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The Profile of Students’ Self-Efficacy in Using Chemdroid Media in Thermochemistry Topics Febrian Solikhin; Andang Wijanarko
Journal of Educational Chemistry (JEC) Vol 3, No 2 (2021)
Publisher : Chemistry Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/jec.2021.3.2.8469

Abstract

Self-efficacy is one of the factors that affect learning achievement. This study has the aim of analyzing the self-efficacy profile of students in learning using Chemdroid (Chemistry on Android) media. This media is an android-based media for Thermochemical material. This research is descriptive research with a quantitative approach. The classes used in this study were 2 classes with 60 students. Both are randomly selected. The first class is the control class (C-Class) which carries out hybrid learning, as usual, namely face-to-face in class and online learning using WhatsApp groups. The second class is the experimental class (E-Class) with face-to-face in class and using Chemdroid media. The learning time and the teacher in this study were the same. The instrument used is a self-efficacy measuring instrument consisting of 3 main aspects with 22 statements adapted from previous research. The results of the study were then analyzed and categorized into 5 categories. The results obtained indicate that the profile of students’ self-efficacy of E-Class students is higher than other class.
The Development of Android-Based Learning Media (Chemdroid) on The Topic Thermochemistry to Improve The Students’ Achievement Febrian Solikhin; Andang Wijanarko
JKPK (Jurnal Kimia dan Pendidikan Kimia) Vol 6, No 2 (2021): JKPK (Jurnal Kimia dan Pendidikan Kimia)
Publisher : Program Studi Pendidikan Kimia FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkpk.v6i2.46849

Abstract

The application of technology in learning is currently increasingly sophisticated. The development of learning media is widely applied to make learning more flexible. in this article will discuss the development (R&D) of Chemistry on Android (Chemdroid). This study aims to determine the media's quality based on the chemistry teacher's assessment, determine the readability of the media based on the assessment of students who have received this material, and determine the impact of this media trial in chemistry learning. The development design used is ADDIE (Analysis, Design, Development, Implementation, and Evaluation). At the implementation stage, the posttest control group design was used by involving two classes as the control and experimental class. The variable measure is students achievement. The results obtained are that the Chemdroid learning media has been developed and declared valid by four experts. The assessment results by five high school chemistry teachers were Very Good, with a mean value of  3.31. The results of this assessment state that the Chemdroid learning media is suitable for use as a learning media for thermochemistry. In comparison, the readability test results by 16 students from 4 various senior high schools resulted in Good criteria with a mean of 3.24, which means that this media is legible and useful for students in various groups. The analysis of the implementation results states that the two classes have a significant difference.
PEMBELAJARAN BERBASIS GAME UNTUK MENINGKATKAN MINAT SISWA PADA MATERI SUHU DAN PERUBAHANNYA Desi Rahmawati; Erna Ipmawati; Febrian Solikhin
Indonesian Journal of Natural Science Education Vol 4, No 2 (2021): November
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/nse.v4i2.2006

Abstract

Tujuan dari penelitian ini adalah menerapkan pembelajaran berbasis game untuk meningkatkan minat belajar siswa pada materi suhu dan perubahannya di kelas VII A MTs Muhammadiyah Srumbung. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK) menggunakan desain penelitian model Kemmis dan Mc. Taggart (1988) yang terdiri dari dua siklus. Penelitian ini dilaksanakan pada semester gasal tahun ajaran 2021/2022. Subjek penelitian ini adalah peserta didik kelas VII A MTs Muhammadiyah Srumbung. Objek penelitian adalah minat belajar peserta didik. Teknik pengumpulan data menggunakan observasi, survey, dan tes. Sedangkan instrumen penelitian yang digunakan yaitu lembar observasi siswa, lembar observasi guru, serta lembar soal pre-test dan post-test. Di akhir siklus II didapat hasil bahwa tingkat aktivitas siswa dalam memperhatikan materi dan keaktifan dalam mengikuti kegiatan game kuis berkelompok dalam kategori sangat aktif dengan masing-masing persentasenya mencapai 90% dan 87%. Sedangkan persentase ketuntasan kumulatif di akhir siklus II mencapai 78,26%. Dengan demikian Penelitian Tindakan Kelas ini dikatakan telah berhasil dan hasil penelitian menunjukkan bahwa pembelajaran berbasis game meningkatkan minat belajar siswa sekaligus hasil belajar siswa
The Application of Numbered Heads Together (NHT) in Online Learning Febrian Solikhin; Weni Inda Sari; Krisna Dewi
International Journal of Chemistry Education Research VOLUME 5, ISSUE 2, October 2021
Publisher : Universitas Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/ijcer.vol5.iss2.art6

