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Journal : EDUSAINS

The Development of Animated Media Based on Project Based Learning To Cultivate Problem Solving Skills In Fungi Material Demi Yusup; Risya Pramana Situmorang; Marisa Christina Tapilouw
EDUSAINS Vol 14, No 1 (2022): EDUSAINS
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/es.v14i1.20710

Abstract

Problem-solving is a daily activity that stimulates critical thinking in finding solutions. Learning fungi material also requires problem-solving skills to dig deeper into the potential of fungi based on the structure, function, and life cycle of fungi associated with applications in everyday life. This study aims to develop PjBL-based animation media to foster problem-solving skills in Fungi material. The type of research used is Research and Development using the ADDIE model. The research subjects were students of class X science at SMA Kristen 1 Salatiga. The development research results show that the animation media based on Project Based Learning is valid from the material aspect by 85% and the media aspect by 88.5%. The practicality test by student response got 83.75% achievement. The product trial shows that animated media-based PjBL can increase significantly, namely Sig. < (0.000 < 0.05) means that PjBL-based animation media effectively improves students' problem-solving skills on mushroom material. Based on the research, it can state that the PjBL-based animation media is declared feasible to be used as a learning medium in the fungicide material to improve problem-solving abilities. Thus, this research has implications for the potential use of animation media integrated with scientific learning models to empower 21st-century skills, especially problem-solving.How To Cite: Yusup, D, Situmorang, R.P., Tapilouw. M.C. (2022).The Development Of Animated Media Based On Project-Based Learning To Cultivate Problem Solving Skills In Fungi Topic. EDUSAINS, 14 (1) : 1-13.
DEVELOPMENT OF PROBLEM-BASED DIGITAL GAME AS DIGESTIVE SYSTEM LEARNING MATERIAL Akollo, Solagratia; Priyayi, Desy Fajar; Tapilouw, Marisa Christina
EDUSAINS Vol 14, No 2 (2022): EDUSAINS
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/es.v14i2.24325

Abstract

This research aims to 1) develop the problem-based digital game learning media to improve students' cognitive learning outcomes, 2) find out the feasibility of the use of the problem-based digital game learning media, and 3) determine the increase in students’ cognitive learning outcomes after using the problem-based digital game learning media. This development research used the 4-D model (Four D) which consisted of 4 stages of define, design, develop, and disseminate. The research instrument were validation sheets, interview sheet, and questionnaire. The data were analyzed using quantitative and descriptive qualitative analysis. The result of the development was the digital game learning media. The results of the validation showed a score of 85.3% (very feasible) for media, 92.3% (very feasible) for content. Meanwhile, it reached a score of 81.25 % (very feasible) from the pedagogical expert validation, 92 % (very feasible) from practitioner validation, 90,42 % (very feasible) and 92.1% (very feasible) from students. The N-Gain analysis showed students in the high (90%) and moderate (10%) results. The results of the study show that the digital game is very suitable to be used in the learning process.AbstrakPenelitian ini bertujuan untuk: 1) mengembangkan media pembelajaran game digital berbasis masalah untuk meningkatkan hasil belajar kognitif siswa, 2) mengetahui kelayakan game digital berbasis masalah, serta 3) mengetahui peningkatan hasil belajar kognitif siswa yang menerapkan media pembelajaran game digital berbasis masalah. Penelitian ini merupakan penelitian pengembangan dengan model 4-D (Four D). Model pengembangan 4-D terdiri atas 4 tahap yaitu define (pendefinisian), design (perancangan), develop (pengembangan), dan disseminate (penyebarluasan). Intrumen pengumpulan data terdiri dari lembar validasi, lembar wawancara, dan angket. Teknik analisis data dilakukan secara deskriptif kuantitatif dan kualitatif. Hasil validasi media memperoleh skor sebesar 85,3 % (sangat layak), validasi materi memperoleh skor sebesar 92,3 % (sangat layak), validasi ahli pedagogi memperoleh skor sebesar 81,25 % (sangat layak), validasi praktisi memperoleh skor sebesar 92% (sangat layak), sedangkan hasil validasi terhadap siswa diperoleh skor sebesar 90,42 (sangat layak) dan 92,1% (sangat layak). Berdasarkan analisis N-Gain diperoleh hasil siswa dengan kategori tinggi (90%) dan sedang (10%). Hasil penelitian menunjukan bahwa game digital berbasis masalah sangat layak digunakan dalam proses pembelajaranHow To Cite: Akollo, S., Priyayi, D.F., Tapilouw, M.C. (2022). Development of Problem-Based Digital Game as Digestive System Learning Material. EDUSAINS, 14 (2) : 148-161.