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Climate Flashcard: Inovasi Pembelajaran IPA terintegrasi dengan SDGs “Climate Action” pada Materi Pemanasan Global Junirianto, Fransiskus; Tapilouw, Marisa Christina; Sucahyo, Sucahyo
LENSA (Lentera Sains): Jurnal Pendidikan IPA Vol. 13 No. 2 (2023): November 2023
Publisher : Faculty of Teaching and Education, University of Wiraraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24929/lensa.v13i2.351

Abstract

Climate Flashcard: Inovasi Pembelajaran IPA terintegrasi dengan SDGs “Climate Action” pada Materi Pemanasan Global. Pemanasan global sebagai dampak dari perubahan iklim merupakan tantangan bagi manusia untuk hidup berkelanjutan. Tujuan penelitian yaitu mengembangkan media pembelajaran berupa flashcard dan menguji efektivitas inovasi pembelajaran pada materi “Pemanasan Global” terintegrasi Sustainable Development Goals (SDGs). Penelitian R & D ini menggunakan model 4D (define, design, develop and disseminate) yang dilaksanakan pada semester Genap Tahun ajaran 2022/2023 dengan jumlah peserta didik kelas VII sebanyak 39 orang. Data diperoleh dari hasil wawancara, observasi, angket dan tes akan dianalisis untuk memperoleh data yang valid. Analisis validitas media menggunakan skala Likert dengan 5 kriteria penilaian. Berdasarkan informasi yang diperoleh, guru jarang menggunakan media flashcard khususnya pada materi pemanasan global. Ukuran flashcard direvisi sesuai saran validator. Climate flashcard setelah direvisi berukuran panjang 10 cm dan lebar 7 cm. Climate flashcard dikategorikan sangat layak dengan interpretasi rerata persentase 97%. Pada tahap diseminasi, nilai N-Gain berkategori “sedang”. Pembelajaran efektif ditunjukkan dengan kelayakan media dan respon >80%.
Karakteristik Mutu Tempe Kedelai (Glycine max L.) yang Dikemas dengan Klobot Ellent, Sifera S C; Dewi, Lusiawati; Tapilouw, Marisa Chr
AGRITEKNO: Jurnal Teknologi Pertanian Vol 11 No 1 (2022): AGRITEKNO: Jurnal Teknologi Pertanian
Publisher : Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jagritekno.2022.11.1.32

Abstract

Tempeh is a processed food made from fermented soybeans using the mold Rhizopus oryzae or Rhizopus oligosporus which has the main nutritional content of 56% protein. Quality tempeh has the characteristics of being compact, slightly grayish-white in color, and has a distinctive tempeh aroma. In general, tempe is packaged using banana leaves and plastic. The type of packaging in temphe can affect the quality characteristics of tempe. The purpose of this study was to analyze the quality characteristics of tempe with packaging using klobot (corn husk) on four main parameters are protein content, moisture content, shelf life, and organoleptic properties. This study used a completely randomized design with three treatments and three repetitions, namely banana leaf packaging, plastic packaging, and klobot packaging. Based on the results obtained, the use of the type of packaging has a significant effect on the 95% significance level on the physicochemical characteristics (protein and moisture content). Tempeh wrapped in klobot has a protein content of 23,87 ± 1,17 (%) and a moisture content of 51,58 ± 0,30 (%). This value is in accordance with Indonesian National Standard 3144: 2015 that the protein content of soybean tempeh is at least 15% (w/w) and the moisture content of soybean tempeh is a maximum of 65%. Next, the shelf-life analysis showed that tempeh wrapped in klobot had a shelf life of 5 days with a slight tempeh texture. Then based on the result of the organoleptic test, variation of treatment has no significant effect at the 95% significance level on organoleptic characteristics of color, flavor, texture, taste and significantly affects overall preference organoleptic characteristics. Keywords: Klobot, packaging, quality characteristics, tempeh ABSTRAK Tempe merupakan makanan olahan yang dibuat dari kacang kedelai hasil fermentasi menggunakan kapang Rhizopus oryzae atau Rhizopus oligosporus yang memiliki kandungan gizi utama yaitu protein sebesar 56%. Tempe yang berkualitas memiliki karakteristik yaitu berbentuk kompak, berwarna putih serta memiliki aroma khas tempe. Pada umumnya tempe dikemas dengan menggunakan daun pisang dan plastik. Jenis kemasan pada tempe dapat mempengaruhi karakteristik mutu tempe. Tujuan penelitian ini untuk menganalisis karakteristik mutu tempe dengan pengemasan menggunakan klobot (kulit jagung) terhadap empat parameter utama yaitu kadar protein, kadar air, umur simpan dan sifat organoleptik. Penelitian ini menggunakan rancangan acak lengkap dengan tiga perlakukan dan tiga kali pengulangan yaitu kemasan daun pisang, kemasan plastik, dan kemasan klobot. Berdasarkan hasil yang diperoleh penggunaan jenis pengemas berpengaruh nyata pada taraf signifikansi 95% terhadap karakteristik fisikokimia (kadar protein dan air). Tempe yang dibungkus dengan klobot memiliki kadar protein sebesar 23,87 ± 1,17 (%) dan kadar air sebesar 51,58 ± 0,30 (%). Nilai tersebut sesuai dengan dengan Standar Nasional Indonesia 3144: 2015 bahwa kadar protein tempe kedelai minimal 15% (b/b) dan kadar air tempe kedelai maksimal 65%. Selanjutnya pada analisis umur simpan menunjukkan bahwa tempe yang dibungkus klobot memiliki daya simpan 5 hari dengan tekstur tempe yang sedikit lunak. Kemudian berdasarkan hasil uji organoleptik, variasi perlakuan tidak berpengaruh nyata pada taraf signifikansi 95% terhadap karakteristik organoleptik warna, aroma, tekstur, rasa dan berpengaruh nyata terhadap karakteristik organoleptik kesukaan secara keseluruhan. Kata Kunci: Karakteristik mutu; kemasan; klobot; tempe
CHALLENGES OF SUSTAINABLE DEVELOPMENT GOALS "CLEAN WATER AND SANITATION": SCIENCE LEARNING INNOVATION THROUGH ANDROID-BASED LEARNING MEDIA AND WATER PURIFICATION PRACTICE WITH PROBLEM-BASED LEARNING MODELS Arum, Vita Kartika; Tapilouw, Marisa Christina; Sucahyo, Sucahyo
JURNAL SPEKTRA Vol 10, No 1 (2024): SPEKTRA: Jurnal Kajian Pendidikan Sains
Publisher : Program Studi Pendidikan Fisika, FITK, UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/spektra.v10i1.438

