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Analisis Kualitas Lembar Kerja Praktikum (LKP) Biologi Pada Materi Sistem Respirasi di SMA Kota Padang Berdasarkan Diagram Vee Hastika, Asyah Dwi; Fuadiyah, Sa’diatul; Darussyamsu, Rahmawati
Journal for Lesson and Learning Studies Vol 5, No 1 (2022): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v5i1.39720

Abstract

Lembar Kerja Praktikum (LKP) merupakan pedoman yang berisi petunjuk atau tata cara yang mengarahkan siswa dalam melaksanakan suatu kegiatan praktikum/laboratorium. Berdasarkan hasil observasi dan wawancara yang telah dilakukan, peredaran dan penggunaan LKP sebagai petunjuk kegiatan praktikum terdapat permasalahan, khususnya pada materi sistem respirasi. Pelaksanaan praktikum cenderung tidak bermakna dikarenakan LKP yang digunakan hanya menuntun peserta didik merekam data tanpa rasa yang jelas mengenai tujuan dari penyelidikan yang mereka lakukan.Penelitian ini bertujuan untuk menganalisis kualitas penyusun LKP yang digunakan di SMA N 4 Padang pada materi sistem respirasi. Metode yang digunakan adalah deskriptif analitik. Pengambilan sampel dilakukan dengan teknik total sampling dengan jumlah 4 LKP yang bersumber dari buku cetak dan LKS di SMA N 4 Padang. Instrumen penelitian yang digunakan adalah diagram Vee (yang dikembangkan Novak & Gowin, 1984). Data penelitian kemudian diuji coba dan dianalisis untuk melihat kualitasnya berdasarkan komponen diagram Vee. Hasil penelitian menunjukkan bahwa persentasi kelengkapan komponen diagram Vee pada LKP biologi kelas XI pada materi sitem respirasi di kota Padang yaitu 75 % dengan kategori cukup lengkap. Dan rata-rata skor diagram Vee pada LKP yang diteliti adalah 48,75% dengan kategori cukup baik
Kualitas Lembar Kerja Praktikum (LKP) Biologi Menggunakan Diagram Vee Pada Materi Sistem Respirasi Hastika, Asyah Dwi; Fuadiyah, Sa’diatul; Darussyamsu, Rahmawati; Fitri, Rahmadani
Journal for Lesson and Learning Studies Vol. 5 No. 1 (2022): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v5i1.39720

Abstract

Pembelajaran biologi tak terlepas dari kegiatan praktikum untuk menunjang pemahaman peserta didik terhadap materi pelajaran biologi. Penggunaan LKP sebagai petunjuk kegiatan praktikum harus memperhatikan kualitasnya agar dapat menyajikan kegiatan praktikum yang bermakna sehingag peserta didik dapat memperoleh pengetahuan baru. Penelitian ini merupakan penelitian deskriptif analitik yang bertujuan mendeskripsikan atau memberikan gambaran terhadap LKP biologi kelas XI materi sistem respirasi yang digunakan. Teknik sampling yang digunakan adalah Total Sampling dengan mengambil 4 LKP yang bersumber dari buku paket dan LKS.Instrumen penelitian yang digunakan adalah rubrik kelengkapan dan rubrik penskoran  diagram Vee. Data penelitian kemudian diuji coba dan dianalisis untuk melihat kelengkapan dan kualitasnya berdasarkan komponen diagram Vee. Hasil penelitian menunjukkan bahwa kualitas LKP yang dianalisis melalui skoring komponen diagram Vee mendapatkan rerata persentase 40% dengan kriteria kurang baik. Pada LKP yang dianalisis, masih terdapat permasalahan tentang tujuan praktikum yang tidak dilampirkan, petunjuk langkah kerja dan prosedur langkah kerja yang membingungkan peserta didik, dasar teori yang tidak terdapat pada LKP serta tidak terdapatnya arahan dalam mentransformasikan data.
Development of a gamification-based program to support ESD competency improvement in botanical gardens Saefudin, Saefudin; Kusnadi, Kusnadi; Hastika, Asyah Dwi; Zidan, Zuliande
JURNAL BIOEDUKATIKA Vol. 12 No. 3 (2024)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bioedukatika.v12i3.27922

