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Efektivitas Perangkat Pembelajaran Terintegrasi STEM terhadap Kemampuan Berpikir Kritis Siswa Riris Nurhilyatuz Zulfa; Mohammad Masykuri; Maridi Maridi
SAP (Susunan Artikel Pendidikan) Vol 7, No 1 (2022)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (874.614 KB) | DOI: 10.30998/sap.v7i1.13001

Abstract

There are problems in SMP Negeri 8 Surakarta where student’s critical thinking skills are still low and need to be improved. Thissresearch and development.aims to find.out the effectiveness of lesson.plan integrated.STEM in material temperature and its changes to improve student’s critical thinking. This research using 4D.research procedure by Thiagarajan. Phase 4D consists of defining,.designing,.developing, and disseminating. The subjects of the study were class VII in odd semester 2021/2022 academic year in SMP Negeri 8 Surakarta which were divided into 2 classes, namely the experimental class and the control class by using a sampling technique that was simple random sampling. Data analysis in this research was analysis of improvement of critical thinking skill through N-gain test. The results shows that theelesson plan integrated STEM is effective in improving critical thinking skills because the average of experimental.class is.higher thannthe control class.
A BOARD GAME DEVELOPMENT ON CELL MEMBRANE TRANSPORT MATERIAL Murni Ramli; Qonita Majid; Maridi Maridi
BIOEDUKASI Vol 20 No 2 (2022)
Publisher : PROGRAM STUDI PENDIDIKAN BIOLOGI FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN UNIVERSITAS JEMBER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/bioedu.v20i2.27616

Abstract

Board games are one of the supporting tools for understanding complex material and abstract scientific concepts This study aims to develop a board game with cell membrane transport material and test the board game response by experts. This study is research and development. This board game was developed for class XI science students using learning progression. The research design used was adopted by Arnel A. Gutierrez's research. The steps used in this study include the preparation stage, game development, and response testing by experts. Test responses are carried out by distributing questionnaires to validators /experts using Google Form. The questionnaire assesses the content, instructions, appearance, and design of the media. Analysis of the validity of the instrument with five options using a Likert scale, given four choices between ranges of disagreeing, disagree, agree, and strongly agree. The results of data analysis using a ranking scale Rasch model may indicate that the validity of the score of the selected respondents indicated that the average value of observations shows a significant difference starting from logit -0.32 for selection score of 1 (disagree), and 0.96 for the selection quite agree, 2.58 for the agreeable choice and 5.69 for the strongly agree choice. Between these options, there is an increase in logit, which indicates that the scale on the questionnaire used is good. The Andrich Threshold average value starts from the value of none, negative -3.54 to positive 4.17 indicating that the answer option from the respondent is valid, which means the board game can be used.