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Real Science Mask with QR Code to Improve The Digital Literation Savitri, Erna Noor; Dewi, Novi Ratna; Amalia, Andin Vita; Rahmadani, Oky Eviana Putri; Kholidah, Anisia
Unnes Science Education Journal Vol 10 No 1 (2021): February 2021
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v10i1.42537

Abstract

This research aims to develop a valid Real Science Mask with QR Code learning media. The goal to be achieved through this research in general is to produce learning media that can build a concrete learning experience and be able to improve digital literacy of science students. The research and development (RnD) method by analysis, design, development, implementation, and evaluation (ADDIE) was performed. The data collection instruments used were observation sheets, expert validation sheets, and questions. The teaching and learning instruments were declared feasible and ready for application with a few revisions based on the validation results. Aspects that are considered in the feasibility test of the Real Science Mask with QR Code media are relevance, efficiency, effectiveness, flexibility, interface, suitability of material with digital and cognitive literacy skills, and media function. Real Science Mask with QR Code is a specially designed learning media that has been tested feasible and valid to improve digital literacy of science students.
Measurement of air drag as physics experiment enrichment at senior high school laboratory using the air track apparatus Listiaji, Prasetyo; Taufiq, Muhamad; Tirtasari, Ni Luh; Kholidah, Anisia; Tanjung, Nia Annisa Ferani
Jurnal Ilmiah Pendidikan Fisika Al-Biruni Vol 9 No 1 (2020): Jurnal Ilmiah Pendidikan Fisika Al-Biruni
Publisher : Universitas Islam Negeri Raden Intan Lampung, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/jipfalbiruni.v9i1.5661

Abstract

Linear air track is often used in physics learning for linear motion experiments because it can reduce friction between objects with trajectories. However,  the use of air tracks for motion experiments in schools often does not care about aspects of air drag, so the purpose of this study is to calculate the air friction contained in the air track and as an offer of enrichment experiments at senior high school. The research method used is an experimental method that uses a set of air track experimental devices consisting of trajectors, carts, blower, and time counters with light sensors. Cart objects with a mass of 120.02 gram is given the initial velocity variation 12.272 cm/s, 16.286 cm/s and 24.599 cm/s. Then the time recorded when the cart crosses the distance of 10 cm to 110 cm at intervals of 10 cm. This experiment is conducted in the Integrated Science Laboratory, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang. The second Newton law has been derived to obtain a special exponential function, so the relation between distance and time is obtained. The non-linear relation between distance and time shows the effect of air drag. Then, fitting the graph of the distance and time relation so that the air drag constants obtained are (10.6 ± 0.1) gram/s, (10.6 ± 0.2) gram/s, and (11.1 ± 0.2) gram/s. The results of the air drag constants obtained can be additional data as a factor affecting experiments using linear air track and can be enrichment experiments at senior high school laboratory.
PENGARUH INTERACTIVE E-MODULE BERBASIS MASALAH TERHADAP MINAT BELAJAR DAN KEMAMPUAN PEMECAHAN MASALAH PESERTA DIDIK Kholidah, Anisia; Savitri, Erna Noor
Proceeding Seminar Nasional IPA 2022
Publisher : LPPM UNNES

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

Abstract

Penelitian ini bertujuan untuk menganalisis penerapan interactive e-module berbasis masalah sebagai media pembelajaran interaktif untuk meningkatkan minat belajar dan kemampuan pemecahan masalah peserta didik. Pengambilan data dilakukan di SMP Negeri 1 Semarang. Jenis penelitian yang digunakan adalah jenis penelitian Quasi Eksperimental Design dengan bentuk Non equivalent Control Group Design. Sampel ditentukan dengan metode purposive sampling, dengan analisis data akhir menggunakan t-test related, analisis data angket dan Ngain. Hasil penelitian menunjukkan bahwa adanya pengaruh yang signifikan pada penerapan pembelajaran berbantuan interactive e- module berbasis masalah menggunakan aplikasi kvisoftflipbook maker. Hal tersebut dapat dilihat dari hasil analisis t-test related yaitu nilai ????ℎi????????????g 6,56 > 2,01 ????????????????????. Besarnya peningkatan kemampuan pemecahan masalah pada pembelajaran berbantuan interactive e-module berbasis masalah menggunakan aplikasi kvisoft flipbook maker dianalisis menggunakan n-gain yang mendapatkan nilai sebesar 0,33 pada kelas kontrol yang termasuk pada kategori sedang, dan nilai n-gain 0,71 pada kelas eksperimen yang termasuk pada kategori tinggi. Hasil analisis data penelitian juga menunjukkan adanya pengaruh pembelajaran menggunakan interactive e-module berbasis masalah yang dikembangkan dengan aplikasi kvisoft flipbook maker pada minat belajar peserta didik selama 4 pertemuan yaitu75,54% (baik), 78,80% (baik), 83,2% (sangat baik), dan 84,35% (sangat baik). Hasil rata-rata persentase tanggapan peserta didik terhadap pembelajaran model PBL berbantuan interactive e-module berbasis masalah menggunakan aplikasi kvisoft flipbook maker yaitu 86,99% yang termasuk dalam kriteria sangat baik. Simpulan dari penelitian ini yaitu pembelajaran model PBL berbantuan interactive e-module berbasis masalah menggunakan aplikasi kvisoft flipbook maker berpengaruh terhadap minat belajar dan kemampuan pemecahan masalah peserta didik.