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Pembelajaran Biologi Berbasis Media Audio Visual Pada Materi Pencemaran Lingkungan Terhadap Hasil Belajar Siswa SMP Negeri 1 Sajingan Besar Memel, Jumeliana; Qurbaniah, Mahwar
JURNAL BIOEDUCATION Vol 6 No 1 (2019): JURNAL BIOEDUCATION
Publisher : Universitas Muhammadiyah Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (721.539 KB) | DOI: 10.29406/bio.v6i1.1135

Abstract

Media pembelajaran yang efektif diperlukan untuk mengatasi  rendahnya hasil belajar peserta didik pada materi pencemaran lingkungan. Salah satu media pembelajaran yang dapat digunakan adalah media audio visual. Penelitian ini bertujuan untuk mengetahui  perbedaan hasil belajar siswa yang diajar dengan menggunakan media audio visual pada materi pencemaran lingkungan di kelas VII SMP Negeri 1 Sajingan Besar. Metode penelitian yang digunakan adalah Quasi Experimental Design dengan rancangan Nonequivalent Control Group Design. Penentuan sampel menggunakan teknik purposive sampling, kelas VII B sebagai kelas eksperimen dan kelas VII A sebagai kelas kontrol. Perlakuan di kelas eksperimen menggunakan media audio visual dan di kelas kontrol menggunakan LKS. Teknik pengumpulan data menggunakan teknik pengukuran dan observasi langsung. Alat pengumpul data yang digunakan adalah tes dan lembar observasi. Hasil peneitian menunjukan rata-rata hasil belajar kelas eksperimen adalah 73,382 sedangkan kelas kontrol  adalah 61,470. Berdasarkan hasil uji U-Mann Whitney diperoleh Zhitung (32.500) > Ztabel (-6.732), sehingga dapat disimpulkan bahwa terdapat perbedaan hasil belajar peserta didik yang diajar menggunakan media audio visual dan LKS .Kata kunci: Media audio visual, hasil belajar, materi pencemaran lingkungan.
PENGEMBANGAN FLIPBOOK PRODUK KHAS KALIMANTAN BARAT BERBASIS FERMENTASI SEBAGAI PENUNJANG PEMBELAJARAN BIOTEKNOLOGI DI SMA KUBU RAYA Mardhatillah, Machicha Icha; Rahayu, Hanum Mukti; Qurbaniah, Mahwar
JURNAL BIOEDUCATION Vol 6 No 1 (2019): JURNAL BIOEDUCATION
Publisher : Universitas Muhammadiyah Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (793.908 KB) | DOI: 10.29406/bio.v6i1.1139

Abstract

Berdasarkan hasil wawancara dengan guru khususnya di SMAS Taman Mulia, SMAS Kemala Bayangkari Kubu Raya, SMAN 1 Sungai Raya, dan MA Al-Mustaqim diketahui guru selama ini dalam mengajarkan materi bioteknologi hanya menggunakan buku paket dan lembar kerja siswa (LKS) hanya memberikan contoh produk bioteknologi secara umum sehingga siswa tidak tahu produk bioteknologi yang ada di sekitarnya. Oleh sebab itu, diperlukan media atau bahan ajar yang inovatif yang dapat memasukan konteks kelokalan dan budaya setempat dalam bentuk flipbook dengan nuansa lokal sehingga media pembelajaran yang digunakan dapat meningkatkan hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui kelayakan media flipbook produk khas Kalimantan Barat berbasis ferentasi sebagai penunjang pembelajaran bioteknologi di SMA dan MA Kubu Raya. Penelitian ini merupakan penelitian pengembangan menggunakan metode (R&D)  model 4-D yang telah dimodifikasi, yaitu tahap Define, Design, Develop dan Disseminate. Penelitian ini hanya sampai pada tahap develop yaitu sampai tahap validitas. Data yang dikumpulkan dalam penelitian ini adalah hasil penelitian dari 15 validator yang terdiri dari 5 validator materi, 5 validator bahasa, dan 5 validator media. Hasil penelitian menujukan kevalidan berdasarkan aspek materi sebesar 68,13%, aspek media sebesar 81,33%, dan aspek bahasa 88,50%. Kesimpulan penelitian ini adalah media flipbook produk khas Kalimantan Barat berbasis ferentasi layak
PENGEMBANGAN MEDIA ULAR TANGGA BIOLOGI PADA MATERI JARINGAN TUMBUHAN KELAS XI SMA KEMALA BHAYANGKARI 1 SUNGAI RAYA Hidayah, Wulan Hardianti; Qurbaniah, Mahwar; Sunandar, Ari
JURNAL BIOEDUCATION Vol 6 No 2 (2019): Jurnal Bioeducation
Publisher : Universitas Muhammadiyah Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (779.293 KB) | DOI: 10.29406/.v6i2.1168

