Annisaa' Mardiani, Insih Wilujeng, Habibah Khusna Baihaqi, Racy Religia
Physics as a fundamental subject in preparing the needs of the 21st century is often considered as an abstract, conceptually difficult, and uninteresting subject by most of the student. That cases increasingly challenging with the Covid-19 pandemic which requires students thinking skills and creativity of teachers in preparing online learning tools. Students' thinking skills can be obtained through learning activities that guide students' thinking processes, such as Inquiry. Meanwhile, Indonesia has a variety of cultures and traditional games, but currently started to be abandoned. Therefore, it is necessary to have technology-based teaching materials that are integrated with traditional games and presented in an E-book application format that can be used on an Android smartphone. This study aimed to know whether the Inquiry-based Physics E-book integrated with traditional games is feasible to be implemented in learning and explore how students' response in it. Following the Research and Development with the 4D stage during the E-book development, a number of 60 student, 10th grade in Malang, Indonesia involved in the evaluation phase for measuring the practically and readability aspects. Product feasibility assessment by three experts showed that the E-book contains Inquiry process helped student to engage in learning and understand the Momentum and Impulse concept. Besides, the presence of video helped them connected to the real world. So that the Inquiry-based Physics E-book integrated Traditional Games is feasible to be used for high school students. © 2024 Author(s).
Department of Physics Education, Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia; Department of Science Education, Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia