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INDONESIA
JURNAL EKSAKTA PENDIDIKAN (JEP)
ISSN : 26141221     EISSN : 2579860X     DOI : -
Jurnal Eksakta Pendidikan (JEP) merupakan suatu jurnal nasional yang secara khusus mempublikasi artikel-artikel dari hasil penelitian yang relevan dengan inovasi dan kreativitas dalam pendidikan Matematika dan Ilmu Pengetahuan Alam (MIPA). Ruang lingkup inovasi dan kreativitas hasil penelitian yang dipublikasi mencakup perencanaan pembelajaran, pelaksanaan pembelajaran, evaluasi pembelajaran, pengembangan perangkat pembelajaran, pengembangan pembelajaran, pengembangan evaluasi pembelajaran, dan kebijakan pendidikan dalam bidang pendidikan MIPA. JEP diterbitkan oleh Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Negeri Padang secara berkala dua kali dalam setahun yaitu bulai Mei dan November.
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Articles 13 Documents
Search results for , issue "Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)" : 13 Documents clear
Development of Electronic Handouts Using Numerical Literacy-Based Mathemagics Methods for Learning in the Digital Era Meria Ultra Gusteti; Suci Wulandari; Widdya Rahmalina; Melani Putri; Elva Kurnia Putri
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/709

Abstract

This research is motivated and conducted to address the problem of low numeracy literacy among students and the limited electronic-based learning media with game-based methods. The urgency of this research is crucial because low numeracy literacy can affect students' ability to solve mathematical problems in their daily lives and the future. The lack of engaging learning media can also affect students' interest in learning. Therefore, this study aims to develop an electronic Mathemagic handout based on numeracy literacy. The development model used in this research is the DDD-E model. The developed handout product has been validated twice by material and media validators. After revising it based on their suggestions and inputs, the average validation score obtained is 87.1%. These results indicate that the developed electronic Mathemagic handout based on numeracy literacy meets the perfect validation criteria. The solution offered by this research is to develop an engaging mathematical learning media using game-based methods to improve students' numeracy literacy. It is hoped that the electronic Mathemagic handout based on numeracy literacy can help increase students' interest and learning ability in mathematics. As a result, students can be more confident and have sufficient ability to solve mathematical problems in their daily lives and the future. The study implies that educators and policymakers can consider implementing the electronic Mathemagic handout in their teaching methods to enhance students' numeracy, literacy, and interest in mathematics. Additionally, the study underscores the importance of using innovative and engaging approaches in teaching to foster a love for learning and improve academic outcomes.
Development of Critical and Creative Skills-Based Interactive Learning Media for High School Physics Learning Puti Zafirah Maharani Sastra; Fanny Rahmatina Rahim; Silvi Yulia Sari
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/714

Abstract

Science and technology, which continue to experience development in education at the school level, raise demands and improvements in the learning process. In the 21st century, critical and creative thinking skills are needed for students. Therefore, interactive learning media are developed to make students more active and can make improvements to students' critical and creative thinking skills. The development of interactive learning media aims to create interactive learning media based on critical and creative thinking skills on valid and practical circular motion material. This study used the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The validation test resulted in the developed interactive learning media obtained a result of 0.78 with a reasonably valid category. The validation results showed that the interactive learning media was not yet valid, so it needed to be revised based on the validator's suggestions to make the product more valid. After revision, the product was declared usable. The results of the practicality test conducted on high school physics teachers in Padang obtained 91% results, indicating that interactive learning media is practical to use. Based on the results of the validation test and practicality test, interactive learning media based on critical and creative thinking skills in circular motion material is declared valid and practical.
Implementation of Pascal's Law Learning Media with a Scientific Approach to High School Physics Learning Ziyad Fadhlan Nabil; Vivi Mardian; Bagus Putra Ramadhan; Dadi Rusdiana
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/715

