Jurnal Kumparan Fisika https://ejournal.unib.ac.id/kumparan_fisika <p>Jurnal Kumparan Fisika is an open access and double blind peer-reviewed journal that contains articles on the results of research on teaching physics, learning physics, physics theory, and applied physics. Jurnal Kumparan Fisika is managed by the Physics Education Study Program of the Teaching and Education Faculty of Universitas Bengkulu. Jurnal Kumparan Fisika is published in April, August and December a year by Unib Press. Jurnal Kumparan Fisika received e-ISSN <a href="https://issn.lipi.go.id/terbit/detail/1515598548">2655-1403</a> in 2018 and p-ISSN <a href="https://issn.lipi.go.id/terbit/detail/1560827953">2685-1806</a> in 2019. Jurnal Kumparan Fisika has been indexed in DOAJ since 2019 and accredited as SINTA 4 on April 2020 and as <strong>SINTA 3</strong> on April 2022.</p> en-US <p>Authors who publish in this journal agree with the following terms:</p><ol type="a"><li>Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a <a href="https://creativecommons.org/licenses/by/3.0/" target="_new">Creative Commons Attribution License</a> that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.</li><li>Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.</li><li>Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See <a href="http://opcit.eprints.org/oacitation-biblio.html" target="_new">The Effect of Open Access</a>).</li><li>This work is licensed under a <a href="http://creativecommons.org/licenses/by-sa/4.0/" rel="license">Creative Commons Attribution-ShareAlike 4.0 International License</a>.</li></ol><p>• Creative Commons Attribution-ShareAlike (CC BY-SA)</p><p><a href="http://creativecommons.org/licenses/by-sa/4.0/" rel="license"><img src="https://i.creativecommons.org/l/by-sa/4.0/88x31.png" alt="Creative Commons License" /></a></p><p><span>Jurnal Kumparan Fisika is licensed under a <a href="http://creativecommons.org/licenses/by-sa/4.0/" rel="license">Creative Commons Attribution-ShareAlike 4.0 International License</a>.</span></p> aprina.defianti@unib.ac.id (Aprina Defianti) azharlubis@unib.ac.id (Azhar Aziz Lubis) Sat, 30 Dec 2023 04:20:57 +0000 OJS 3.3.0.11 http://blogs.law.harvard.edu/tech/rss 60 PERBANDINGAN HASIL BELAJAR PESERTA DIDIK PADA MATERI GELOMBANG CAHAYA ANTARA YANG MENGGUNAKAN MEDIA E-LEARNING LMS MOODLE DAN EDMODO https://ejournal.unib.ac.id/kumparan_fisika/article/view/29461 <p><strong>A</strong><strong>B</strong><strong>S</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>K</strong></p> <p> </p> <p>Penelitian ini dimaksudkan untuk mengetahui perbandingan hasil belajar peserta didik pada materi gelombang cahaya antara yang menggunakan media <em>E-learning LMS MOODLE</em> dan Edmodo. Metode penelitian yang digunakan adalah <em>quasi eksperimen</em> dengan desain <em>nonequivalent control group</em> dan teknik pengambilan sampel yaitu <em>simple random sampling</em>. Dalam penelitian ini, terdapat 2 sampel yaitu XI-MIPA 1 (kelas eksperimen 1) dan XI-MIPA 2 (kelas eksperimen 2). Instrumen yang digunakan yaitu tes objektif (soal pilihan ganda) dan nontes (lembar observasi). Berdasarkan hasil uji hipotesis menggunakan statistik parametrik uji T, diperoleh nilai signifikasi (0,001) 0,05. Hasil ini memberikan informasi bahwa terdapat perbedaan hasil belajar peserta didik pada materi gelombang cahaya antara yang menggunakan media <em>e-learning LMS MOODLE</em> dan Edmodo. Selain itu, <em>hasil</em> observasi menunjukkan kelas yang menggunakan media <em>e-learning LMS MOODLE</em> terkategori lebih baik dibandingkan kelas yang menggunakan media <em>e-learnig</em> Edmodo untuk setiap indikator observasi (<em>visual</em>,<em> productivity</em>,<em> communication</em> dan <em>evaluation</em>).