cover
Contact Name
-
Contact Email
jpsi@usk.ac.id
Phone
+628121815214
Journal Mail Official
jpsi@usk.ac.id
Editorial Address
Jalan Tgk. Chik Pante Kulu Nomor 5 Gedung C Lantai 1 Kantor Pengelola Jurnal Pascasarjana Universitas Syiah Kuala. Darussalam – Banda Aceh 23111, Indonesia Email: jpsi@usk.ac.id.
Location
Kab. aceh besar,
Aceh
INDONESIA
Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education)
ISSN : 23384379     EISSN : 2615840X     DOI : https://doi.org/10.24815/
Core Subject : Education,
Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education) offers an interdisciplinary forum for the publication of original peer-reviewed, contributed and invited research articles of the highest quality that address different topics of science education with implications for improving and enhancing science education practices and theories. The topics involves biology, chemistry, physics, as well as some applications pedagogy and teacher development. The journal provides an invigorating and informative variety of research papers that expand and deepen our theoretical understanding. It also provides practice and policy based implications in the relevant contexts of science education.
Arjuna Subject : Umum - Umum
Articles 578 Documents
PENGEMBANGAN GAME EDUKASI SCIENCE ADVENTURE UNTUK MENINGKATKAN KETERAMPILANPEMECAHAN MASALAH SISWA Dyah Setyanigrum Winarni; Janatun Naimah; Yeni Widiyawati
Jurnal Pendidikan Sains Indonesia Vol 7, No 2 (2019): Oktober 2019
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.186 KB) | DOI: 10.24815/jpsi.v7i2.14462

Abstract

Games edukasi menciptakan suasana menyenangkan dalam pembelajaran IPA. Penelitian ini bertujuan untuk mengembangkan game Science Adventure untuk meningkatkan keterampilan pemecahan masalah. Penelitian ini menggunakan metode Research and Development (RD) yang mengadaptasi model 4D-Thiagarajan yakni Define, Design, and Develop. Subjek penelitian ini yaitu siswa kelas VII D SMP N 13 Semarang (N=32). Teknik analisis data yang digunakan yaitu kuantitatif-deskriptif, berupa rerata skor validasi. Hasil penelitian menunjukan tingkat kelayakan game science adventure yang telah dikembangkan sebesar 92,5% pada aspek materi; dan 95,25%  pada aspek media sedangkan berdasarkan tes keterampilan memecahkan masalah, didapatkan ketuntasan klasikal 100% (sangat baik) dengan rata-rata nilai siswa 82,8. Hal ini menunjukkan bahwa media game science adventure layak dan dapat meningkatkan keterampilan pemecahan masalah.
Validation of Sience, Technology, Engineering, and Matemathic Based Diagnostik Assessment on Natural Resource Material for Phase B Elementary School Students using Rasch Model Jihan Nadhifa Dewi; Siti Patonah*; Sukamto Sukamto
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.31165

Abstract

One of the ways to design learning the implementation of the independent curriculum is assessment diagnostic. This study aims to develop STEM-based questions to measure students' critical thinking skills. The questions are used for the initial assessment of science subject material "Natural Resources" phase B elementary school. The type of research used is research and development (RD) with the ADDIE development model, consisting of the analysis, design, developmen, implementation, and evaluation stages. The school students in the city of Semarang with a total of 258 students consisting of 126 male students and 132 female students, using convenience sampling. The items' validation and reliability analysis techniques used the Aiken index and the RASCH model. The results showed that all items had a high validity category based on the following aspects: Outfit items, measure, test difficulty level, person and item reliability. There  are several phase bias items, where students in phase C benefit more than students in phase B. The average respon ability is above the averange item difficulty level. The conclusion is that the items developed can be used as initial assessments in science subjects 
Blended Learning Program Based on Multiple Representations: Needs Analysis to Stimulate Complex Problem Solving and Reduce Learning Loss Munadhirotul Azizah; Kartini Herlina*; Abdurrahman Abdurrahman; Nur Arviyanto Himawan
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.29571

