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Journal : BIOEDUKASI

Implementation of Game-Assisted Interactive Demonstration on Students' Problem-Solving Skills and Digital Literacy in the Immune System Ruddy Indra Frahasta; Aa Juhanda; Gina Nuranti
BIOEDUKASI Vol 21 No. 3 (2023)
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.v21i3.41213

Abstract

This study aims to ascertain whether there is an impact on students' problem-solving skills and digital literacy. The research method uses Matching Only Pretest-Posttest Control Group Design. Fifteen students each from the experimental class and the control class made samples. The experimental class received an Interactive Demonstration model with the help of games. Tests of problem-solving skills and digital literacy and surveys asking respondents about their responses were used to obtain data. The analysis findings suggest that game-assisted Interactive Demonstration models can support and significantly influence high school students' capacity for problem-solving and digital literacy regarding immune system materials. The results showed that students in experimental classes on immune system content had high problem-solving skills, as seen by an average post-test score of 82, with an average N-Gain score of 0.74. According to the results of the hypothesis test, H1 is accepted because the significance value of Sig (2-tailed) is 0.000. The average score for digital literacy at level 4 is 56.77, with criteria usually meeting expectations. The average score on the response questionnaire was 69.33, which is excellent. The instrumental results in this study show how interactive demonstrations through games increase students' capacity for problem-solving regarding immune system content.This study aims to ascertain whether there is an impact on students' problem-solving skills and digital literacy. The research method uses Matching Only Pretest-Posttest Control Group Design. Fifteen students each from the experimental class and the control class made samples. The experimental class received an Interactive Demonstration model with the help of games. Tests of problem-solving skills and digital literacy and surveys asking respondents about their responses were used to obtain data. The analysis findings suggest that game-assisted Interactive Demonstration models can support and significantly influence high school students' capacity for problem-solving and digital literacy regarding immune system materials. The results showed that students in experimental classes on immune system content had high problem-solving skills, as seen by an average post-test score of 82, with an average N-Gain score of 0.74. According to the results of the hypothesis test, H1 is accepted because the significance value of Sig (2-tailed) is 0.000. The average score for digital literacy at level 4 is 56.77, with criteria usually meeting expectations. The average score on the response questionnaire was 69.33, which is excellent. The instrumental results in this study show how interactive demonstrations through games increase students' capacity for problem-solving regarding immune system content.This study aims to ascertain whether there is an impact on students' problem-solving skills and digital literacy. The research method uses Matching Only Pretest-Posttest Control Group Design. Fifteen students each from the experimental class and the control class made samples. The experimental class received an Interactive Demonstration model with the help of games. Tests of problem-solving skills and digital literacy and surveys asking respondents about their responses were used to obtain data. The analysis findings suggest that game-assisted Interactive Demonstration models can support and significantly influence high school students' capacity for problem-solving and digital literacy regarding immune system materials. The results showed that students in experimental classes on immune system content had high problem-solving skills, as seen by an average post-test score of 82, with an average N-Gain score of 0.74. According to the results of the hypothesis test, H1 is accepted because the significance value of Sig (2-tailed) is 0.000. The average score for digital literacy at level 4 is 56.77, with criteria usually meeting expectations. The average score on the response questionnaire was 69.33, which is excellent. The instrumental results in this study show how interactive demonstrations through games increase students' capacity for problem-solving regarding immune system content.
Implications Project-Based Learning (PjBL) Assisted Flipped Classroom on Critical Thinking Ability of Gender-Based Students on the Concept of Water Pollution Indri Puspitasari; Aa Juhanda; Jujun Ratnasari
BIOEDUKASI Vol 21 No. 3 (2023)
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.v21i3.41215

Abstract

Students' critical thinking abilities are still low for both female and male students. Initial data results obtained from the pretest, female students with a percentage of 35% and male students with a percentage of 27%. The aim of this research is to determine the effect of the project-based learning model assisted by the flipped classroom on gender-based junior high school students' critical thinking abilities on the concept of water pollution. This research uses a quantitative type of research with a sample of class VII students at SMPN 6 Sukabumi City, even semester of the 2022/2023 academic year. The instrument used is a critical thinking skills test. The results obtained show that the average posttest score for female students is 74.2 ± 12.6 and male students is 69.0 ± 11.0. Both of them have increased from the pretest and posttest, but the female scores are superior. The percentage per ability indicator based on gender in indicators 1,2,3 shows that women are superior to men. However, in indicators 4 and 5, women and men are the same. Overall, the data shows that there is no significant difference in learning using the Project Based Learning model assisted by Flipped Classroom between female and male students. However, based on indicators, female students are superior to male students.
The Influence of Biotechnology-Based Bio entrepreneurship Learning Model on the Enthusiasm Level and Entrepreneurial Personality of High School Students in Sukabumi Regency Mursyida, Wilda Waliam; Juhanda, Aa; Rukmana, Endris; Ramdhan, Billyardi
BIOEDUKASI Vol 22 No. 3 (2024)
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.v22i3.50861

