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Perbedaan kemampuan berpikir kritis dan hasil belajar kognitif dengan model pembelajaran problem based learning berbantuan media audio visual Meti Herlina; Jayanti Syahfitri; Ilista
Edubiotik : Jurnal Pendidikan, Biologi dan Terapan Vol. 5 No. 01 (2020): Edubiotik : Jurnal Pendidikan, Biologi dan Terapan
Publisher : Biology Education Department, Universitas Insan Budi Utomo, Malang, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/ebio.v5i01.1981

Abstract

Utilization of problem based learning models assisted by learning media to improve critical thinking skills and cognitive learning outcomes of students have not run optimally. This study aims to determine the differences in critical thinking skills and cognitive learning outcomes of students with problem based learning (pbl) learning models assisted by audio-visual media in SMA Negeri 06 Bengkulu City. The research method used was quasi experimental with a randomized pretest posttest control group design. The study population was a class XI student of SMAN 06 Bengkulu City with two groups namely experimental and control samples with each 36 people. The instrument used, namely essay question test totaling 5 questions that measure critical thinking and multiple-choice questions totaling 10 questions to measure cognitive learning outcomes. The research data analysis technique used a t-test. The results showed that there were differences in critical thinking skills and student cognitive learning outcomes. This is evident from the t count value of critical thinking skills of 6.414 (> t-table) and cognitive learning outcomes of 5.826 (> t-table). This research concludes that there are differences in critical thinking skills and cognitive learning outcomes of students with PBL models assisted by audio-visual media.
Validity Test of Digital Science Teaching Materials Based on Case Method Learning Integrated with P5P2RA Efrahutatera; Syahfitri, Jayanti; Hartati, Merri Sri
Jurnal Penelitian Pendidikan IPA Vol 11 No 6 (2025): June
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i6.10852

Abstract

This study aims to develop digital science learning media based on case method learning integrated with P5P2RA. The main data of this study are (a) knowing the facilities owned by the school based on the results of interviews with the principal, (b) learning media used by teachers during learning based on interviews with class teachers, (c) Practicality when used by students based on the results of student observations. This study uses the research and development (R&D) method. The development model used is the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The results of the study indicate that (a) the facilities owned by the school can be used well, and (b) the media developed is feasible for use in the classroom, this can be seen from the results of media expert validation of 91% and material expert validation of 90% with a very feasible category (c) digital science learning media based on case method learning integrated with P5P2RA is stated to be practical, this can be seen from the results of the Practicality Test of 92.6% with a very practical category.
Peningkatan Kompetensi Guru Melalui Pendampingan Pembuatan Bahan Ajar Berbasis Edugame Untuk Meningkatkan Motivasi Belajar Siswa Di SMPN 29 Bengkulu Tengah Ayudho Selviani; Jayanti Syahfitri; Kharisma, Agung; nasral
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol. 8 No. 4 (2025): Oktober 2025
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v8i4.4058

Abstract

Abstract: This community service program aimed to improve teachers’ competence in creating digital learning materials based on educational games (edugames) to enhance students’ learning motivation. The activity was conducted at SMP Negeri 29 Bengkulu Tengah with 15 participating teachers. The program adopted a workshop approach, including the introduction of edugame concepts, guidance in designing digital learning scenarios, and hands-on practice using free-access edugame platforms. Teachers actively engaged in discussions and collaborative work, resulting in several prototype edugames ready for classroom trials. The outcome indicates increased teacher skills in integrating technology into teaching and potential improvement in students’ engagement through interactive digital learning resources. Keywords: digital learning materials; edugame; learning motivation; teacher competency Abstrak: Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kompetensi guru dalam membuat bahan ajar digital berbasis permainan edukatif (edugame) untuk mendorong motivasi belajar siswa. Kegiatan dilaksanakan di SMP Negeri 29 Bengkulu Tengah dengan peserta sebanyak 15 guru. Metode yang digunakan adalah pelatihan (workshop) yang mencakup pengenalan konsep edugame, pendampingan penyusunan skenario pembelajaran digital, dan praktik langsung menggunakan platform edugame yang dapat diakses secara gratis. Peserta terlibat aktif dalam diskusi dan kolaborasi, sehingga dihasilkan beberapa prototipe edugame yang siap diujicobakan di kelas. Hasil kegiatan menunjukkan adanya peningkatan keterampilan guru dalam mengintegrasikan teknologi ke dalam pembelajaran serta potensi peningkatan keterlibatan siswa melalui bahan ajar digital yang interaktif. Kata Kunci: bahan ajar digital; edugame; motivasi belajar siswa; kompetensi guru
Sosialisasi Pembuatan Bahan Ajar Digital Berbasis Pendidikan Karakter Bagi Guru Di Daerah 3T Syahfitri, Jayanti; Muntahanah, Muntahanah; Darmi, Titi
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol. 6 No. 3 (2023): Juli 2023
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v6i3.2497

