cover
Contact Name
Widia
Contact Email
lp3mstkiphabi@gmail.com
Phone
+6281337237577
Journal Mail Official
widia@habi.ac.id
Editorial Address
Jl. Pendidikan PGRI Bolo-Bima
Location
Kota bima,
Nusa tenggara barat
INDONESIA
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA)
Published by STKIP Harapan Bima
ISSN : 27745945     EISSN : 27745937     DOI : 10.36312
Core Subject : Science, Education,
JP-IPA: Jurnal Pendidikan Ilmu Pengetahuan Alam terbitan STKIP Harapan Bima dengan periode terbit setiap bulan Mei dan November (dua kali setahun). Jurnal ini adalah jurnal ilmiah yang dapat diakses terbuka yang menerbitkan artikel hasil konseptual dan hasil penelitian empiris pendidikan IPA (Fisika, Kimia dan Biologi).
Arjuna Subject : Umum - Umum
Articles 166 Documents
Pengaruh Game-Based Learning Berbantuan Media Wordwall Terhadap Keterampilan Berpikir Kritis dan Pemecahan Masalah Siswa SMP Pada Materi Klasifikasi Makhluk Hidup Raihani Zahra Sugito; Nurma Yunita Indriyanti; Bayu Antrakusuma
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.1238

Abstract

Critical thinking and problem-solving skills are higher-order thinking skills that are essential to develop in science education. This study aimed to determine the effect of a Wordwall-assisted Game-Based Learning model on the critical thinking and problem-solving skills of 7th-grade students regarding the topic of the classification of living things. The study employed a quantitative approach using a quasi-experimental method and a non-equivalent control group design. The sample was selected using cluster random sampling, with class VII-E serving as the experimental group and class VII-G as the control group. The experimental group received instruction using the Wordwall-assisted Game-Based Learning model, while the control group received the standard instruction typically used at the school. Data were collected through essay tests assessing critical thinking and problem-solving skills, the validity and reliability of which had been verified. The data were analyzed using the MANOVA test to determine differences in these two skills between the experimental and control groups. The results showed a significant difference in critical thinking and problem-solving skills between the two groups. The mean post-test score for critical thinking skills in the experimental group was 86, which was higher than the control group's score of 81. The mean post-test score for problem-solving skills was 81 in the experimental group and 76 in the control group. The percentage increase in mean scores for the experimental group was 34.9% for critical thinking skills and 31.6% for problem-solving skills. Thus, the Wordwall-assisted Game-Based Learning model has a positive effect on improving students' critical thinking and problem-solving skills.
Efektivitas Metode Pembelajaran Terhadap Hasil Belajar Biologi Siswa: Studi Independent Sample t-test Intan Oktaviani; Pramesti Ayu Lestari; Erliana Putri Isnanto; Khalishah Nabilla Putri; Muhammad Ilham Ardiansyah; Suwarto Suwarto
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.990

Abstract

This study aims to examine the differences in students’ learning outcomes between a control class and an experimental class that received different instructional treatments. The research employed a quasi-experimental approach with a pretest–posttest control group design. The research subjects consisted of two classes, each comprising 39 students. Data were collected through pretest and posttest instruments and analyzed using descriptive statistics and an independent samples t-test. The results of the pretest analysis indicated a significant difference in initial ability between the control and experimental classes, with a significance value of less than 0.05, although the mean difference was relatively small. The posttest analysis revealed a statistically significant difference in learning outcomes between the two groups. The mean posttest score of the control class was higher than that of the experimental class, with a Sig. (2-tailed) value 0.05 and a confidence interval that did not cross zero. These findings indicate that the instructional treatment implemented in this study had a significant effect on students’ learning outcomes. Therefore, it can be concluded that the instructional method used played a role in improving students’ learning achievement. The results of this study are expected to provide valuable insights for the development and selection of effective instructional strategiesin educational settings.
Analisis Karakteristik Pembelajaran IPAS dalam Implementasi Kurikulum Merdeka di Sekolah Dasar Pramudiyanti Pramudiyanti; Muhammad Kaulan Karima; Tiara Farashinta; Hikmatul Aini; Annisa Mutiara Kaldi; Nurdina Saleem; Melisa Melisa; Nabila Arina
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.1259

