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Journal : International Journal of Active Learning

The Development of an Authentic Assessment Instrument Based on Google Sites to Measure the Learning Outcomes of the IPAS Project Joko Tia Setiawan; Sudarmin Sudarmin; Wiwi Isnaeni
International Journal of Active Learning Vol. 9 No. 1 (2024): April 2024
Publisher : Universitas Negeri Semarang

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Abstract

This research aims to explain the form of an authentic assessment instrument based on Google Sites to measure the learning outcomes of the IPAS Project on the Earth and Space aspects, as well as test its validity, reliability and practicality. The test subjects were 110 students. The data analysis technique uses Aiken's V for content validity, CFA for construct validity, ICC for interrater reliability, CR and VE for construct reliability, Cronbach's Alpha for internal reliability of the instrument, and percentage for practicality. The research results obtained three forms of authentic assessment instruments based on Google Sites that measure the learning outcomes of the IPAS Project, namely independent assignment assessment sheets, group project assignment assessment sheets, and objective tests. The instrument is valid in terms of both content validity and construct validity, except for items B2 and B4 so they must be removed from the model. The instrument is reliable in terms of interrater reliability, instrument reliability and construct reliability, except for dimension C which has a VE value below the criteria. A very practical instrument to use in measuring the learning outcomes of the IPAS Project.
Development of Game AR Integrated PjBL Syntax of Earth Structure Materials to Improve Students Creative Thinking Skills Sudarmin Sudarmin; Khamida Hikmawati; Risa Dwita Hardianti; Parmin Parmin; Endang Sri Lestari
International Journal of Active Learning Vol. 9 No. 1 (2024): April 2024
Publisher : Universitas Negeri Semarang

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Abstract

Creative thinking is one of the competencies that must be possessed in the 21st. However, there is a problem that students' creative thinking  skills  need  to  be improve, educational games needs to be improved due to the lack of adjustment of learning media with the condition of students. Therefore, Game AR media integrated with the PjBL syntax is needed that can improve students' creative thinking skills. This study aims to develop a valid Game AR media integrated with the PjBL syntax and analyze the significance of the influence of Game AR media integrated with the PjBL syntax on improving students' creative thinking skills. The research was carried out at SMP Negeri 1 Nusawungu. The population in this study is all class VIII and the sampling technique is carried out by means of cluster random sampling. The sample of this study is 31 students in class VIII A SMP Negeri 1 Nusawungu.  This research uses the Research and Development method with a 4D model (Define, Design, Development, Disseminate).  The results of the study show that the PjBL integrated Game AR is valid to be used with the N-Gain value of students in the high category. The results of the paired sample t-test showed a significance value < probability, so that it can be concluded that the Game AR media integrated with the PjBL syntax developed is valid to use and can significantly improve students' creative thinking skills.
Development of Virtual Reality-Based Ethno-SDGs Learning Media on Colloid Material to Improve Students' Chemical Literacy Delfris Ariya Pratama Ladjidji; Sudarmin Sudarmin; Cepi Kurniawan; Dimas Gilang Ramadhani; Agung Ade Yulianto; Kris Massora; Holifiled Widastra
International Journal of Active Learning Vol. 9 No. 2 (2024): October 2024
Publisher : Universitas Negeri Semarang

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Abstract

This research aims to develop Ethno-SDGs-based learning media integrated with Virtual Reality (VR) technology on the colloid material to improve students' chemical literacy. This media integrates the local wisdom of Palu, such as Kaledo, Kapurung, Palumara, and Utadada, with the chemical concept of colloids. The background of this research is the low chemical literacy of students due to the lack of connection between learning and local contexts and technological innovations. The focus of this research is the development of contextually relevant and technology-based learning media. The research employs a Research and Development (R&D) method with the 4D model (Define, Design, Develop, Disseminate). Data were collected through expert validation of media and content, peer reviews, small-scale trial questionnaires, and pretest and posttest assessments. Expert validation indicated the media's feasibility, with scores of 80% for content aspects and 79% for media aspects, both within the acceptable range. Peer reviews resulted in an approval score of 82% for both content and media aspects. The student responses from the small-scale trial showed a satisfaction rate of 92%, categorized as very feasible. Students also indicated that the media was engaging and helped increase their motivation to learn. The N-Gain test results showed an improvement in chemical literacy skills after using this media. The research concludes that the Ethno-SDGs-based learning media integrated with VR is effective in enhancing students' chemical literacy.