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Development of Biodiversity Encyclopedia Based on Flipbook to Improve Student Learning Outcomes in Senior High School 6 Samarinda Sutiwi; Elsje Theodora Maasawet; Muh Amir Masruhim; Usman Usman; Herliani Herliani; Ahmad Ahmad
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.11660

Abstract

This study aims to develop a flipbook-based encyclopedia on the biodiversity of the Plantae kingdom for Grade X students at SMAN 6 Samarinda to enhance their learning outcomes. The research employed the ADDIE development model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. A total of 30 students participated in the implementation stage. The effectiveness of the product was evaluated using a one-group pretest-posttest design. Data were collected through interviews, needs analysis questionnaires, expert validation sheets, teacher assessments, student response questionnaires, and pretest-posttest multiple-choice questions. The feasibility results from experts comprising material, media, and language specialists showed high validity, with scores of 91.75, 78.88, and 90% respectively, indicating the product is "very feasible" for use. Student response data also supported this, with a practicality score of 89.6%, suggesting students found the encyclopedia engaging and beneficial. Furthermore, the N-gain analysis revealed a high effectiveness category, with an average gain score of 0.81. These results suggest that the developed flipbook-based encyclopedia effectively supports improves student learning outcomes in biology, particularly in the biodiversity topic.
Pembelajaran Biologi Berbantuan Media Augmented Reality (AR) pada Model Case Based Learning (CBL) Herliani
Jurnal Abdimas Mahakam Vol. 9 No. 01 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/jam.v9i01.3191

Abstract

Media Augmented Reality (AR), merupakan media dengan memanfaatkan teknologi yang mengintegrasikan suatu objek virtual menjadi terlihat lebih nyata melalui perangkat elektronik bantuan. Model case based learning adalah model pembelajaran yang berpijak pada kasus yang merupakan masalah bersifat kompleks berbasis kondisi senyatanya untuk merangsang diskusi kelas dan analisis kolaboratif. Kegiatan pengabdian kepada masyarakat dilaksanakan pada Musyawarah Guru Mata Pelajaran (MGMP) Ilmu Pengetahuan Alam (IPA) Kabupaten Bontang, yang dilaksanakan pada tanggal 27 dan 28 Mei 2024 dengan jumlah peserta 38 guru IPA. Kegiatan PKM memberikan pemahaman kepada guru IPA dalam membuat media augmented reality pada pembelajaran biologi. Sebelum kegiatan pelatihan sebanyak 79,5% peserta belum mengenal media Augmented Realiti. Setelah mengikuti kegiatan pelatihan 97,4% peserta memahami penggunaan aplikasi media Augmented Realiti. 100% peserta menyatakan bahwa media Augmented Realiti perlu untuk di gunakan dalam pelaksanaan pembelajaran biologi. Sebanyak 63% peserta belum mengetahui model Case Based Learning. Sebanyak 83% peserta setelah mengikuti kegiatan pelatihan sudah dapat menggunakan media Augmented Reality dengan model pembelajaran Case Based Learning pada pembelajaran biologi. Guru-guru juga sudah dapat menggunakan media Augmented Reality dengan model pembelajaran Case Based Learning pada pembelajaran biologi
Pengaruh Model Project Based Learning Berbasis STEAM melalui Kegiatan outdoor pada Materi Ekosistem untuk Meningkatkan Kreativitas Siswa Kelas X SMA Budi Luhur Samarinda Dinfisa Putri Mindi Sahara; Vandalita Maria Magdalena Rambitan; Sonja Verra Tinneka Lumowa; Herliani; Sri Purwati
PendIPA Journal of Science Education Vol 10 No 2 (2026): April - June
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.2.509-516

