cover
Contact Name
Andri Wahyu Wijayadi
Contact Email
diaandri@gmail.com
Phone
+6285706621372
Journal Mail Official
nukleosainsjurnal@gmail.com
Editorial Address
Jl. Irian Jaya No. 55 Kampus C Unhasy Tebuireng Jombang
Location
Kab. jombang,
Jawa timur
INDONESIA
Nukleo Sains: Jurnal Pendidikan IPA
ISSN : -     EISSN : 29635144     DOI : https://doi.org/10.33752/ns.v1i1
Core Subject : Education,
Jurnal ini menyebarluaskan artikel-artikel yang ditulis berdasarkan kajian penelitian serta kajian pustaka di bidang Pendidikan Ilmu Pengetahuan Alam (IPA), Pendidikan Biologi, Pendidikan Fisika dan Pendidikan Kimia, baik pendidikan dasar, menengah maupun tinggi. Jurnal Nukleo Sains menerbitkan edisinya 2 kali dalam setahun pada bulan Juni dan Desember.
Articles 10 Documents
Search results for , issue "Vol. 4 No. 1 (2025): NUKLEO SAINS" : 10 Documents clear
DEVELOPMENT OF CROSSWORD LEARNING MEDIA USING ECLIPSE CROSSWORD ON ADDITIVE AND ADDICTIVE SUBSTANCE MATERIAL IN CLASS VIII SMP/MTs Damayanti, Rina Damayanti; Oktaffi Arinna Manasikana; Dyah Ayu Fajarianingtyas; Tita Tanjung
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.6469

Abstract

The aim of this research is to describe the process of developing crossword puzzle learning media using the eclipse crossword on additive and addictive substance material for class VIII SMP/MTs students. The media development procedure uses ADDIE which includes the Analyze, Design, Development, Implementation and Evaluation stages. This research also aims to determine the results of the validation of crossword puzzle learning media using the eclipse crossword on additive and addictive substance material for class VIII SMP/MTs students carried out by experts. After going through the validation stage, the final product is then described thoroughly. Obtaining research data using media validation sheets and material validation. The results of the research revealed that crossword puzzle media development using the eclipse crossword on additive and addictive substance material had gone through a validity test and received suggestions and input from three validators, namely two experts and one practitioner consistingof media experts, science material experts, and SMP/MTs science practitioner expert. The results of the assessment by media expert validators obtained an average score of 3.57 in the "Very Valid" category, with media validation obtained at 3.03, material validation at 4.10, and expert practitioners at 3.60. Tujuan penelitian ini adalah untuk mendeskripsikan proses pengembangan media pembelajaran teka teki silang menggunakan eclipse crossword pada materi zat aditif dan adiktif pada siswa kelas VIII SMP/MTs. Prosedur pengembangan media menggunakan ADDIE, yang meliputi tahapan Analyze, Design, Development, Implementation, and Evaluastion. Penelitian ini juga bertujuan untuk mengetahui hasil validasi para ahli terhadap media pembelajaran teka teki silang menggunakan eclipse crossword pada materi zat aditif dan adiktif siswa kelas VIII SMP/MTs. Setelah melalui tahap validasi, produk akhir dari pengembangan ini selanjutnya dideskripsikan secara menyeluruh. Data diperoleh dengan menggunakan lembar validasi media dan validasi materi. Hasil penelitian menunjukkan bahwa pengembangan media pembelajaran teka-teki silang menggunakan elipse crossword pada materi zat aditif dan adiktif telah melalui uji validitas dan mendapat saran serta masukandari tiga validator, yakni dua dosen dan satu guru IPA MTs Nurul Iman Jombang. Hasil penilaian oleh validator media pembelajaran teka teki silang menggunakan eclipse crossword pada materi zat aditif dan adiktif memperoleh skor rata rata sebesar (3,03) dan validator materi (4,10) serta rata-rata skor sebesar (3,57) dengan kategori “Sangat Valid”.
VALIDITY AND PRACTICALITY OF WORDWALL AS LEARNING MEDIA ON CREATURE INTERACTION MATERIAL CLASS VII Siti Sundusiatul Firdausiyah; Noer Af'idah
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.6488

Abstract

The purpose of this study was to develop valid and practical wordwall learning media to be useful for reinforcement on the material of the interaction of living things and their environment class VII at MTs Jombang. The development model used in this research is the ADDIE model which has stages, namely: Analyse, Design, Development, Implementation, and Evaluation. The validity test was carried out with media assessment by material expert validators, media experts and science teachers. The practicality test was carried out by filling out a student response questionnaire about the attractiveness of wordwall learning media. The results of the validity test and the practicality test of wordwall media get an average score of 3.4 with valid criteria and 96.3% with very practical criteria. Based on these data, the development of wordwall learning media is valid and practical for use in the learning process in strengthening the material on the interaction of living things and their environment in class VII.
DEVELOPMENT OF MACROMEDIA FLASH-BASED LEARNING MEDIA IN SIMPLE MACHINES FOR CLASS VIII Anggraeni, Fitri; Nur Hayati
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.6650

