simpulan utama penelitian menegaskan bahwa penerapan model Make a Match terbukti sangat efektif dan signifikan sebagai solusi dalam meningkatkan hasil belajar matematika materi perkalian siswa sekolah dasar.
PORTOFOLIO DIGITAL SUMATIF BERBASIS WAKELET SEBAGAI PENILAIAN AUTENTIK DAN RESPONSIF BUDAYA PADA PEMBELAJARAN IPA Frinsma Liszia; Ana Ratna Wulan
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i2.8803

Abstract

Science learning assessments should ideally not only measure conceptual mastery, but also document students' learning artifacts in an authentic, contextual, and equitable manner. However, assessment practices in schools are still dominated by written tests that do not adequately represent complex learning products and do not fully account for the diversity of students' backgrounds. This study aimed to describe the design, implementation, and effectiveness of a Wakelet-based summative digital portfolio as a science learning artifact assessment in biology classes, specifically on the human digestive system, using a quantitative descriptive approach with 48 eighth-grade students in Cimahi City and one science teacher as the evaluator. The results showed that Wakelet-based digital portfolios authentically represented science learning outcomes, with two groups achieving the excellent category (average scores of 92.59 and 95.37) and three groups in the sufficient category (average scores of 71.30–74.07). Students' perceptions of cultural responsiveness were in the high category (overall average 3.83 out of 5), while Wakelet effectiveness was rated high by students (overall score 3.71) and good by the teacher (average 3.17), although moderate technical obstacles remained (score 3.10). ABSTRAK Asesmen pembelajaran IPA idealnya tidak hanya mengukur penguasaan konsep, tetapi juga mendokumentasikan artefak hasil belajar siswa secara autentik, kontekstual, dan berkeadilan. Namun, praktik asesmen di sekolah masih didominasi tes tertulis yang kurang merepresentasikan produk belajar kompleks dan belum sepenuhnya memperhatikan keberagaman latar belakang siswa. Penelitian ini bertujuan mendeskripsikan desain, implementasi, dan efektivitas portofolio digital sumatif berbasis Wakelet sebagai dokumen penilaian artefak pembelajaran IPA kelas Biologi, khususnya materi sistem pencernaan manusia, menggunakan pendekatan deskriptif kuantitatif dengan subjek 48 siswa kelas VIII di Kota Cimahi dan satu guru IPA sebagai evaluator. Hasil penelitian menunjukkan bahwa portofolio digital berbasis Wakelet mampu merepresentasikan capaian akhir pembelajaran IPA secara autentik, dengan dua kelompok mencapai kategori sangat baik (skor rata-rata 92,59 dan 95,37) dan tiga kelompok pada kategori cukup (skor rata-rata 71,30–74,07). Persepsi siswa terhadap responsivitas budaya berada pada kategori tinggi (skor rata-rata keseluruhan 3,83 dari skala 5), sedangkan efektivitas Wakelet dinilai tinggi oleh siswa (skor keseluruhan 3,71) dan baik oleh guru (rata-rata 3,17), meskipun masih terdapat hambatan teknis pada tingkat sedang (skor 3,10).  
PENGEMBANGAN APLIKASI MATDA (MATEMATIKA BANGUN DATAR) BERBASIS ANDROID PADA MATERI KELILING DAN LUAS BANGUN DATAR Ayu Nanda Choiriyah; Isnanto Isnanto; Andi Marshanawiah; Nur Sakinah Aries; Widi Candika Pakaya
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.8927

