cover
Contact Name
Dr. Sigit Ristanto, ST., M.Sc
Contact Email
jp2f@upgris.ac.id
Phone
0895425986000
Journal Mail Official
jp2f@upgris.ac.id
Editorial Address
Gedung Utama GU.2.01 FPMIPATI, Universitas PGRI Semarang Jl. Lontar No. 1-Dr. Cipto, Kampus 1 UPGRIS, Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Jurnal Penelitian Pembelajaran Fisika
ISSN : -     EISSN : 2549886X     DOI : 10.26877
Core Subject : Science, Education,
Jurnal Penelitian Pembelajaran Fisika (JP2F), with a registered number ISSN 2086-2407 (Print), ISSN 2549-886X (online) is a scientific journal published by the Physics Education Study Program Universitas PGRI Semarang. The purpose of the publication of this journal is to disseminate conceptual thoughts or ideas and learning Physics research results that have been achieved, both at school and in college.
Articles 6 Documents
Search results for , issue "vol. 17 no. 2 (2026): in progress" : 6 Documents clear
The Implementation Of STEM-Based Learning to Enhance Students’ Creative Thinking Skills Salma Fauziyyah; Dwi Sulisworo
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): In progress
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.2951

Abstract

Creative thinking skills are a crucial competency required in 21st century education, where innovation and problem solving abilities are increasingly emphasized. STEM based learning (Science, Technology, Engineering, and Mathematics) is considered a potential approach to develop these cognitive capacities; however, a comprehensive synthesis of empirical evidence is needed to validate its effectiveness in secondary school contexts. Therefore, this study aims to analyze the implementation of STEM based learning in enhancing students’ creative thinking skills. This study employs a systematic review approach by analyzing and synthesizing data from various quasi experimental studies that examine STEM learning interventions. The findings indicate that STEM based learning consistently leads to significant improvements in creative thinking skills, particularly in fluency and originality. Project based, inquiry based, and Ethno STEM models are identified as the most effective approaches compared to conventional learning. However, improvements in flexibility and elaboration tend to be more limited, influenced by factors such as implementation duration, teacher readiness, and insufficient scaffolding. Overall, the findings confirm that STEM based learning is an effective approach for fostering students’ creative thinking skills and provides practical implications for educators in designing more optimal instructional strategies to support comprehensive creativity development.
Profile of Students’ Misconception Levels on Newton’s Laws Using a Six-Tier Diagnostic Test Hafsah Huwaida Az Zahra Yahya; Fuji Hernawati Kusumah; Erina Hertanti
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): In progress
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3419

Abstract

Conceptual understanding is a fundamental foundation in physics learning; however, numerous studies have reported that students continue to hold misconceptions that are resistant to formal instruction. One topic that is particularly prone to misconceptions is Newton’s Laws, which serve as a basis for understanding more advanced physics concepts. This study aims to profile students’ levels of misconceptions on Newton’s Laws based on diagnostic results obtained using a six-tier diagnostic test. This research employed a quantitative descriptive approach with a survey design. The participants were 132 eleventh-grade students from SMAN 2 Cikampek, selected through purposive sampling. The instrument used was a six-tier diagnostic test covering three sub-concepts of Newton’s Laws and analyzed based on combinations of students’ answers, conceptual reasoning, confidence levels, and sources of reasoning. The results indicate that although the sound understanding category showed the highest percentage (43.99%), more than half of the students were still classified as having problematic understanding, particularly misconceptions and negative errors. Misconceptions were consistently identified across all three sub-concepts of Newton’s Laws with a cumulative pattern, where the highest level of misconception occurred in Newton’s Third Law, especially in understanding action–reaction force pairs. From the perspective of misconception sources, students’ misconceptions were predominantly derived from internal cognitive constructions based on intuition and everyday experiences. These findings emphasize that instruction on Newton’s Laws should focus on eliciting and reconstructing students’ prior conceptual understanding in an integrated manner, so that persistent misconceptions can be reduced and students’ conceptual understanding can be improved.
Integrating Problem-Based Learning into Science Education at the Secondary Level: Bibliometric Insights into Development and Future Research Lintang Auliya Kurdiati; Sabar Nurohman
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): In progress
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3443

