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Persepsi Guru Biologi Terhadap Implementasi Kurikulum Merdeka di SMA Negeri Kota Samarinda Karunia Dini, Eka; Herliani; Maasawet, Elsje Theodora; Rambitan, Vandalita M.M.
Jurnal Ilmiah BioSmart (JIBS) Vol. 11 No. 1 (2025): Jurnal Ilmiah BioSmart
Publisher : Pendidikan Biologi Fakultas Keguruan dan Ilmu Pendidikan Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jibs.v11i1.4998

Abstract

Penelitian ini bertujuan untuk mendeskripsikan persepsi guru Biologi terhadap implementasi Kurikulum Merdeka Belajar, kendala yang dihadapi, dan solusi yang dilakukan dalam mengatasi kendala tersebut. Metode penelitian yang digunakan adalah deskriptif kualitatif. Subjek penelitian adalah sembilan guru Biologi yang mengajar di kelas X dan XI di lima SMA Negeri di Kota Samarinda, dipilih melalui teknik purposive sampling. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa mayoritas guru memiliki persepsi positif terhadap Kurikulum Merdeka, meskipun masih terdapat hambatan seperti kurangnya pelatihan, keterbatasan sarana pembelajaran, dan kesulitan dalam merancang modul ajar. Guru mengatasi hambatan tersebut dengan mengikuti pelatihan daring dan mengakses informasi melalui sumber online. Kesimpulan dari penelitian ini adalah bahwa meskipun Kurikulum Merdeka dinilai positif, dukungan institusional dalam bentuk pelatihan dan penyediaan fasilitas masih sangat diperlukan.
The Pengaruh Penerapan Technological Knowledge melalui E-modul “Sistem Koordinasi” terhadap Hasil Belajar Kognitif Tingkat Tinggi dan Kemampuan Berkolaborasi Siswa Syafitrii, Nadia; Masitah; Akhmad; Maasawet, Elsje Theodora; Nasution, Ruqoyyah
PendIPA Journal of Science Education Vol 9 No 1 (2025): February
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.9.1.189-196

Abstract

This study aimed to determine the effect of the application of Technological Knowledge through the e-module "Coordination System" on the results of high-level cognitive learning and collaboration skills of class XI students in biology subjects at SMA Negeri 5 Samarinda. This study was quantitative with a Quasi Experiment type of research with a nonequivalent control group design. On the results of high-level cognitive learning, the results of the t-test were obtained with a significance value of 0.010<0.05 and the results of the N-Gain test were 64.31% with a fairly effective category. On the ability to collaborate, the results of the t-test were obtained with a significance value of 0.000<0.05 and an average value of 77.58% with a good category. Thus, it is concluded that the application of Technological Knowledge through the e-module "Coordination System" has a significant effect on the results of high-level cognitive learning and collaboration skills of class XI students in biology subjects at SMA Negeri 5 Samarinda.
Pengaruh Penggunaan Media Interaktif Video Animasi Berbantuan Doratoon Melalui Pendekatan TPACK Terhadap Hasil Belajar Siswa Kelas X SMA Negeri 2 Samarinda Pada Materi Ekosistem Anggreni, Regia Dwi; Jailani; Kurniawati, Zenia Lutfi; Maasawet, Elsje Theodora; Makkadafi, Suparno Putera
PendIPA Journal of Science Education Vol 9 No 1 (2025): February
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.9.1.233-239

Abstract

This study aimed to determine the effect of using interactive media animated videos assisted by Doratoon through the TPACK approach on the learning outcomes of class X students of SMA Negeri 2 Samarinda on ecosystem material. This type of research used a quantitative approach with a quasi-experimental method with a research design, namely non-equivalent control group design. The results obtained from the N-Gain test showed the Mean N-Gain value in the experimental class was 0.40 and in the control class was 0.32 which was included in the moderate category and the results of the T-test with a significance value of 0.014 <0.05. Based on these results, it can be concluded that there is an effect of using interactive media animated videos assisted by Doratoon through the TPACK approach on the learning outcomes of class X students of SMA Negeri 2 Samarinda on ecosystem material.
Analisis Penggunaan E-Modul terhadap Motivasi dan Minat Belajar Siswa Kelas VII dalam Pembelajaran IPA di SMP Negeri 11 Samarinda Paradistala, Maria Yeni; Jailani, Jailani; Akhmad, Akhmad; Maasawet, Elsje Theodora
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i3.436