Abstract

The role of learning media in the learning process is very important because it can foster student interest and activeness. One of the media that can be used in the learning process is macromedia flash-based learning media. Macromedia flash media can combine images, writing and sound. This research and development aims to determine the feasibility of the product based on the validity, practicality and effectiveness of macromedia flash-based learning media on simple aircraft material. This research was developed using the ADDIE development model which consists of 5 stages. The instruments used are validation sheets to determine the suitability of the media, student response questionnaires to determine the practicality and post test questions to determine the effectiveness of the media. The data obtained is qualitative data in the form of input and suggestions from validators and quantitative data in the form of assessment scores obtained from validation sheets of validation assessment results from media experts, material experts and practitioners, practicality data obtained from the results of student response questionnaires and data obtained from the completeness of learning outcomes. students in the form of a post test. Based on the research results, it is known that; 1) The validation result score was 90.7% with very valid criteria 2) The student response questionnaire score was 97% with very practical criteria 3) The post test score was 80% with effective criteria
LITERATURE REVIEW: INQUIRY-BASED LEARNING ON SCIENTIFIC ATTITUDES IN SCIENCE LEARNING IN SECONDARY EDUCATION Iswanto, Imas Hari; Suryani, Dewi; Jannah, Miftahul
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.9117

Abstract

Inquiry-based learning is a learning model in which students create meaningful and useful knowledge by asking questions, exploring, and analyzing information based on their existing knowledge. This study aims to determine the impact of inquiry-based learning on scientific attitudes and which inquiry learning models are commonly used in secondary school science education. This study is a qualitative research project that uses a systematic literature review method. The analysis of the systematic literature review revealed that implementing inquiry-based learning positively impacts students' scientific attitudes in science learning, including biology, physics, and chemistry, in secondary education. The most common type of inquiry learning model used is guided inquiry.
THE IMPACT OF AI-BASED LESSON STUDY AND EDUCATIONAL GAMES ON STUDENTS’ ABILITY TO ANALYZE PROBLEMS Aminatur Rosyidah; Elok Hidayah; Ahmad Najam K.D; Novi Ismiasih
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.9171

Abstract

The integration of artificial intelligence (AI) and educational games in education, particularly in ecology, has been the focus of this study to improve students' analytical skills on environmental issues. This study aims to explore the impact of lesson study based on AI and educational games on critical thinking and problem solving skills. The method used was qualitative with a case study approach, involving 30 grade X students of MA Al-Amiriyyah, as well as key informants such as principals, teachers, and students. Data were collected through observation, semi-structured interviews, and document analysis, then analyzed interpretatively. The results showed that the combination of AI and educational games significantly improved student engagement, understanding of ecological concepts, and analytical skills, especially for students who actively participated. AI enables personalization of learning, while educational games create interactive experiences that encourage critical thinking. Observations revealed that technology-based activities, such as group discussions and educational games, were more effective in improving understanding than conventional methods. Student learning outcomes also improved, with higher post-test scores, especially for students who initially had low scores. However, challenges such as over-reliance on technology and facility gaps need to be addressed. Overall, this study highlights.
DEVELOPMENT OF CROSSWORD LEARNING MEDIA USING ECLIPSE CROSSWORD ON ADDITIVE AND ADDICTIVE SUBSTANCE MATERIAL IN CLASS VIII SMP/MTs Damayanti, Rina Damayanti; Oktaffi Arinna Manasikana; Dyah Ayu Fajarianingtyas; Tita Tanjung
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.6469

Abstract

The aim of this research is to describe the process of developing crossword puzzle learning media using the eclipse crossword on additive and addictive substance material for class VIII SMP/MTs students. The media development procedure uses ADDIE which includes the Analyze, Design, Development, Implementation and Evaluation stages. This research also aims to determine the results of the validation of crossword puzzle learning media using the eclipse crossword on additive and addictive substance material for class VIII SMP/MTs students carried out by experts. After going through the validation stage, the final product is then described thoroughly. Obtaining research data using media validation sheets and material validation. The results of the research revealed that crossword puzzle media development using the eclipse crossword on additive and addictive substance material had gone through a validity test and received suggestions and input from three validators, namely two experts and one practitioner consistingof media experts, science material experts, and SMP/MTs science practitioner expert. The results of the assessment by media expert validators obtained an average score of 3.57 in the "Very Valid" category, with media validation obtained at 3.03, material validation at 4.10, and expert practitioners at 3.60. Tujuan penelitian ini adalah untuk mendeskripsikan proses pengembangan media pembelajaran teka teki silang menggunakan eclipse crossword pada materi zat aditif dan adiktif pada siswa kelas VIII SMP/MTs. Prosedur pengembangan media menggunakan ADDIE, yang meliputi tahapan Analyze, Design, Development, Implementation, and Evaluastion. Penelitian ini juga bertujuan untuk mengetahui hasil validasi para ahli terhadap media pembelajaran teka teki silang menggunakan eclipse crossword pada materi zat aditif dan adiktif siswa kelas VIII SMP/MTs. Setelah melalui tahap validasi, produk akhir dari pengembangan ini selanjutnya dideskripsikan secara menyeluruh. Data diperoleh dengan menggunakan lembar validasi media dan validasi materi. Hasil penelitian menunjukkan bahwa pengembangan media pembelajaran teka-teki silang menggunakan elipse crossword pada materi zat aditif dan adiktif telah melalui uji validitas dan mendapat saran serta masukandari tiga validator, yakni dua dosen dan satu guru IPA MTs Nurul Iman Jombang. Hasil penilaian oleh validator media pembelajaran teka teki silang menggunakan eclipse crossword pada materi zat aditif dan adiktif memperoleh skor rata rata sebesar (3,03) dan validator materi (4,10) serta rata-rata skor sebesar (3,57) dengan kategori “Sangat Valid”.
VALIDITY AND PRACTICALITY OF WORDWALL AS LEARNING MEDIA ON CREATURE INTERACTION MATERIAL CLASS VII Siti Sundusiatul Firdausiyah; Noer Af'idah
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.6488

