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Contact Name
Asep Irvan Irvani
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irvan.irvani@uniga.ac.id
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jpif@uniga.ac.id
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INDONESIA
JURNAL PENDIDIKAN DAN ILMU FISIKA
Published by Universitas Garut
ISSN : -     EISSN : 2798334X     DOI : -
Core Subject : Science, Education,
Jurnal Pendidikan dan Ilmu Fisika (JPIF) is a peer-reviewed journal that is intended as a medium for disseminating ideas and research results in the fields of physics education and physics. The scope of this journal includes physics education, theory and application of physics. This journal is published twice a year, in June and December by Fakultas Pendidikan Islam dan Keguruan, Universitas Garut, Indonesia. The review process in this journal employs a double-blind review, which means that both the reviewer and author identities are concealed from the reviewers, and vice versa.
Articles 163 Documents
Pemanfaatan Virtual Reality dalam Simulasi Percobaan Hukum Ohm Mabruroh, Faizatul; Talakua, Prisilia; Suhendi, Herni Yuniarti; Maipauw, Musa Marsel
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42510

Abstract

This study aims to analyze the utilization of virtual reality (VR) technology in simulating Ohm's Law experiments in physics education. Ohm's Law is a fundamental concept in physics that relates voltage, current, and resistance in electrical circuits, which is essential for understanding various electrical phenomena. However, conventional physics experiments are often limited by the availability of equipment, infrastructure, and costs. Virtual reality offers a solution by providing immersive and interactive simulations, allowing students to conduct experiments without physical constraints. This study employs literature review approach to evaluate trends in the use of VR in Ohm's Law experiments. The results show that VR technology can enhance students' understanding of abstract physics concepts, increase engagement and motivation, and offer more flexible and safer access to physics experiments. This study also notes that combining real and virtual experiments yields better results than relying on one type of experiment. Therefore, the use of VR in physics education holds significant potential to overcome existing limitations and support more effective and engaging learning.
Model PAIKEM dengan Jeopardy: Dampaknya pada Hasil Belajar Siswa pada Materi Gelombang Bunyi Ramdhani, Ilham; Rizal, Rahmat; Maulidah, Rifa'atul
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42527

Abstract

A preliminary study at a school in Tasikmalaya revealed that conventional, monotonous learning methods led to low student activity and poor learning outcomes in sound wave material. To address this, researchers explored the PAIKEM (Active, Innovative, Creative, Effective, and Fun Learning) model using the Jeopardy game. This quasi-experimental study employed a Matching Only Posttest-Only Control Group Design with purposive sampling in two classes: one experimental and one control. Data were collected using a non-test instrument (observation sheet) and a test instrument (validated descriptive test with 8 questions). Hypothesis testing using a t-test at  significance level showed  ( ), indicating  was rejected and  accepted. This confirms that the PAIKEM model integrated with the Jeopardy game positively affects students’ cognitive learning outcomes on sound waves. The findings suggest that this model can help teachers enhance student engagement and improve learning outcomes.
Analisis Keterampilan Mengajar Mahasiswa Pendidikan Fisika pada Program Pengenalan Lingkungan Persekolahan (PLP) Sonia, Mita; Qaddafi, Muhammad; Jamilah, Jamilah
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42539

Abstract

This research is a quantitative descriptive study. The subjects in this study were Physics Education students, Class of 2021. The research instrument used was the Introduction to School Environment 2 (PLP 2) assessment instrument. Furthermore, the data analysis technique used in this study was quantitative descriptive analysis which included mean scores, diagrams, and categorization. The results of the study showed that the teaching skills of Physics Education students, Class of 2021 had met the criteria as good prospective educators, as seen from the preliminary stage, core stage, closing stage and the personality of prospective educator students in the learning process. This is evidenced by the average preliminary stage assessment obtained of 28.22 which is in the very good category, then the average core stage assessment of 165.86 which is in the very good category, and the average closing stage assessment of 36.19 which is in the very good category, and the average personality assessment of 167.91 which is in the very good category. Based on this, it can be concluded that the teaching skills of Physics Education students are in the very good category, and have met the criteria as good prospective educators.
Mengoptimalkan Pemahaman Konsep dalam Sejarah Budaya Indonesia dengan Media Pembelajaran Pop-Up Book: Sebuah Studi Kuantitatif dalam Pendidikan Dasar Soselisa, Lientje Fresty; Johannes, Nathalia Yohana; Ritiauw, Leonid; Maipauw, Musa Marsel
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42553

