Claim Missing Document
Check
Articles

Found 15 Documents
Search

Feasibility of Project-Based Biology Learning Design for Utilizing Agro-Industrial Waste to Improve Eco-Literacy of High School Students Eurika, Novy; Priantari, Ika; Prafitasari, Aulya Nanda; Suryani, Anisa Dea
Bioeducation Journal Vol 8 No 2 (2024): Bioeducation Journal
Publisher : Universitas Negeri Padang Address: Biology Education Study Program Faculty Mathematics and Natural Science (FMIPA) Jl. Prof. Dr. Hamka Air Tawar Barat, Padang-West Sumatera-Indonesia Telp. +62751-7057420 - Fax.+62751-7058772 - Ph. +6281363229286

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

Abstract

Ecoliteracy (ecological literacy) refers to an understanding of how humans can interact with one another as well as with nature, and how this contributes to sustainability. The purpose of this study is to describe the process and results of validating the development of a project-based Biology learning design using agro-industrial waste to improve high school students' ecoliteracy levels. This learning design development research was carried out using the ADDIE development model (Analyze, Design, Develop, Implement, and Evaluate), which was limited to the development stage. The learning design includes teaching modules, E-LKPD, and ecoliteracy assessment tools (test questions and questionnaires). Data on the validity of the learning design were collected using expert validation sheets and analyzed descriptively using the development product criteria. The average score for the learning design validation test by material and learning design experts and users (teachers) was 92.4; 82.6; 92.4; and 95.8. The test included validation of teaching modules, E-LKPD, ecoliteracy questions, and ecoliteracy questionnaires. Based on the criteria for the feasibility of teaching materials, the average value falls into the "very valid" category and can be used to teach grade X high school biology on environmental change.
PENGEMBANGAN LKPD MATERI PERUBAHAN LINGKUNGAN BERBASIS RUBRIK KEMAMPUAN KOLABORASI 21st CENTURY LEARNING DESIGN KELAS X KURIKULUM MERDEKA Sa'adah, Mega Shofia; Prafitasari, Aulya Nanda; Eurika, Novy
ScienceEdu Vol 7 No 2 (2024)
Publisher : Program Studi Pendidikan IPA FKIP Universitas Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/se.v7i02.53456

Abstract

21st century learning focuses on student-centered learning, no longer teacher-centered. In 21st century learning, it encourages students to have collaboration skills. In the classroom learning process, collaboration abilities can be measured by working on LKPD (students worksheet) based on collaboration abilities. This research aims to develop LKPD learning media based on collaboration ability rubrics, to determine the level of validity, practicality and effectiveness of LKPD material on environmental change based on collaboration ability rubrics. This research was carried out at SMA Muhammadiyah 3 Jember. This type of research is development research, with a 4D development model. Data collection used teacher and student needs assessment questionnaires, validation tests and continued with student response assessments and pretest posttest trials. Based on data analysis, the results obtained were that the average validity test by three validators was 91.30% in the "very valid" category. The next trial, namely practicality in the form of a student response questionnaire, had an average of 93.26% in the "very practical" category, followed by an effectiveness test in the form of a pretest and posttest assessment which had an average N-gain of 0.59 with the effectiveness category " currently". From the effectiveness results, you can determine students' collaboration abilities through the application of the 21'CLD collaboration rubric. The product of this research is an LKPD on environmental change material based on a rubric for 21st century learning collaboration skills.
Chat Gpt : Improving Biology Learning Outcomes Problem-Based Learning Assisted Artificial Intelligence Rahaf Faldi, Muhammad Risyad; Prafitasari, Aulya Nanda; Soelfiah, Arlien
Biosfer: Jurnal Tadris Biologi Vol 14 No 2 (2023): Biosfer: Jurnal Tadris Biologi
Publisher : UNIVERSITAS ISLAM NEGERI RADEN INTAN LAMPUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/biosfer.v14i2.17111

