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Pengembangan Edugame pada Materi Sistem Saraf untuk Siswa SMA Zahra Firdaus; Siti Zubaidah; Munzil Munzil
Bioscientist : Jurnal Ilmiah Biologi Vol 12, No 1 (2024): June
Publisher : Department of Biology Education, FSTT, Mandalika University of Education, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/bioscientist.v12i1.11924

Abstract

The complex material of the nervous system often makes high school students feel challenged due to limited teaching time and monotonous learning media. Designing an interactive and enjoyable edugame can simplify students' understanding of abstract concepts and increase their motivation to learn. This study aims to develop an educational game on the nervous system that is valid and practical as a recommended learning medium for high school students. The development uses the Multimedia-Based Instructional Design model by Lee & Owens, which consists of analysis, design, development and implementation, and evaluation. The sample in this study consists of 32 high school students majoring in Science. The data analysis of the validation results is done using a percentage formula, while the questionnaire reliability is analyzed using Cronbach's alpha. The results of media validation showed a score of 95%, material validation reached 100%, validation by practitioners obtained 95%, and the practicality test of the media achieved 96.7%. This educational game on the nervous system can be recommended as one of the learning media for the nervous system material.
KOLABORASI KOMUNITAS DAN AKADEMISI DALAM PEMBERDAYAAN DIASPORA INDONESIA MELALUI LILIN AROMATERAPI KHAS NUSANTARA Hendra Susanto; Ajeng Daniarsih; Umi Fitriyati; Dinar Arsy Anggarani; Zahra Firdaus
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 6 (2024): Vol. 5 No. 6 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i6.39434

Abstract

Pemberdayaan diaspora Indonesia merupakan upaya penting dalam mendukung peningkatan ekonomi dan kesejahteraan komunitas perantau. Artikel ini membahas kolaborasi antara komunitas diaspora Indonesia di SB Klang Lama, Malaysia, dengan akademisi dalam pelatihan pembuatan lilin aromaterapi berbasis rempah khas Nusantara. Tujuan dari program ini adalah untuk meningkatkan keterampilan wirausaha dan membuka peluang usaha baru bagi diaspora Indonesia. Pelatihan meliputi pengenalan bahan baku lokal, teknik pembuatan lilin aromaterapi, serta strategi pemasaran produk. Metode yang digunakan dalam program ini adalah pendekatan partisipatif, yang memungkinkan peserta untuk terlibat aktif dalam proses pelatihan. Hasil dari program ini menunjukkan bahwa peserta pelatihan tidak hanya memperoleh keterampilan teknis, tetapi juga pemahaman mengenai nilai tambah produk lokal yang berpotensi meningkatkan pendapatan mereka. Selain itu, kolaborasi ini memperkuat hubungan antara komunitas diaspora dan akademisi, serta memberikan kontribusi positif terhadap upaya pemberdayaan ekonomi berbasis kearifan lokal. Kesimpulannya, pelatihan lilin aromaterapi berbasis rempah Nusantara memberikan dampak yang signifikan terhadap peningkatan keterampilan wirausaha dan potensi income generating bagi diaspora Indonesia.
Implementation of augmented reality herbarium malangensis website tour to enhance conservation literacy Sari, Murni Sapta; Setiawan, Deny; Fitriyati, Umi; Firdaus, Zahra; Anggarani, Dinar Arsy; Kusmayadi, Claresia Tsany; Kundariati, Maisuna
JINoP (Jurnal Inovasi Pembelajaran) Vol. 10 No. 2 (2024): November
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v10i2.33938

Abstract

The biodiversity of Indonesia showed by the numerous of plant species, including one of the 89,326 species of spore plants. Along with the high diversity of various threat factors that will affect the status of a plant, knowledge about plants can be enhanced through conservation literacy using modern technology-based learning media, such as 3D modeling and augmented reality (AR) websites. AR acts as an interactive window that opens the view of conservation reality. The aim of this research is to produce a rare plant learning media product in the Bromo Tengger Semeru National Park that exists on the Malangensis Herbarium with the integration of 3D modeling websites. The method used is R&D, referring to the ADDIE model. The practicality test results obtained 91.54%, while the media effectiveness test showed with n-gain scores obtaining a result of 0.66 that media can improve conservation literacy skills in biology students of the State University of Malang. This research could provide a benchmark and literature for advanced media development on plant divisions other than Pteridophyte.
Inovasi Media 3D Holo-learning DNA pada Pembelajaran Genetika untuk Meningkatkan Literasi Digital Siswa di Era Society 5.0 Zahrah, Natasya Adiba; Kharomah, Sindi; Ramadhan, Muhamad Justitia; Kharomah, Sinta; Choirunisa, Nindiana; Hayuana, Wachidah; Firdaus, Zahra; Fahmi, M Iqbal Najib; Mahanal, Susriyati; Setiawan, Deny; Zubaidah, Siti
Lumbung Inovasi: Jurnal Pengabdian kepada Masyarakat Vol. 10 No. 1 (2025): March
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/linov.v10i1.2608