Abstract

Various complex problems arise along with the increasingly massive development of science and technology in the 21st century. Special skills are needed to survive and adapt to a complex environment and demand various problems to be solved. This study aimed to determine the need for developing multiple representations-based blended learning programs to stimulate complex problem-solving (CPS) and reduce learning loss. This study uses a qualitative descriptive method to provide an overview of the implementation of CPS in high schools and the learning loss during lessons during the Covid-19 pandemic. This research was conducted in July 2022. The data source was obtained using a non-test technique in the form of an open questionnaire. The subjects in this study were 13 physics teachers and 25 students spread across 4th provinces in Indonesia, including Lampung, DIY, Central Java and West Java. The data analysis technique is the Milles Hubberman analysis technique carried out continuously until the data is saturated. Data analysis involves three steps, data reduction, data presentation, and concluding/verification. Study result show that CPS has yet to be fully implemented in physics learning in high schools. Learning during the Covid-19 pandemic was ineffective and maximal, which resulted in most students experiencing setbacks in learning and a decrease in academic progress (learning loss). Therefore, developing a blended learning program based on multiple representations is necessary to stimulate complex problem-solving and reduce learning loss
The Need Analysis of Ethno-Integrated Science Book Based on Pacu Jalur in Kuantan Singingi Andika Febrian*; Zuhdan Kun Prasetyo; Suyanta Suyanta; Sri Rejeki Dwi Astuti; Nina Khaerunnisa
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.30153

Abstract

Currently science learning has several problems including the lack of contextual material discussed, thus making science learning considered less interesting, monotonous, and difficult. This study aims to analyze the need for science learning contents used in schools to solve those problem. The research method used is a qualitative type of survey research. Data collection techniques were carried out through interviews with science teachers, student questionnaires, scientific literacy tests, and observations. The number of samples was 3 teachers and 47 students through cluster random sampling. The instruments used in this study included interview guidelines, questionnaires, learning observation sheets, and scientific literacy tests. Data analysis in this study used descriptive qualitative. Based on this needs analysis, the results obtained recommend the development of integrated science textbooks containing cultural content on the Pacu Jalur Kuantan Singingi, to be able to increase scientific literacy and cultural concern of students
Developing Elementary School Student's Learning Independence by using Android-Based Gravity e-comic Nova Elysia Ntobuo*; Lanto Mohamad Kamil Amali; Dewi Diana Paramata; Tirtawaty Abdjul
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.30442

Abstract

Student learning independence is currently low, this is indicated by the lack of a variety of learning media used by teachers. The problem to be raised is that students are not independent in exploring their knowledge, including in science subjects (results from interviews with teachers at SDN 80 Kota Tengah). To overcome these problems, the purpose of this study is to develop an android-based gravity e-comic to increase student learning independence. The method used in this research is the R D (research development) method, the development model used to produce android-based gravity e-comics is four d, with steps namely define, design, development, disseminate. The data collection procedure is to describe the validity, practicality and effectiveness of the e-comics that are made. Data analysis uses analysis of validity, practicality, and effectiveness. The results showed that the gravity e-comic developed was valid, received positive responses from students and was very good for training the learning independence of elementary school students, so it was feasible to use in the science learning process in elementary school. The conclusion of this study is that android-based gravity e-comics are valid, practical to use in the learning process, and effective in increasing student learning independence at the elementary school level
Development of Microsoft Power Point Interactive Media Based on Visual Basic for Application as Middle School Science Learning Media Aldila Novriandami; Miftahul Jannah; Annisa Arrahma; Gusti Randa; Muhammad Nasir*
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.29927

Abstract

Learning systems in the 21st century require a variety of interactive learning media. The purpose of this study is to develop an interactive microsoft power point media based on visual basic for application on vibration, wave, and sound material. This study method is a type of research and development (RD) using the ADDIE development model which consists of analysis, design, development, implementation, and evaluation stages. The population in this study at the field trial stage were all students of class VIII SMPN 1 Logas Tanah Darat. The sampling technique for this study used purposive sampling, namely determining the sample according to research needs. The research sample at the field trial stage consisted of 28 students. The data collection technique in this study was in the form of distributing questionnaires and administering tests. The validation data analysis technique uses the Aiken V validity index formula, while the analysis of practicality and effectiveness test data uses the average formula. The results of this study indicate that the results of the overall validity test index get an Aiken V validity of 0.86 with a high validity category. In addition, the results of the practical test analysis reached 83.25% in the very practical category. The results of the analysis of effectiveness get the proportion of 82.14% so that the developed media is effective. Thus it can be concluded that the microsoft power point interactive media based on visual basic for application developed are valid, practical and effective
Development of Android Based Educational Games as Learning Media on the Concept of Coordination System for Grade XI High School Students Avina Yustriani; Zulfiani Zulfiani*
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.30656

