Suparno Putera Makkadafi
Program Studi Pendidikan Biologi, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mulawarman, Jalan Muara Pahu, Samarinda, Kalimantan Timur 75123, Indonesia

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Isolasi dan Identifikasi Jamur pada Buah Cabai Rawit Putih (Capsicum frutescens L.) Varietas Hibrida F1 Bhaskara yang Bergejala Antraknosa dari Lahan Tani Desa Tondoh Kabupaten Kutai Barat Riska Rahmawati Utami; Sonja Verra Tinneke Lumowa; Masitah Masitah; Suparno Putera Makkadafi
Biocaster : Jurnal Kajian Biologi Vol. 6 No. 3 (2026): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v6i3.1343

Abstract

Anthracnose is a disease that often attacks cayenne pepper (Capsicum frutescens L.). This study aims to identify fungal species and determine the morphological characteristics of fungi found in white cayenne pepper fruit of the F1 Bhaskara Hybrid variety with anthracnose symptoms from the farmland of Tondoh Village, Mook Manaar Bulatn District, West Kutai Regency. The type of research used is qualitative descriptive, namely symptomatic fruit samples were isolated using the direct planting method (direct plating) on ​​Potato Dextrose Agar (PDA) media, and fungal identification was carried out by observing the macromorphological and micromorphological characteristics of the fungus. The results showed that there were three types of fungi that were successfully isolated, namely Colletotrichum sp., Pythium sp., and Rhizoctonia sp. Colletotrichum sp. has white colonies with a cotton-like texture, septate hyphae, and cylindrical conidia. Pythium sp. is characterized by non-septate hyphae and spherical sporangia. Rhizoctonia sp. have light brown colonies with septate hyphae and perpendicular branches forming approximately 90° angles. The presence of these three fungi indicates that in addition to Colletotrichum sp. as the primary cause of anthracnose, there are accompanying pathogens that exacerbate damage and accelerate fruit decay. The results of this study serve as the basis for developing anthracnose control strategies.
Analisis Kesesuaian Konsep dan Representasi Visual pada Mata Pelajaran Biologi Pokok Bahasan Sistem Imun pada Anime Cells at Work Suci Rahmawati; Akhmad Akhmad; Suparno Putera Makkadafi; Masitah Masitah; Zenia Lutfi Kurniawati
Biocaster : Jurnal Kajian Biologi Vol. 6 No. 1 (2026): January
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v6i1.821

Abstract

This study aims to determine the suitability of the concept of the immune system and the visual representation presented in the anime Cells at Work and the potential of the anime Cells at Work as an alternative learning medium. The data in this study are sentences that show the concept of the immune system and illustrations that show the visual representation contained in the anime Cells at Work. The data collection used is the observation method, the documentation method, and the literature study method. The data analysis technique used by the researcher is a qualitative descriptive technique. The results of the data analysis show that most of the concepts of the immune system are very much in line with current biological knowledge, season 1 of the anime shows a higher level of compatibility than season 2. Based on this, it is concluded that the Cells at Work anime can be used as an alternative learning medium, but it must still be accompanied by a teacher before and after the anime video is aired.
Pengaruh Penerapan Model Problem Based Learning Menggunakan Media Flipbook pada Materi Ekosistem dan Interaksinya terhadap Kemampuan Berpikir Kritis Siswa Kelas X MAN 2 Samarinda Nurhayati Nurhayati; Zenia Lutfi Kurniawati; Akhmad Akhmad; Suparno Putera Makkadafi
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i3.554

Abstract

This study aims to determine the effect of implementing a Problem-Based Learning (PBL) model assisted by flipbook media on the topic of ecosystems and their interactions on the critical thinking skills of tenth-grade students at MAN 2 Samarinda. This study used a quantitative approach with a quasi-experimental pretest-posttest control group design. The analysis results showed that the N-Gain value in the experimental class was 0.57 (medium category), higher than that in the control class. The independent sample t-test yielded a significance value of 0.000 (p < 0.05), indicating a significant effect of implementing a PBL model assisted by flipbook media on students' critical thinking skills. These findings indicate that the use of a flipbook-based PBL model is effective in improving critical thinking skills in biology learning.
Pengaruh Game Based Learning (GBL) Berbantuan Website Educaplay terhadap Literasi Digital dan Hasil Belajar Siswa Kelas VII SMP Negeri 2 Samarinda pada Materi Ekologi dan Keanekaragaman Hayati Indonesia Puji Setia Wati; Zenia Lutfi Kurniawati; Masitah Masitah; Elsje Theodora Maasawet; Dora Dayu Rahma Turista; Suparno Putera Makkadafi
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i3.585

Abstract

Technology-based learning is crucial for 21st-century education to improve digital literacy and student learning outcomes. This study aims to determine the effect of Game Based Learning (GBL) assisted by educaplay on digital literacy and learning outcomes of seventh-grade students of SMP Negeri 2 Samarinda on the topic of Indonesian ecology and biodiversity. This study used a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. This study involved 64 students as samples, divided into experimental and control classes. The research instruments included essay questions for cognitive learning outcomes and questionnaires for digital literacy. The results showed significant differences between the two groups. The average cognitive posttest of the experimental class (79.5) was substantially higher than that of the control class (68.8), with an N-gain value of 0.52 (moderate category). The increase in digital literacy in the experimental class was also significant, from an average of 107.5 to 145.69. The t-test confirmed the significance value (p<0.05). Thus, it can be concluded that Game-Based Learning (GBL) supported by educaplay is effective in improving students' cognitive learning outcomes and digital literacy skills.
Pengaruh Penerapan Model Pembelajaran Project Based Learning dengan Pendekatan Design Thinking terhadap Kemampuan Berfikir Kreatif Rita Purbianti; Jailani Jailani; Dora Dayu Rahma Turista; Suparno Putera Makkadafi; Nelda Anasthasia Serena
Panthera : Jurnal Ilmiah Pendidikan Sains dan Terapan Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/panthera.v5i3.496

Abstract

This research is motivated by the lack of variety in learning models implemented at SMPN 45 Samarinda, which causes students to tend to be passive and lack creative thinking skills. This study aims to analyze the effect of the Project-Based Learning (PjBL) model with a Design Thinking approach on the creative thinking skills of seventh-grade students. The method used was a quasi-experimental design with a nonequivalent control group design. The sample consisted of two classes: VIIA as the experimental class and VIIB as the control class, each with 25 students. The research instrument was a pre-test and post-test essay test based on creative thinking indicators. Data analysis used an Independent Sample t-Test with a significance level of 5%. The results showed that the calculated t value (20.545) > t table (1.677), so H0 was rejected and Ha was accepted. Thus, the implementation of the Design Thinking-based PjBL model had a significant effect on improving students' creative thinking skills.