</p> <p> </p> <p>Kata kunci: <em>E-learning, LMS MOODLE, </em>Edmodo, Hasil Belajar Peserta Didik<em>.</em></p> <p> </p> <p><strong>ABS</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>C</strong><strong>T</strong></p> <p> </p> <p><em>This research is intended</em> <em>to determine the comparison of student physics learning outcomes between those using E-learning media LMS MOODLE and </em>Edmodo<em>. The research method used was quasi-experimental with nonequivalent control group design and the sampling technique was simple random sampling. In this study there were two samples, namely </em>XI-MIPA 1<em> as the experimental class 1 and </em>XI-MIPA 2<em> as the experimental class 2. The instruments used were objective tests (multiple choice questions) and non-test (observation sheets). Based on statistical calculation of posttest by using parametric statistical T test showed tha significant score 2-tailed </em>(0,001) 0,05. It <em>means that there are differences in student physics learning outcomes between those using E-Learning media LMS MOODLE and </em>Edmodo. <em>Besides that, Observations results showed that classes using e-learning media LMS MOODLE were in a better category than classes using e-learning media </em>Edmodo<em> for each observation indicator (visual, productivity, communication and evaluation)</em><em>.</em></p> <p> </p> <p>Keywords: <em> E-learning, LMS MOODLE, </em>Edmodo, <em>student physics learning outcomes</em></p> Siti Khoiriyah, Erina Hertanti Copyright (c) 2023 Siti Khoiriyah, Erina Hertanti https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unib.ac.id/kumparan_fisika/article/view/29461 Sat, 30 Dec 2023 00:00:00 +0000 Model 2D of Subsurface Structures in the Dempo Magnetic Area of Pagar Alam City Using Geomagnetic Method https://ejournal.unib.ac.id/kumparan_fisika/article/view/29953 <p><strong>ABS</strong><strong>T</strong><strong>RAK</strong></p> <p><strong> </strong></p> <p>Metode geomagnetik digunakan dalam penelitian ini untuk membuat model 2D struktur bawah permukaan di kawasan Dempo Magnet kota Pagar Alam berdasarkan sebaran anomali. Terdapat 48 titik pengukuran pada lokasi penelitian. Pengolahan data dilakukan dengan membuat peta anomali magnetik total. Koreksi diurnal dan koreksi international geomagnetic reference field (IGRF) dilakukan untuk mendapatkan nilai anomali magnetik total. Data magnetik tersebut kemudian diolah untuk memisahkan anomali regional dan anomali residual menggunakan bandpass filter, kemudian dilakukan transformasi reduksi ke kutub, dan pemodelan 2D menggunakan metode forward modeling. Hasil analisis kisaran nilai anomali magnet di kawasan magnet Dempo kota Pagar Alam diperoleh nilai anomali magnet tertinggi sebesar 781,8 nT, sedangkan anomali magnet terendah sebesar -796,6 nt. Hasil pemodelan 2D pada data magnetik diperoleh 4 lapisan batuan bawah permukaan dengan kedalaman sekitar 165 meter, dimana lapisan batuan pertama berupa breksi gunung api, lapisan batuan kedua berupa endapan piroklastik, lapisan batuan ketiga berupa basal, dan lapisan batuan terakhir. adalah gabro.</p> <p> </p> <p>Kata Kunci: Metode Magnetik, Intensitas Anomali Medan, Pemodelan 2D, Struktur Bawah Permukaan</p> <p><strong> </strong></p> <p><strong>ABS</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>C</strong><strong>T</strong></p> <p><strong> </strong></p> <p>The geomagnetic method was used in this research to create a 2D model of subsurface structures in the Dempo Magnet area of ​​Pagar Alam city based on the distribution of anomalies. There were 48 measurement points at the researched location. Data processing was carried out by creating a total magnetic anomaly map. Diurnal correction and international geomagnetic reference field (IGRF) correction were carried out to obtain total