Abstract

Sustainable Development Goals (SDGs) is the United Nations’ effort so that by 2030 all people of the world can enjoy peace and prosperity. one of the SDGs goals is clean water and sanitation. This provides opportunities for science learning innovation. The development of IT can make learning interesting and positive academic performance. This provides an opportunity to develop Learning Media which is Android operating system. The objective of this study is to innovate learning through the development of learning media in Indonesian Ecology and Biodiversity material that is integrated with SDGs, and test its effectiveness. The study wad done in class VII at the even semester of the 2022/2023 by using Research and Development method with 4D (Define, Design, Develop, Dissemination). From the” Define” stage, science learning in the form of Android powerpoints and water purification practice was potential to develop. In the “Design” stage, learning media design using water biota’s theme and turquoise green’s background, black font, and font size that adjust with layout size.  In the “Develop” stage, the score of media feasibility was 8 (valid) and material feasibility was 8.56 (valid). The score of water purification device was 9.22 (valid). In the “Disseminate” stage, the achievement of knowledge is measured from the results of pre-test (58.8) and post-test (68.8). The N Gain score of the test was 0.23.  From the result, the score of Student Worksheets was 94.34 and practice was 78.03. Finally, the innovations through Android-based learning and water purification practice were effective (> 3.40).
LESSON STUDY APPROACH IN LEARNING RESPIRATORY SYSTEM TO IMPROVE CRITICAL THINKING SKILLS Anggraini, Pradita Putri; Keliat, Natalia Rosa; Tapilouw, Marisa Christina
Jurnal Pendidikan Matematika dan IPA Vol 16, No 1 (2025): January 2025
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jpmipa.v16i1.79113