Abstract

Low student engagement and learning outcomes in physics education are often caused by monotonous teaching methods, highlighting the need for a more innovative approach. This study aims to implement Game-Based Learning (GBL) assisted by Kahoot and examine its influence on student activity and learning outcomes in the physics topic of Substances and Their Changes. A quantitative approach with a Classroom Action Research design was employed, conducted in two cycles consisting of planning, implementation, observation, and reflection stages. The research subjects were 22 seventh-grade students. Data on learning activity were collected through observation sheets covering visual, oral, listening, writing, and mental activities, while learning outcome data were gathered through cognitive tests administered at pre-cycle, cycle I, and cycle II. Data were analyzed using descriptive analysis, paired sample t-test, Friedman test, and effect size calculations. The results showed that GBL significantly improved student learning activity across all indicators, and learning outcomes also increased significantly. Thus, Game-Based Learning assisted by Kahoot is proven effective in enhancing student activity and learning outcomes. These findings imply that a game-based learning approach can serve as a practical alternative for educators to create more interactive and student-centered physics instruction.
The Implementation of Game-Based Learning to Improve Student Engagement and Learning Outcomes in the Topic of Matter and Its Changes Putri Rahma; M. Hidayat; Erlida Amnie
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): In progress
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3499

Abstract

Low student engagement and learning outcomes in physics education are often caused by monotonous teaching methods, highlighting the need for a more innovative approach. This study aims to implement Game-Based Learning (GBL) assisted by Kahoot and examine its influence on student activity and learning outcomes in the physics topic of Substances and Their Changes. A quantitative approach with a Classroom Action Research design was employed, conducted in two cycles consisting of planning, implementation, observation, and reflection stages. The research subjects were 22 seventh-grade students. Data on learning activity were collected through observation sheets covering visual, oral, listening, writing, and mental activities, while learning outcome data were gathered through cognitive tests administered at pre-cycle, cycle I, and cycle II. Data were analyzed using descriptive analysis, paired sample t-test, Friedman test, and effect size calculations. The results showed that GBL significantly improved student learning activity across all indicators, and learning outcomes also increased significantly. Thus, Game-Based Learning assisted by Kahoot is proven effective in enhancing student activity and learning outcomes. These findings imply that a game-based learning approach can serve as a practical alternative for educators to create more interactive and student-centered physics instruction.
Implementing Game-Based Learning to Improve Students' Collaboration and Learning Outcomes on Work, Energy, and Simple Machines Aprilia Wulandari; M. Hidayat; Erlida Amnie
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): In progress
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3505

Abstract

This study aims to describe the implementation of Game-Based Learning (GBL) assisted by Kahoot and to analyze the improvement of students' collaboration skills and learning outcomes on the topic of work, energy, and simple machines in class VIII A of SMP Adhyaksa 1 Jambi. This research employed Classroom Action Research conducted in two cycles consisting of planning, action, observation, and reflection stages. The research subjects were 17 students. Data were collected through collaboration observation sheets and learning achievement tests, then analyzed descriptively and inferentially. The results showed that students' collaboration skills improved from 50.81% in Cycle I to 63.83% in Cycle II, categorized as good. Learning outcomes also showed significant differences based on the Friedman test (x²(2) = 13.447; p < 0.05). The paired sample t-test, which was conducted to evaluate students' learning outcomes, indicated a significant difference between the initial and final collaboration scores, with a Cohen's d effect size of 1.42 (large category). These findings indicate that the implementation of GBL assisted by Kahoot is effective in enhancing students' collaboration skills and learning outcomes. Therefore, this approach can serve as an innovative instructional strategy in physics learning at the junior high school level.
Development of STEM-Based Virtual Reality to Enhance High School Students' Conceptual Understanding Siti Sarah; Vandan Wiliyanti; Rahma Diani
Jurnal Penelitian Pembelajaran Fisika Vol. 17 No. 2 (2026): In progress
Publisher : Program Studi Pendidikan Fisika, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v17i2.3689

Abstract

The understanding of concepts among students is still relatively low due to the suboptimal use of learning media, making it difficult for students to grasp the material, especially abstract physics concepts. This research aims to develop STEM-based virtual reality media, as well as to determine its feasibility, user response, and effectiveness in improving high school students' conceptual understanding. The method used is research and development with the ADDIE model (analysis, design, development, implementation, evaluation), with the research subjects being 10th-grade students at SMAN 1 and SMAN 10 Bandar Lampung. The instruments used included validation sheets for media experts, materials, and test items; responses from students and educators; as well as concept understanding tests through pretests and posttests. The research results show that the developed media is deemed suitable based on the validator's assessment, with responses from educators and students indicating a very interesting category. The N-gain score with an average of g=0.55 indicates a moderate increase in students' conceptual understanding, making this media suitable and effective for use in learning.

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