Abstract

This research was motivated by the low level of understanding among fifth-grade students at SD Inpres 3 Toili regarding the area and perimeter of flat shapes, due to limited learning media and the low utilization of technology in the learning process. The objective of this study was to develop an Android-based Matda (Flat Shape Mathematics) application that meets the criteria of feasibility, practicality, and effectiveness for the circumference and area of ??flat shapes. The research method used was development research using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The subjects were eight fifth-grade students at SD Inpres 3 Toili, Banggai Regency. In the feasibility test, the Matda application was validated by a team of experts. The summary of validation results from three experts (media experts, material experts, and user experts) yielded a score of 93.7%, categorized as "very feasible." For the practicality test, the researcher used a teacher response questionnaire, which yielded a score of 96.4%, and a student response questionnaire, which yielded a score of 94.1%, categorized as "very practical." In the effectiveness test, researchers used evaluation through pre-tests and post-tests. The average pre-test score was 38.5 and the post-test score was 91.3. The difference between the pre-test and post-test scores was 52.8. The N-Gain Score of 0.85 places this improvement in the "High" category. This means there was an 85.8% increase in the "effective" category. Thus, the Matda application is proven to be effective, practical, and suitable for use in elementary school learning. ABSTRAK Penelitian ini dilatarbelakangi oleh masih rendahnya pemahaman siswa kelas V SD Inpres 3 Toili dalam materi luas dan keliling bangun datar yang disebabkan keterbatasan media pembelajaran serta rendahnya pemanfaatan teknologi dalam proses belajar. Tujuan penelitian ini adalah mengembangkan aplikasi Matda (Matematika Bangun Datar) berbasis Android yang memenuhi kriteria kelayakan, kepraktisan, dan keefektifan pada materi keliling dan luas bangun datar. Metode penelitian yang digunakan adalah penelitian pengembangan dengan menggunakan model penelitian ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Subjek penelitian ini adalah peserta didik kelas V SD Inpres 3 Toili Kabupaten Banggai yang berjumlah 8 orang. Pada uji kelayakan, aplikasi Matda diuji melalui validasi oleh tim ahli. Rekapitulasi hasil validasi dari 3 ahli yaitu ahli media, ahli meteri, dan ahli pengguna diperoleh persentase sebesar 93,7% dengan kategori “sangat layak”. Pada uji kepraktisan, peneliti menggunakan angket respon guru dengan persentase sebesar 96,4% dan angket respon siswa memperoleh persentase sebesar 94,1% dengan kategori “sangat praktis”. Pada uji keefektifan, peneliti menggunakan evaluasi melalui pre-test dan post-tes. Hasil rata-rata nilai pre-test sebesar 38,5 dan post-tes sebesar 91,3. Selisih nilai pre-test dan post-test sebesar 52,8. Hasil N-Gain Score sebesar 0,85  menempatkan peningkatan ini dalam kategori “Tinggi”. Hal ini dapat diartikan terdapat peningkatan dengan persentase sebesar 85,8% kategori “efektif”. Dengan demikian aplikasi Matda terbukti efektif, praktis, dan layak digunakan dalam pembelajaran di Sekolah Dasar.    
COLLABORATIVE PROBLEM POSING USING GEOGEBRA: A STUDY ON HIGH MATH ABILITY JUNIOR HIGH SCHOOL STUDENTS Nurul Fadilah; Abdul Haris Rosyidi; Yurizka Melia Sari
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.8928

