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Development of STEAM-Based Belawa Tortoise Conservation E-Supplement to Improve Higher Order Thinking Skills in High School Ecosystem Material Ajeng Mudaningrat; Aditya Marianti; Ellianawati Ellianawati; Parmin Parmin; Arif Widiyatmoko
Unnes Science Education Journal Vol. 13 No. 1 (2024): April 2024
Publisher : Unnes Science Education Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v13i1.5024

Abstract

Using local potential as teaching materials is an effort to meet the learning outcomes of class X biology subjects. This research aims to develop a STEAM-based Belawa Tortoise conservation e-supplement to improve higher-order thinking skills in high school ecosystem materials. This research is a Research and Development research using the ADDIE model The ADDIE development model is composed of the analyze, design, development, implementation and evaluation stages, but is limited to the implementation stage, namely small-scale tests. The small-scale test was conducted on 10 students of grade XI MAN 3 Buntet Pesantren Cirebon. The results showed that STEAM-based Belawa Tortoise conservation e-supplements have characteristics that there are local wisdom offerings with conservation content, virtual tours equipped with representative pictures and videos, STEAM-based student activities. E-supplements are valid and feasible to use based on the assessment of material experts and media experts with small-scale test results having an average of 94.6 with excellent criteria and unrevised qualifications. Based on the research, it can be concluded that the STEAM-based Belawa Tortoise conservation e-supplement is declared feasible, potentially to improve the higher-order thinking skills of high school learners.
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 Thematic Learning Using the Field-Trip Method Assisted by the Surrounding Environment to Improve Students' Scientific Literacy Abilities Sri Luah; Parmin Parmin; Widiasih Widiasih
Jurnal Penelitian Pendidikan IPA Vol 11 No 1 (2025): January
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i1.9355

Abstract

The purpose of this study is to produce learning tools with a field-trip learning method assisted by the surrounding environment to improve students' scientific literacy skills. The learning tool developed in this class VI material has the theme of saving living things with the subtheme of plants, friends. Development device learning refers to the Borg & Gall model which consists of 7 steps. Thematic learning tools with the field-trip method assisted by the surrounding environment were validated by 3 expert validators in the fields of science, language and instructional design learning so that results that met the following valid success criteria were obtained: Syllabus 4.48 (very good category), RPP 3.95 (good category), student teaching materials 3.81 (good category), and LKS 4.35 (very good category). The results of the effectiveness test of the learning tool were carried out on grade VI students of SDN Dampyak 02, resulting in an increase in scientific literacy skills of 4.14 (good category). Effectiveness was also obtained when teachers managed learning by 4.56 (very good category). The level of practicality of the field trip method during learning was 4.14 (good category), 4.30 (very good category). Thus, the overall learning tools of the field trip method developed are valid, effective, and practical.