Abstract

The Sustainable Development Goals, particularly Goal 4, have been developed and implemented by various educational institutions around the world. As an agent of development, the Indonesian University of Education (UPI)  has the potential to develop and implement ESD, especially through the use of UPI botanical garden. The purpose of this study is to develop a program and measure its effectiveness in terms of  ESD capacity and ecotourism potential. This research is a development study using the ADDIE approach in which 74  teacher candidates participated. Program development was successfully implemented by creating: (1) 5 learning resource posts; (2) Botanical ECO gamification learning flow;  (3) 5 practical activities; (4) five games that integrated gamification elements; (5) Botanical ECO-Gamification Guidebook; and (6) Instruments to evaluate program effectiveness in terms of ESD competencies and conceptual mastery. The research results showed that the developed instrument  had high validity and reliability, and was suitable for use (19 items). The Botanical ECO gamification program was rated in the good category for improving collaboration competency (80,41)  and in the good category for self-awareness competency (78,77). The implementation of the Botanical ECO gamification program to develop ESD was rated as very well received by students (85.81). The program was rated as excellent (82,17) or eligible of being one of the ecotourism programs on the UPI campus.
Exploring Students’ Perceptions of Outdoor Biology Learning Activities in Botanical Garden Hastika, Asyah Dwi; Saefudin; Supriatno, Bambang
Jurnal Penelitian Pendidikan IPA Vol 10 No 5 (2024): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i5.6718

Abstract

Outdoor learning has become a relevant learning method to enrich students' learning experience in biology. Botanical gardens, as places that reflect biodiversity, offer unique potential for integrating outdoor learning. This study aims to describe students' perceptions of outdoor learning that has been carried out in the botanical garden as well as the potential and barriers. This research method is a case study. Data collection techniques were questionnaires, structured and semi-structured interviews. The sampling technique used was convenience sampling with a sample of 32 class x students at one of the high schools in Bandung. Responses were expressed in perception numeric index to quantitatively reveal the perceptions of grade 10 students towards the outdoor learning experience that has been carried out. The results revealed that out of 32 respondents, most students showed positive perceptions towards outdoor learning in the botanical garden with a mean index = 55.23 (range 42.5-65.0) with standard deviation (sd) = 6.0. This perspective is influenced by the potential and obstacles in the implementation of outdoor learning conducted in botanical gardens. The implications of this study open up opportunities to design learning strategies that are more effective and can be applied by teachers in organizing biology learning at the high school level.
Using Gamification-based Program to Increase Student Creativity Skills in Sustainable Development Topics Zidan, Zuliande; Saefudin, Saefudin; Kusnadi, Kusnadi; Hastika, Asyah Dwi
Jurnal Penelitian Pendidikan IPA Vol 10 No 5 (2024): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i5.6737

Abstract

Creativity skills are one of the essential skills to face the VUCA World. Improving creativity skills is hampered by the large number of students and learning conditions that are less demanding of the creative process in the class. This research aims to measure the effectiveness of the Botanical Eco-gamification program to improve creativity skills. The ADDIE research approach was used to redesign the Botanical Eco-gamification program so that it can improve creativity skills. This research produced test instruments, e-LAD and questionnaires to measure creativity skills in the program. The instrument developed has been proven valid and reliable for measuring originality, divergent thinking, convergent thinking and mental flexibility skills. The results of program implementation show that students' creativity skills have increased from before treatment in the sufficient category (54.2) to the good category (71.16) with the N-Gain achievement being categorized as medium (0.37). The majority of students (55.71%) reached mastery level after being given treatment. Almost all students (76.29%) stated that the program was good for improving creativity skills. Further research is needed to examine other 4cs competencies, ESD competencies, mastery learning and student's engagement in the Botanical Eco-gamification program