Abstract

This research is motivated by the low level of student enthusiasm towards entrepreneurship due to the lack of activities that foster entrepreneurial personality. The research aims to examine the influence of biotechnology-based bio entrepreneurship on students' enthusiasm and entrepreneurial personality. A quasi-experimental design with a non-equivalent control group was used, involving class X students at SMAN 1 Cireunghas, Sukabumi district. Questionnaires were administered to collect data. Results showed that in the experimental group, 81% of students demonstrated a high level of enthusiasm with an N-Gain score of 0.81, increasing from a pretest average of 73.13 to a posttest average of 93.7. Regarding entrepreneurial personality, 79% of students exhibited high scores, with an N-Gain of 0.79, improving from a pretest average of 82.97 to a posttest average of 97.3. Hypothesis testing revealed significant differences between the experimental and control groups, with a significance level of 0.003 for enthusiasm and 0.020 for entrepreneurial personality (p < 0.05). Thus, biotechnology-based bio entrepreneurship positively influences both the enthusiasm and entrepreneurial personality of students.
The Effect of Entrepreneurial-STEM (E-STEM) Learning on High School Students’ Problem-Solving Skills Saraesa, Muhammad Nur Azzura; Aa Juhanda; Gina Nuranti; Rohayati
BIOEDUKASI: Jurnal Biologi dan Pembelajarannya Vol. 23 No. 3 (2025): Vol. 23, No. 3, October 2025
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.v23i3.53752

Abstract

This study aimed to determine the effect of the Entrepreneurial-STEM (E-STEM) learning model on students’ problem-solving skills in the topic of environmental change in Grade 10 biology. The E-STEM model integrates science, technology, engineering, and mathematics with entrepreneurial practices through contextual project-based learning. A quasi-experimental design using a Non-Equivalent Control Group was employed in two classes at a public senior high school in Sukabumi City, involving 31 students in the experimental group and 29 students in the control group. Research instruments included an essay test based on Polya’s problem-solving indicators, a student response questionnaire, and a learning implementation observation sheet. Data analysis involved normality and homogeneity tests, hypothesis testing (Mann-Whitney), normalized gain (N-Gain), and triangulation of quantitative and qualitative data. The results indicated a significant difference in posttest scores between the experimental and control groups, with the experimental group achieving a higher N-Gain (0.55, medium category) compared to the control group (0.24, low category). The most notable improvements occurred in the planning and evaluating solution indicators. Learning implementation reached 91.70% and student responses averaged 80.32%, both classified as very good. These findings suggest that the E-STEM model has a positive and significant effect on enhancing students’ structured and meaningful problem-solving skills. This study provides contextual empirical evidence for Indonesian biology education and highlights the need for further research with broader samples and longer implementation periods to strengthen the generalizability of the findings.
Co-Authors Aay Susilawati Agi Rahmadi Putra Ahadiah, Rima Ajijah, Melani Amalia Nur Milla Ana Ratna Wulan Anggraeni, Puji Apriliani, Hana Maulida Arfatul Makiyah Ashrul Tsani Asri Nurafipah Asri Aulia Nur Januarti Ayu Restu Sagita Ayuni, Fuji Nur Aziz, Asep Abdul Bachtiar Bachtiar Billyardi Ramdan Billyardi Ramdhan Damayanti, Teti Deasyca Yolanda Deni Irawan Deudeu Anggia Diana Rochintaniawati Dina Mardiana Dini Anggaeni Dliya Yustika Mardani Era Mutiara Erisa Septiyani Fela Elwitriana Fivty Octavia Astuti Gina Nuranti Hana Rizky Pratiwi Hega Fisia Romdon Hendrawati Hendrawati Indra Zultiar Indri Puspitasari Iqbal Noor Ismi Ghina Suryawirawati Iwan Kustiawan Jamaludin . Jayawarsa, A.A. Ketut Jujun Ratnasari Kesumawati, Okta Kurnia Syamba, Rangga Dharma Kusnadi Lamia Putri Leonita Siwiyanti Lilik Hasanah Luthfiyah Zahro Maulidina, Ranita Mayasari Mayasari, Mayasari Melani Ajijah Mia Husniati Maulidya Muhammad Iqbal Harisuddin Muhammad Nurfaizi Supriyadi Mursyida, Wilda Waliam Nida Anisa Nur Milla, Amalia Nurfitri Hidayanti Nuryani Rustaman Pratiwi, Hana Rizky Putri Ajeng Dwi Cahyani Ratih Ravelinda Ridwansyah Rini Solihat Robin Robin Robin, Robin Rohayati Romdon, Hega Fisia Roziaturizkoh, Fira Ruddy Indra Frahasta Rukmana, Endris Salsabilla Dwita Putri Saraesa, Muhammad Nur Azzura Setiono Setiono Setiono Setiono Setiono Setiono Sistiana Sistiana Sistiana Windyariani Siti Mas Masropah Siti Nur Annisa Siti Nur Azizah Wahyudin Siti Nurrachmatia Azizah Siti Patmawati Siti Paujiah Suhendar Suhendar Suhendar, Suhendar Suryawirawati, Ismi Ghina Susanti, Yeti Syahrani, Mala Tesla Teguh Rachmatuloh Effendi Topik Hidayat Triwulandari, Syane Ulfa Fauzi Utami Khofifah Yasir Sukmawijaya Yoga Maryanto Zulaika, Ananda Zulfah Puspita `Windyariani, Sistiana