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Meningkatkan Motivasi dan Kemampuan Penguasaan Konsep Siswa Pada Materi Struktur Jaringan Tumbuhan dan Hewan Melalui Media Biology Quartet Card Halida, Ane Nitra; Windyariani, Sistiana
utile: Jurnal Kependidikan Vol. 5 No. 1 (2019): utile: Jurnal Kependidikan
Publisher : FKIP Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/jut.v5i1.443

Abstract

Increasing Motivation and Ability to Mastery Students' Concepts on Material Structure of Plant and Animal Networks Through Media Biology Quartet Card (BQC). This study aims to improve the motivation and mastery of students' concepts in the material structure of plant and animal tissue in class XI SMA using the media Biology Quartet Card (BQC). The research method is Classroom Action Research with two cycles. The research subjects were 32 students in class XI IPA of SMAN 4 Kota Sukabumi. The research instrument uses motivation questionnaires as well as questions about mastery of concepts with multiple choice questions. The results showed that the average student motivation was 73.5% in participating in learning using BQC. As for the acquisition of the concept mastery value, the average in the first cycle was 48.08 and the second cycle increased to 70.41.
Student Digital Literacy Through an Integrated Mobile Augmented Reality STEM Learning Model Suherlan, Agus; Halida, Ane Nitra
Jurnal Report of Biological Education Vol 5 No 2 (2024): Report of Biological Education
Publisher : Program Studi Pendidikan Biologi, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/rebion.v5i2.3192

Abstract

Background: In the 21st century, among the learning skills that students need and need is digital literacy skills. This study has two objectives, including to determine students' digital literacy skills in each digital literacy indicator after using the mobile augmented reality integrated STEM learning model, and to find out students' responses to the mobile augmented reality integrated STEM learning model. Methods: this study applied a quantitative approach method with the research population of students in grade XI of SMAN 4 Sukabumi with a sample of class XI 3 as the control class and XI 4 as the experimental class. Sample withdrawal technique In this study, a Quasi experiment research design was used with a non-equivalent control group pattern. The instruments used in this study are in the form of digital literacy questionnaires and student response questionnaires. The digital literacy questionnaire used included 18 statements and the student response questionnaire contained 10 statements. Results: Data analysis technique using t-test (Independent Sample T-test). The results of the calculation of the Independent Sample T-test are 0.00 < 0.05, it can be concluded that Hl is accepted and Hâ‚€ is rejected. This means that there are implications of the Mobile Augmented Reality integrated STEM learning model on students' digital literacy. Analysis of student response questionnaire data shows an average score percentage of 82% with the "Very Good" category. Conclusion: In this study, the mobile augmented reality integrated STEM learning model has an effect on students' digital literacy and student responses are included in the "Very Good" category. Keywords : Digital Literacy; STEM Learning Model; Mobile Augmented Reality