Abstract

Character education is one of the mental revolution efforts made to instill character in students. Teachers play an important role in producing generations of noble character and morality, including elementary school teachers. Instilling character from an early age is expected to be able to strengthen the foundation in building the nation. The process of cultivating character must be adapted to the stages of student development and the times, so that integrating it into interactive teaching materials will be preferred by students, students can more easily understand the material and have skills that are balanced between science and technology and IMTAQ. To realize this, teachers are required to be able to integrate it into PBM such as teaching materials. However, the facts on the ground show that teachers in partner schools do not really understand the context of character building and apply it to teaching materials. The purpose of this activity is to increase teacher knowledge and skills in designing and integrating character education in digital teaching materials. This service activity is carried out through lecture methods, outreach, training, and discussions involving approximately 17 elementary school teachers. The results of the activity show that in general the teacher already knows the concept of character education, examples of assistive applications in making teaching materials and teachers have been able to design and integrate character education into teaching materials in accordance with the subjects being taught which are then ready to be made into digital teaching materials           Keywords: socialization; digital teaching materials; character education Abstrak: Pendidikan karakter merupakan salah satu upaya revolusi mental yang dilakukan   untuk menanamkan karakter pada siswa. Guru memegang peranan penting dalam menghasilkan generasi yang berkarakter dan berakhlak mulia, tidak terkecuali guru SD. Penanaman karakter sejak usia dini diharapkan mampu memperkuat pondasi dalam membangun bangsa. Proses   penanaman karakter harus disesuaikan dengan tahap perkembangan siswa dan perkembangan zaman, sehingga mengintegrasikannya ke dalam bahan ajar interaktif akan lebih disukai siswa, siswa lebih mudah memahami materi dan memiliki keterampilan yang seimbang antara IPTEK dan IMTAQ. Untuk mewujudkan hal ini guru dituntut mampu mengintergasikannya ke dalam PBM seperti bahan ajar. Namun, fakta dilapangan menunjukkan bahwa guru-guru di sekolah mitra belum terlalu memahami konteks pendidikan karakter serta menerapkannya ke dalam bahan ajar. Tujuan kegiatan ini yaitu meningkatkan pengetahuan dan keterampilan guru dalam mendesain serta mengintegrasikan pendidikan karakter dalam bahan ajar digital. Kegiatan pengabdian ini dilakukan melalui metode ceramah, sosialisasi, pelatihan, dan diskusi dengan melibatkan lebih kurang 17 orang guru SD. Adapun hasil kegiatan menunjukkan secara garis besar guru sudah mengetahui konsep pendidikan karakter, contoh aplikasi bantu dalam membuat bahan ajar dan guru telah mampu mendesain serta mengintegrasikan pendidikan karakter ke dalam bahan ajar sesuai dengan mata pelajaran yang diampu yang kemudian siap untuk dibuat ke dalam bahan ajar digital.Kata kunci: sosialisasi; bahan ajar digital; pendidikan karakter
Pelatihan dan Pendampingan Pembuatan Bahan Ajar Digital Berbasis Artificial Intelligence (AI) Syahfitri, Jayanti; Muntahanah, Muntahanah; Irwandi, Irwandi
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol. 7 No. 4 (2024): Oktober 2024
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v7i4.3356