Abstract

The objectives of this study were 1) to improve student's critical thinking skills through Problem Based Learning (PBL) with a Lesson Study approach on respiratory system material; 2) to analyze students' critical thinking skills in studying the respiratory system; 3) to determine the differences in the effect of the PBL-LS and PBL learning models on critical thinking skills in the material of the respiratory system. This study used a quasi-experimental design. The subjects in this study were XI MIPA 1 and XI MIPA 2 grade SMA Negeri 1 Salatiga. This research was conducted in the even semester of the 2022/2023 Academic Year from September 2023 to May 2022. The data analysis technique used is quantitative descriptive analysis. Based on the research results, it is known that there is an influence of the PBL-LS learning model on critical thinking skills (p-value 0.05) with an N-Gain of 0.5 (moderate). The results of the analysis of each indicator of critical thinking skills showed from that the lowest indicator to the highest indicator of critical thinking skills was found from the inference (65,8); reason (69,4); clarity (69,8); focus (72,8); overview (75,0); situation (79,7). In addition, it was also found that there was a difference in the effect of the PBL-LS and PBL learning models on critical thinking skills (p-value 0.05).
Snake and Ladder Games Innovation in Problem based Learning in the Global Warming sub-material SDGs Climate Action Class VII Margaretha, Nova; Tapilouw, Marisa Christina; Sucahyo, Sucahyo
Natural Science: Jurnal Penelitian Bidang IPA dan Pendidikan IPA Vol 10, No 1 (2024)
Publisher : Universitas Islam Negeri Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15548/nsc.v10i1.7588

Abstract

The research aims to develop media and test the effectiveness of learning in the form of the snakes and ladders game. The research method used was research and development, research and development methods are used to validate and develop products. This research used a 4D model (define, design, develop and disseminate). The research was carried out in the Even semester of the 2022/2023 academic year at SMP Kristen Satya Wacana. The subjects in this research were 7th grade students at SMP Kristen Satya Wacana. Data was obtained from interviews, questionnaires and tests will be analyzed to obtain valid and reliable data. Testing the effectiveness of using learning media was measured using N-Gain. The results of the learning media validation showed that the value obtained was 87.5% and the material validation results obtained were 79.7% and were declared suitable for use in learning. For the pretest results, students obtained an average score of 76.47, while in the posttest, students obtained an average score of 77.64. Based on the N-Gain test results was 0.05.
Biology learning innovation: KIT "EGCA" based on sustainable development goals by problem-based learning model in global warming sub-matter Triswidiyanto, Jonathan Wahyu; Tapilouw, Marisa Christina; Sucahyo, Sucahyo
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 6, No 2 (2024): June 2024
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v6i2.17120

Abstract

Learning innovation is a form of learning development, such as teaching media development. One of the Sustainable Development Goals (SDGs), namely climate action, is introduced through the ecosystem and environmental change sub-material of global warming in grade 10. At SMA Kristen 1 Salatiga, learning global warming material has not used KIT (Integrated Instrument Components) learning media and problem-based learning models. This research aims to develop KIT "EGCA" media and test its effectiveness. This is an R&D (Research and Development) study with the 4D model (Define, Design, Development, Disseminate). Data analysis used media validity analysis and N-Gain Score to determine the improvement of learning outcomes (Pre-Post test). Based on the results of the study, most students are not familiar with SDGs, PBL, and KIT. The results of the validation test of KIT "EGCA" and learning modules obtained a very valid category, while the KIT "EGCA" instructions and student worksheets were valid. The results of the N-Gain calculation obtained a moderate category, which means that the developed product is effective. These results indicate that the "EGCA" KIT developed is valid and effective for use in learning. The implementation of KIT "EGCA" still needs to be optimized so that students are more familiar with SGDs, PBL, and KIT itself.Abstrak. Inovasi pembelajaran merupakan bentuk pengembangan pembelajaran, seperti pengembangan media pembelajaran. Salah satu tujuan Sustainable Development Goals (SDGs), yaitu climate action yang diperkenalkan melalui materi ekosistem dan perubahan lingkungan sub materi pemanasan global kelas 10. Pada SMA Kristen 1 Salatiga proses kegiatan pembelajaran materi pemanasan global belum menggunakan media pembelajaran KIT (Komponen Instrumen Terpadu) dan model pembelajaran berbasis masalah (Problem based learning). Tujuan penelitian ini yaitu mengembangkan media KIT “EGCA” dan menguji keefektifan media. Penelitian ini merupakan penelitian R&D (Research and development) dengan model 4D (Define, Design, Development, Disseminate. Analisis data yang digunakan analisis kevalidan media dan N-Gain Score untuk mengetahui peningkatan hasil belajar (Pre-Post test). Berdasarkan hasil penelitian, Sebagian besar peserta didik tidak familiar dengan SDGs, PBL, dan KIT. Hasil uji validasi KIT “EGCA” dan modul pembelajaran memperoleh kategori sangat valid, sedangkan instruksi KIT “EGCA” dan lembar kerja peserta didik valid. Hasil perhitungan N-Gain diperoleh kategori sedang, yang berarti produk yang dikembangkan efektif. Hasil ini menunjukkan KIT "EGCA" yang dikembangkan valid dan efektif digunakan dalam pembelajaran. Implementasi KIT "EGCA" masih perlu dioptimalkan agar peserta didik lebih familiar dengan SGDs, PBL, dan KIT itu sendiri.
Akuaponik sebagai Pembelajaran Lingkungan Hidup Siswa SMA yang Selaras Misi Sekolah Adiwiyata Tapilouw, Marisa Christina; Djohan; Sucahyo; Hartadji, Ezer Widhi; Zega, Yakin Teguh
Jurnal SOLMA Vol. 14 No. 1 (2025)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v14i1.17497

