Validation of STATIC: An Integrated Digital Learning Platform for Electrostatics

Penulis

  • Indra Tri Rahayu Universitas Islam Negeri Kiai Ageng Muhammad Besari Ponorogo, Indonesia
  • Martha Loviana Universitas Islam Negeri Kiai Ageng Muhammad Besari Ponorogo, Indonesia
  • Nina Dwi Yufiana Universitas Islam Negeri Kiai Ageng Muhammad Besari Ponorogo, Indonesia
  • Yusrina Mastura Universitas Islam Negeri Kiai Ageng Muhammad Besari Ponorogo, Indonesia
  • Rahmi Faradisya Ekapti Universitas Islam Negeri Kiai Ageng Muhammad Besari Ponorogo, Indonesia

DOI:

https://doi.org/10.21154/aicied.v4i.1755

Kata Kunci:

Artificial Intelligence; Augmented Reality; Integration; PhET; Technology

Abstrak

Advances in digital technology have significantly transformed the educational landscape. However, electrostatics remains one of the most challenging topics for junior high school students because its concepts are abstract, while laboratory activities are often limited by inadequate facilities and instructional time, particularly in schools in the Ponorogo region. Therefore, this study aims to develop and validate STATIC (Smart Augmented Technology and AI for Transformative Interactive Concept Learning in Electrostatics), an integrated digital learning platform designed to support electrostatics learning. This study employed a three-stage Research and Development (R&D) model consisting of Define, Design, and Develop. Product validation was conducted by three junior high school science teachers using a five-point Likert-scale instrument that assessed content relevance, accessibility, practicality, ease of understanding, aesthetics, and efficiency. The validation results showed an overall score of 92%, categorized as Highly Recommended, indicating that STATIC is valid and suitable for use as a digital learning platform. These findings suggest that STATIC has the potential to support electrostatics learning by providing an integrated platform that combines learning materials, Augmented Reality (AR), PhET simulations, educational games, interactive quizzes, and Artificial Intelligence (AI), particularly in schools with limited laboratory facilities. 

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Diterbitkan

2026-07-17