Abstract

This study aims to measure the level and changes in motivation in grade VII students at SMP Negeri 11 Samarinda in science learning. The approach used in this study is quantitative descriptive with 34 students as samples determined through the Convenience Sampling method. The media used is a flipbook-based e-module. Three instruments were used in data collection, namely a questionnaire filled out by students, a student participation observation sheet filled out by the teacher, and multiple-choice questions assessed by the researcher. The results of the study showed that the average score of student learning motivation was 44.29 and student interest in learning was 40.47, both of which are included in the fairly high category. The results of data analysis from the three instruments showed an increase in student motivation and interest in learning, accompanied by significant positive changes. Based on these findings, the researcher concluded that the implementation of a flipbook-based e-module has a positive impact on student motivation and interest in learning.
Problem Based Learning (PBL) Berbantuan Educaplay : Pengaruh terhadap Kemampuan Berpikir Kritis Siswa Kelas XI SMAN 2 Samarinda Utami, Khairida Kanaya; Masitah, Masitah; Kurniawati, Zenia Lutfi; Maasawet, Elsje Theodora; Makkadafi, Suparno Putera; Akhmad, Akhmad
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i3.464

Abstract

This study aims to determine the effect of the Problem Based Learning (PBL) learning model using Educaplay media on the critical thinking skills of class XI students of SMA Negeri 2 Samarinda in the 2024/2025 academic year. This type of research is quasi-experimental using a non-equivalent control group design. Sampling in this study used a purposive sampling technique with a sample size of 26 students each for the experimental class and the control class. The data analysis techniques used were the N-Gain test and the independent sample t-test. The results of the data analysis showed that the N-Gain value of critical thinking skills of students in the experimental class with an average of 0.41 was included in the moderate category, and the control class was 0.32 in the moderate category. The results of the hypothesis showed a sig. (2-tailed) value of 0.028 (<0.05) for critical thinking skills, where the sig. value. (2-tailed) <0.05 so it can be concluded that the Problem Based Learning (PBL) learning model using Educaplay media has a significant effect on the critical thinking skills of class XI students of SMA Negeri 2 Samarinda. This finding shows that the integration of PBL with digital interactive media can be an effective alternative to improve students' critical thinking skills.
Pengaruh Game Based Learning (GBL) Berbantuan Website Educaplay terhadap Literasi Digital dan Hasil Belajar Siswa Kelas VII SMP Negeri 2 Samarinda pada Materi Ekologi dan Keanekaragaman Hayati Indonesia Wati, Puji Setia; Kurniawati, Zenia Lutfi; Masitah, Masitah; Maasawet, Elsje Theodora; Turista, Dora Dayu Rahma; Makkadafi, Suparno Putera
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i3.585

Abstract

Technology-based learning is crucial for 21st-century education to improve digital literacy and student learning outcomes. This study aims to determine the effect of Game Based Learning (GBL) assisted by educaplay on digital literacy and learning outcomes of seventh-grade students of SMP Negeri 2 Samarinda on the topic of Indonesian ecology and biodiversity. This study used a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. This study involved 64 students as samples, divided into experimental and control classes. The research instruments included essay questions for cognitive learning outcomes and questionnaires for digital literacy. The results showed significant differences between the two groups. The average cognitive posttest of the experimental class (79.5) was substantially higher than that of the control class (68.8), with an N-gain value of 0.52 (moderate category). The increase in digital literacy in the experimental class was also significant, from an average of 107.5 to 145.69. The t-test confirmed the significance value (p<0.05). Thus, it can be concluded that Game-Based Learning (GBL) supported by educaplay is effective in improving students' cognitive learning outcomes and digital literacy skills.
Development of Biodiversity Encyclopedia Based on Flipbook to Improve Student Learning Outcomes in Senior High School 6 Samarinda Sutiwi; Maasawet, Elsje Theodora; Masruhim, Muh Amir; 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.
Efektivitas E-Modul Berbasis SDGs dengan Pendekatan STEM untuk Meningkatkan Kreativitas dan Hasil Belajar Peserta Didik SMA di Samarinda Sabina, Siti; Nasution, Ruqoyyah; Maasawet, Elsje Theodora; Masitah, Masitah
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.617