Abstract

Background: Community service with aquaponic theme linked with natural environment education. The urgency of this community service’s activity with aquaponic theme were to accomplish Adiwiyata program’s component, which are environmental based school curriculum aspect and participative based school activity. Methods: Community service partners are SMA Negeri 3, SMAK Satya Wacana Salatiga and this activity was done ini October-December 2024. The participants were 23 students from each school. The procedure was included observation; preparation; presentation; implementation; evaluation. Results: The students who participated in this community service activity were enthusiast in aquaponic implementation as a form of environment education. Main hope is students involved actively in maintaining aquaponic system, so that there will be environmental sustainability and fish-plants cultivation. Conclusions: Participants’ response were positive in terms of usefulness activity and alignment with school’s Adiwiyata program. Keywords: Aquaponic; Natural environment; Adiwiyata.
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.
Biodiversity Flashcard: Inovasi Media Pembelajaran IPA Sub Materi Keanekaragaman Hayati dan Konservasi Kelas VII Tapilouw, Marisa Christina; Trisianna, Jessica Ayu; Sucahyo, Sucahyo
LENSA (Lentera Sains): Jurnal Pendidikan IPA Vol. 15 No. 1 (2025): Mei 2025
Publisher : Faculty of Teaching and Education, University of Wiraraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24929/lensa.v15i1.629

Abstract

Development in the education world become a challenge for teachers in doing learning innovation, especially in science learning on Biodiversity and Conservation. The objectives of the study were (1) developed flashcard learning media; (2) analyzed the effectiveness of science learning on Biodiversity and Conservation using flashcard media. This study use Research and Development (R&D) method with ADDIE model (Analyze, Design, Develop, Implementation, and Evaluation). In Analyze stage, teachers had never applied flashcard media to Biodiversity and Conservation materials. In Design Stage, Biodiversity Flashcard was designed. In Develop stage, 84% of flashcard media validation material aspects and 87% of media aspects were classified as "very valid". Biodiversity Flashcard are feasible to implement. In Implementation Stage showed N-Gain’s valuue 0.49 (moderate) and flashcard improved student learning outcomes. In evaluation stage, result showed teacher’s respons and student’s respons 91% and 86% were classified as "very effective". Flashcard is very suitable for use as a science learning medium for class VII. Keywords: Flashcard, Innovation, Science Learning, Biodiversity and Conservation
Inovasi Pembelajaran: Integrasi antara Perkuliahan Daring dan Praktikum Luring saat Adaptasi New Normal Tapilouw, Marisa Christina
Jurnal Pembelajaran Inovatif Vol. 6 No. 1 (2023): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.061.01

Abstract

Perkembangan ilmu pengetahuan dan teknologi menuntut dunia Pendidikan untuk terus berinovasi. Dosen berperan penting dalam melakukan inovasi pembelajaran. Kondisi peralihan perkuliahan daring menuju luring/ adaptasi new normal, melatar belakangi inovasi perkuliahan Telaah Mapel IPA (BE-6xx). Tujuan penelitian ini adalah mengetahui kebermanfaatan, keunggulan, hambatan dan solusi dalam inovasi perkuliahan. Penelitian ini merupakan studi kualitatif berupa studi lapangan. Penelitian ini dilakukan pada Semester Genap tahun 2021/2022 untuk mempersiapkan mahasiswa menuju perkuliahan full tatap muka/ era new normal. Dalam perkuliahan ini, ditekankan pada mata pelajaran IPA terpadu yang artinya ada keterpaduan antara konsep Biologi, Fisika, Kimia. Hal ini sesuai dengan misi Kurikulum sekolah yang berlaku. Ada empat topik pembelajaran yang dideskripsikan dalam penelitian ini yaitu (1) Objek IPA dan pengamatannya; (2) Sistem organisasi kehidupan; (3) Cahaya dan alat optik; (4) Pencemaran Lingkungan, termasuk pengenalan EON-XR Reality. Salah satu keunggulan inovasi yaitu mengejar ketertinggalan keterampilan dalam praktikum yang tertunda selama Pandemi covid-19.