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Pengaruh Model Project Based Learning Berbasis STEAM melalui Kegiatan outdoor pada Materi Ekosistem untuk Meningkatkan Kreativitas Siswa Kelas X SMA Budi Luhur Samarinda Dinfisa Putri Mindi Sahara; Vandalita Maria Magdalena Rambitan; Sonja Verra Tinneka Lumowa; Herliani; Sri Purwati
PendIPA Journal of Science Education Vol 10 No 2 (2026): April - June
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.2.509-516

Abstract

The purpose of this research was to assess the impact of the STEAM-based PjBL model on the creativity of class X pupils at SMA Budi Luhur Samarinda in relation to ecology topics through outdoor activities. The methodology of this investigation was quasi-experimental and used a posttest-only control group approach. The study sample included 50 pupils, specifically class X-2, which used the STEAM-based PjBL approach through outdoor activities as the experimental class, and class X-1, which employed the PBL model as the control class. The sample was selected using a purposive sampling approach. A creativity observation rubric with markers for fluency, flexibility, originality elaboration, and individual contribution served as the research instrument. The SPSS version 25 was used to conduct data analysis, including hypothesis tests, normality tests, and homogeneity tests, utilizing independent sample t-tests. The study found that the average score for student creativity in the experimental group was 88.16, but the control group's score was 78.60. A hypothesis test yielded a significance value (Sig. 2-tailed) of 0.000 <0.05, leading to the rejection of H0 and the acceptance of Ha. Therefore, it may be deduced that the STEAM-based PjBL model has a considerable impact on the creativity of class X students at SMA Budi Luhur Samarinda when it comes to ecosystem content through outdoor activities.
Development of Augmented Reality-Integrated Booklets and Flash Cards to Enhance Students’ Scientific Literacy and Motivation on Biodiversity Topics at SMA Negeri 2 Marang Kayu Umi Khusna; Makrina Tindangen; Sonja Verra Tinneka Lumowa; Taufan Purwokusumaning Daru; Muhammad Amir Masruhim; Sukartiningsih
Jurnal Penelitian Pendidikan IPA Vol 12 No 7 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i7.15315

Abstract

This study was motivated by the low levels of students’ scientific literacy and learning motivation in biodiversity topics, as well as the limited availability of learning media capable of visualizing abstract concepts contextually at SMA Negeri 2 Marang Kayu. This study aimed to describe the validity, practicality, and effectiveness of Augmented Reality (AR)-integrated Booklet and Flash Card media in improving students’ scientific literacy and learning motivation. The study employed a Research and Development (R&D) method using the 4D model, which consists of define, design, develop, and disseminate stages. The research subjects included material experts, media experts, language experts, and tenth-grade students of SMA Negeri 2 Marang Kayu as the trial participants. The research instruments consisted of validation sheets, student response questionnaires, scientific literacy tests, and learning motivation questionnaires. The data were analyzed descriptively, while the effectiveness of the media was tested using a paired sample t-test and N-gain score analysis. The results showed that the developed media were categorized as highly valid, with validation scores of 96% from language experts, 90% from material experts, and 87% from media experts. The media were also considered highly practical based on students’ responses. Furthermore, the media proved to be significantly effective (p < 0.05) in improving students’ scientific literacy and learning motivation. Students’ scientific literacy scores increased from 57.63 to 79.63, while learning motivation scores increased from 61.05 to 75.59.