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The Impact of Animated Video Material Interaction of Living Things with The Environment on Scientific Literacy of Junior High School Students Ika Fitrianingsih; I Ketut Mahardika; Zainur Rasyid Ridlo
Journal of Science and Science Education Vol. 3 No. 2 (2022): October
Publisher : Pascasarjana, Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.008 KB) | DOI: 10.29303/jossed.v3i2.1832

Abstract

This research aims to examine the impact of animated video on scientific literacy of junior high school students. Using a quasi-experimental research design with a non-equivalent control group design. The research was carried out at Wonomerto 1 state junior high school, with a population of class VII students in the even semester of the 2021/2022 academic year. The research sample consisted of the experiment class and the control class. Techniques and instruments of data collection using tests, observations, interviews, and documentation. The data analysis technique used a normality test, Independent T-test, and right-hand t-test. The results of the Independent Sample T-test of students’ scientific literacy abilities obtained a significance value (2-tailed) of 0.000 and the results of the right-hand t-test that the tcount > ttable value was 5,345 > 1,684. The results showed that learning science using animated videos had a significant effect on scientific literacy for junior high school students
Teacher Perception of Implementation Learning Management System: CCR with Android Opensource Zainur Rasyid Ridlo; Rusdianto Rusdianto; Samsul Bahri; Luthfin Afafa
Pancaran Pendidikan Vol 10, No 1 (2021)
Publisher : The Faculty of Teacher Training and Education The University of Jember Jember, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (559.242 KB) | DOI: 10.25037/pancaran.v10i1.326

Abstract

The purpose of this research is mapping teacher perception on learning management system as second opinion in pandemic era. The methodology of research divided into three parts, namely preparation, action, and evaluation. The first step is preparation, include prepare to train the teacher to use CCR and android application opensourse. The second step is action, this section is most important in this research because in this section the teachers were practicing with CCR and android application within the teaching activities in online learning. After those steps, the final is evaluation, the teachers were evaluated using likert scale of the implementation of CCR and android open sourse. The result  of this research is most of the teachers feel easy in accessing CCR and android opensource application.
The Development of Android Applications in Junior High Schools as Learning Media in Astronomy Course in SMP Cendekia Insani Zainur Rasyid Ridlo; Rusdianto Rusdianto; Luthfin Afafa; Efrika Marsha Ulfa
Pancaran Pendidikan Vol 11, No 1 (2022)
Publisher : The Faculty of Teacher Training and Education The University of Jember Jember, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (668.781 KB) | DOI: 10.25037/pancaran.v11i1.358

Abstract

This Research have a purpose to exploring teachers’ preference on development of learning media integrating assessment with android application as online assessment in science learning in SMP Cendekia Insani. Research and development use an ADDIE Model. Steps of ADDIE Model is Analysis, Design, Development, Implementation and Evaluation. Analysis is the steps description process of what is going to be taught and forms the basis of all other steps. Design is determine the process of have an information and development a strategy of analysis the problem. Development the component of multimedia are prepared during this phase. Implementation is development result is applied in learning process to know it’s the quality. Evaluation is the last step to evaluation and have a data to improve a research. This research have a result of most of the teachers prefers the online assessment that integrated with android application rather than the conventional one especially in the online learning environment nowadayas.
The Implementation Guided Inquiry Model of Teaching for 7th Grade Junior High School in Improving Cognitive Skill on Temperature Course Erin Wardani; Zainur Rasyid Ridlo
Pancaran Pendidikan Vol 8, No 3 (2019)
Publisher : The Faculty of Teacher Training and Education The University of Jember Jember, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (518.153 KB) | DOI: 10.25037/pancaran.v8i3.252

Abstract

Science learning covers processes and products. Learning activities undertaken must follow the scientific method of observing, asking, trying, reasoning, communicating. One of the learning models that is suitable for the scientific method is the guided inquiry teaching model. This study aims to examine the implementation of the guided inquiry model of teaching in heat and temperature course in improving the cognitive learning skills of junior high school students. This type of research is a quasi-experimental research with one group pretest-posttest design research design. The sample used was one class with a total of 31 students. The pretest and posttest results were tested in pairs to determine the improvement in students' cognitive skills and the results obtained were sig. (2-tailed) is 0,000 so it is smaller than 0.05. From these results, it can be concluded that the application of the guided inquiry model of teaching in temperature and its changes can improve the cognitive skills of junior high school students.
The Analysis of Implementation Project-Based Learning Model of Teaching Integrated with Computer Programming in Improving Computational Thinking Skills in a Classical Mechanics Course Zainur Rasyid Ridlo; Supeno Supeno; Sri Wahyuni; I Ketut Mahardika; Iwan Wicaksono; Efrika Marsya Ulfa
Jurnal Penelitian Pendidikan IPA Vol. 8 No. 4 (2022): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v8i4.1789

