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Pengembangan Buku Ajar Bioteknologi Berbasis Science, Technology, Engineering, Math (STEM) untuk Meningkatkan High Order Thinking Skill (HOTS) Mahasiswa Aldila Wanda Nugraha; Rohmatus Syafi’ah
Jurnal BIOEDUIN : Program Studi Pendidikan Biologi Vol 10, No 2 (2020): Bioeduin Agustus
Publisher : Department of Biology Education UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/bioeduin.v10i2.12084

Abstract

PENGEMBANGAN LKS BERBASIS TEORI MULTIPLE INTELLIGENCE UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS PADA MATERI PRINSIP EKOLOGI Aldila Wanda Nugraha
Prosiding Conference on Research and Community Services Vol 1, No 1 (2019): Prosiding Conference on Research and Community Services)
Publisher : STKIP PGRI Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Lembar Kerja Siswa (LKS) berbasisteori Multiple Intelligences ini penting untuk dikembangkan  karena  mampu  menjadi  sarana  bagi  mahasiswa    untuk mengembangkandiriselama  perkuliahansesuaidenganjeniskecerdasanmasing- masing.  Penelitian  ini  bertujuan  mengembangkan  dan  menghasilkan  LKS berbasis Multiple Intelligence yang valid, layak,  dan meningkatkan kemampuan berpikir  kritis  pada  materi  prinsip  ekologi.  Metode  penelitian  yang  digunakan adalah  Research  and  Development  (R&D)  dengan  model  pengembangan  4-D (Define,  Design,  Develop,  and  Disseminate).  Penelitian  ini  dilakukan  di  STKIP PGRI  Tulungagung.  Subjek  penelitian  adalah  mahasiswa  semester  4  pada matakuliah  Pendidikan  Sains  2, dan objek  penelitian adalah  LKS  berbasis Teori Kecerdasan Multiple Intelligence. Instrumen pengumpulan data adalah instrumen angket  meliputi  uji  validitas,  uji  kelayakan,  dan  uji  berpikir  kritis.  Berdasarkan hasil analisis data, dapat disimpulkan bahwa hasil uji validitas pada LKS berbasis Multiple Intelligence pada mahasiswa semester 4 matakuliah pendidikan sains 2 untuk    materi  prinsip  ekologi  berada  pada  kategori  valid  (80%).  Hal  ini membuktikan  bahwa  pengembangan  Lembar  Kerja  Siswa  (LKS)  diakui  oleh validator karena memenuhi semua  kriteria dan telah melalui proses revisi produk. Hasil  uji  kelayakan  yang  dilakukan  pada  mahasiswa  berada  pada  kategori  sangat layak (90%). Lembar Kerja Siswa (LKS) berbasis teori Multiple Intelligence telah berhasil  meningkatkan  kemampuan  berpikir  kritis  dengan  persentase  keberhasilan sebesar  85%.  Hasil  ini  menunjukkan  bahwa  Lembar  Kerja  Siswa  (LKS)  berbasis teori  Multiple  Intelligence  terbukti  valid,  layak,  dan  meningkatkan  kemampuan berpikir kritis mahasiswa pada materi prinsip ekologi.
Developing TIE “Trigonometry It’s Eazy” Games using Ispring Suite 11 for Trigonometry Learning Media Nosi Maria Chrisa; Aldila Wanda Nugraha
International Journal of Sustainable Applied Sciences Vol. 2 No. 6 (2024): June 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i6.2023

