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Pengaruh Model Pembelajaran Reading, Mind Mapping, dan Sharing Berbantuan Media Flipbook terhadap Kemampuan Literasi Digital pada Mata Pelajaran Biologi Siswa Kelas XI SMA Negeri 11 Samarinda Syarifah Aisyah Anugrah Syam; Vandalita Maria Magdalena Rambitan; Akhmad Akhmad; Nelda Anasthasia Serena
Biocaster : Jurnal Kajian Biologi Vol. 6 No. 3 (2026): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v6i3.1306

Abstract

Monotonous learning makes students accustomed to receiving information without searching, evaluating, and processing information independently. This condition has an impact on students' low digital literacy skills. Digital literacy skills are students' abilities to access, understand, evaluate, and use digital information to support the learning process. One effort that can be done is to apply various methods and media in the learning process. A model that can meet these needs is the Reading, Mind Mapping, and Sharing (RMS) learning model. This study aims to examine the effect of implementing the RMS learning model assisted by flipbook media on digital literacy skills in biology subjects of grade XI students of SMAN 11 Samarinda. This study uses a quantitative method using a nonequivalent control group pretest-posttest design with a purposive sampling technique and a sample of 50 students. The instrument analysis technique used is the expert validation test, while the data analysis technique used is the N-Gain test and the independent sample t-test. The N-Gain test of the digital literacy questionnaire in the experimental class was 0.3 with a medium category, while in the control class it was 0.02 with a low category. Furthermore, the results of the independent sample t-test on the digital literacy questionnaire showed a p-value <0.001. Thus, it can be concluded that the flipbook-assisted RMS learning model has an effect on digital literacy skills in biology among eleventh-grade students at SMAN 11 Samarinda. These findings indicate that the flipbook-assisted RMS model is effective in improving students' digital literacy skills through reading activities, concept mapping, and collaborative information sharing.
Efektivitas Model Teams Games Tournament Berbantuan Game Monopoli dalam Meningkatkan Hasil Belajar dan Keaktifan Siswa Kelas VII di SMP Negeri 48 Samarinda Rosinta Rosinta; Vandalita Maria Magdalena Rambitan; Dora Dayu Rahma Turista; Suparno Putera Makkadafi; Nelda Anasthasia Serena
Biocaster : Jurnal Kajian Biologi Vol. 6 No. 3 (2026): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v6i3.1310

Abstract

This study aims to determine the effectiveness of the team games tournament learning model assisted by the monopoly game in improving student learning outcomes and activeness in the material of classification of living things for grade VII at SMP Negeri 48 Samarinda. The selection of this school was based on the problems found, namely the learning process that still tends to be teacher-centered, low student participation in learning activities, and the existence of a school policy that does not allow students to bring mobile phones, thus limiting the use of digital learning media in the classroom. The method used was a quasi-experiment with a pretest–posttest control group design, with samples determined through cluster random sampling techniques, so that two classes were obtained, namely the experimental class and the control class, each consisting of 24 students. The research variables included cognitive learning outcomes and student activeness, with instruments in the form of tests (pre-test and post-test) and an activeness questionnaire. Data analysis was carried out using normality tests, homogeneity tests, and independent sample t-tests. The results showed that the average pre-test scores for both classes were relatively similar, while the average post-test scores for the experimental class were higher than those for the control class. The percentage of student activity in the experimental class was in the very active category, while the percentage of student activity in the control class was in the active category. The t-test results showed a significance value of 0.000 < 0.05, indicating a significant difference between the two classes. Thus, the Monopoly game-assisted team games tournament learning model is effective in improving student learning outcomes and engagement.
Hubungan Pengetahuan dan Sikap dengan Perilaku Masyarakat dalam Menjaga Kebersihan Lingkungan Daerah Pesisir di Kelurahan Tanjung Laut Kota Bontang Fathimah Az Zuhrah; Masitah Masitah; Ruqoyyah Nasution; Nelda Anasthasia Serena
Jurnal Ilmiah BioSmart (JIBS) Vol. 12 No. 1 (2026): Jurnal Ilmiah BioSmart Volume 12 No. 1 2026
Publisher : Pendidikan Biologi Fakultas Keguruan dan Ilmu Pendidikan Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jibs.v12i1.5266

Abstract

Lingkungan yang bersih dan sehat merupakan kebutuhan dasar masyarakat. Namun, di daerah pesisir Kelurahan Tanjung Laut, Kota Bontang, permasalahan kebersihan lingkungan masih menjadi tantangan. Penelitian ini bertujuan untuk mengetahui hubungan antara pengetahuan dan sikap dengan perilaku masyarakat dalam menjaga kebersihan lingkungan. Penelitian dilakukan menggunakan pendekatan kuantitatif deskriptif dengan desain cross-sectional selama 30 hari pada 50 responden yang dipilih melalui teknik simple random sampling. Instrumen yang digunakan berupa kuesioner, kemudian dianalisis menggunakan uji Chi-Square dengan nilai signifikansi p<0,05. Hasil penelitian menunjukkan bahwa terdapat hubungan yang bermakna antara pengetahuan dengan perilaku masyarakat (p=0,024), serta antara sikap dengan perilaku (p=0,035). Temuan ini menunjukkan bahwa pengetahuan dan sikap yang baik berkontribusi terhadap perilaku masyarakat dalam menjaga kebersihan lingkungan. Oleh karena itu, peningkatan edukasi lingkungan dan pembentukan sikap positif melalui program sosialisasi dan pemberdayaan masyarakat sangat penting untuk mewujudkan perilaku hidup bersih dan sehat, khususnya di daerah pesisir. Penelitian ini diharapkan menjadi acuan bagi kebijakan lokal dan penelitian selanjutnya dalam mendukung pengelolaan lingkungan yang berkelanjutan.
Pengaruh Media Interaktif Genially Berbantuan Model Discovery Learning terhadap Hasil Belajar Kognitif pada Materi Sistem Saraf Siswa Kelas XI SMA Negeri 5 Samarinda Dinda Davanya; Sri Purwati; Sonja V. T. Lumowa; Suparno Putera Makkadafi; Nelda Anasthasia Serena
Biocaster : Jurnal Kajian Biologi Vol. 6 No. 2 (2026): April
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v6i2.1162

Abstract

This study aims to determine the effect of Genially interactive media supported by the discovery learning model on students' cognitive learning outcomes in the nervous system. This research is motivated by the low level of student active engagement in learning, necessitating innovative media and learning models that support meaningful conceptual understanding. This study used a quasi-experimental method. The subjects consisted of an experimental class using Genially media supported by the discovery learning model and a control class using the expository model. The study was conducted on eleventh-grade students of SMA Negeri 5 Samarinda on the nervous system. The research instrument was an essay test administered before and after the lesson. Data analysis included normality tests, homogeneity tests, hypothesis testing using the independent sample t-test, and N-gain calculations. The analysis results showed that the data were normally distributed and homogeneous. The hypothesis test revealed a significant difference between cognitive learning outcomes in the experimental and control classes. The improvement in cognitive learning outcomes in the experimental class was in the moderate category and higher than in the control class. Thus, Genially interactive media supported by the discovery learning model is effective in improving students' cognitive learning outcomes in the nervous system.