magnetic anomaly values. The magnetic data was then processed to separate regional anomalies and residual anomalies used a bandpass filter, then a reduction transformation to the poles was carried out, and 2D modeling used the forward modeling method. The results of the analysis of the range of magnetic anomaly values ​​in the Dempo magnet area of ​​Pagar Alam city obtained the highest magnetic anomaly valued of 781, 8 nT, while the lowest magnetic anomaly was -796, 6 nt. The results of 2D modeling on magnetic data obtained 4 subsurface rock layers with a depth of around 165 meters, where the first rock layer was volcanic breccia, the second rock layer was pyroclastic sediment, the third rock layer was basalt, and the last rock layer was gabbro.</p> <p> </p> <p>Keywords: Magnetic method, Field anomaly intensity, 2D modeling, Subsurface structures</p> Febri Adrianto Adrianto, Refrizon, Arif Ismul Hadi Copyright (c) 2023 Febri Adrianto Adrianto, Refrizon, Arif Ismul Hadi https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unib.ac.id/kumparan_fisika/article/view/29953 Sat, 30 Dec 2023 00:00:00 +0000 DISTANCE RANGE TEST OF SW-420 SENSOR-BASED VIBRATION DETECTION SYSTEM https://ejournal.unib.ac.id/kumparan_fisika/article/view/30108 <p><strong>A</strong><strong>B</strong><strong>S</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>K</strong></p> <p> </p> <p>Proses gelombang yang disebabkan oleh getaran dapat dimanfaatkan dalam hal pemantauan struktur bangunan, analisis kebisingan peralatan industri, dan deteksi gempa. Gempa bumi memiliki dampak berbahaya pada manusia karena pergerakan lempeng bumi di bawah permukaan. Berbagai teknologi di berbagai cabang ilmu dikembangkan untuk dapat mendeteksi pergerakan lempeng dengan cepat dan baik. Tulisan ini juga menguji jangkauan sensor SW-420 terhadap sumber getaran. Memahami jangkauan sensor SW-420 sangat penting karena memungkinkan Anda untuk menyesuaikan batas sensitivitasnya sesuai dengan kebutuhan aplikasi. Meskipun informasi ini umumnya tersedia dalam lembar data, memahami jangkauan dapat membantu mengoptimalkan penggunaan sensor untuk deteksi getaran atau guncangan yang lebih akurat. Respon sensor akan dikirim ke mikrokontroler untuk menghasilkan sinyal suara pada buzzer ketika terjadi getaran. Mikrokontroler akan memproses sinyal analog dari sensor menjadi sinyal digital. Semakin jauh jangkauan sensor, semakin baik sensor tersebut dalam mendeteksi getaran. Dalam uji ini, dilakukan uji jangkauan terhadap sumber getaran. Sumber getaran berasal dari objek dengan massa tertentu yang dijatuhkan. Dalam uji ini, diketahui bahwa SW-420 mampu mendeteksi dengan jarak maksimum 200 cm dari sumber getaran.</p> <p> </p> <p>Kata Kunci: Deteksi, Getaran, Jarak, Mikrokontroler, Sensor</p> <p><strong> </strong></p> <p><strong>ABS</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>C</strong><strong>T</strong></p> <p> </p> <p>Wave propagation due to vibration can be utilized in terms of monitoring building structures, analyzing industrial equipment noise, and earthquake detection. Earthquakes have a harmful impact on humans due to the movement of subsurface plates. Various technologies in various branches of science were developed to be able to detect plate movements early and well. This paper also tests the range of the SW-420 sensor to the vibration source. Understanding the range of the SW420 sensor is crucial as it allows you to precisely adjust its sensitivity limits according to the application's needs. Although this information is generally available in the datasheet, comprehending the range can assist in optimizing the sensor's usage for more accurate detection of vibrations or shocks. The sensor response will be sent to the microcontroller to produce a sound signal on the buzzer when there is vibration. The microcontroller will process the analog signal from the sensor into digital. The farther the range of the sensor, the better it is at detecting vibrations. In this test, a range test is carried out on the vibration source. The source of the vibrations comes from objects with a certain mass that is dropped. In this test, it was found that the SW-420 was able to detect with a maximum distance of 200 cm from the vibration source.