Abstract

This research aims to explore student computational thinking skills in implementing a project-based learning model of teaching integrated with computer programming in classical mechanics course in projectile motion topic. The research design uses one group pretest and post-test design. The computational thinking skills have five indicators: abstraction, generalization, decomposition, algorithm, and debugging. The computational thinking indicator was analyzed from the result of Pretest and post-test scores and a comparison between manual solution and numerical solution from computer programming. The instruments used in this study were tasks, rubrics, and questionnaires.  The result shows the average score of the Pretest is 53.05, and the post-test score is 80.22. The student computational thinking skills in algorithm and debugging in Pretest are 29.70% and 24.30% and 59.00%, and 54.00% in the post-test stage. This result indicates the implementation of PBL model of Teaching integrated with computer programming has a significant impact on student computational thinking skills
Aktivitas Pembelajaran Berbasis Proyek Terintegrasi dalam Pendekatan STEM: Pemanfaatan Cardboard bekas dalam Mendesain VR (Virtual Reality) Berdasarkan Konsep Pembiasan Cahaya pada Lensa Cembung Sebagai Media Proyeksi Video 3D untuk Meningkatkan Metaliterasi Siswa Okti Anis Safiati; Dafik Dafik; Zainur Rasyid Ridlo
CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS Vol 3, No 2 (2022): CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS
Publisher : jcgant

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25037/cgantjma.v3i2.80

Abstract

After the Covid-19 pandemic, students are used to online learning, namely learning using gadgets. It is a fact that more students use their gadgets to play online games than educational sites. In playing online games students feel they are in a game that seems real. It's not uncommon for gamers to buy a VR box to play 3D games more realistically. VR or Virtual Reality is a medium of interaction between humans and computers that makes users feel that they are in a computer environment. The aim of this research is to make VR with the right and cheaper materials, namely used cardboard and plastic bottles. The results of this study are Virtual Reality to improve students' metalliteracy abilities. Metalliteration ability is very important in the industrial era 4.0. Metalliteracy is a comprehensive framework of thinking that goes beyond other literacy with the main literacy being technology and information literacy. This metalliteracy ability is still relatively new, therefore, in this study a project-based learning model that is integrated with the STEM (Science, Technology, Engineering, Mathematics) approach is applied to improve students' metalliteracy abilities by presenting STEM problem solving in learning. The STEM problem raised in this study is the use of used cardboard in making VR (virtual reality). Shiva made VR based on the concept of light refraction in convex mirrors, then PjBL and STEM tools were developed in learning to increase student metalliteracy by calculating the surface area of geometric shapes. The results of the research are in the form of learning activities in the form of table descriptions of 1-6 stages of learning activities.
DESAIN LABORATORIUM VIRTUAL BERBASIS IJEN GEOPARK PADA MATERI IPA DI SMP SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF Praditya Tri Revanza; Zainur Rasyid Ridlo; Vendwina Saphire Rizqi
saintifika Vol 24 No 2 (2022)
Publisher : FKIP Universitas Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (489.948 KB) | DOI: 10.25037/saintifika.v24i2.130

Abstract

The virtual laboratory is an IT-based learning media. The purpose of this study was to develop a virtual laboratory design to increasing conceptual understanding of science material at the junior high school level on science material with topics of physics, chemistry, biology, and earth sciences. This virtual laboratory was developed as a form of utilizing technology in the field of education, where the development of information technology is currently very supportive of implementing practical simulations in a virtual laboratory. The research method of this research applies the Research and Development (R&D) method with 3D steps. The development steps include: identification, design, and development. Validation stage of media experts, material experts and media users to assess the feasibility of the media and test development to see the effectiveness of using media in learning as well as student responses to the effectiveness of learning by using virtual laboratory media.
KARAKTERISTIK ORGANOLEPTIK SOYGHURT EDAMAME SEBAGAI MAKANAN PENDAMPING ALTERNATIF UNTUK PENDERITA STUNTING Moh. Nu'man Ash Shiddieqiey; Yoan Melly Nurrahma; Anastasya Eka Saputri; Supeno Supeno; Ulin Nuha; Diah Wahyuni; Zainur Rasyid Ridlo; Rusdianto Rusdianto
saintifika Vol 23 No 2 (2021)
Publisher : FKIP Universitas Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (221.555 KB)

