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Pengembangan Media Protech Berbasis Model POE Terintegrasi SDGs untuk Melatih Literasi Visual dan Hasil Belajar Kognitif Puri Rahayu; Mimien Henie Irawati Al Muhdhar; Sofia Ery Rahayu; Sueb; Deny Setiawan; Sitoresmi Prabaningtyas; Wachidatul Linda Yuhanna; Nunik Hidayati
Berkala Ilmiah Pendidikan Biologi (BioEdu) Vol. 15 No. 1 (2026)
Publisher : Program Studi Pendidikan Biologi, FMIPA, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/bioedu.v15n1.p264-275

Abstract

Literasi visual dan hasil belajar kognitif merupakan aspek fundamental yang perlu ditumbuhkan dalam pembelajaran abad ke-21. Pencapaian kedua aspek tersebut membutuhkan dukungan media belajar yang relevan dan representatif, seperti melalui pemanfaatan media audiovisual elektronik yang terpadu dengan basis model yang tepat serta dukungan terhadap tujuan pembangunan berkelanjutan. Penelitian ini bertujuan menghasilkan media audiovisual elektronik bernama Protist Electronic Charta (PROTECH) yang dipadukan dengan basis model POE terintegrasi poin SDGs “Clean Water and Sanitation” untuk melatih literasi visual dan hasil belajar kognitif siswa pada materi protista. Metode penelitian ini yaitu Research & Development dengan model pengembangan Lee and Owens yang dibatasi hingga tahap development, tepatnya pada uji kevalidan dan kepraktisan media. Instrumen yang dimanfaatkan untuk menguji kevalidan media yaitu lembar validasi ahli materi, ahli media, dan praktisi pendidikan biologi. Adapun kepraktisan media diuji menggunakan instrumen angket respons siswa melalui tiga tahap uji coba, yaitu uji coba perseorangan, kelompok kecil, dan lapangan. Hasil uji kevalidan dan kepraktisan dianalisis secara deskriptif melalui perhitungan persentase yang mengacu pada kriteria penilaian tertentu. Hasil uji validitas menunjukkan rerata kevalidan mencapai 97,5%, sedangkan rerata uji kepraktisan mencapai 91,8%. Tingginya kedua rerata tersebut mengindikasikan bahwa media audiovisual PROTECH yang dikembangkan dinilai valid dan praktis untuk melatih literasi visual dan hasil belajar kognitif materi protista peserta didik, sehingga layak untuk diimplementasikan
Inovasi Pembelajaran: Pengembangan Eco-Explorer Game Terintegrasi SDGS Terhadap Dimensi Bergotong Royong dan Hasil Belajar Kognitif Juwita Oktaviani; Mimien Henie Irawati Al-Muhdhar; Sofia Ery Rahayu; Sueb Sueb; Deny Setiawan; Wachidatul Linda Yuhanna; Nunik Hidayati; Muhammad Iqbal Akbar
Jurnal Inovasi Pembelajaran Biologi Vol 7 No 1 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jipb.v7n1.p1-20

Abstract

Learning ecosystem material can be taught in line with efforts to realize the Sustainable Development Goals, one of which is the point of Life on Land. Learning media plays a crucial role in facilitating effective learning and offers advantages, especially in terms of flexibility and interactivity. This development aims to produce a website-assisted learning product, the Eco-Explorer Game, which is effective in improving the dimensions of mutual cooperation and cognitive learning outcomes. The development process follows the Lee & Owens model, which consists of five stages: analysis, design, development, implementation, and evaluation. In the implementation stage, this study used a pre-experimental design with a one-group pretest-posttest technique, with a sample consisting of 36 tenth-grade students at SMAN 1 Singosari. Quantitative data were collected through two main instruments: pretest and posttest scores to measure cognitive learning outcomes, and observation sheets equipped with a quantitative assessment rubric to measure the dimensions of mutual cooperation (collaboration, caring, and sharing). The data analysis technique to measure the improvement of both variables used the N-Gain test. The collected data shows that the game is proven to be effective in improving the dimensions of mutual cooperation and students' cognitive learning outcomes as indicated by the increase in the average achievement results of each indicator both in the dimensions of mutual cooperation (from the initial 56.1 to 88.7) and also cognitive learning outcomes (from the initial 66.8 to 87.7). The N-Gain score obtained from the observation sheet for the dimensions of mutual cooperation shows a high score of 0.7. Furthermore, cognitive learning outcomes show an N-Gain score of 0.62, which is included in the moderate category. Based on these findings, it can be concluded that the Eco-Explorer Game is very effective in improving the dimensions of mutual cooperation of students and is quite effective in improving their cognitive learning outcomes.