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Pengaruh Model Pembelajaran Problem Based Learning (PBL) Berbantuan Media Pop Up Book terhadap Partisipasi Aktif Siswa pada Materi Ekosistem Kelas X di SMA Islam Samarinda Widyaningrum, Nurhidayah Eka; Masitah, Masitah; Kurniawati, Zenia Lutfi; Jailani, Jailani; Herliani, Herliani; Rambitan, Vandalita Maria Magdalena; Makkadafi, Suparno Putera
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i3.607

Abstract

Active student participation is the direct involvement of students in the learning process which includes indicators, such as: giving opinions, giving responses, doing assignments, concluding, and presenting. Class X students at SMA Islam Samarinda have low active participation in learning activities. Therefore, the use of appropriate learning models and media is very necessary to attract students' attention so that students are more actively involved in learning activities. This study aims to determine the effect of the Problem Based Learning (PBL) learning model assisted by pop-up book media on students' active participation in ecosystem material for class X at SMA Islam Samarinda. The type of research used is quantitative research with a quasi-experimental method and uses a research design, namely pretest-posttest control group design. The sample in this study was class X-1 as an experiment and class X-2 as a control, where each class consisted of 25 students, so that the total sample was 50 students, with a sampling technique of simple random sampling. Data collection in this study used a student active participation questionnaire, with data analysis using a hypothesis test using an independent sample t-test with a significance level of 5%. Based on the research conducted, a 2-tailed significance value of 0.000 < 0.05 was obtained, indicating that the Problem-Based Learning (PBL) model using pop-up books significantly influenced student active participation in ecosystems material for 10th grade students at SMA Islam Samarinda.
Pengaruh Penerapan Model Pembelajaran Project Based Learning dengan Pendekatan Design Thinking terhadap Kemampuan Berfikir Kreatif Purbianti, Rita; Jailani, Jailani; Turista, Dora Dayu Rahma; Makkadafi, Suparno Putera; Serena, Nelda Anasthasia
Panthera : Jurnal Ilmiah Pendidikan Sains dan Terapan Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/panthera.v5i3.496

Abstract

This research is motivated by the lack of variety in learning models implemented at SMPN 45 Samarinda, which causes students to tend to be passive and lack creative thinking skills. This study aims to analyze the effect of the Project-Based Learning (PjBL) model with a Design Thinking approach on the creative thinking skills of seventh-grade students. The method used was a quasi-experimental design with a nonequivalent control group design. The sample consisted of two classes: VIIA as the experimental class and VIIB as the control class, each with 25 students. The research instrument was a pre-test and post-test essay test based on creative thinking indicators. Data analysis used an Independent Sample t-Test with a significance level of 5%. The results showed that the calculated t value (20.545) > t table (1.677), so H0 was rejected and Ha was accepted. Thus, the implementation of the Design Thinking-based PjBL model had a significant effect on improving students' creative thinking skills.
Pembelajaran Berbasis Proyek Berbentuk Terarium Dalam Botani Tingkat Rendah: Persepsi Mahasiswa Pendidikan Biologi: Project-Based Learning in the Form of a Terrarium in Lower Botany: Perceptions of Biology Education Students Makkadafi, Suparno Putera; Turista, Dora Dayu Rahma
BIODIK Vol. 11 No. 03 (2025): September 2025 (on progress)
Publisher : Program Studi Pendidikan Biologi FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/biodik.v11i03.45997

