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PENGEMBANGAN INSTRUMEN PENILAIAN KEMAMPUAN LITERASI SAINS SISWA KELAS XI MATERI SISTEM EKSKRESI DAN KOORDINASI DI SMAN 9 MALANG Hasana, Imroatun; Saptasari, Murni; Wulandari, Nuning
Jurnal Pendidikan Biologi Vol 8, No 2 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (388.027 KB) | DOI: 10.17977/um052v8i2p52-56

Abstract

This research was conducted to produce science literacy assessment instrument which valid (logic validity) and reliable in Excretion and Coordination topic. This research and development were use ADDIE model which consist of 5 stage (analysis, design, develop, implementation, and evaluation). Assessment instrument which developed were consist of test, nontest, and learning equipment. The subject in this research were 33 students of XI MIPA B at SMAN 9 Malang. Aspect which measured were the advisability from validator, practicability from user, and effectiveness from the students’ improvement of science literate capabilities. The research result were: advisability aspect of test and non test instrument from validator was valid. Question’s reliability of Excretion System topic was reliable enough (α = 0,547) whereas Coordination System topic was reliable (α = 0,672). Practicability aspect gained from readability and practicability result is practical. Effectiveness aspect based on Wilcoxon Signed Ranks Test result of assessment instrument base science literacy (Z quantification = 5,025), the conclusion is influence implementation of assessment instrument toward students’ science literacy accomplishment. 
DEVELOPMENT OF AUDIOVISUAL MEDIA "DIGESTOPIA" BOARD GAME TO ENHANCE PROBLEM-SOLVING SKILLS AND COGNITIVE LEARNING OUTCOMES OF HIGH SCHOOL STUDENTS Febriyanti, Riska Dwi; Al-Muhdhar, Mimien Henie Irawati; Hassan, Zainudin; Setiawan, Deny; Sumberartha, I Wayan; Wulandari, Nuning; Yuhanna, Wachidatul Linda; Fanani, Zainal
Jurnal Pendidikan Matematika dan IPA Vol 16, No 3 (2025): September 2025
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jpmipa.v16i3.93311

Abstract

Students at SMAN 1 Singosari continue to demonstrate limited problem-solving skills and cognitive learning outcomes, partly due to contextually irrelevant media and reliance on LCD projectors. This study aimed to evaluate the validity and practicality of "Digestopia", an audiovisual, website-assisted electronic board game developed using the RICOSRE model (Reading, Identifying problem, Constructing solution, Solving the problem, Reviewing the problem solving, and Extending problem solution) and integrated with the SDGs' Zero Hunger initiative (Sustainable Development Goal 2: Zero Hunger). The development process adopted the Lee and Owens instructional design model, which consists of four stages: analysis, design, development, and evaluation. Data were collected using expert validation sheets and student response questionnaires and analyzed using descriptive quantitative techniques to determine the average scores. The results showed that "Digestopia" was valid (90.6%) and practical (86.7%) for classroom use, indicating its potential as an interactive learning tool.