Abstract

This study aims to analyze the characteristics of Science and Social Studies (IPAS) learning in the implementation of the Merdeka Curriculum and to evaluate the suitability of IPAS learning practices with the principles of the Merdeka Curriculum in elementary schools. This research used a descriptive qualitative approach with an evaluative design. The study was conducted at MI Miftahul Jannah in May 2026 involving 2 fourth-grade teachers and 56 students. Data were collected through observations, interviews, documentation, and document analysis, then analyzed through data reduction, data presentation, and conclusion drawing. The results showed that IPAS learning reflected student-centered, active, contextual, and collaborative learning characteristics. Teachers acted as facilitators who guided students through exploration, discussion, observation, and group work activities. The implementation of IPAS learning was also in accordance with most principles of the Merdeka Curriculum, such as active learning, formative assessment, and the strengthening of students’ critical thinking and communication skills. However, several obstacles were still found, particularly in the implementation of differentiated learning, limited learning media, and the preparation of teaching modules that had not fully accommodated students’ learning needs.
Gamifikasi dalam Pendidikan Fisika: Tinjauan Konseptual Pemanfaatan Lembar Kerja Digital untuk Keterampilan Berfikir Kritis Fitri Afnan; Nia Ulva Sari; Milya Sari; Raudhatul Jannah; Nurhasnah Nurhasnah
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.1271

Abstract

Digital transformation demands innovative physics learning media to improve students’ critical thinking skills, which remain low due to the dominance of conventional teaching methods. This study aims to identify effective gamification elements in supporting student engagement and the development of critical thinking skills through the use of gamification-based digital worksheets in physics learning. The method used was a literature review by analyzing relevant national and international journal articles published between 2021 and 2026. The literature search and selection process followed the PRISMA flow, including identification, removal of duplicates, screening based on titles and abstracts, full-text eligibility assessment, and inclusion of articles that met the research criteria. The results of the review indicate that this combination facilitates problem-solving activities that significantly contribute to the development of critical thinking skills and Higher Order Thinking Skills (HOTS). The integration of gamification elements such as points, badges, leaderboards, and challenges into interactive digital worksheets enhances students’ motivation, focus, and cognitive engagement. It is concluded that gamification-based digital worksheets are an effective alternative innovative learning medium for creating student-centered physics learning and meeting the demands of 21st-century skills.
From Solar Cells to Sustainable Futures: Dye-Sensitized Solar Cell Experimentation and Generative AI for STEM-ESD Literacy Arip Nurahman; Ida Kaniawati; Eka Chaya Prima; Endi Suhendi
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.921

Abstract

This study examined how an instructional program integrating hands-on dye-sensitized solar cell (DSSC) experimentation with critically guided generative artificial intelligence (GenAI) inquiry influences university students' STEM–Education for Sustainable Development (STEM–ESD) literacy. An explanatory sequential mixed-methods design with an embedded quasi-experimental component was employed. Participants were 64 undergraduate physics education students in Bandung, Indonesia, allocated by intact class sections into an intervention group (n = 32) and a comparison group (n = 32). Across six weekly sessions the intervention group framed an energy problem, fabricated and characterized DSSCs sensitized with natural dyes, interrogated GenAI-generated explanations against their own measurements, and redesigned their cells using sustainability criteria. Data were collected through a validated five-dimension STEM–ESD literacy test administered before and after the program, laboratory notebooks, reflective journals, GenAI interaction logs, group discussions, and semi-structured interviews. Quantitative data were analyzed using baseline-adjusted regression models and effect-size estimation, qualitative data through thematic and epistemic coding with an epistemic-network representation, and the two strands were integrated using joint displays. Illustrative findings indicate the largest gains in sustainability literacy and evidence-evaluation practices, explained by an iterative cycle in which AI-generated explanations were treated as claims requiring verification rather than as authoritative answers.
Pengembangan Multimedia Interaktif Berbasis Game Edukasi Baamboozle pada Materi Pancaindra untuk Siswa Kelas 4 Sekolah Dasar Renata Eka Sayuti; Novi Nitya Santi; Widi Wulansari
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.1236

Abstract

This study aims to develop interactive multimedia based on the Baamboozle educational game on the five senses material for fourth-grade elementary school students. The study used the Research and Development (RD) method with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 24 fourth-grade students at SDN K. The product was developed using PowerPoint combined with the Baamboozle platform to produce interactive and interesting learning multimedia. The feasibility of the product was assessed through validation by media experts, material experts, and question experts. The validation results showed that the developed multimedia was in the valid to very valid category. The results of the practicality test based on teacher and student responses showed a very practical category. Meanwhile, the results of the N-Gain analysis showed that interactive multimedia was in the quite effective category in improving student learning outcomes. The use of interactive multimedia based on Baamboozle can increase student engagement, motivation, and understanding of the five senses material through the presentation of material equipped with images, videos, animations, and educational games. Thus, interactive multimedia based on Baamboozle can be an alternative science learning media that is interesting and fun for elementary school students.