Abstract

This development research motivates increasingly rapid technological advances, but educators must correctly use these for medical advances. This can be seen from the need for more innovation in creating exciting learning. Monotonous learning activities confuse students and affect learning outcomes, especially in trigonometry material. This research aims to develop a valid, practical, and effective TIE smartphone game media, "Trigonometry It is Eazy," based on Ispring Suite 11. This research uses the Research and Development (R&D) development method, also used in the ADDIE development process. The subjects of this research were teachers and students of grade X at Santo Thomas Aquino Catholic High School, Tulungagung, with a total of 95 students. Data collection techniques include validity questionnaires from media and material experts, teacher and student response questionnaires, and student learning outcomes tests. The validity test results from media experts obtained a score of 91.42% in the very valid category, and material experts obtained 79% in the quite valid category. The results of the practicality test by teachers were 80.86%, and students were 89.86% in the convenient category. The media effectiveness results obtained an assessment of 90.54% in the very effective category.This development research motivates increasingly rapid technological advances, but educators must correctly use these for medical advances. This can be seen from the need for more innovation in creating exciting learning. Monotonous learning activities confuse students and affect learning outcomes, especially in trigonometry material. This research aims to develop a valid, practical, and effective TIE smartphone game media, "Trigonometry It is Eazy," based on Ispring Suite 11. This research uses the Research and Development (R&D) development method, also used in the ADDIE development process. The subjects of this research were teachers and students of grade X at Santo Thomas Aquino Catholic High School, Tulungagung, with a total of 95 students. Data collection techniques include validity questionnaires from media and material experts, teacher and student response questionnaires, and student learning outcomes tests. The validity test results from media experts obtained a score of 91.42% in the very valid category, and material experts obtained 79% in the quite valid category. The results of the practicality test by teachers were 80.86%, and students were 89.86% in the convenient category. The media effectiveness results obtained an assessment of 90.54% in the very effective category.This development research motivates increasingly rapid technological advances, but educators must correctly use these for medical advances. This can be seen from the need for more innovation in creating exciting learning. Monotonous learning activities confuse students and affect learning outcomes, especially in trigonometry material. This research aims to develop a valid, practical, and effective TIE smartphone game media, "Trigonometry It is Eazy," based on Ispring Suite 11. This research uses the Research and Development (R&D) development method, also used in the ADDIE development process. The subjects of this research were teachers and students of grade X at Santo Thomas Aquino Catholic High School, Tulungagung, with a total of 95 students. Data collection techniques include validity questionnaires from media and material experts, teacher and student response questionnaires, and student learning outcomes tests. The validity test results from media experts obtained a score of 91.42% in the very valid category, and material experts obtained 79% in the quite valid category. The results of the practicality test by teachers were 80.86%, and students were 89.86% in the convenient category. The media effectiveness results obtained an assessment of 90.54% in the very effective category.
The Effect of Using ChatGPT 3.5 on the Motivation and Independence in Learning Mathematics of Santo Thomas Aquino Catholic High School Students in the Era of Society 5.0 Ihza Mahendra, Rexsy; Aldila Wanda Nugraha
International Journal of Sustainable Applied Sciences Vol. 2 No. 8 (2024): August 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i8.2317

Abstract

Hasil observasi di SMA Katolik St. Thomas Aquino menunjukkan bahwa sebagian siswa mengalami kesulitan dalam mencapai kemandirian belajar karena kurangnya motivasi. Penyebabnya antara lain kesulitan memahami materi secara mandiri, kebosanan, dan kurangnya arahan dalam belajar. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh ChatGPT 3.5 terhadap pembelajaran matematika, motivasi, dan kemandirian. Penelitian ini menggunakan desain quasi eksperimen dan metodologi kuantitatif. Populasi penelitian adalah siswa kelas X SMA Katolik St. Thomas Aquino yang berjumlah 96 orang. Sampel penelitian terdiri dari kelas eksperimen yang berjumlah 36 orang di kelas X-1 dan kelas kontrol yang berjumlah 28 orang di kelas X-3. Strategi pengambilan sampel yang digunakan adalah purposive sampling dan pengumpulan data dilakukan dengan menggunakan kuesioner. Metode analisis data yang digunakan adalah uji T. Hasil penelitian menunjukkan nilai sig = 0,001 untuk motivasi dan kemandirian dalam pembelajaran matematika, sehingga H01 dan H02 ditolak serta Ha1 dan Ha2 diterima. Kesimpulannya adalah ada pengaruh penggunaan ChatGPT 3.5 terhadap motivasi dan kemandirian belajar matematika siswa kelas X SMA Katolik St. Thomas Aquino Era Society 5.0.
PENGARUH MODEL PEMBELAJARAN TGT BERBANTUAN POP-UP BOX PADA MATERI GAYA TERHADAP HASIL BELAJAR SISWA KELAS IV DI SDN 1 MAJAN Anisa Hanna Alhayah; Aldila Wanda Nugraha
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.17263

Abstract

This study aims to find out whether or not there is an effect of the Pop-Up Box-assisted TGT learning model  on style materials on the learning outcomes of grade IV students. This type of research is an experiment. The design used in the study is Pre-Experimental Design using the One Group Preetest-Posttest Design research design. This design was carried out to compare the results of pre-test before being treated using  TGT-based pop-up box learning media  on style material and post-test after being treated. Judging from  the Paired Sample t-test with the analysis results, it was shown that the experimental class had a Sig. value of 0.000 and this value was smaller than 0.050 (0.000< 0.050), so it was concluded that there was a significant difference between the learning outcomes before being given the TGT learning model and after being given the TGT learning model. Based on the results of the analysis, it is known that the TGT learning model has an effect on learning outcomes.   Keywords: ipas, learning outcomes, pop-up box, tgt model