Abstract

Stunting sufferers in Jember Regency have increased from 17,344 in2018 to 19,870 in 2019. The purpose of this study was to determine the potential ofedamame soyghurt as an alternative complementary food for stunting sufferers. Theexperimental design used was a completely randomized design (CRD) with differentcombinations of treatments on edamame juice, skim milk, and starter. The result wasanalyse of organoleptic include taste, color, aroma, and texture with hedonic testusing 10 panelists non-skilled. Based on the result of organoleptic, the average valueof preference ranges from taste between 3.2-3.4 (slightly like to like), aroma 3.6-3.9(slightly like to like), color 3.1-4.2 (slightly like to like) like), texture 3.5-4 (slightlylike to like). The best treatment was in the combination of edamame soyghurttreatment in the proportions of skim milk 150 (%w/v), edamame juice 730 (%v/v),and sucrose 50 (%w/v) with starter 70 (%w/v).
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ARTICULATE STORYLINE UNTUK MENINGKATKAN KETERAMPILAN KOMUNIKASI SISWA SMP KELAS VII PADA MATERI PENCEMARAN LINGKUNGAN Ulyana Maulidiyah; Sri Wahyuni; Zainur Rasyid Ridlo
LENSA (Lentera Sains): Jurnal Pendidikan IPA Vol. 12 No. 2 (2022): November 2022
Publisher : Faculty of Teaching and Education, University of Wiraraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24929/lensa.v12i2.239

Abstract

Articulate Storyline merupakan suatu software interaktif yang dapat digunakan sebagai media pembelajaran karena software ini menyajikan audio, gambar serta video. Tujuan penelitian ini adalah mengembangkan media pembelajaran interaktif berbasis Articulate Storyline untuk meningkatkan keterampilan komunikasi siswa. Jenis penelitian ini adalah penelitian-pengembangan dengan tahapan define, design, develop. Kemudian setelah pengembangan media, dilakukan uji coba produk pada siswa kelas VII E SMPN 11 Jember. Hasil validasi sebesar 85% dengan kriteria sangat valid. Data kepraktisan dilakukan uji keterbacaan media diperoleh skor sebesar 85,56% yang dilanjutkan dengan uji coba lapangan diperoleh data observasi keterlaksanaan sebesar 97,71%. Data efektivitas melalui pre-test dan post-test. Uji N-Gain pada data efektivitas sebesar 0,45 dengan kriteria sedang. Data hasil analisis indikator komunikasi sebesar 8,38% dengan kriteria sedang. Data hasil analisis respon siswa sebesar 92,5% dengan kriteria sangat baik.
The Development of Science Teaching Materials Based on Android Mobile to Improve Critical Thinking Skills in Junior High School Students Nurul Iqdami Zuniari; Sri Wahyuni Wahyuni; Zainur Rasyid Ridlo
Asian Journal of Science Education Vol 5, No 1: April, 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/ajse.v5i1.31038

Abstract

The development of science teaching materials based on android mobile is based on the need for teaching materials that are suitable for 21st-century learning which is synonymous with the use of technology, information, and communication. This research aims to know the validity, practicality, and effectiveness of science teaching materials based on android mobile in improving students' critical thinking skills. The manufacture of teaching materials also aims to improve the low critical thinking skills of junior high school students. The research conducted is development research with the ADDIE development model. The subject of the study was a grade 7A student of SMPN 2 Maesan, Bondowoso. This study used instruments in the form of validation sheets, practicality sheets, and critical thinking skill tests.  Data analysis techniques used in research consist of validity test analysis, practicality test analysis, and effectiveness test analysis. The results showed that (1) the percentage of validity of science teaching materials based on android mobile is 92% of the average of three validators, (2) the percentage of the practicality of science teaching materials based on android mobile is 86%, (3) the effectiveness score of science teaching materials based on android mobile 86%, (4) the effectiveness score of science teaching materials based on android mobile is 0.69 obtained from the N-gain test and 75% from the student response questionnaire so that it can be concluded that science teaching materials based on android mobile are valid, practical and effective for improving the critical thinking skills of junior high school students.