Abstract

The STEM (Science, Technology, Engineering, and Mathematics) approach is a learning method that integrates four fields of science to encourage problem-solving and creative thinking in a contextual manner. This study aims to test the effectiveness of Sustainable Development Goals (SDGs-based) E-Modules with a STEM approach in increasing students' creativity and learning outcomes on the Role of Fungi in Life material. The research used the true experiment method with a pretest-posttest control group design, involving students of class X of SMA Negeri 9 Samarinda which was divided into experimental classes and control classes. The instruments used are learning outcome tests and creativity assessment sheets that have been validated by experts. Data analysis was carried out with an independent sample t-test to test the significance of differences between classes, as well as N-Gain calculation to measure learning effectiveness. The results showed that the improvement in learning outcomes in the experimental class was relatively high with an N-Gain value of 0.73, while the control class was in the medium category with an N-Gain value of 0.42. The increase in creativity in the experimental class was also significant, especially in the aspects of flexibility and elaboration. The high category in the experimental class is achieved because the E-Module allows for self-exploration, project-based activities, as well as the relevance of the material to real life. In contrast, learning in the control class tended to be less stimulating to creative and reflective thinking skills. Thus, SDGs-based E-Modules with a STEM approach have proven to be effective in increasing students' creativity and learning outcomes, as well as supporting the development of 21st century skills.
Pengaruh Pendekatan Pembelajaran Berdiferensiasi Berbantuan Media Lumio terhadap Keterampilan Berpikir Kritis dan Hasil Belajar Siswa pada Materi Ekosistem Kelas VII SMP Negeri 26 Samarinda Rahmayani, Novi; Maasawet, Elsje Theodora; Rambitan, Vandalita Maria Magdalena; Nasution, Ruqoyyah; Akhmad, Akhmad
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.666

Abstract

The purpose of this study is to determine the effect of the differentiated learning approach assisted by Lumio media on critical thinking skills and student learning outcomes in class VII ecosystem materials at SMP Negeri 26 Samarinda. This study uses a Quasi-Experimental method with a Non-Equivalent Control Group Design. The sampling technique was carried out by purposive sampling. The research instruments were in the form of a test of critical thinking skills and learning outcomes which were analyzed using the T-Test test with a significant level of 0.05, and N-Gain to analyze the results. The results showed that the N-Gain of critical thinking skills in the experimental group was 0.62 (medium category), and in the control group was 0.50 (medium category). On the other hand, the N-Gain for learning outcomes in the experimental group was 0.63 (moderate category), while in the control group it was 0.51 (moderate category). The results of the hypothesis test analysis, critical thinking skills, and learning outcomes each had a significant value of 0.00<0.05, so that there was a significant influence of the Lumio-assisted differentiated learning approach on critical thinking skills and student learning outcomes. Thus, this approach is effectively used to improve the quality of learning in the ecosystem material of junior high school grade VII SMP Negeri 26 Samarinda.
Pengaruh Model Pembelajaran Game Based Learning Berbantuan Media Lumio terhadap Motivasi dan Hasil Belajar Siswa Kelas VII SMP Negeri 9 Samarinda Sapan, Angellya Kristin; Turista, Dora Dayu Rahma; Maasawet, Elsje Theodora; Purwati, Sri; Makkadafi, Suparno Putera; Rambitan, Vandalita Maria Magdalena
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.676

