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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.
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.
Enhancing Students’ Future Thinking Skills on Deforestation Through the Know, Understand, Do (KUD) Strategy: A Quasi-Experimental Study Ana Nurul Auliah; Suhendar; Gina Nuranti
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.v23i3.53757

Abstract

Future thinking skills are essential for preparing students to face complex global challenges through imaginative, strategic, and anticipatory thinking. However, empirical research on these skills is still limited, especially at the high school level. Based on observations, students' future thinking skills at SMAN X Sukabumi City are still low because learning does not encourage future thinking. This study aims to examine the effect of the Know, Understand, Do (KUD) strategy on students’ future thinking skills, analyze skill levels across specific indicators and gender, and explore students’ responses to the learning. Using a quasi-experimental design with a non-equivalent control group, data were collected through validated essay tests and student response questionnaires. Results indicate that the KUD strategy significantly improves students’ future thinking skills (p = 0.018), with higher normalized gain scores (N-Gain = 0.70) compared to the control group (N-Gain = 0.59). Analysis of indicators shows notable improvements in visioning, predicting, planning, anticipating, and evaluating. Gender differences did not significantly affect outcomes. Additionally, student responses revealed a high level of engagement and perceived relevance of the strategy. These findings highlight KUD as a promising strategy to foster anticipatory and sustainable thinking among students.