Abstract

Physics learning is inseparable from experiments. Some teachers have not been able to provide experimental tools in schools. One of the materials that requires experimental tools is Pascal's Law. The solution provided is in the form of developing a Pascal's law experimental tool using the R & D method. The development is using the ADDIE model which consists of the stages of analysis, design, development, implementation, and evaluation. The aim of this research is to investigate the results of the implementation of the Pascal's law experimental tool. Data collection instruments with pre-test, post-test, student worksheet, and student response questionnaires. The sample was taken from one class of 20 class 11 physics students at West Java. The questions on the pre-test and student worksheet totaled 7 items and 10 questions respectively. The student response questionnaire consisted of four aspects, namely aspects of ease of use, attractiveness, efficiency, and suitability of the material. Overall, the indicators totaled 11 items which were distributed using Google Form to students. The results of the analysis show that there is a change in the results of the students' pre-test and post-test with an N-Gain of 0.24 (low category). The results of the student response questionnaire analysis are 79.51%. This indicates that the tools developed are practical and can be used in learning physics, especially Pascal's law. Future research is expected to be able to see a comparison of student learning outcomes using the Pascal's law experimental tool directly with a virtual experiment with PhET.
Development of Android-based E-Modules on Molecular Shape Materials of VSEPR Theory Wandi Wandi; Eny Enawaty; Rini Muharini; Rodi Putra Sartika
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/719

Abstract

The use of teaching materials in online learning during the Covid-19 pandemic results in a lack of students' understanding of the molecular shape material of the VSEPR theory leading to learning objectives not being achieved. So the researchers make an Android-based e-module as a teaching material as a solution so that students better understand the material of molecular shapes in online learning. This study aims to determine the feasibility of an android-based e-module on the molecular shape material of the VSEPR theory. This research used a research and development (R&D) method which is based on the ADDIE model. The android-based e-module on the molecular shape material of the VSEPR theory was validated by an expert or validator which included the feasibility of the material, language, and graphics. The results show that the android-based e-module developed is categorized as very feasible to use. This Feasibility is reviewed from the results of the validation of the feasibility of the material which obtain a validity score of 92.69% showing that the e-emodule made has fulfilled the Feasibility aspects including the suitability of the material and basic competence, the accuracy of the material, the updating of the material, and encouraging curiosity. Language Feasibility validation with a validity score of 92.69% shows the module made has fulfilled the Feasibility aspects of being straightforward, communicative, conformity with the development of students, and conformity with the correct rules of the Indonesian language. Graphic feasibility validation with a feasibility percentage of 91.66% with very decent criteria shows that the e-module has met the qualifications from the aspect of measurement, cover design, and cover body design. The feasibility research results obtained will be applied as a reference in the manufacturee-mode android based, so the e-modules that are suitable for use can be used in further research
Applying Meaningful Learning (NGL and Game) to Improve Students' Scientific Concept Understanding and Scientific Literacy in Reproductive System Material Andri Rudi Yanto; Yuni Pantiwati; Avina Ridatul Saputri; Tiara Suci Andani; Tasya Novian Indah Sari
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/728

Abstract

Scientific concept understanding and scientific literacy are essential for students to have. Excellent scientific concept understanding and scientific literacy make it easier for students to learn new material and solve problems they face. This study aims to increase junior high school students' scientific concept understanding and scientific literacy in reproductive system materials by applying meaningful learning with NGL games. The design used in this research is Classroom Action Research (CAR) by Kammi and McTaggart (1988). The research was conducted at SMP Islam Bani Hasyim, Malang Regency, in September 2022 with 20 grade-nine students for the 2022/2023 academic year. Data collection techniques in this study are observation and tests. Data analysis techniques in research are descriptive quantitative and descriptive qualitative The CAR research was carried out in two cycles with the stages of planning, implementing, observing, and reflecting. Applying meaningful learning with the NGL game can improve students' scientific concept understanding and literacy in reproductive system materials.
Developing Learning Tools with Case-based Learning and Project-Based Learning for Digital Classroom Management Course Asmiyunda Asmiyunda; Firdiawan Ekaputra; Affan Affan
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/729

Abstract

The semester lesson plan is a learning tool used in higher education. The semester lesson plan was designed by applying case-based learning (CBL) and project-based learning (PjBL) models, which aim to achieve the target of course graduates. The digital classroom management course is new in the MBKM curriculum implemented in study programs. Therefore, it requires learning tools to support the implementation of lecture activities. This study aims to develop a semester lesson plan by applying valid and effective case-based learning (CBL) and project-based learning (PjBL) models in the learning activities. This research is development research with the ADDIE model. The subjects in the study were five lecturers and 30 students. The research produced a valid and effective semester lesson plan for digital classroom management courses.
Development of 3D Hologram Learning Media based on Holo-SDK for Multimeter Introduction Dewi Patimah; Djuniadi Djuniadi
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/732