</p> <p> </p> <p>Keywords: Detection, Distance, Microcontroller, Sensor, Vibration</p> Sultan Nanda Alamsyah, Wery Melisa, Okta Sari, Mutia Raudhatul Zahra, Muhammad Yuliansyah Putra, Zafran Afif, Shalih Muhammad Abdul Azhim, Elfi Yuliza, Riska Ekawita Copyright (c) 2023 Sultan Nanda Alamsyah, Wery Melisa, Okta Sari, Mutia Raudhatul Zahra, Muhammad Yuliansyah Putra, Zafran Afif, Shalih Muhammad Abdul Azhim, Elfi Yuliza, Riska Ekawita https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unib.ac.id/kumparan_fisika/article/view/30108 Sun, 31 Dec 2023 00:00:00 +0000 PENGEMBANGAN MEDIA PEMBELAJARAN FISIKA BERBASIS MULTIMEDIA INTERAKTIF MENGGUNAKAN SCRATCH UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK https://ejournal.unib.ac.id/kumparan_fisika/article/view/29783 <p><strong>A</strong><strong>B</strong><strong>S</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>K</strong></p> <p> </p> <p>Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis multimedia interaktif menggunakan <em>scratch</em> yang valid, praktis dan efektif untuk meningkatkan hasil belajar peserta didik. Jenis penelitian ini adalah <em>Research and Development</em> (R&amp;D) dengan menggunakan model pengembangan ADDIE dengan lima langkah penelitian yaitu <em>analysis, design, development, implementation and evaluation</em>. Metode pengumpulan data menggunakan metode observasi, lembar validasi, angket respon peserta didik, metode test. Hasil penelitian menunjukkan bahwa telah dihasilkan media pembelajaran berbasis multimedia interaktif yang berada dalam kategori sangat baik yaitu didapatkan penilaian pada aspek materi dengan persentase 91,67%, dinyatakan pada tingkat yang valid, kemudian pada aspek media dengan persentase 91,74% dinyatakan pada tingkat yang valid, dan untuk kepraktisan yang diperoleh dari angket respon peserta didik dengan persentase 87,1% termasuk dalam kategori baik, pada observer memperoleh nilai sebesear 93,3% dengan kategori reliable. Media yang dikembangkan memenuhi kriteria efektif untuk meningkatkan hasil belajar peserta didik, ditunjukkan dari <em>normalized gain</em> <em>pre-test</em> dan <em>post-test</em> 0,64 yang termasuk kategori sedang. Sehingga dapat disimpulkan bahwa media pembelajaran berbasis multimedia interaktif menggunakan <em>scratch</em> yang dikembangkan layak digunakan.</p> <p> </p> <p>Kata kunci: Media, multimedia interaktif, <em>scratch</em>, hasil belajar</p> <p> </p> <p><strong>ABS</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>C</strong><strong>T</strong></p> <p> </p> <p>This research is aimed to develop interactive multimedia-based learning media using valid, practical and effective scratch to improve student learning outcomes. This type of research is Research and Development (R&amp;D) using the ADDIE development model with five research steps namely analysis, design, development, implementation and evaluation. The data collection method uses the observation method, validation sheets, student response questionnaires, test methods. The results showed that interactive multimedia-based learning media had been produced which were in the very good category, namely the assessment on material aspects with a percentage of 91.67%, stated at a valid level, then on the media aspect with a percentage of 91.74% stated at a valid level. valid, and for practicality obtained from the student response questionnaire with a percentage of 87.1% included in the good category, the observer obtained a score of 93.3% in the reliable category. The developed media meets the criteria of being effective for improving student learning outcomes, shown from the normalized gain pre-test and post-test of 0.64 which is in the moderate category. So it can be concluded that the developed interactive multimedia-based learning media using scratch is feasible to use.