tri wahyu agustina
UIN Sunan Gunung Djati

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PENGARUH MODEL SIKLUS BELAJAR 5E (Engagemant, Exploration, Explanation, Elaboration, Evaluation) TERHADAP KEMAMPUAN APLIKASI KONSEP SISWA PADA MATERI SISTEM SARAF Andra Rian Mulyna; Tuti Kurniati; tri wahyu agustina
Jurnal BIOEDUIN : Program Studi Pendidikan Biologi Vol 7, No 1 (2017): Bioeduin Februari
Publisher : Department of Biology Education UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/bioeduin.v7i1.2750

Abstract

This research supported by the problems emerging in class xi mia sman 27 bandung because less increasing study results in learning biology students. To overcome these problems by using a learning process implemented learning model  learning cycle5E. This study aimed to determine the effect of the  Learning Cycle 5E model of application of the concept of students' abilities in the material of the nervous system as well as knowing keterlaksanaan process of learning by using learning model 5E learning cycle on the material of the nervous system.The method used is Quasi-Experimental Design with a sample that is class I and class XI XI MIA MIA II the number of students in each class of 30 students. The sampling technique used was purposive sampling. Research instrument used was a set of tests and observation sheet. Analysis of study data including normality test, homogeneity test and test hypotheses.Results of analysis keterlaksanaan learning process by using the  learning cycle 5E model of the average values obtained 97.50% berkategorikan good enough for the activities of teachers and 96% berkategorikan good enough for the student activity. The results showed that the application of the concept of students' ability to use the learning cycle 5E learning model obtained an average value of 44.56 initial test, the final test of 72.17, NGain of 0.50 berkategorikan being an indicator of high concept application that indicator application of the material that has been learned within the family, school, community. Application of the concept of students' abilities without using 5E learning cycle model obtained an average value of 43.31 initial test, the final test 55.26, N 0.21 Gain berkategorikan-low, high-concept application indicators are indicators of the application of the material that has been studied in the environment family, school, community. Hypothesis test results at the end of the test Learning Cycle 5E learning model on the nervous system material obtained t 5.06> 1.69 ttable at significance level of 5%. Based on the results of this study concluded that there are significant learning model Learning Cycle 5E on the ability of the students expressed significant application of concepts and hypotheses accepted.
PENGEMBANGAN KARTU GAMES MAKE A MATCH BERBASIS QR CODE UNTUK MENINGKATKAN KOGNITIF SISWA Triska Riyanti; Tri wahyu agustina; Hadiansah Hadiansah
Jurnal BIOEDUIN : Program Studi Pendidikan Biologi Vol 11, No 1 (2021): Bioeduin Februari
Publisher : Department of Biology Education UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/bioeduin.v11i1.12195

Abstract

The purpose of this study was to determine the response of the developed media, the influence of the media on students and to analyze the media that reads the media on the human results system material. The method used is R&D (Research and Development), with 3-D stages (Define, Design, and Development). The instruments used included validation test sheets for playing cards, making matches based on QR Code, pretest, posttest and questionnaire questionnaires. The main characteristic of this media is in the form of text hidden in the QR Code, and given a 2D image on each card, the card media developed is 79% valid so it is suitable for use as a learning medium. Based on the results of data analysis on the game card media validation questionnaire, the match was based on the QR Code, the acquisition of an N-Gain value of 0.56 criteria was moderate. The results of student trials on the media obtained an average value of 89.00% is categorized as valid and good enough to be used as learning media. Abstrak. Penelitian ini bertujuan untuk mendapatakan karakteritik baru dari media yang di kembangkan dan media ini juga dikembangkan untuk mengetahui pengaruhnya terhadap perkembangan kognitif siswa. Pada penelitian ini menggunakan metode R&D (Research and Development), dengan tahapan 3-D (Define, Design, dan Development). Perangkat instrumen dalam penelitian ini menggunakan lembar uji validasi media, lembar soal test dan angket kendala. Ciri khas atau yang menjadi karakteristik dari media ini adalah tulisan yang disimpan didalam QR Code berGambar 2D dalam setiap desain kartunya, hasil analisis media yang dikembangkan sebesar 79% valid dan layak digunakan sebagai media pembelajaran. Berdasarkan hasil analisis data terhadap angket validasi media diperoleh nilai N-Gain sebesar 0,56 dengan kriteria sedang. Hasil uji coba siswa terhadap media didapatkan hasil rata-rata nilai 89,00 % dikategorikan valid dan cukup baik untuk dijadikan media pembelajaran.