Abstract

Lower-level botany learning has been carried out using conventional lecture methods. Learning becomes less meaningful for students because students tend to be passive. The purpose of this study was to see how students perceive the application of the project-based learning (PjBL) model in lower-level botany courses. This research was conducted using a quantitative research model with a survey method. Data collection was carried out by giving questionnaires to students. As many as 85.7% of students stated that they felt that their understanding of lower-level botany had improved and 80% expressed interest in lower-level botany learning with PjBl. As many as 82.9% stated that they were able to design a terrarium well and 85.7% were able to state that PjBl helped them identify the morphology of cryptogamae. As many as 74.3% of students stated that they were motivated by group cooperation and 71.4% of them were able to link theory and practice. The final result was that 88.6% of students felt that this learning method improved their understanding of cryptogamae. Overall, low-level botany learning with PjBL for biology education students at Mulawarman University can improve students' understanding and interest in low-level botany courses. Key words: Project-Based Learning (PjBL), Lower-Level Botany, Terrarium, Student Perception
Pengaruh Pendekatan STEM-SDGs terhadap Keterampilan Saintifik Siswa dan Hasil Belajar Materi Sistem Ekskresi di SMA Islam Samarinda Huda, Nafisahtul; Nasution, Ruqoyyah; Rambitan, Vandalita Maria Magdalena; Masitah, Masitah; Kurniawati, Zenia Lutfi; Makkadafi, Suparno Putera
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October (In Progress)
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.622

Abstract

This study aims to determine the influence of the STEM-SDGs approach on improving scientific skills and student learning outcomes on Excretory System material at SMA Islam Samarinda. This study uses a quasi experiment method with a non-equivalent control group design. The research sample was selected through a purposive sampling technique consisting of two groups, namely the experimental class of 26 students and the control class of 26 students. Data analysis was carried out using an independent sample t-test. The results of the study show that the STEM-SDGs approach has a significant effect on improving students' scientific skills, especially in the aspects of observing, reasoning, and communicating, as well as on learning outcomes shown through improving post-test scores. The engineering aspect is the most influential component, because it trains students to design and create projects based on the use of used goods according to the SDGs. Thus, it can be concluded that the STEM-SDGs approach is effective in improving students' scientific skills and learning outcomes through integrative and contextual project-based learning.
Pengaruh Model Pembelajaran Problem Based Learning Terintegrasi STEAM terhadap Literasi Sains Siswa pada Mata Pelajaran IPA Biologi Kelas VII di SMP Negeri 37 Samarinda Sari, Selvi Novita; Rambitan, Vandalita Maria Magdalena; Masitah, Masitah; Purwati, Sri; Makkadafi, Suparno Putera
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October (In Progress)
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.629

Abstract

The low science literacy of Indonesian students in the PISA study requires learning innovations that emphasize mastery of science concepts and their application in daily life. This study aims to determine the influence of the STEAM (Science, Technology, Engineering, Arts, and Mathematics) integrated Problem Based Learning (PBL) learning model on students' science literacy in the Biology Science subject grade VII at SMP Negeri 37 Samarinda. This study is a quasi experiment with a randomized pretest-posttest control group design. The research sample was obtained through a cluster random sampling technique consisting of class VII E as the experimental class and VII F as the control class. Data analysis includes normality test, homogeneity test, t-test, and N-Gain test. The results showed that the application of the STEAM integrated PBL model had a significant effect on improving students' science literacy as shown by the results of the t-test with a significance value of 0.000 (< 0.05). Thus, it can be concluded that the STEAM integrated PBL model is effective in improving students' science literacy. These findings indicate that the model could be an innovative and relevant alternative learning strategy to be implemented in secondary schools.
Pengembangan Media Pembelajaran Flashcard pada Mata Pelajaran Biologi Pokok Bahasan Bioteknologi Kelas X SMA Negeri 5 Kota Samarinda Saputra, Apri Prananda; Akhmad, Akhmad; Nasution, Ruqoyyah; Purwati, Sri; Makkadafi, Suparno Putera; Serena, Nelda Anasthasia
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October (In Progress)
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.641

