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THE VALIDITY AND EFFECTIVITY OF LEARNING USING STEAM MODULE WITH BIOTECHNOLOGY GAME Sofia, Hilya Wildana; Utomo, Anjar Putro; Hariyadi, Slamet; Wahono, Bevo; Narulita, Erlia
JPBI (Jurnal Pendidikan Biologi Indonesia) Vol 6, No 1 (2020): MARCH
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jpbi.v6i1.10979

Abstract

Provision of teaching materials in term of module can be an alternative to meet the learning needs of science. The study aimed at describing science module constructed based on Science, Technology, Engineering, Art and Mathematics (STEAM) equipped with valid and effective biotechnology games for learning science in junior high school. This Research and Development (R&D) was developed using the 4D model (Thiagarajan). This research was conducted at MTsN (State of Islamic Secondary School) 2 Jember, involved 30 IX graders. The design used was one group pretest-posttest design as the test of effectiveness. This study used STEAM-based science module equipped with biotechnology games, test, and validation sheets as research instruments. The validation results by experts were converted into categories. The effectivity test data was analyzed using N-gain and paired samples t-test. The average of validation results of material, media, and users was 87.17 (very valid). The effectivity test results showed the increase of students? cognitive learning outcome [N-gain value = 0.72 (high category), t(29) = 9.030, p < 0.05]. Therefore, the module developed is valid and effective in improving the learning of biotechnology science which means that the use of this module is recommended to be implemented in biotechnology learning process.
PENGGUNAAN MEDIA DIGITAL BERBASIS SMARTPHONE TERHADAP MOTIVASI BELAJAR SISWA Sofia, Hilya Wildana
SAINTIFIK@: Jurnal Pendidikan MIPA Vol 8, No 2 (2023): SAINTIFIK@: Jurnal Pendidikan MIPA EDISI OKTOBER 2023
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

 Pasca pandemi motivasi belajar siswa tergolong menurun. Kebiasaan  siswa selama menggunakan gawai selama pandemi terbawa hingga pembelajaran tatap muka berlaku Kembali dilaksanakan. Akibatnya siswa sulit fokus selama proses belajar mengajar saat tidak dengan gawai. Jika keadaan ini dibiarkan akan berimbas pada penguasaan siswa terhadap materi.  Penelitian ini bertujuan menguji pengaruh penggunaan media digital berbasis smartphone  terhadap  motivasi belajar siswa. Metode penelitian yang digunakan adalah true experimen design dengan instrumen pengumpulan data melalui angket dan tes. Teknik  analisis data menggunakan uji t-tes antara kelas eksperimen dan kelas kontrol. Berdasarkan hasil penelitian diperoleh bahwa media digital berpengaruh dalam terhadap motivasi belajar materi bioteknologi siswa di SMP Al Azhar. Terdapat perbedaan yang signifikan antara motivasi belajar siswa pada kelas eksperimen yang diberikan perlakuan dengan kelas kontrol yang menggunakan metode konvensional (Ha diterima, H0 ditolak). Selain itu, penguasaan konsep materi yang diukur melalui tes kelas eksperimen lebih tinggi dari kelas kontrol.