Abstract

Problem posing is important in learning mathematics because it improves reasoning, critical thinking, and creative thinking skills. However, many students still find it difficult to pose problems. Through collaborative problem posing, students can exchange their understanding. The use of GeoGebra in problem posing can help students play an active role in generating ideas to construct new problems through its features. This research is a qualitative research that aims to describe the collaborative semi-structured problem posing of junior high school students assisted by GeoGebra in high groups. This research was conducted in one of the junior high schools in Surabaya class IX odd semester of the 2024/2025 school year in the age range of 14-15 years. The research data were collected through Problem Posing Test and Focus Group Discussion. The research subjects were a group with high mathematical ability consisting of two students. The results showed both members in the group contributed to each other for the new problem created. On knowledge base, they identified mathematical facts, concepts, and procedures. On heuristics and schema, they explored GeoGebra to come up with ideas. On group dynamics and interactions, they performed processes of normality, conformity, and innovation. In individual consideration of aptness, both members argued that each individual was skilled in proposing problems and the problems they created were acceptable to group members. Student had no problems during discussion and expressing their opinions due to their equal mathematical ability. Therefore, further research is needed on whether collaborative problem posing using GeoGebra heterogeneous groups also works. ABSTRAK Pengajuan masalah merupakan hal penting dalam belajar matematika karena meningkatkan kemampuan penalaran, berpikir kritis, dan berpikir kreatif. Namun, masih banyak siswa merasa kesulitan dalam pengajuan masalah. Melalui pengajuan masalah kolaboratif siswa dapat saling bertukar pemahaman. Penggunaan GeoGebra dalam pengajuan masalah dapat membantu siswa berperan aktif memunculkan ide-ide untuk mengkonstruksi masalah baru melalui fitur-fiturnya. Penelitian ini merupakan penelitian kualitatif yang bertujuan untuk mendeskripsikan pengajuan masalah semi terstruktur kolaboratif siswa SMP berbantuan GeoGebra pada kelompok tinggi. Penelitian ini dilakukan di salah satu SMP di Surabaya kelas IX semester ganjil tahun ajaran 2024/2025 pada rentang usia 14-15 tahun. Data penelitian dikumpulkan melalui Tes Pengajuan Masalah dan Focus Group Discussion. Subjek penelitian merupakan kelompok dengan kemampuan matematika tinggi yang terdiri atas dua siswa. Hasil penelitian menunjukkan kedua anggota dalam kelompok saling berkontribusi untuk masalah baru yang dibuat. Pada basis pengetahuan, mereka mengidentifikasi fakta, konsep, dan prosedur matematika. Pada heuristik dan skema, mereka mengeksplorasi GeoGebra untuk memunculkan ide-ide. Pada dinamika dan interaksi kelompok, mereka melakukan proses normalitas, konformitas, dan inovasi. Pada pertimbangan individu atas kesesuaian, kedua anggota saling berpendapat bahwa tiap individu terampil dalam mengajukan masalah dan masalah yang mereka buat dapat diterima anggota kelompok. Siswa tidak memiliki masalah selama berdiskusi dan mengungkapkan pendapat dikarenakan kesetaraan kemampuan matematika. Oleh karena itu, perlu penelitian lebih lanjut terkait apakah pengajuan masalah kolaboratif pada kelompok heterogen berbantuan GeoGebra juga berjalan demikian.
CURRENT TRENDS IN THE APPLICATION OF AUGMENTED REALITY-BASED LEARNING MEDIA IN BIOLOGY EDUCATION: A SYSTEMATIC LITERATURE REVIEW Ineke Laili Ramadhini; Reni Marlina; Titin Titin
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.8929

