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Journal : PENDIPA Journal of Science Education

The Development of Kinemaster Animation Video as a Media to Improve Science Literacy in Elementary Schools Abdul Rochman Amrullah; Suryanti Suryanti; Nadi Suprapto
PendIPA Journal of Science Education Vol 6, No 1 (2022): November - February
Publisher : University of Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.6.1.151-161

Abstract

The research was conducted to develop kinemaster animation video media using the four D development model to improve students' scientific literacy on magnetism. The aim of this study was the Kinemaster animated video media that tried out to 27 six-grade students of SDN Bulusidokare Sidoarjo with Control Group Pretest-Posttest Design. Data collection techniques were validation, observation, tests, and questionnaire. The analysis of research result revealed that the feasibility included: 1) valid, the media and instructional tools that were developed by the researchers were feasible to be experimented; 2) practical, the feasibility of learning went very well with the percentage of 88% to 100%, best practice that was found were students’ enthusiasm increased, the media could be played many times and able to motivate students in doing experiments. The obstacles that happened during the learning process were students’ readiness, insubstantial facilities and infrastructure, and nonoptimal online learning supervision; 3) effective, the science-literacy-test result of experimental-class students passed with N-gain 0,5 to 1,0. Whereas on the control-class, some students faced failure with N-gain 0,17 to 0,57. Data from N-gain results (%) both classes got normal and homogenous distribution, thus independent sample t-test was conducted with significance result 0,00 < 0,05. It can be affirmed that there was effectivity difference in improving science literacy on experimental-class and control-class. Good responses that students gave reached 89% to 100%. The conclusion of this study is Kinemaster animated video media was feasible and effective to be used in improving science literacy on primary school students.
Pengembangan Perangkat Bimbingan melalui Bermain Peran (Role Playing) dan Terapi Bioskop Sains (Sciencecinematherapy) untuk Meningkatkan Empati Siswa SD Fatma Rochmawati; Suryanti Suryanti; Elok Sudibyo
PendIPA Journal of Science Education Vol 6, No 1 (2022): November - February
Publisher : University of Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.6.1.201-208

Abstract

Empati merupakan bagian penting dari perkembangan moral anak yang bisa dibentuk sejak anak usia dini. Usia siswa sekolah dasar (SD) dianggap sebagai periode anak-anak mengenal dunia luar setelah lingkungan keluarga. Kemampuan siswa dalam pengambilan perspektif atau sudut pandang terhadap orang lain merupakan salah satu indikator apakah siswa tersebut mempunyai empati atau tidak. Role Playing dan Sciencecinematherapy adalah cara yang digunakan peneliti untuk meningkatkan empati siswa SD. Penelitian ini bertujuan untuk mengembangkan dan memperoleh perangkat bimbingan yang valid, praktis, dan efektif. Perangkat bimbingan  yang dikembangkan berupa rencana pelaksanaan bimbingan (RPB), Lembar Refleksi Siswa, dan Tes kemampuan empati. Model pengembangan perangkat bimbingan  yang digunakan pada penelitian ini adalah Research and Development (R&D) yang dikembangkan Borg & Gall meliputi sepuluh tahap yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi design, uji coba produk, revisi produk, uji coba pemakaian, revisi design,  desiminasi dan implementasi. Namun, dalam penelitian menggunakan enam tahap dan tidak dilaksanakan desiminasi sehingga hasilnya berupa prototipe final perangkat bimbingan yang siap diimplimentasikan. Hasil penelitian menunjukkan bahwa perangkat bimbingan yang dikembangkan telah mempunyai nilai validitas, kepraktisan, dan keefektifan yang tinggi. Hal ini terlihat dari pendapat validator, respon guru, respon siswa, dan hasil uji lapangan. Berdasarkan hasil uji coba lapangan, bimbingan menggunakan role playing dan sainscinematherapy dapat meningkatkan kemampuan empati siswa lebih baik. Dari hasil tersebut disarankan agar aspek kemampuan empati dimasukkan secara terintegrasi dalam setiap mata pelajaran sebagai muatan kompetensi potensi siswa sebagai pembiasaan.