Abstract

ABSTRAKPermainan ular tangga dapat dijadikan sebagai media pembelajaran yang menyenangkan bagi siswa. SMA Kemala Bhayangkari belum pernah menggunakan media berbentuk permainan. Penelitian ini bertujuan menghasilkan media permainan ular tangga biologi pada  materi jaringan tumbuhan kelas XI SMA Kemala Bhayangkari 1 Sungai Raya yang valid, praktis, dan efektif. Pengembangan media permainan ular tangga ini menggunakan metode penelitian dan pengembangan (R&D) model 4-D yang telah dimodifikasi, yaitu tahap Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), tanpa melakukan Disseminate (Penyebaran). Hasil analisis menunjukkan bahwa media permainan ular tangga biologi yang dikembangkan valid dengan aspek media nilai rata-rata kevalidan sebesar 91,63% dengan kriteria sangat valid, aspek materi 84,24% dengan kriteria sangat valid. Kriteria persentase hasil angket respon uji coba skala kecil dan uji coba skala besar pada aspek kepraktisan sama-sama memiliki kriteria sangat praktis masing-masing sebesar 87,31% dan 88,35%. Aspek keefektifan N-Gain pada  uji coba skala kecil dan besar secara berturut-turut sebesar 0,68 (kriteria  tinggi) dan 0,78 (kriteria tinggi). Dengan demikian, media permainan ular tangga biologi  yang dikembangkan layak digunakan sebagai media ajar pada materi jaringan tumbuhan khususnya sub bahasan struktur dan fungsi jaringan tumbuhan dan jaringan penyusun organ pada tumbuhan. Kata Kunci : Jaringan Tumbuhan, Pengembangan Media, Ular Tangga Biologi
Peningkatan Literasi Lingkungan Siswa melalui Pembuatan Media Pembelajaran Herbarium Berbasis Proyek Qurbaniah, Mahwar; Audina, Mia; Amri, Ahmad Faisal; Kurniawan, Arif Didik; Muldayanti, Nuri Dewi; Susilowati, Susilowati
Mestaka: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2026): Februari 2026
Publisher : Pakis Journal Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58184/mestaka.v5i1.892

Abstract

This community service program aims to enhance students’ environmental literacy through the development of project-based herbarium learning media at SMP IT Az-Zahira Khatulistiwa. The problem identified in the partner school includes low levels of environmental literacy, limited use of contextual learning media, and the absence of structured project-based activities aligned with local biodiversity. The program employed the PDCA (Plan–Do–Check–Action) approach through need analysis, training, project implementation, and evaluation. Students and teachers participated in workshops on local plant identification, ethical specimen collection, drying techniques, and herbarium preparation. The project enabled students to explore their school environment, collect and classify plant specimens, and produce physical herbarium sheets as learning materials. The results showed a significant improvement in environmental literacy across knowledge, skills, and attitudes, with increases ranging from 35% to 58% based on pre- and post-test scores. The school also obtained a permanent herbarium collection as a contextual learning resource. Overall, the program strengthened students’ scientific skills, teachers’ capacity in project-based learning, and the school’s environmental literacy ecosystem.
Community empowerment through plastic bottle upcycling training in Kampung Pueh Sematan, Kuching, Sarawak Rahayu, Hanum Mukti; Qurbaniah, Mahwar; Muldayanti, Nuri Dewi; Kurniawan, Arif Didik; Ibrahim, Khairunnisa
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 6 No 2 (2025): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v6i2.33283