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SD Negeri 140 Seluma has a relatively large number of human resources, both teachers and students. However, this is also a challenge for partner schools where some of the problems that are often faced are the lack of knowledge and competence of teachers in providing digital teaching materials to facilitate differentiated learning, which impacts the formation of students' character optimally. This training and mentoring is an effort to improve teacher knowledge and competence in providing teaching materials. This activity involved 30 teachers through two methods, namely: socialization, training and mentoring (the practice of making AI-based learning videos). The activity results showed that all participants experienced an increase in understanding related to the concept of digital teaching materials and increased competence in making AI-based learning videos. This is evidenced by the products that have been produced by the training participants. Keywords: artificial intelligence; digital teaching materials; training;  accompaniment SD Negeri 140 Seluma memiliki SDM dengan jumlah yang relatif banyak baik guru maupun peserta didik. Namun, hal ini sekaligus menjadi tantangan bagi sekolah SD Negeri 140 Seluma  dimana beberapa permasalahan yang seringkali dihadapi yaitu masih minimnya pengetahuan dan kompetensi guru dalam menyediakan bahan ajar digital untuk memfasilitasi pembelajaran berdiferensiasi, sehingga berdampak pada pembentukan karakter peserta didik secara optimal. Pelatihan dan pendampingan ini merupakan upaya yang dilakukan untuk meningkatkan pengetahuan dan kompetensi guru dalam menyediakan bahan ajar. Kegiatan ini melibatkan 30 orang guru melalui dua metode yaitu: sosialisasi, pelatihan dan pendampingan (praktik pembuatan video pembelajaran berbasis AI). Hasil kegiatan menunjukkan peningkatan pemahaman dan keterampilan peserta dalam memproduksi video pembelajaran berbasis AI, yang dibuktikan melalui produk video yang dihasilkan.  Kata kunci: artificial Intelligence; bahan ajar digital; pelatihan; pendampingan
EDUKASI PEMBUATAN DESAIN POSTER DIGITAL BERBASIS APLIKASI CANVA DI SMPN 57 BENGKULU UTARA Salmah, Ummu; Azhar, Andi; Pariyanto, Pariyanto; Syahfitri, Jayanti
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Volume 5 No 1 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i1.25234

Abstract

Penyampaian informasi yang tepat dan menarik maka dibutuhkan kreativitas dalam pembuatan infografis yang sesuai salah satunya dengan menggunakan aplikasi Canva. Canva merupakan sebuah aplikasi berbasis desain grafis yang menggunakan teknik drag and drop serta dapat mengakses beberapa fitur yang ada misalnya font, gambar, dan bentuk. Canva juga sebagai aplikasi desain grafis yang digunakan untuk membuat grafis media sosial, presentasi, poster, dokumen dan konten visual lainnya. Aplikasi ini, juga banyak menyediakan berbagai macam contoh desain untuk digunakan. Canva juga terdiri dari dua buah jenis layanan, gratis dan berbayar. Tujuan penelitian yang dilakukan adalah peningkatan wawasan dan ilmu pengetahun serta kemampuan siswa-siswa di sekolah, maka diperlukan pelatihan yang sesuai dengan kebutuhan saat ini yaitu penggunaan aplikasi Canva untuk membuat poster digital. Metode yang dilakukan adalah demonstrasi dengan pelatihan praktik secara langsung. hasil karya poster siswa untuk kemudian dinilai juri dan diberikan sebuah apreasi karya terbaik sesuai kategori. Pelatihan ini siswa langsung paham dan bisa terus melakukan inovasi dari desain pertama yang diberikan. Membuktikan bahwa siswa lebih kreatif dalam bidang teknologi hanya kurang dalam pemahaman dan pendampingan lebih agar bisa tidak salah dalam mengambil sebuah tindakan.
Analysis of The Critical Thinking Style of Prospective Biology Teachers Students Syahfitri, Jayanti
Jurnal Penelitian Pendidikan IPA Vol 9 No 10 (2023): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i10.3704

