Zenia Lutfi Kurniawati
Program Studi Pendidikan Biologi, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mulawarman, Jalan Muara Pahu, Samarinda, Kalimantan Timur 75123, Indonesia

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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.