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Profil Keterampilan Proses Sains Siswa SMA dalam Kegiatan Praktikum Pembuatan Eco-enzyme Berbahan Limbah Organik Murtini, Iin; Indrati, Dika Agustia
Panthera : Jurnal Ilmiah Pendidikan Sains dan Terapan 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/panthera.v6i1.963

Abstract

This study aims to describe the Science Process Skills (KPS) of grade XI Science students at SMAN 5 Tuban through the practicum of making eco-enzymes made from organic waste. The research uses a descriptive method with a quantitative approach and will be carried out in May 2025. The subjects in the study were 30 students of class XI Science-2 who were determined by purposive sampling technique. The research instrument is in the form of a science process skill observation sheet that has been validated by experts, while the data is analyzed using descriptive statistics. The results showed that students' basic Science Process Skills (KPS) in eco-enzyme material in the observation indicator with a percentage of 62.5% in the very good category, a classification of 75% in the good category, and a measurement of 62.5% in the very good category. Meanwhile, predictive skills obtained a percentage of 68.1% in the good category, attracted conclusions obtained 56.3% in the good category, and communicated results with a percentage of 25% classified as in the good category. Nevertheless, overall students have been skilled and appropriate in carrying out eco-enzyme practicum.
Analisis Kebutuhan Media Pembelajaran Interaktif Biologi pada Siswa SMA Kelas X Putriyani, Eryzinda Dwigita; Murtini, Iin
Spizaetus: Jurnal Biologi dan Pendidikan Biologi Vol 7 No 1 (2026): Spizaetus: Jurnal Biologi dan Pendidikan Biologi
Publisher : Program Studi Pendidikan Biologi, FKIP, Universitas Nusa Nipa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55241/spibio.v7i1.704

Abstract

Biology learning at the senior high school level requires the support of interactive learning media to help students understand complex and abstract biological concepts. This study aims to analyze the need for interactive biology learning media among tenth-grade students at SMA Negeri 5 Tuban. A quantitative descriptive method was employed, using non-test data collection techniques in the form of questionnaires and teacher interviews. The instrument was developed using a Guttman scale (Yes/No) consisting of 15 items grouped into three aspects: learning media needs, accessibility and ease of use of learning media, and learning motivation and interest. The subjects of this study were tenth-grade students of SMA Negeri 5 Tuban. Data were analyzed descriptively to determine the level of students’ needs for interactive biology learning media. The results showed that the learning media needs aspect reached 92%, accessibility and ease of use reached 85%, and motivation and learning interest reached 99%, with an overall average of 92%, categorized as a very high level of need. These findings indicate that students have a very high demand for interactive biology learning media, highlighting the importance of developing interactive biology learning materials that align with students’ needs and characteristics.
Implementasi Realitas Virtual dalam Pembelajaran Biologi: Tinjauan Literatur Sistematis Murtini, Iin; Cintamulya, Imas
Biosfer: Jurnal Pendidikan Biologi Vol. 19 No. 1 (2026): Biosfer: Jurnal Pendidikan Biologi
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/biosferjpb.62319

Abstract

This study aims to investigate how virtual laboratories, cloud-based laboratory platforms, interactive molecular modelling, and serious educational games influence student engagement, conceptual understanding, and motivation. A systematic literature review was conducted on Scopus-indexed studies reporting empirical evaluations or pedagogical implementations of immersive technologies. Eligible studies were screened, coded, and analyzed thematically, emphasizing learning outcomes, instructional scaffolding, user interface design, scalability, and assessment practices. The review found that immersive technologies integrated with inquiry-based pedagogy consistently enhance student engagement and motivation, producing measurable short-term gains in conceptual understanding when supported by explicit scaffolding, timely feedback, and active instructor facilitation. Virtual and cloud-based laboratories expand access to authentic experimental experiences and enable scalable delivery through real-time data integration, while interactive molecular modeling strengthens spatial reasoning and procedural competence. Furthermore, serious educational games effectively promote conceptual transfer when their mechanics are explicitly aligned with instructional objectives.