Claim Missing Document
Check
Articles

Found 5 Documents
Search

Peningkatan Keterampilan Proses Sains Siswa Melalui Model Pembelajaran Inkuiri Pada Materi Elastisitas Bahan Venty Sopacua
Science Map Journal Vol 2 No 2 (2020): Science Map Journal
Publisher : Jurusan Pendidikan MIPA FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jmsvol2issue2pp79-84

Abstract

This study aims to improve science process skills of high school students through inquiry model on material elasticity subject. The experimental design of learning applied by using one group pretest-posttest design tested on XI MIA5 and XI MIA4 classes with a total sample of 30 students. The data collected includes science process skill data, observation data, and student response data. Data analysis techniques used include; 1) qualitative descriptive analysis of skills of science processes, students’ activities and responses. 2) parametric statistical analysis of normality test, homogeneity test, and t-test. The result of the research indicates that: 1) there is a significant improvement of science process skill in every indicator of students' science process skill including determining variables, interpreting, summarizing, formulating problems, and formulating hypotheses. 2) experiment is the most prominent students’ 'activities, and 3) The students' response after taught using the inquiry model is very positive, with the highest percentage of student response is with teacher guidance when working on the students worksheet. Based on the results of this study, inquiry model can improve science process skills of students of SMAN 5 Ambon on the subject of elasticity material
The Influence of the ICT- Based Inquiry Based Learning Model on Students' Critical Thinking Skills: Meta-analysis Asrul Sani; Miftachul Amri; Yosep Heristyo Endro Buruno; Venty Sopacua; Muhammad Lutfi; Tomi a Santosa
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.7785

Abstract

The purpose of this study was to determine the effect of ICT-based inquiry-based learning model on students' critical thinking skills. This research is a type of quantitative research with a meta-analysis approach. The data in this study came from the analysis of 16 national journals published in 2020-2024. The inclusion criteria in this meta-analysis consisted of experimental or quasi-experimental method research, data derived from SINTA and Scopus indexed journals or proceedings, research related to ICT-based inquiry-based learning models on students' critical thinking skills, sample size> 25 students; Data obtained from trusted databases, namely sciencedirect, ERIC, Wiley and Taylor of Francis and research describing complete data to calculate the effect size (ES) value. Data analysis in this study is quantitative analysis by calculating the effect size value of each study with the help of OpenMEE software. The results concluded that the ICT-based inquiry-based learning model had a positive effect on students' critical thinking skills with an ES value = 0.839; z= 6.024; < 0.001 This finding provides important information for educators in implementing ICT-based inquiry-based learning model in learning.
The Impact of Gamification on Problem Solving Skills in STEM Education: A Meta-analysis Ellina Rienovita; Arifin Arifin; Venty Sopacua; Wahyu Kumala Sari; Bambang Mardi Sentosa; Mia Aina; Hersiyati Palayukan; Tomi Apra Santosa
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.7843

Abstract

This meta-analysis aimed to investigate the impact of gamification on problem-solving skills in STEM education. The study analyzed 16 studies that compared gamification-based interventions with traditional teaching methods in primary and early secondary education. The results showed moderate positive effects of gamification on problem-solving skills, with a weighted mean effect size of 0.67. Additionally, the analysis revealed significant heterogeneity between studies, suggesting that the effectiveness of gamification varied across different contexts. Moderator analyses indicated that primary school students benefited more from gamification-based interventions than secondary school students, but gender did not have a significant moderating effect. The study highlights the potential benefits of gamification in enhancing problem-solving skills in STEM education, particularly for primary school students. However, the findings also suggest that the effectiveness of gamification may depend on various factors, such as the specific context and student demographics, which warrants further investigation.
The Influence of the TPACK based Inquiry Teaching Model on Student's Critical Thinking Skills Mia Aina; Everhard Markiano Solissa; Venty Sopacua; Elismayanti Rembe; Andri Kurniawan; Muhammad Nur; Bambang Mardi Sentosa; Tomi Apra Santosa; Aat Ruchiat Nugraha
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.8098

Abstract

The purpose of the study was to determine the effect of tpack-based inquiry teaching model on students' critical thinking skills. This research is a type of meta-analysis research. The data sources in this study came from the analysis of 15 national and international journals published in 2021-2024. The inclusion criteria in the study are that the research must be indexed by Sinta and Scopus, the research comes from open access journals, the research has a relationship with the research variables, the research data is accessed through the Google Scholar Journal Database, Wiley, Taylor of Francis, Mendeley and Researhgate and the research must attach sticky data to calculate the effect size value. Data collection techniques are direct observation and documentation. Data analysis is quantitative analysis by calculating the effect size value with JSAP software. the results concluded that the tpack-based inquiry teaching model had a significant effect on students' critical thinking skills with a value of res = 0.914; P < 0.001. this finding provides positive information for teachers to implement this model in learning
Penerapan Pembelajaran STEAM Berbasis Games Logix Untuk Meningkatkan Keterampilan Berpikir Kritis Peserta Didik di SMP Negeri 8 Ambon Carolina Sri Athena Barus; Sally Untajana; Fryan Sopacua; Venty Sopacua; Jhony Taihuttu; Yansen Kapitan
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13249

Abstract

This study aims to describe the application of STEAM learning based on Logix games to improve students' critical thinking skills in science (Physics) material at SMP Negeri 8 Ambon. This study uses quantitative and qualitative research methods, a quasi-experimental type of research involving an experimental group and a control group. The sampling method is carried out randomly. The sample in this study consisted of 46 students. The design used was a pre-test post-test control group design. The research design was Quasi-Experimental. Data analysis in this study was conducted using quantitative descriptive analysis to describe the data as it is in the form of percentages and explain the data or events with explanatory sentences qualitatively and also used differential statistical analysis. The data analysis techniques used include: independent t-test and N-Gain test for test results and qualitative descriptive response test. The results of the N-Gain test found that in the control class using the conventional model, most students did not experience an increase in critical thinking skills with a percentage increase in the low category of 82.35% and a medium category of 17.65%, while for the experimental class it was found that the experimental class using the STEAM approach based on games logic on critical thinking skills experienced an increase in cognitive critical thinking skills with a percentage in the high category of 13.04%, medium of 78.26%, and low of 8.7%, this is supported by the value of the independent t-test with a 2-tailed sign value of less than 0.05 at the assumed equal variances value, there is a significant difference between the control and experimental classes where the treatment of the experimental class affects the student's grades, causing the grades to be higher than the value of the control class that was not given any treatment, so in general it can be concluded that the application of the STEAM approach based on games logic in science learning provides significant opportunities for students to develop critical thinking skills.