Abstract

This research is a Classroom Action Research conducted at Public Senior High School 3 Bengkulu City, especially class XI MIPA 4. Online learning in this class reduces student learning activities. Many students are passive in learning. This affects decreasing their learning outcomes. For that, it is necessary to provide the appropriate treatment for solving the problem. This treatment is to apply a learning model that requires students to be more active in learning. One of them is the Numbered Head Together (NHT) learning model. This study aims to increase student activeness in the online learning process and improve student learning outcomes using the NHT model, especially chemical equilibrium material. The subjects of this study were 34 students of class XI MIPA 4. The instruments used were the student activeness observation sheet and the learning outcome test instrument. This research runs in 2 cycles, with each cycle consisting of planning, implementing, observing, and reflecting. The results obtained, overall, there was an increase in student activity in the online learning process and student learning outcomes. The percentage of student activeness in online learning increased from 40.19% in cycle I to 85.29% in cycle II. Meanwhile, the percentage of student learning outcomes completeness was risen from 55.88% in the first cycle to 82.35%. Both have achieved the target set, which is 75%.
Using Virtual Laboratory: A Profile of Students' Self-Efficacy on Electrochemistry Febrian Solikhin; Kristian Handoyo Sugiyarto; Jaslin Ikhsan
Acta Chimica Asiana Vol. 5 No. 1 (2022)
Publisher : The University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/aca.v5i1.116

Abstract

This study aimed to analyze the profile of students' self-efficacy in the use of virtual laboratory in electrochemistry class. It is quantitative descriptive research. The total subject of this research was 90 students from grade 12th public senior high school. Three classes were selected randomly to determine the sample: C class using conventional laboratory, E-1 class using virtual laboratories as a substitute, and E-2 class using both a virtual laboratory as a supplement. The instrument was a self-efficacy questionnaire that consisted of 22 items. The data were analyzed and categorized into 5 rating categories: very high, high, fair, low, and very low. The results showed that the profile of students' self-efficacy in the E2-class was highest than in 2 other classes.
The Effect of Using Augmented Reality-Based Learning Media on Chemistry Students’ Conceptual Understanding on Molecular Shape Febrian Solikhin; Dewi Handayani; Salastri Rohiat
Acta Chimica Asiana Vol. 5 No. 2 (2022)
Publisher : The University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/aca.v5i2.128

Abstract

This study aims to examine the effect of using Augmented Reality-based learning media on students' conceptual understanding of molecular shape material. This research is a quasi-experimental study with a post-test-only design. The class used was class X Mathematics and Natural Sciences in one of the Bengkulu City High Schools, which received molecular shape material, consisting of 1 control class and 1 experimental class. The control class is a class that uses PowerPoint media as usual with 2-dimensional image visualization. In contrast, the experimental class is a class that uses augmented reality-based learning media with 3-dimensional visualization. The instrument used is a post-test instrument referring to conceptual understanding indicators. The results were analyzed using a t-test. The results of the analysis showed that the significance level was 0.002. This result indicates that it is smaller than the significance level, or it can be concluded that there is a significant difference in the average understanding of the concept between the control class and the experimental class.
PENGEMBANGAN E-MODUL KIMIA BERORIENTASI LITERASI SAINS PADA MATERI KESETIMBANGAN KIMIA DI SMA NEGERI 3 BENGKULU TENGAH Ronawati Silaban; Rina Elvia; Febrian Solikhin
ALOTROP Vol. 6 No. 2 (2022): Pembelajaran Abad 21
Publisher : University of Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/alo.v6i2.25515

Abstract

This study aims to determine the level of feasibility and students responses to the scientific literacy-oriented chemistry e-module on chemical equilibrium material. This research is a development research that uses the ADDIE development model. The ADDIE development model consists of 5 stages, namely; Analysis (analysis), Design (design), Development (development), Implementation (implementation), and Evaluation (evaluation), but in this study is limited to the implementation stage. The sampling technique used purposive sampling, namely class XI MIPA 1 at SMA Negeri 3 Bengkulu Tengah, totaling 29 students. The research data were obtained from media expert validation questionnaires, material expert validation questionnaires, and student responses to the developed e-module. The feasibility level of the e-module based on media expert validation is 94.31% which states that the display in the e-module is feasible from the media aspect, material expert validation is 89.77% which states that the material in the e-module is feasible from the material aspect and science literacy orientation. The response of students to the e-module was 85.73% which stated that the students gave a very positive response to the developed e-module. This shows that the scientific literacy-oriented chemistry e-module on chemical equilibrium material is very suitable for use in the learning process.
Implementasi Metode Lean UX dan Efek Positifnya Pada Pengembangan Game Edukasi Berbasis Android Materi Ikatan Kimia Andang Wijanarko; Febrian Solikhin; Edwar Antoni; Hanif Nur Fadhil
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 6, No 1 (2023): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : STMIK Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v6i1.1394