Abstract

Learning outcomes are an assessment of success in education, where success is achieved when learning objectives are met. To measure this achievement, learning outcome tests are used by providing numerical assessments. This research study aims to identify the improvement of students' cognitive learning outcomes through the implementation of the Problem-Based Learning (PBL) model assisted by Artificial Intelligence (AI): ChatGpt. Cognitive learning outcomes hold significant value as they are used as indicators to evaluate the achievement of learning objectives and provide benefits for students in developing their thinking abilities to tackle various problems. The research adopts a quantitative descriptive approach, with the research subjects being students of X - 5 class at SMAN X Purwosari. The Classroom Action Research (CAR) was conducted during the period of March to May 2023, consisting of two cycles. The CAR stages include planning, implementation, observation, and reflection. The research results demonstrate a significant improvement in students' cognitive learning outcomes, with an increase of 25% in cycle 1 and 77% in cycle 2.ABSTRAK: Hasil pembelajaran adalah penilaian keberhasilan dalam pendidikan, di mana keberhasilan dicapai ketika tujuan pembelajaran terpenuhi. Untuk mengukur pencapaian ini, ujian hasil pembelajaran digunakan dengan memberikan penilaian numerik. Penelitian ini bertujuan untuk mengidentifikasi peningkatan hasil belajar kognitif siswa melalui implementasi model Pembelajaran Berbasis Masalah (PBM) yang dibantu oleh Kecerdasan Buatan (AI): ChatGpt. Hasil belajar kognitif memiliki nilai yang signifikan karena digunakan sebagai indikator untuk mengevaluasi pencapaian tujuan pembelajaran dan memberikan manfaat bagi siswa dalam mengembangkan kemampuan berpikir mereka untuk mengatasi berbagai masalah. Penelitian ini mengadopsi pendekatan deskriptif kuantitatif, dengan subjek penelitian adalah siswa kelas X - 5 di SMAN X Purwosari. Penelitian Tindakan Kelas (PTK) dilakukan selama periode Maret hingga Mei 2023, yang terdiri dari dua siklus. Tahapan PTK meliputi perencanaan, implementasi, observasi, dan refleksi. Hasil penelitian menunjukkan peningkatan signifikan dalam hasil belajar kognitif siswa, dengan peningkatan sebesar 25% pada siklus 1 dan 77% pada siklus 2.
AUGMENTED REALITY (AR) BASED KIDNEY ORGAN HANDOUT IS PRACTICAL IN HELPING CLASSICAL LEARNING OUTCOME OF HIGH SCHOOL STUDENTS Wulandari, Siti; Priantari, Ika; Prafitasari, Aulya Nanda
ScienceEdu Vol. 8 No. 1 (2025)
Publisher : Program Studi Pendidikan IPA FKIP Universitas Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/se.v8i1.53700

Abstract

Biology learning is often perceived as difficult by students due to the abundance of abstract material, including the topic of kidney organs in the excretory system. This topic requires specific visualization to help students understand the concepts more easily and thoroughly. Therefore, this study aims to develop an Augmented Reality (AR)-based kidney organ handout as a practical learning medium to help high school students achieve mastery learning. This research employed a practicality instrument in the form of student response questionnaires and learning outcomes through a post-test. The students' practicality assessment showed a "very practical" category, with a percentage of 91.45%. Student learning outcomes after using the handout showed a minimum mastery criterion of 82.75%, exceeding the minimum threshold. Based on these results, it can be concluded that the AR-based kidney organ handout is a highly practical learning medium that can support high school students in achieving learning mastery.
Inovasi ICT dalam Pembelajaran Science Interaktif berbantuan Software Lectora Inspire Azizah, An Nisa Nur; Prafitasari, Aulya Nanda; Eurika, Novy
Bioscientist : Jurnal Ilmiah Biologi Vol. 13 No. 3 (2025): September
Publisher : Department of Biology Education, FSTT, Mandalika University of Education, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/bioscientist.v13i3.15913

Abstract

This study aims to develop an interactive learning medium using Lectora Inspire Software on the topic of ecology and environmental conservation, as well as to examine its validity, practicality, and effectiveness. The research employed the 4-D development model (define, design, develop, disseminate) with a sample of 32 seventh-grade students. The instruments used included validation sheets, student response questionnaires, ICT skills questionnaires, and learning outcome tests. The results revealed that: (1) The interactive learning medium developed with Lectora Inspire was valid, with a Cronbach’s alpha coefficient of 0.91 (very high category); practical, with an average student practicality score of 87% (good category); and effective in improving cognitive learning outcomes, with an N-Gain score of 0.70 (high category). (2) Students’ ICT operational skills reached an average of 89.84% (very good category). Therefore, the media is deemed suitable for use as an alternative learning resource for science education in accordance with the Merdeka Curriculum. It integrates content delivery, practice exercises, and evaluation into a single unified platform, allowing students to learn independently and flexibly.