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A person's critical thinking style will determine the extent of critical thinking skills. This study examines differences in the critical thinking styles of biology teacher candidates based on academic level. The method applied in this study is non-experimental with a comparative design. The instrument used was the Yanpiaw Creative-Critical Style Test, which was given to several prospective biology teacher students from semester 2, semester 4, semester 6, and semester 8 as respondents. The results showed that there was a significant difference between the average critical thinking style between students in semester 2 and semester 6 (sig. 0.011 < 0.05) and between semester 2 and semester 8 (sig. 0.029 < 0.05). Based on the findings, it can be concluded that academic level or level does not always affect a person's critical thinking style. However, it is also possible due to academic majors, behavior style, and ethnicity (culture). Therefore, an educator needs to provide learning methods and media that can support the development of students' critical thinking styles.
The Effect of Digital-Based Interactive Modules to Improve Student’s Critical Thinking Skills and Learning Motivation on Biology Learning Syahfitri, Jayanti; Safitri, Desilia
Jurnal Penelitian Pendidikan IPA Vol 10 No 5 (2024): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i5.3878

Abstract

Biology learning is learning that requires teaching materials that can facilitate the delivery of abstract and complex material. This research aims to determine the effect of digital-based interactive modules on students' critical thinking skills and learning motivation at SMA Negeri 9 Bengkulu City. This research is a type of Quasi-Experimental research. The sample used in collecting research data was 65 students taken from class X MIPA 2 as the experimental class and X MIPA 3 as the control class. The instruments used were critical thinking skills test sheets and student learning motivation questionnaires. The results showed that students' critical thinking skills and learning motivation were better compared to the control class. This is shown by the significance value for these two variables, namely 0.00 0.05. The results of this research confirm that the use of teaching materials in the form of interactive digital modules in biology learning is effective in facilitating students to develop their thinking skills. The use of teaching materials that utilize technology will foster students' learning motivation because they are considered relevant to students' learning needs in the current technological era.
A Digital-Based Practical Guide to Encourage Students' Critical Thinking Skills Yunita, Deni; Syahfitri, Jayanti; Nopriyeni
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.10851

Abstract

This research aims to develop a digital-based practicum guide to stimulate the critical thinking skills of high school students on cell structure materials. This research uses the 4D model development method (Define, Design, Develop, Disseminate), which consists of the stages of defining needs, product design, development, and dissemination. The product is developed in the form of an interactive flipbook that contains videos, images, critical thinking simulation questions, and answer links. The validation results showed that the digital-based practicum guide was declared very valid by media experts with a score of 97 and by material experts with a score of 95. The practicality test involving 74 students showed an average score of 90 in the "very practical" category. This guide is considered effective because it facilitates self-paced learning, is easily accessible, and increases student engagement through interactive features. The discussion of the results shows that this guide can support the student learning process, increase motivation, and provide an interesting and meaningful learning experience. This study concludes that the digital-based practicum guide that was developed is valid, practical, and feasible to be used to support biology learning that trains critical thinking skills.
Needs Analysis of the Biology Interactive Module Based on Bengkulu Local Wisdom Syahfitri, Jayanti; Muntahanah, Muntahanah
International Journal of STEM Education for Sustainability Vol 3, No 1 (2023)
Publisher : Gemilang Maju Publikasi Ilmiah (GMPI) 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53889/ijses.v3i1.142

Abstract

Packaging local wisdom in learning materials will make it easier to deliver the material, and students can connect their knowledge with the real situations they face. This research aims to analyze student needs for interactive digital modules based on Bengkulu local wisdom. This research type is the Research and Development (R D) using the ADDIE model, but this research is limited to the Analyze stage. Data was collected by interviewing several biology subject teachers and giving questionnaires via google form to 96 students. The teachers and students involved were taken from several high schools in Bengkulu, Indonesia. The student needs analysis questionnaire includes seven indicators, and then the data obtained is analyzed through the qualitative description. The results show that: 1) the biology learning curriculum used in high school has not specifically been integrated with local wisdom, 2) the learning resources that have been used are textbooks, worksheets, e-books, environment, videos, and internet media, 3) as many as 52.1% of students admitted that they did not know and used interactive modules, 66.7% of students did not understand local wisdom in Bengkulu, and as many as 95.8% of students stated the need for interactive modules to support biology learning. Thus, it can be concluded that it is necessary to develop an interactive module based on Bengkulu's local wisdom as a supporting learning resource in learning biology.