Abstract

The low activeness of students in learning biology is still a common problem found in various educational units, one of which is at SMA Negeri 5 Samarinda City. Biology learning at SMA Negeri 5 Kota Samarinda still faces obstacles in terms of student activeness. So that there needs to be a solution in the form of learning media that is attractive to students. This study aims to develop flashcard learning media in the form of educational cards in biology subjects on the subject of biotechnology and determine the feasibility of the media. The method used is research and development (Research and Development) with the ADDIE model which consists of 5 stages of research. Based on the results of the needs. analysis conducted at SMA Negeri 5 Kota Samarinda, teachers need flashcard learning media by 74%. Meanwhile, students need flashcard learning media by 81% of class X-3 and 82% of class X-7. This development research produces a product in the form of flashcard learning media in the form of a double-sided educational card that is feasible to use based on the assessment of: 1) media expert validators obtained a score of 78.33%; and 2) material expert validators obtained a score of 95.71%. Meanwhile, the response of students in the small-scale trial obtained a score of 80.39% and the response of students in the large-scale trial obtained a score of 81.11%. Meanwhile, the teacher's response obtained a score of 90%. So it can be concluded that the flashcard learning media developed is suitable for use and gets a positive response from students and teachers.
Pengaruh E-Module Sistem Pernapasan Berbasis Praktikum terhadap Hasil Belajar untuk Menunjang SDGs 3 Siswa Kelas XI SMA Negeri 13 Samarinda Nofalia, Adinda Devi; Nasution, Ruqoyyah; Rambitan, Vandalita Maria Magdalena; Jailani, Jailani; Makkadafi, Suparno Putera
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October (In Progress)
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.675

Abstract

Technological progress requires innovation in all components of education, one of which is by integrating the Sustainable Development Goals (SDGs) into learning through practicum-based breathing system e-modules. This study aims to analyze the influence of practicum-based respiratory system e-modules on the learning outcomes of grade XI students of SMA Negeri 13 Samarinda in the cognitive, affective, and psychomotor domains in supporting the achievement of SDGs 3. The research method used a quasi experiment type of non-equivalent control group with two subjects (30 students each), one class as an experiment and one class as a control. Instruments include cognitive tests (pretest–posttest) as well as affective and psychomotor observations. Cognitive data analysis used an independent t-test, while affective and psychomotor were analyzed descriptively and converted to qualitative categories. The results showed significant differences in cognitive learning outcomes (sig. 0.000 < 0.05). The affective learning outcomes of both classes were in the good category, with the experimental class showing a higher score of 78.89, while the control class was 74.11. The psychomotor learning outcomes of the experimental class were in the skilled category with an average of 75.09, while the control class was quite skilled with an average of 69.17. Therefore, it is concluded that practicum-based e-modules are effective in improving learning outcomes while fostering health and environmental awareness in accordance with SDGs 3.
Pengaruh Model Pembelajaran Game Based Learning Berbantuan Media Lumio terhadap Motivasi dan Hasil Belajar Siswa Kelas VII SMP Negeri 9 Samarinda Sapan, Angellya Kristin; Turista, Dora Dayu Rahma; Maasawet, Elsje Theodora; Purwati, Sri; Makkadafi, Suparno Putera; Rambitan, Vandalita Maria Magdalena
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October (In Progress)
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.676

Abstract

The Game Based Learning learning model is a learning approach that uses game elements in the learning process that involves students so that students interact more and play an active role during the learning process in the classroom. The use of the Game Based Learning Model is complemented by the use of Lumio as a learning medium. Lumio is a digital-based learning platform that combines slide presentations with activities such as quizzes and games, creating an active, fun and effective learning process in the modern technological age. The success of the learning process in the classroom is largely determined by appropriate teaching strategies and approaches. The purpose of this study is to determine the influence of the Game Based Learning model assisted by Lumio media on student motivation and learning outcomes in Science Class VII subjects of SMP Negeri 9 Samarinda. The method used in this study is a Quasi experiment which was designed using the Nonequivalent Control Group Design. The data analysis technique used was an independent sample test on the Mann Whitney non-paramteric test with the use of the Lumio-assisted Game Based Learning learning model on Motivation and The results showed that there was a significant difference between the experimental and control classes, with a sig value. 2-tailed 0.000 < 0.05, so from the Mann Whitney test it is known that there is an influence on the application of the Game Based Learning learning model assisted by Lumio media on student motivation and learning outcomes in science subjects grade VII SMP Negeri 9 Samarinda.