Dora Dayu Rahma Turista
Program Studi Pendidikan Biologi, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mulawarman, Jalan Muara Pahu, Samarinda, Kalimantan Timur 75123, Indonesia

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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.