Abstract

This study aims to examine the effect of using Pop-Up Book learning media on improving students' conceptual understanding of the material on the History of Indonesian Traditions and Culture in class III at SDN 2 Ambon. This research uses a quantitative design with a one group pre-test post-test method, involving 18 students as the sample. Data were collected through essay tests before and after the intervention, as well as through observations during the learning process. The analysis results show that the use of Pop-Up Book media significantly improved students' understanding, as reflected in the increase of the average score from 58.06 in the pre-test to 90.00 in the post-test. Additionally, the Pop-Up Book media successfully created an active and engaging learning environment, which stimulated students' curiosity and increased their participation in the learning process. The Wilcoxon Signed Rank Test statistical test showed a significant difference between the pre-test and post-test scores, with an Asymp. Sig. (2-tailed) value of 0.000, which is less than 0.05, indicating that the alternative hypothesis is accepted. Moreover, the N-Gain test produced an average value of 0.7556, which falls into the high category, indicating that the improvement in students' conceptual understanding after using the Pop-Up Book media is highly significant. This study concludes that Pop-Up Book media is effective in improving conceptual understanding of the History of Indonesian Traditions and Culture material and can be used as an innovative alternative in primary school education. Future research is recommended to expand the sample size and learning duration to test the sustainability of the effects of this media.
Pengaruh Penggunaan Media Pembelajaran Monoculture (Monopoly Culture) Terhadap Pemahaman Siswa Kelas V Elwarin, Wisje Krensia; Yohanes, Nathalia Yohanna; Mahananingtyas, Elsinora
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42554

Abstract

This study aims to examine the effect of using the monoculture (Monopoly Culture) learning media on the understanding of Maluku cultural heritage material among fifth-grade students at SD Negeri 1 Lateri in the subject of Social Science and Natural Science (IPAS). The IPAS learning process, which tends to be less interactive and limited to discussion-based methods, is one of the factors affecting students' understanding of the material. Therefore, a game-based learning media, modified with local cultural values, is expected to enhance student engagement and understanding. This study employs a quantitative approach with a Pre-Experimental One Group Pretest and Posttest design. The results show that the use of monoculture media significantly improves students' understanding. The Paired Sample t-Test results revealed a significant difference between the pretest and posttest scores with a significance value of 0.000 (< 0.05). Furthermore, the N-Gain calculation yielded a mean value of 0.8007, indicating a high level of effectiveness in improving students' understanding of the cultural material. The Monoculture media serves not only as an enjoyable learning tool but also supports the introduction and reinforcement of local cultural values within the learning context. This study confirms that game-based learning that integrates local culture can improve learning outcomes and student engagement.
Meningkatkan Motivasi Belajar dengan Model Pembelajaran Role-Playing Berbantuan Wordwall Yesayas, Desi; Yohanes, Nathalia Yohanna; Mahananingtyas, Elsinora
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42555

Abstract

This study aims to examine the impact of the implementation of the Role-Playing learning model assisted by the Wordwall educational game on the learning motivation of grade IV A students at SDN 1 Lateri. The method used is a quasi-experimental design with two groups: the experimental group, which applies the Role-Playing learning model assisted by Wordwall, and the control group, which uses conventional methods. The research subjects consisted of 36 students from grade IV A and IV B at SDN 1 Lateri. The instruments used to measure learning motivation include a questionnaire consisting of 18 valid and reliable statements, as well as an observation sheet. The results show a significant improvement in students' learning motivation in the experimental group after the model was applied, with indicators such as the desire to succeed, recognition in learning, and engaging activities in learning experiencing significant increases. In conclusion, the Role-Playing learning model assisted by Wordwall educational games is proven to be effective in enhancing students' learning motivation. The implications of this study are the importance of using innovative and technology-based learning models to increase student engagement, create a more interesting learning environment, and motivate students to learn more actively and effectively.
Efektivitas Model Project-Based Learning dalam Meningkatkan Motivasi Belajar Siswa Kelas V pada Pembelajaran Sains Nanlohy, Monalisa; Johannes, Nathalia Yohana; Ritiauw, Leonid; Maipauw, Musa Marsel
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42556

