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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 Solagratia Akollo; Desy Fajar Priyayi; Marisa Christina Tapilouw
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.
Pelatihan Pembuatan Produk Olahan Sampah Organik Kepada Ibu-Ibu PKK Dliko Indah, Blotongan, Salatiga Susanti P. Hastuti; Sucahyo Sucahyo; Rully A. Nugroho; Agna S. Krave; Andreas B.A. Sukmana; V. I. Meitiniarti; Sri Kasmiyati; Elizabeth B.E. Kristiani; Natalia R. Keliat; Desti C. Cahyaningrum; Risya P. Situmorang; Marisa C. Tapilouw; Djohan Djohan; Risky H. Poluan; Cocok A.M. Berutu; Marchella G. Putricia; Easter G. Tuandali; Ciputra S. Mangesa; Shabrina R.A. Fernanda; Imel T.Y. Zebua
JURNAL PENGABDIAN PAPUA Vol 10 No 2 (2026)
Publisher : LPPM Uncen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31957/jpp.v10i2.5840

Abstract

Knowledge regarding the handling of waste generated by human activities—and familiarity with the associated technologies—has not yet widely reached housewives. This is due to constraints on their time and energy, as well as a lack of hands-on exposure to these technologies within the household setting. Public understanding regarding the composition of waste (both dry and wet) remains limited, and there is a prevailing tendency—particularly in terms of attitudes and behavior—to rely on the government for waste management. Although the potential for utilizing organic waste is immense, implementation at the community level faces obstacles such as regulatory issues, technological limitations, and low collective awareness. Therefore, it is urgent to enhance knowledge and develop technologies for converting organic waste into value-added products, especially for housewives who deal with organic waste generation on a daily basis. The partners for this activity are 65 housewives who are members of the PKK (Family Welfare Empowerment) group in RT01/RWXI Dliko Indah, Blotongan, Salatiga. The implementation team comprises fifteen lecturers and five students from the Biology study program. The program is executed in two stages: a preparation phase and a product production phase. The preparation phase involves initial planning by the community service team in coordination with the partners. The product production phase entails material preparation and the creation of products such as compost, liquid organic fertilizer (POC), and eco-enzymes. These activities include hands-on practice, followed by continuous monitoring to evaluate the program's success. 
EFFECTIVENESS OF AQUAPARTBOX NATURAL SCIENCE IIC IN SUBSTANCE AND PARTICLE MODEL SUB MATERIAL CLASS 7 Yohanes Advent Susprimadhi; Marisa Christina Tapilouw; Djohan Djohan
SPEKTRA: Jurnal Kajian Pendidikan Sains Vol. 11 No. 1 (2025): SPEKTRA: Jurnal Kajian Pendidikan Sains
Publisher : Physics Education Study Program, Faculty of Education and Teacher Training, UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/spektra.v11i1.8943

Abstract

Laboratory work by using laboratory equipment. It is important to develop simple and affordable laboratory equipment for learning natural science. It is expected that the learning laboratory work will increase from 15% to almost all learners achieve. Due to this condition, students could not understand the phenomenon of natural science. Therefore, the purpose of the research 1) to design a tool for laboratory work, AquapartBox IIC 2) to measure the chances of student achievement with interaction of AquapartBox IIC. IIC was developed using the ADDIE model development research method (Analyze, Design, Development, Implementation, and Evaluation). Based on the analysis, there is potential for developing natural science IIC instructional media. At the design stage, a sketch was produced which became the basis for the development of the IIC. At the development stage, the AquapartBox IIC and learning tools were validated and tested. The validators consist of a biology lecturer, a physics lecturer and a science teacher. At this stage students are given a pre-test and post-test. The pretest score obtained was 80.14 and the posttest score obtained was 87.6. This second value is included in calculating the NGain calculation, the N-Gain obtained is 0.38. Next, a final evaluation was carried out by teachers (4.15) and students (3.89) which showed that IIC was effective.
EFFECTIVENESS SCIENCE LEARNING INNOVATION THROUGH ANDROID-BASED LEARNING MEDIA AND WATER PURIFICATION PRACTICE WITH PROBLEM-BASED LEARNING MODELS Vita Kartika Arum; Marisa Christina Tapilouw; Sucahyo Sucahyo
SPEKTRA: Jurnal Kajian Pendidikan Sains Vol. 10 No. 1 (2024): SPEKTRA: Jurnal Kajian Pendidikan Sains
Publisher : Physics Education Study Program, Faculty of Education and Teacher Training, UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/gjd7ry51

Abstract

Sustainable Development Goals (SDGs) is the United Nations’ effort to ensure that by 2030 all people in 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 improve academic performance. This provides an opportunity to develop Learning Media which is an android operating system. The objective of this study is to analyse the effectiveness of the development of learning media in Indonesian Ecology and Biodiversity material that is integrated with SDGs, and test its effectiveness. The study wasne in class VII at the even by using research and development method with 4D (define, design, develop, dissemination). The result of the study from the ”define” stage, science learning in the form of Android Powerpoints and water purification practice had to potential to develop. In the “design” stage, learning media design using Water Biota’s theme and turquoise green background, black font, and font size that adjusts 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 the 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 practices were effective (> 3.40).
Implementasi Game Puzzle berbasis Android “Rijali” pada sub materi Pengaruh Manusia terhadap Ekosistem kelas VII Dian Nur Pratiwi; Marisa Christina Tapilouw; Sucahyo
JEAS (Journal of Educational and Applied Science) Vol. 4 No. 1 (2026): September 2026
Publisher : Tadris IPA Universitas KH. Mukhtar Syafaat Blokagung Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30739/jeas.v4i1.4621

Abstract

The development of technology in education provides opportunities to create more innovative learning media. This study developed a science learning media in the form of an Android-based puzzle game called “Rijali” along with a simple practicum device for the subtopic of Human Impact on Ecosystems. The research was conducted at SMP Negeri 3 Tuntang during the first semester of the 2024/2025 academic year with seventh-grade students. The method used was Research and Development with the ADDIE model. In the Analysis stage, science teacher had never used an Android puzzle game. During the Design stage, the “Rijali” game was created, and in the Development stage, material validation reached 88.5% and media validation reached 87.75%. The Implementation stage produced an N-Gain score of 0.61. Evaluation results showed positive responses from teachers (90.2%) and students (82.4%). The Android-based puzzle game “Rijali” is therefore considered highly valid and suitable for teaching science, especially the water pollution topic, for Grade VII students.