Abstract

The development of digital technology has brought significant changes to the world of education, including in Biology learning, which often contains abstract concepts that are difficult to visualize. One innovation that is widely used to overcome this problem is Augmented Reality (AR) technology. AR allows students to interact with three-dimensional virtual objects in a realistic way, thereby improving their understanding of complex Biology concepts. This study aims to analyze the latest trends in the application of AR-based learning media in biology learning using a Systematic Literature Review (SLR) approach with PRISMA guidelines.  A total of 19 articles published between 2016 and 2025 were reviewed based on inclusion criteria, including formal education levels, types of media, research methods, and biology topics studied. The results of the analysis show that the use of AR is most commonly found at the senior high school level, with smartphone-based media dominating. This is due to the more mature abstract thinking and digital literacy skills of senior high school students, which support the effective use of AR in understanding biology material. Most studies used quantitative methods with quasi-experimental designs to measure the effect of AR on student learning outcomes, motivation, and digital literacy. In general, AR-based media has been proven to improve students' conceptual understanding, learning outcomes, motivation, and engagement in Biology learning. Thus, AR technology has great potential as an innovative 21st-century learning strategy that is interactive, contextual, and supports the digital transformation of Biology education. ABSTRAK Perkembangan teknologi digital telah membawa perubahan signifikan dalam dunia pendidikan, termasuk dalam pembelajaran Biologi yang sering kali memuat konsep abstrak dan sulit divisualisasikan. Salah satu inovasi yang banyak digunakan untuk mengatasi permasalahan tersebut adalah teknologi Augmented Reality (AR). AR memungkinkan siswa berinteraksi dengan objek virtual tiga dimensi secara nyata sehingga dapat meningkatkan pemahaman terhadap konsep Biologi yang kompleks. Penelitian ini bertujuan untuk menganalisis tren terkini penerapan media pembelajaran berbasis AR dalam pembelajaran Biologi menggunakan pendekatan Systematic Literature Review (SLR) dengan panduan PRISMA. Sebanyak 19 artikel yang diterbitkan pada tahun 2016–2025 ditelaah berdasarkan kriteria inklusi, meliputi jenjang pendidikan formal, jenis media, metode penelitian, serta topik Biologi yang dikaji. Hasil analisis menunjukkan bahwa penggunaan AR paling banyak ditemukan pada jenjang Sekolah Menengah Atas (SMA) dengan dominasi media berbasis smartphone. Hal ini dikarenakan kemampuan berpikir abstrak dan literasi digital siswa SMA yang lebih matang, sehingga mendukung efektivitas penggunaan AR dalam memahami materi Biologi. Sebagian besar penelitian menggunakan metode kuantitatif dengan desain quasi-experimental untuk mengukur pengaruh AR terhadap hasil belajar, motivasi, dan literasi digital siswa. Secara umum, media berbasis AR terbukti mampu meningkatkan pemahaman konsep, hasil belajar, motivasi, dan keterlibatan siswa dalam pembelajaran Biologi. Dengan demikian, teknologi AR memiliki potensi besar sebagai strategi pembelajaran inovatif abad ke-21 yang interaktif, kontekstual, dan mendukung transformasi digital pendidikan Biologi.  
PENGARUH SELF RENEWAL CAPACITY DAN DISPOSISI MATEMATIS TERHADAP KEMAMPUAN PENALARAN MATEMATIKA SISWA Indah Putri Nanda Sari; Eva Efrida; Istira Fauziah Tamin; Diana Hasna Amatullah; Warto Warto; Rina Hidayati Pratiwi
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.8930

Abstract

This study aims to determine the effect of self-renewal capacity and mathematical disposition on students' mathematical reasoning abilities in mathematical logic and mathematical induction. The research method used was a survey with correlational analysis conducted on a population of 11th grade science students at SMAN 7 Bekasi in the 2020/2021 academic year. A sample of 42 students was taken using a non-probability sampling technique. The instruments used were questionnaires and tests. The data were analyzed first using data analysis requirements tests, namely normality tests, regression linearity tests, and multicollinearity tests. After the data requirements were met, inferential analysis was conducted to test the research hypotheses using correlation analysis and multiple regression techniques. The results of the study found that: (1) there was an effect of self-renewal capacity and mathematical disposition on students' mathematical reasoning abilities; (2) there was an effect of self-renewal capacity on students' mathematical reasoning abilities; (3) there was an effect of mathematical disposition on students' mathematical reasoning abilities. ABSTRAK Penelitian ini bertujuan untuk mengetahui pengaruh self renewal capacity dan disposisi matematis secara bersama-sama terhadap kemampuan penalaran matematika siswa pada materi logika matematika dan induksi matematika. Metode penelitian yang digunakan adalah metode survei dengan analisis korelasional yang dilakukan pada populasi peserta didik kelas XI IPA SMAN 7 Bekasi Tahun Ajaran 2020/2021. Sampel diambil dengan teknik Non Probability Sampling sejumlah 42 peserta didik. Instrumen yang digunakan adalah angket dan tes. Data dianalisis terlebih dahulu dengan uji persyaratan analisis data yaitu uji normalitas, uji linearitas regresi dan uji multikoliniearitas. Setelah uji persyaratan data terpenuhi, dilakukan analisis inferensial untuk pengujian hipotesis penelitian dengan menggunakan teknik analisis korelasi dan regresi ganda. Dari hasil penelitian ditemukan bahwa: (1) terdapat pengaruh self renewal capacity dan disposisi matematis secara bersama-sama terhadap kemampuan penalaran matematika siswa; (2) terdapat pengaruh self renewal capacity terhadap kemampuan penalaran matematika siswa; (3) terdapat pengaruh disposisi matematis terhadap kemampuan penalaran matematika siswa.