Abstract

Kimia adalah ilmu yang abstrak untuk dipelajari. Salah satunya adalah materi Ikatan Kimia yang memuat konsep-konsep abstrak sehingga membutuhkan media pembelajaran sebagai alat bantu untuk memahami materi tersebut. Disisi lain, melalui implementasi kurikulum 2013 peserta didik diharapkan lebih aktif untuk memahami materi secara mandiri. Perkembangan teknologi menjadi peluang bagi para guru di sekolah-sekolah untuk berkreasi dan berinovasi dalam proses pembelajarannya. Salah satu metode yang dapat digunakan adalah dengan mengimplementasikan permainan ke dalam pembelajaran di kelas. Pembelajaran berbasis permainan (game) dapat membuat peserta didik lebih tertarik dalam mengikutinya. Berdasarkan permasalahan tersebut diperlukan sebuah game edukasi yang dapat digunakan oleh peserta didik dalam memahami materi Ikatan Kimia. Game edukasi yang dibuat dimulai dari pengumpulan data, pengembangan game edukasi menggunakan metode Lean UXyang terdiri dari declare assumption, create MVP, run an experiment, feedback and research, selanjutnya diakhiri dengan penyampaian kesimpulan dan saran. Dari hasil eksperimen terhadap game yang dikembangkan, hasilnya memiliki efek positif terhadap prestasi belajar siswa khususnya pada meteri Ikatan Kimia. Efek positif tersebut berdasarkan uji Anova dengan nilai sig. sebesar 0,003. Besar signifikansi ini kurang dari taraf kepercayaan (0,05) maka dapat dinyatakan bahwa penggunaan game edukasi yang dibangun menggunakan metode Lean UX mempunyai perbedaan rata-rata yang signifikan terhadap prestasi belajar.
PELATIHAN PEMBUATAN E-LKPD BERBANTUAN LIVEWORKSHEETS UNTUK MENINGKATKAN KEMAMPUAN TEKNOLOGI GURU SMAN 2 BENGKULU TENGAH Febrian Solikhin; Andang Wijanarko
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 4 No 1 (2023): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Volume 4, No 1 Maret 2023
Publisher : LP3M STKIP MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v4i1.1063

Abstract

Kegiatan pengabdian kepada masyarakat ini memiliki tujuan untuk melatih penggunaan LiveWorksheets. Hal ini berguna untuk meningkatkan kemampuan teknologi Guru SMAN 2 Bengkulu Tengah. Kegiatan ini dilakukan sebanyak 2 kali dengan tahapan persiapan, pelaksanaan dan monev. Tempat pengabdian kali ini adalah Laboratorium Komputer SMAN 2 Bengkulu Tengah, sedangkan peserta dalam kegiatan ini sebanyak 18 guru yang terdiri dari berbagai bidang pelajaran. Instrumen yang digunakan adalah lembar respon peserta dan lembar monitoring. Hasil lembar respon adalah sebesar 4,23 atau dalam kriteria sangat baik. Sedangkan hasil lembar monitoring menunjukkan sebanyak 7 orang guru masih mengembangkan dan menggunakan media ini di dalam kelas.
Pengembangan Bahan Ajar Berbasis Android pada Materi Konsep Mol Di SMAN 4 Kota Bengkulu Pica Lestari; Dewi Handayani; Febrian Solikhin
ALOTROP Vol. 7 No. 1 (2023): Alotrop 2023
Publisher : University of Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/alo.v7i1.28168

Abstract

The era of the industrial revolution 4.0 in education is characterized by the use of technology in the learning process. This study aims to test the feasibility, test student responses and see student learning outcomes on android-based teaching materials on the mole concept material at SMAN 4 Kota Bengkulu. The research was conducted using the Research & Development (R&D) method using a 4D development model which was limited to the 3D stage (Define, Design and Development). The feasibility test of android-based teaching materials is seen through the assessment of media and material experts, test student responses on small-scale and large-scale tests and student learning outcomes from the N-Gain score. The assessment of the feasibility of android-based teaching materials was carried out by two media and materials experts respectively. The results of the feasibility obtained are the results of media validation 91% and the results of material validation 88.33% with a very feasible category. Student response tests were carried out on a small and large scale. Determination of small-scale and large-scale samples with a normality test for all students of class X SMAN 4 Kota Bengkulu TA 2020/2021, obtained 9 students of class X IPA 1 as samples of the small-scale response test and 34 students of class X IPA 2 as samples of large-scale response test. The results of the small-scale student response test are 91.79% and the large-scale response test results are 85.9%, with a very good category. Learners on a large scale are also seen from their learning outcomes from the N-Gain score obtained, which is 0.62 or is in the medium category. The results obtained show that android-based teaching materials on the mole concept material are very feasible to be used in the learning process. Keywords: Development Research, Teaching Materials, Android, Mole Concept