Abstract

Through the growth of learning media, the application and development of 3D hologram technology have penetrated several industries, including education. Learning media from several studies have not been able to involve students effectively. This study aims to determine the development, feasibility, practicality, and effectiveness of the Holo-SDK for multimeter introduction learning media in Basic Electronics Engineering. The R&D method used the ADDIE development model (analysis, design, development, implementation, and evaluation) with a descriptive quantitative approach. The research instrument consisted of a questionnaire in the form of a validation and practicality instrument and a test in the form of an effectiveness instrument. The results show that 3D hologram media based on Holo-SDK is feasible, practical, and effective in improving student learning outcomes as indicated by the difference in test scores before and after using the media through the sample t-test and N-Gain test.
Developing STEM-Integrated Interactive Multimedia to Improve Students' Data Literacy and Technology Literacy Serli Ahzari; Asrizal Asrizal
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/737

Abstract

Facing industry 4.0 literacy requires a role of literacy. One of the literacies that are suitable for answering the challenges of this era is data and technology literacy. The STEM approach is the learning approach used to address the challenges of the Industry 4.0 revolution. However, the actual conditions in the field describing the application of interactive multimedia by integrating STEM and integrating data and technology literacy in learning still need to be improved. The solution is to develop interactive multimedia by integrating STEM. This research aims to produce valid and practical interactive multimedia by integrating STEM to improve the data and technology of students. The Research & Development stage was completed until limited product testing. The data in this research was obtained from experts' validity and practical results from the students of class 11 science. The data collection instrument consisted of the validity sheet given to the experts and the practicality sheet given to the students of class 11 science. The analysis results show that the STEM-integrated interactive multimedia produced is valid and practical according to students. The second value is included in the very good category. Experts rationally state that interactive multimedia integrating STEM is valid regarding material substance, visual communication display, learning design, software usage, and assessment of STEM components. Students stated that the interactive multimedia presentation integrating STEM was practical regarding usability, ease of use, attractiveness, and clarity.
Application of Game-Assisted Problem-Based Learning to Improve Critical Thinking Skills and Learning Motivation of Students Siti Mariyatul Qibtiyah; Umi Solikah; Ahmad Fauzi; Abdulkadir Rahardjanto
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/741

Abstract

The majority of student learning processes in schools have not encouraged students to improve critical thinking process skills. In fact, it is important for students to have these skills to deal with complex problems in the future, so that learning strategies are needed to improve these skills. This classroom action research aims to improve students' critical thinking skills and learning motivation in game-assisted PBL learning. This research consisted of two cycles consisting of the planning, implementation, and reflection stages. The research subjects were 27 students of class X-11 State Senior High School 1 Batu. The data were obtained from the results of the pre-test and post-test for each learning cycle. The treatment in this study was the PBL learning model with the help of games. The dependent variable used was critical thinking skills and student learning motivation as measured using the critical thinking indicator guide according to Anderson. The results of this study indicate an increase in students' critical thinking skills and learning motivation obtained from the analysis of test results and observations. This shows that PBL is effectively implemented and can equip students with certain skills.
Analysis of Science Subject Evaluation Instruments in Elementary Schools based on Stimulus Types and Cognitive Process Dimensions Fajar Okta Widarta; Ikhsan Ikhsan; Muhammad Dekar; Anggita Rahman
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 7 No 1 (2023): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol7-iss1/742

Abstract

Students' critical thinking skills in Indonesia are still low, even though these skills are needed in the 21st century. Critical thinking skills must be learned at an early age. One of the ways to teach it is through subject evaluation instruments that are arranged based on higher-order thinking skills. So it is important to know the quality of the evaluation instrument made by the teacher. This study aims to analyze the evaluation instrument made by the teacher based on the type of stimulus and dimensions of cognitive processes. This was quantitative and qualitative descriptive research. Sampling data used the purposive sampling technique. Data was presented in the form of a percentage and then described. A qualitative test was conducted to identify the form of stimulus used in each item. Identifying the dimensions of cognitive processes used sheets based on Bloom's taxonomy. The results of this study indicate that most of the questions do not use a stimulus (> 75%) and are at the level of remembering (> 55%). Based on the results of the analysis, it is concluded that the teacher evaluation instrument is still poor. Training to formulate evaluation instruments for teachers needs to be done.

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