Abstract

This study aims to examine the effect of the Project-Based Learning (PjBL) model on student learning motivation in science education for fifth-grade students at SD Negeri 66 Ambon. The research used a quantitative approach with a One-Group Pretest-Posttest Design. The study involved 30 students as the sample, selected using purposive sampling. Data collection was conducted using three techniques: observation, questionnaires, and documentation. The questionnaire instrument used consisted of 14 items with a Likert scale to measure various aspects of student learning motivation. The data obtained were analyzed using SPSS with descriptive analysis, Paired Sample T-Test, and N-Gain tests. The results show that after the implementation of the PjBL model, there was a significant increase in student learning motivation. The average motivation before the implementation of the PjBL model was 52.37% (moderate category), while after the implementation, the average increased to 63.97% (high category). The Paired Sample T-Test results showed a sig (2-tailed) value of 0.000, indicating a significant difference in student motivation before and after the intervention. Based on these findings, it can be concluded that the Project-Based Learning model is effective in enhancing student learning motivation, particularly in science education.
Analisis Viskositas Oli Melalui Pengujian Eksperimental dengan Prototipe Berbasis Stokes' Law Janitra, Atikah Ayu; Setiyawan, Trio
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42568

Abstract

This study aims to analyze research data in the form of dynamic-kinematic viscosity values ​​of two types of oil, namely SAE 30 and SAE 50, using the falling ball method based on Stokes' Law through an experimental prototype. Data were collected by measuring the falling time of a sphere through a fluid column and subsequently analyzed statistically. The measurement results showed that SAE 50 consistently resulted higher viscosity values (ranging from 288 to 365 kg/m·s) compared to SAE 30 (ranging from 174 to 252 kg/m·s), aligning with their respective viscosity characteristics. The Anderson-Darling normality test yielded AD values of 0.266 for SAE 30 and 0.319 for SAE 50, with p-values above 0.05, indicating that the data follow a normal distribution. These findings support the effectiveness of the falling ball method as a simple, economical, and accurate approach for characterizing fluid viscosity, both in experimental applications and educational settings in fluid mechanics.
Penerapan Algoritma Machine Learning dalam Analisis Pola Kesalahan Konseptual Siswa pada Pembelajaran Sains Diningrat, Mohammad Santosa Mulyo; Mabruroh, Faizatul; Widya, Herma; Nurhamidah, Nurhamidah
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42586

Abstract

Science education often faces challenges related to conceptual errors made by students, which can hinder their understanding of the material being taught. This study aims to identify and analyze common conceptual errors through the application of machine learning algorithms. The method employed in this research is a literature review approach, where various relevant studies are analyzed to understand the application of machine learning in the context of science education. The findings of the study indicate that several machine learning algorithms, such as large language models and interactive visualization techniques, can be utilized to detect misconceptions in students with higher accuracy and provide more personalized feedback. Although there are some challenges related to the accuracy and reliability of the systems used, the application of these techniques shows significant potential in enhancing the effectiveness of science education. Overall, the application of machine learning in science education can make a substantial contribution to helping teachers analyze and correct the conceptual errors made by students, ultimately improving the quality of the learning process. The implications of this research suggest the need for further development to create technology-based education systems that can better respond to students' learning needs.
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Simulation Menggunakan PhET untuk Materi Medan Magnet Hidayah, Nurul; Talakua, Prisilia; Azis, Dede Abdul; Maipauw, Musa Marsel
Jurnal Pendidikan dan Ilmu Fisika Vol 5 No 1 (2025): Juni 2025
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpif.v5i1.42588

Abstract

This study aims to develop an interactive learning media based on Augmented Simulation using PhET for magnetic field material, with the goal of enhancing students' understanding of physics concepts that are difficult to grasp through conventional methods. The research method used is Research and Development (R&D), based on a 4D development model simplified into 3D (Define, Design, Develop). The results show that the developed media can accurately and interactively depict magnetic field phenomena, contributing to improved student understanding. The validation results from media and physics content experts indicate that this media meets curriculum standards and is effective in increasing student engagement. However, some aspects still need improvement, particularly in the functionality of feedback and the development of physics models in the simulation. The implications of this research are significant in the context of technology-based education, given the great potential of Augmented Simulation to enhance students' learning experiences.