</p> <p> </p> <p>Keywords: <em>Media, </em><em>interactive multimedia, scratch, learning outcomes</em></p> Atik Ma'rifah, Arif Maftukhin, Yusro Al Hakim, Raden Wakhid Akhdinirwanto Copyright (c) 2024 Atik Ma'rifah, Arif Maftukhin, Yusro Al Hakim, Raden Wakhid Akhdinirwanto https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unib.ac.id/kumparan_fisika/article/view/29783 Wed, 03 Jan 2024 00:00:00 +0000 ANALYSIS OF PHYSICS CONCEPTS IN FOLK GAME ‘LOMPEK KODOK’ ASSISTED BY VIDEO TRACKER SOFTWARE AS PHYSICS TEACHING MATERIAL https://ejournal.unib.ac.id/kumparan_fisika/article/view/31393 <p><strong>A</strong><strong>B</strong><strong>S</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>K</strong></p> <p> </p> <p>Studi literatur menunjukkan bahwa terdapat konsep fisika dalam permainan tradisional yang dapat diintegrasikan ke dalam pembelajaran fisika. Konsep-konsep ini dieksplorasi melalui penelitian deskriptif dan eksperimental. Penelitian ini mengeksplorasi dan menganalisis konsep-konsep fisika pada permainan rakyat Bengkulu berbantuan <em>software</em> Tracker khususnya pada permainan ‘Lompek Kodok’. Lompek Kodok adalah permainan yang dimainkan dengan cara melempar pecahan keramik kemudian melompat dengan satu kaki pada kotak yang telah digambar di tanah. Permainan ini mirip dengan permainan ‘Engklek’ di Pulau Jawa. Dibantu dengan <em>software</em> Tracker, dapat diketahui kecepatan minimal melempar agar pecahan keramik masuk ke setiap kotak. Permainan 'Lompek Kodok' dapat digunakan dalam pembelajaran fisika khususnya gerak parabola. Guru dapat merancang lembar kerja peserta didik dengan melakukan kegiatan penyelidikan ilmiah, merekam kegiatan tersebut, dan menganalisisnya menggunakan perangkat lunak Tracker.</p> <p> </p> <p>Kata kunci—Konsep Fisika, Permainan Lompek Kodok, Tracker, Bahan Ajar Fisika</p> <p> </p> <p><strong>ABS</strong><strong>T</strong><strong>R</strong><strong>A</strong><strong>C</strong><strong>T</strong></p> <p> </p> <p>Literature studies show that there are physics concepts in traditional games that can be integrated into physics learning. These concepts are explored through descriptive and experimental research. This research will explore and analyze physics concepts in Bengkulu folk games assisted by video tracker software, especially in game ‘Lompek Kodok’. Lompek Kodok is a game played by throwing ceramic shards and then jumping with one foot on a square that has been drawn on the ground. This game is similar to game ‘Engklek’ in Java. Assisted by Tracker software, minimum throwing speed can be found out so that ceramic shards enter each square. The game 'Lompek Kodok' can be used in physics lessons, especially projectile motion. Teachers can design student worksheets by carrying out scientific investigation activities, recording these activities, and analyzing them using a video tracker software.</p> <p> </p> <p>Keywords—Physics Concept, Game of Lompek Kodok, Tracker, Physics Teaching Material</p> Aprina Defianti, Ahmad Syarkowi, Heriansyah Heriansyah Copyright (c) 2023 Aprina Defianti, Ahmad Syarkowi, Heriansyah https://creativecommons.org/licenses/by-sa/4.0 https://ejournal.unib.ac.id/kumparan_fisika/article/view/31393 Fri, 12 Jan 2024 00:00:00 +0000