Abstract

Plastic bottle waste is a persistent problem in Kampung Pueh Sematan, Kuching, Sarawak, where limited waste services and low environmental literacy often lead to open dumping or burning. This community service program aimed to improve residents’ understanding of plastic waste impacts and develop practical upcycling skills to transform used bottles into functional, value-added handicrafts. The program was conducted on 9 August 2025 at Surau Baitul Quddus through collaboration between Universitas Muhammadiyah Pontianak and I-CATS University College, involving 63 participants (10 local residents; 25 from I-CATS; 28 from Universitas Muhammadiyah Pontianak). Using a participatory empowerment approach, activities followed three stages: (1) awareness and socialization on environmental and health risks of unmanaged plastic waste, (2) hands-on training on sorting, cleaning, cutting, assembling, and decorating bottles, and (3) evaluation using a structured questionnaire. Participants produced items such as decorative lamps, storage containers, and reusable accessories. Questionnaire results were strongly positive: 100% reported no prior similar training; material clarity was rated 50% strongly agree and 50% agree; confidence to apply skills independently reached 33% strongly agree and 64% agree; perceived benefits were 100% (50% strongly agree; 50% agree); overall satisfaction was 42% strongly agree and 58% agree; and facility adequacy was 16% strongly agree and 84% agree. Overall, the program indicates that combining contextual environmental education with hands-on practice can support community readiness for sustainable plastic bottle upcycling and small-scale creative economic potential
Development of augmented reality and virtual reality learning media on human respiratory system material Susilowati, Susilowati; Rahayu, Hanum Mukti; Qurbaniah, Mahwar
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 8, No 1 (2026): February 2026
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v8i1.23189

Abstract

The traditional learning media for the human respiratory system at SMA Mujahidin rely heavily on textbooks and Power Point presentations. To enhance this experience, we have developed Augmented Reality (AR) and Virtual Reality (VR) tools that feature realistic 3D animations. These immersive visualizations provide students with a more tangible and concrete understanding of respiratory anatomy and function.  The purpose of this study is to create a flipbook learning medium that integrates AR and VR technologies, ensuring the content is both valid and practical for classroom use. We employed a Research and Development (R&D) approach, adapting Thiagarajan’s original 4D model into a streamlined 3D framework: Define, Design, and Develop. This methodology aims to deliver an engaging, effective learning tool that enhances students’ mastery of the human respiratory system. The data collection instruments included interview sheets, expert validation questionnaires, and student response questionnaires. Validation was carried out by three material experts, three media experts, and three language experts, with each obtaining a percentage of 92.37% for material experts, 95% for media experts, and 93.33% for language experts, indicating that the media is categorized as highly valid. The product trials were conducted in two stages: a small-scale trial involving 22 students (20% of the Grade XI population) and a large-scale trial involving 56 students (50% of the Grade XI population at SMA Mujahidin Pontianak). The results showed that the media received positive feedback, with student response rates of 84.95% in the small-scale trial and 82.6% in the large-scale trial. These findings indicate that the Augmented Reality and Virtual Reality-based learning media are feasibleAbstrak. Media pembelajaran pada materi sistem pernapasan manusia di SMA Mujahidin masih terbatas menggunakan buku paket dan power point. Untuk itu, media pembelajaran Augmented Reality dan Virtual Reality yang dikembangkan merupakan media yang menampilkan visualisasi animasi 3D tampak nyata, sehingga memberikan pemahaman siswa lebih konkret dalam belajar, khususnya materi sistem pernapasan manusia. Penelitian ini bertujuan untuk mengembangkan media pembelajaran flipbook berbasis Augmented Reality dan Virtual Reality pada materi sistem pernapasan manusia yang valid dan layak digunakan. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model pengembangan 4D yang dikembangkan oleh Thiagarajan, namun dimodifikasi menjadi 3D (define, design, development). Validasi dilakukan oleh tiga validator ahli materi, tiga validator ahli media, dan tiga validator ahli bahasa dengan masing-masing memperoleh persentase sebesar 92,37% ahli materi, 95 % ahli media dan 93,33% ahli Bahasa yang menunjukan bahwa media tersebut dikategorikan sangat valid. Uji coba produk dilakukan dalam dua tahap, yaitu uji coba skala kecil terhadap 22 siswa (20% dari siswa kelas XI) dan uji skala besar terhadap 56 siswa (50% dari siswa kelas XI SMA Mujahidin Pontianak). Hasil uji coba menunjukkan bahwa media memperoleh tanggapan positif dengan persentase respon siswa sebesar 84,95% pada uji coba skala kecil dan 82,6% pada uji coba skala besar. Hasil tersebut menunjukkan bahwa media pembelajaran Augmented Reality dan Virtual Reality yang dikembangkan layak digunakan.
Development of Quick Response Code (QR CODE) as A Plant Identification Innovation for SMA Muhammadiyah 1 Pontianak Students Rosa, Suhana; Qurbaniah, Mahwar; Sunandar, Ari
Bioedukasi: Jurnal Pendidikan Biologi Vol 17, No 1 (2024): Bioedukasi: Jurnal Pendidikan Biologi
Publisher : Department of Biology Education Faculty of Teacher Training and Education Sebelas Maret Un