Abstract

Penggunaan media pembelajaran yang mampu memfasilitasi siswa dalam memahami materi khususnya genetika dan pengembangan keterampilan literasi digital siswa di era 5.0 sangat penting untuk dilakukan. Kami telah mengembangkan inovasi media pembelajaran yang berbasis hologram yaitu 3D Holo-learning DNA, dan kami desiminasikan. Tujuan dari kegiatan diseminasi ini adalah untuk memperkenalkan media pembelajaran 3D Holo-learning DNA kepada guru yang terlibat dalam Musyawarah Guru Mata Pelajaran (MGMP) Biologi Madrasah Aliyah (MA) Kabupaten Malang. Metode yang digunakan dalam kegiatan diseminasi ini terdiri dari empat tahapan. Pertama, tahap perencanaan  dengan melakukan Focus Disscussion Group (FGD). Kedua, tahap persiapan hal-hal yang diperlukan saat tahap pelaksanaan. Ketiga, tahap pelaksanaan yang dengan penyampaian materi dan simulasi media pembelajaran yang dikembangkan kepada peserta kegiatan. Keempat, tahap evaluasi y dengan menganalisis respon peserta kegiatan terkait dengan produk media pembelajaran. Hasil kegiatan diseminasi yang diperoleh dari angket respon peserta kegiatan menunjukkan bahwa produk media pembelajaran memiliki kebermanfaatan yang baik, yaitu sebesar 4,66 dari 5,00 untuk diterapkan dalam pembelajaran. Inovasi media 3D Holo-learning DNA ini adalah membantu memvisualisasikan struktur DNA dan kromosom secara lebih realistik, apabila dibandingkan dengan visualisasi yang berasal dari buku cetak. Pengembangan media ini diharapkan memberikan manfaat bagi guru biologi dan diharapkan menginspirasi untuk pengembangan media pembelajaran untuk mengatasi kesulitan dalam mempelajari materi genetika dan mampu mengembangkan keterampilan literasi digital di era society 5.0. 3D Holo-learning DNA Media Innovation in Genetics Learning to Improve Students' Digital Literacy in the Era of Society 5.0 Abstract The use of learning media that can facilitate students in understanding materials, especially genetics and the development of students' digital literacy skills in the 5.0 era is very important to do. We have developed a hologram-based learning media innovation, 3D Holo-learning DNA, and we disseminated it. The purpose of this dissemination activity is to introduce 3D Holo-learning DNA learning media to teachers involved in the Biology Subject Teacher Conference (MGMP) Madrasah Aliyah (MA) Malang Regency. The method used in this dissemination activity consists of four stages. First, the planning stage by conducting a Focus Discussion Group (FGD). Second, the preparation stage of the things needed during the implementation stage. Third, the implementation stage by delivering materials and simulating the learning media developed to the participants. Fourth, the evaluation stage by analyzing the responses of activity participants related to learning media products. The results of the dissemination activities obtained from the activity participants' response questionnaires show that learning media products have good usefulness, which is 4.66 out of 5.00 to be applied in learning. The innovation of this 3D Holo-learning DNA media is to help visualize the structure of DNA and chromosomes more realistically, when compared to visualizations derived from printed books. This media development is expected to provide benefits for biology teachers.
Optimalisasi Potensi Buah Sawo: Pelatihan Pembuatan Puding Bergizi Tinggi untuk Mendukung Income Generating Dinar Arsy Anggarani; Zahra Firdaus; Umi Fitriyati
Jurnal Masyarakat Madani Indonesia Vol. 3 No. 4 (2024): November
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/8kmp4p71

Abstract

Buah sawo (Manilkara zapota) merupakan komoditas unggulan di Desa Tunglur, namun pemanfaatannya masih terbatas. Kegiatan pengabdian ini bertujuan untuk memberdayakan masyarakat setempat dengan memberikan pelatihan pembuatan puding sawo yang bergizi tinggi. Melalui metode ABCD (Asset-based Community Development), pelatihan melibatkan ibu rumah tangga dan petani lokal, yang diajak untuk mengolah buah sawo menjadi produk dengan nilai tambah tinggi. Pelatihan mencakup proses pengolahan, pengemasan, dan strategi pemasaran produk. Hasil kegiatan menunjukkan peningkatan keterampilan peserta dalam memanfaatkan potensi lokal, dengan sebagian peserta mulai menjual produk puding sawo. Respon positif dari peserta menunjukkan bahwa program ini bermanfaat dalam meningkatkan pendapatan masyarakat dan diversifikasi pangan lokal. Kesimpulannya, kegiatan ini tidak hanya memperkuat kapasitas masyarakat dalam pengolahan pangan, tetapi juga berkontribusi terhadap peningkatan gizi dan pendapatan. Kegiatan ini diharapkan dapat berlanjut dengan pelatihan yang lebih mendalam terkait pemasaran produk dan pengemasan agar produk dapat bersaing di pasaran.
E-comic geneius: Contextual genetics learning media to enhance cognitive learning outcomes Firdaus, Zahra; Zubaidah, Siti; Fahmi, M Iqbal Najib; Setiawan, Deny; Chang, Chun-Yen
Edubiotik : Jurnal Pendidikan, Biologi dan Terapan Vol. 10 No. 01 (2025): 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.v10i01.1251

Abstract

Understanding genetics remains a challenge for high school students due to the abstract nature of the content and its limited connection to everyday experiences. Traditional teaching methods often rely on memorization without promoting meaningful conceptual understanding. This study aims to develop contextual genetics learning media in the form of an electronic comic (e-comic) titled “Geneius”, and to test its validity, practicality, and effectiveness in improving students’ cognitive learning outcomes. The e-comic integrates fictional storylines with genetics concepts based on everyday situations to enhance conceptual understanding. This research employed the Lee and Owens multimedia-based instructional design model, consisting of analysis, design, development, implementation, and evaluation stages. The quasi-experimental design used was a pretest-posttest control group design involving 60 high school students. The effectiveness of the media was tested using 10 cognitive questions (6 HOTS and 4 LOTS), and data were analyzed with a One-way ANCOVA. The results showed that the material and media validation scores were 100% and 95% (very valid), respectively, and the practicality of the media was 92.5% (very practical). Although the ANCOVA significance value was 0.018, an increase was observed in students’ HOTS performance. These findings indicate that the “Geneius” e-comic is a feasible and engaging alternative to support genetics learning and improve cognitive outcomes. The study recommends the implementation of interactive, contextual digital media in genetics education.