Abstract

Many students spend time with their smartphones for entertainment, one of which is playing games, and rarely use their smartphones for learning media. This study aims to develop educational game applications, and determine the feasibility and responses of teachers and students to android based educational game applications on the concept of a coordination system. This study uses a developmental research method with a 4D development model consisting of four stages: define, design, develop, and disseminate. The sampling technique is by purposive sampling. The data collection uses a closed questionnaire. Questionnaires are used to assess the feasibility of media by media experts, material experts, teachers and students. Analysis of the data obtained is carried out by quantitative descriptive. In the define stage, the results were obtained from interviews with biology teachers and the distribution of media needs questionnaires to students. In the design stage, the results of the media design (prototype) are obtained. In the develop stage, the results of the media expert validation were 90.67% (very good), while the material expert validation results were 81.25% (very good). Furthermore, a trial was conducted on the teacher and 35 students of class XII high school. The results of the assessment for teachers are 96.88% (very good) and for students are 87.57%. In the disseminate stage, the teacher's response was 98.75% (very good) and the student's response was 83.42% (very good). It is concluded that the educational game-based android application is appropriate to be used as a media for learning biology
The Development of Electronic Book Contained Scientific Literacy in Learning Physics to Enhance Students’ Academic Achievement Muhammad Arifuddin; Andi Ichsan Mahardika*; Fauzia Dwi Sasmita; Syaidah Mahtari
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.29223

Abstract

Technology-based teaching materials enriched with scientific literacy are not yet available, notably regarding the topic of Newton's law of gravity. This study aims to develop e-booster and describe its validity, practicality, and effectiveness. This study uses ADDIE development model with the research subjects consisting of 38 students of X MIPA at a public high school in Banjarmasin. The data collection technique is implemented through interview, observation, questionnaires, and tests. The data analysis is carried out by examining the percentages of the validity test, the average scores obtained from the survey results, as well as the results of the N-gain test and t-test on students’ academic achievements. The results indicated that: (1) the validity test result of e-booster obtained 88.71% which was categorized as very high (2) the practicality result of e-booster obtained 75.39% which was categorized as practical, and (3) the effectiveness of e-booster in improving student’s learning achievement obtained 0.57 which was categorized as moderate and significant at the level α=0.05. It is then concluded that e-booster is valid, practical, and effective, and thus, suitable to be integrated within learning physics to enhance students’ academic achievement
Development of Android-based Augmented Reality Learning Media on Atomic Matter Salimah Manah Kumalasari; Retno Aliyatul Fikroh*
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.30960

Abstract

Material and limited chemistry learning media resulted in less than optimal student scores. Necessary to develop learning media that can support studying by utilizing technology. This study aims to determine the quality and develop android based augmented reality learning media on atomic material. The type of research used is development research with the 4-D model (define, design, develop, and disseminate, which is limited to the development stage. The product was validated by one media expert lecturer, one material expert lecturer, and three reviewers (senior high school teachers) and responded to by ten senior high school students. The instrument used was a product quality sheet with a Likert scale and a student response sheet with a Guttman scale. The product's characteristics developed in the form of an application with atomic materials, augmented reality cameras, and student quizzes. The results of the quality assessment by media experts got a percentage of 97.14%, by material experts got a percentage of 83.33%, and the reviewer got a percentage of 95.8% with a very good category. The product was responded to positively by students with a percentage of 99%. Based on these results, android-based augmented reality learning media on atomic material in senior high school can be used as an alternative learning media to increase student interest in learning chemistry
Identification the 2013 Curriculum Teacher's Book to Determine the Character Values of Class X Students on Circular Motion Material Astalini Astalini*; Darmaji Darmaji; Dwi Agus Kurniawan; Feliza Paramitha Sinaga; Miftahul Zannah Azzahra; Elza Triani
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.28567

Abstract

The character of school students is currently in the declining category. This is due to the lack of emphasis on the time of the learning process and affects the level of success of the functions and objectives of national education. This study aims to determine the characters that are not embedded in the physics learning process for class X material for circular motion. The research method used is a qualitative method with the type of documentation research. The researcher uses a documentation study because the subject used is a 2013 curriculum teacher's book for class X circular motion. After studying the circular motion material, it is known that there are 18 characters that must be instilled during the physics learning process. However, these 18 characters are not fully embedded because there are some characters that are missing and will have a continuous negative impact on students. Due to the imperfection of this research, in the future, in the textbook of physics learning teacher class X on Circular Motion in the 2013 curriculum and its subsequent development, more attention should be paid to the character of students so that all these characters are fulfilled in order to create a good generation