Abstract

The Game Based Learning learning model is a learning approach that uses game elements in the learning process that involves students so that students interact more and play an active role during the learning process in the classroom. The use of the Game Based Learning Model is complemented by the use of Lumio as a learning medium. Lumio is a digital-based learning platform that combines slide presentations with activities such as quizzes and games, creating an active, fun and effective learning process in the modern technological age. The success of the learning process in the classroom is largely determined by appropriate teaching strategies and approaches. The purpose of this study is to determine the influence of the Game Based Learning model assisted by Lumio media on student motivation and learning outcomes in Science Class VII subjects of SMP Negeri 9 Samarinda. The method used in this study is a Quasi experiment which was designed using the Nonequivalent Control Group Design. The data analysis technique used was an independent sample test on the Mann Whitney non-paramteric test with the use of the Lumio-assisted Game Based Learning learning model on Motivation and The results showed that there was a significant difference between the experimental and control classes, with a sig value. 2-tailed 0.000 < 0.05, so from the Mann Whitney test it is known that there is an influence on the application of the Game Based Learning learning model assisted by Lumio media on student motivation and learning outcomes in science subjects grade VII SMP Negeri 9 Samarinda.
Co-Authors A.A. Ketut Agung Cahyawan W Abdul Hakim Abdullah, Muhammad Syafa'at Ahmad Ahmad AKHMAD Akhmad Akhmad Alang, Ambo Aliffiyah, Anggie Aloysius Hardoko Anda Supanda Anggreni, Regia Dwi Azizah, Ayu Nikmatul Candra, K.P Chatarina Umbul Wahyuni Daniel Daniel Daniel Daniel Tarigan Delima, Cicci Ima Didimus Tanah Boleng Didimus Tanah Boleng Dilla, Salsa Endah Puji Lestari, Endah Puji Evie Palenewen Fajrin Fajrin Faradilla, Novita Indah Faridah Faridah Fatchur Rohman Fitriani, Dessy Halefi, Adinda Jihan Handoko, Aloysius Hariyani Hariyani, Hariyani Hartini, Tanti Herlan Perdana Putra Herliani Herliani Herliani Humaira Isna Kartika Jailani Jailani Jailani Juliani Jullya Christin, Kolow, Karunia Dini, Eka Kolow, Jullya Christin Krishna Purnawan Candra Kurniawati, Zenia Lufti Lambang Subagiyo Lasih Lestari, Irma Wahyu Lumowa, Sonja Lumowa, Sonja Vera Tineke Lumowa, Sonja Verra Tinneke M.M. Rambitan, Vandalita Makkadafi, Suparno Putera Makrina Tindangen Mandalia, Resi Manurung, Raja Pagarlan Masitah Masitah - Masitah Masitah Masruhim, M. Amir Masruhim, Muh Amir Medyata Rika Niki Mega Fitriyanti Muh. Amir Masruhim Muntholib Nasution, Ruqoyyah Nur Hidayah Nuraini Nuraini Nuraini Nuraini Nurfadhila, Salsabila Desvika Nurul Qolby, Isnania Ayunda Palenewen, Evi Paradistala, Maria Yeni Parung, Yasthin Purwanti, Nuryanti Putra, Herlan Perdana Putri, Riska Nanda Rahmayani, Novi Rajudin, Miftahlia Aufazira Rambitan, Vandalita Rambitan, Vandalita M. M Rambitan, Vandalita M. M. Rambitan, Vandalita M. Magdalena Rambitan, Vandalita M.M. Rambitan, Vandalita Maria M. Rambitan, Vandalita MM. Ratnady, Hendita Dyah Retnaningsih, Wahyu Sekti Ria Oktaviani Rikadiantiash Sabina, Siti Sapan, Angellya Kristin Sari, Octaviani Sinaga, Yuli Rian Andriyani Sonja V. T. Lumowa Sonja V.T Lumowa SONJA V.T. LUMOWA Sri Purwati, Sri Sugeng Santoso Sukartiningsih Sulisetijono Sulisetijono Sumartijah, Sumartijah Susilo Susilo Sutiwi Syafitrii, Nadia Taufan Purwokusumaning Daru, Taufan Purwokusumaning Turini, Turini Turista, Dora Dayu Rahma Usman Usman Usman Utami, Khairida Kanaya Vandalita Maria Magdalena Rambitan Wa Suriati Wati, Puji Setia Widyawati, Dewinda Wijayakusuma, Indrawati Yeni Oktavia Yunitasari, Shinta Yusak Hudiyono, Yusak Zahrah, Nurindah Zenia Lutfi Kurniawati, Zenia Lutfi