Abstract

The purpose of this study was to develop valid and practical wordwall learning media to be useful for reinforcement on the material of the interaction of living things and their environment class VII at MTs Jombang. The development model used in this research is the ADDIE model which has stages, namely: Analyse, Design, Development, Implementation, and Evaluation. The validity test was carried out with media assessment by material expert validators, media experts and science teachers. The practicality test was carried out by filling out a student response questionnaire about the attractiveness of wordwall learning media. The results of the validity test and the practicality test of wordwall media get an average score of 3.4 with valid criteria and 96.3% with very practical criteria. Based on these data, the development of wordwall learning media is valid and practical for use in the learning process in strengthening the material on the interaction of living things and their environment in class VII.
DEVELOPMENT OF MACROMEDIA FLASH-BASED LEARNING MEDIA IN SIMPLE MACHINES FOR CLASS VIII Anggraeni, Fitri; Nur Hayati
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.6650

Abstract

The role of learning media in the learning process is very important because it can foster student interest and activeness. One of the media that can be used in the learning process is macromedia flash-based learning media. Macromedia flash media can combine images, writing and sound. This research and development aims to determine the feasibility of the product based on the validity, practicality and effectiveness of macromedia flash-based learning media on simple aircraft material. This research was developed using the ADDIE development model which consists of 5 stages. The instruments used are validation sheets to determine the suitability of the media, student response questionnaires to determine the practicality and post test questions to determine the effectiveness of the media. The data obtained is qualitative data in the form of input and suggestions from validators and quantitative data in the form of assessment scores obtained from validation sheets of validation assessment results from media experts, material experts and practitioners, practicality data obtained from the results of student response questionnaires and data obtained from the completeness of learning outcomes. students in the form of a post test. Based on the research results, it is known that; 1) The validation result score was 90.7% with very valid criteria 2) The student response questionnaire score was 97% with very practical criteria 3) The post test score was 80% with effective criteria
LITERATURE REVIEW: INQUIRY-BASED LEARNING ON SCIENTIFIC ATTITUDES IN SCIENCE LEARNING IN SECONDARY EDUCATION Iswanto, Imas Hari; Suryani, Dewi; Jannah, Miftahul
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.9117

Abstract

Inquiry-based learning is a learning model in which students create meaningful and useful knowledge by asking questions, exploring, and analyzing information based on their existing knowledge. This study aims to determine the impact of inquiry-based learning on scientific attitudes and which inquiry learning models are commonly used in secondary school science education. This study is a qualitative research project that uses a systematic literature review method. The analysis of the systematic literature review revealed that implementing inquiry-based learning positively impacts students' scientific attitudes in science learning, including biology, physics, and chemistry, in secondary education. The most common type of inquiry learning model used is guided inquiry.
THE IMPACT OF AI-BASED LESSON STUDY AND EDUCATIONAL GAMES ON STUDENTS’ ABILITY TO ANALYZE PROBLEMS Aminatur Rosyidah; Elok Hidayah; Ahmad Najam K.D; Novi Ismiasih
NUKLEO SAINS : JURNAL PENDIDIKAN IPA Vol. 4 No. 1 (2025): NUKLEO SAINS
Publisher : Program Studi Pendidikan IPA FIP Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ns.v4i1.9171

Abstract

The integration of artificial intelligence (AI) and educational games in education, particularly in ecology, has been the focus of this study to improve students' analytical skills on environmental issues. This study aims to explore the impact of lesson study based on AI and educational games on critical thinking and problem solving skills. The method used was qualitative with a case study approach, involving 30 grade X students of MA Al-Amiriyyah, as well as key informants such as principals, teachers, and students. Data were collected through observation, semi-structured interviews, and document analysis, then analyzed interpretatively. The results showed that the combination of AI and educational games significantly improved student engagement, understanding of ecological concepts, and analytical skills, especially for students who actively participated. AI enables personalization of learning, while educational games create interactive experiences that encourage critical thinking. Observations revealed that technology-based activities, such as group discussions and educational games, were more effective in improving understanding than conventional methods. Student learning outcomes also improved, with higher post-test scores, especially for students who initially had low scores. However, challenges such as over-reliance on technology and facility gaps need to be addressed. Overall, this study highlights.

Page 1 of 1 | Total Record : 10