Abstract

The purpose of this research was to assess the impact of the STEAM-based PjBL model on the creativity of class X pupils at SMA Budi Luhur Samarinda in relation to ecology topics through outdoor activities. The methodology of this investigation was quasi-experimental and used a posttest-only control group approach. The study sample included 50 pupils, specifically class X-2, which used the STEAM-based PjBL approach through outdoor activities as the experimental class, and class X-1, which employed the PBL model as the control class. The sample was selected using a purposive sampling approach. A creativity observation rubric with markers for fluency, flexibility, originality elaboration, and individual contribution served as the research instrument. The SPSS version 25 was used to conduct data analysis, including hypothesis tests, normality tests, and homogeneity tests, utilizing independent sample t-tests. The study found that the average score for student creativity in the experimental group was 88.16, but the control group's score was 78.60. A hypothesis test yielded a significance value (Sig. 2-tailed) of 0.000 <0.05, leading to the rejection of H0 and the acceptance of Ha. Therefore, it may be deduced that the STEAM-based PjBL model has a considerable impact on the creativity of class X students at SMA Budi Luhur Samarinda when it comes to ecosystem content through outdoor activities.
Development of Neuroscience-Based Biology Learning Media to Increase Learning Motivation and Cognitive Learning Outcomes of Tenggarong High School Students Yuli Rian Andriyani Sinaga; Herliani; Didimus Tanah Boleng; Elsje Theodora Maasawet; Akhmad; Vandalita M. M Rambitan
Jurnal Penelitian Pendidikan IPA Vol 10 No 6 (2024): June
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i6.7314

Abstract

Neuroscience-based learning is a field of neuroscience study that focuses on studying educational concepts from the perspective of the brain's working system. It turns out that teachers and parents still rarely pay attention to this field of study, which has led to the emergence of a learning atmosphere that is passive and not optimal in stimulating nerve cells in the human brain. The results of initial observations carried out on 22-28 April 2021 on high school teachers and students in Tenggarong (SMA Negeri 1 Tenggarong, SMA Negeri 2 Tenggarong, SMA Negeri 3 Tenggarong) showed that there were still many (85%) It was found that teachers still relied on verbal language, image/animation media, PowerPoint and only a few (15%) were varied in their use of biology learning media, although based on interviews they said they understood audio, visual and audiovisual media well enough. Likewise with learning with neuroscience-based media, from the interview results, generally (85%) were not familiar with biology learning with neuroscience-based media and only a few (15%) were familiar with and had implemented it in biology learning. The same thing applies to students' cognitive learning outcomes from interviews that I found that students' abilities were generally moderate and low. This is because students think that biology is a rote subject and are less motivated when learning. This research method is Research and Development (R&D) Sivasailam Thiagarajan. The main objective of this development research method is to produce products and determine the feasibility of products developed in the form of neuroscience-based learning videos which are limited to the circulatory system. The research subjects included four validator experts, namely media experts, materials experts, language experts and learning tools experts. Class XI students as the research sample consisted of two classes, namely the control class and the experimental class. The results of the research show that the validity of learning media is in the valid category (79.95%), the practicality of learning media is in the very good category (83.37%), and also the effectiveness of neuroscience-based learning media in providing a high increase in learning motivation (Gain score = 0 .73) and t test analysis (t count < 0.05) via the SPSS application.
Effectiveness of Biology E-Module Teaching Materials Based on Flip Pdf Professional Application to Improve Learning Outcomes and Critical Thinking Skills Eka Fitria Purnamasari; Elsje T. Maasawet; Yusak Hudiyono; Lambang Subagiyo; Herliani; Akhmad
Jurnal Penelitian Pendidikan IPA Vol 10 No 11 (2024): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i11.9147

Abstract

This study aims to develop e-module teaching materials that can be used by teachers and students both in school and outside school by developing one of the Plip Pdf Professional applications as an innovation media in a fun learning process. The type of research used is research and development (R&D). The sample in this study were biology teachers and students of SMA Negeri 5 Samarinda and SMA Negeri 11 Samarinda. The results of the expert validation of the teaching materials produced were very good with an average score of 3 validators of 91.33% with the category (very valid). The practicality of the teaching materials assessment from the teacher showed a result of 95.31% (very practical), while the assessment from students got a score of 89.06% (very practical). The effectiveness of the teaching materials produced was able to provide an increase in cognitive learning outcomes with a gain score index of 0.83 (high) and the percentage value of students' critical thinking skills was 88.8%. The results of the effectiveness test using the paired sample t-test showed that there was an influence of the use of e-module teaching materials based on the Plip Pdf Professional application in improving the biology learning outcomes of students at SMA Negeri 5 and SMA Negeri 11 Samarinda on the Human Respiratory System material.