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/bioedukasi.v17i1.66801

Abstract

QR code is a system that uses two-dimensional image codes which also originate from the evolution of barcodes. QR codes can be used as learning resources. This research aims to produce appropriate QR code learning media that get positive responses from students. The development of the QR code media uses the Research and Development method. In the 4-D development research model (Four D model), researchers only use up to 3 steps, namely: Define stage (Planning), Design stage (Designing) and Develop stage (Development). The research results show that the QR code media developed using expert validation sheets and response questionnaires received a score for the media aspect of 80.00% (feasible), the material aspect of 88.00% (very feasible), and the language aspect of 82.00% (very feasible). Meanwhile, the results of student responses used 2 development trials, these are small-scale trials 90% (very positive) and large-scale trials 88.41% (very positive). It can be concluded that the media developed in this research is valid and gets a very positive response from students.
Misconception Analysis of the Upin and Ipin Movie in Biology Learning on Viruses, Ecosystems, and Environmental Pollution Material Amalia, Fitria; Rahayu, Hanum Mukti; Qurbaniah, Mahwar
Bioedukasi: Jurnal Pendidikan Biologi Vol 16, No 2 (2023): Bioedukasi: Jurnal Pendidikan Biologi
Publisher : Department of Biology Education Faculty of Teacher Training and Education Sebelas Maret Un

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/bioedukasi.v16i2.64538

Abstract

Misconceptions often occur in education, especially in biology.  Misconceptions can occur outside of school. In addition, there are preconceptions of other sources.  Sources of these preconceptions are, for example, films with unorganized science-fiction themes. Film  The most popular children's animation in the community today is Upin & Ipin. Study  This study aims to find out the misconceptions in the Upin & Ipin film with the theme  learning biology material on viruses, ecosystems, and environmental pollution. Which method  used in this research is descriptive method with qualitative data approach. Technique  data collection uses observation and documentation while data collection tools  in the form of observation sheets and documentation tools in the form of video files for the film Upin & Ipin season 11 with the Erase Virus 1-3, Season 10 with the title Ecosystem part 1-3, Season 7 with the title Dangers of Jerebu part 1-3. The results of the analysis of misconceptions of the film Upin & Ipin are the most in episodes  the Erase Virus. There are 5 concepts that experience misconceptions with the category of misidentification by 71.42% with high level category and there are 2 concepts with category  oversimplification of 28.57% in the low level category. For Upin & Ipin film episode Ecosystem and Dangers of Jerebu there are 9 concepts but there are no misconceptions. Based on  From this research, it can be concluded that there are misconceptions in Upin & Ipin film season 11 episodes the Erase Virus part 1-3.