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POLA ARGUMENTASI PADA PEMBELAJARAN IPA DI SMP NEGERI 13 BANJARMASIN (ARGUMENTATION PATTERN ON NATURAL SCIENCE LEARNING IN SMPN 13 BANJARMASIN) Rizky Amanda Yogaswara; Maya Istyadji; Rizky Febriyani Putri; Syubhan Annur
Indonesian Journal of Natural Science Education Vol 4, No 1 (2021): JUNI
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/nse.v4i1.1846

Abstract

Proses pembelajaran yang berkualitas tercipta apabila peserta didik dan guru berperan aktif di dalamnya. Berargumen merupakan salah satu bentuk keaktifan dalam proses pembelajaran di kelas. Tujuan dari penelitian ini adalah (1) Mendeskripsikan dan mengidentifikasi pola argumentasi peserta didik dalam pembelajaran IPA. (2) Mendeskripsikan peran guru dalam proses pembelajaran untuk memicu argumentasi dalam kelas. Pengumpulan data menggunakan pengamatan dan dokumentasi untuk memperoleh data argumentasi dalam kelas dengan menggunakan analisis argumen Toulmin. Hasil penelitian menunjukan bahwa pola argumentasi di kelas hanya mencapai pada pola 1. Peran guru masih belum bisa menggali kemampuan berargumentasi peserta didik. Berdasarkan hasil penelititan diperoleh simpulan bahwa pola argumentasi dalam proses pembelajaran IPA hanya mencapai pada pola 1. Guru berperan memfasilitasi peserta didik selama proses belajar mengajar untuk memicu argumentasi dalam kelas.
INOVASI LKPD BERMUATAN KEARIFAN LOKAL DALAM MENINGKATKAN HASIL BELAJAR PESERTA DIDIK I Wayan Agus Setyawan Saputra; Syubhan Annur; Yasmine Khairunnisa
Indonesian Journal of Science Education and Applied Science Vol 4, No 1 (2024)
Publisher : Program Studi Pendidikan IPA, Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/i.v4i1.12896

Abstract

Pengetahuan wede168 lokal mengandung nilai tradisi dan budaya dapat diintegrasikan kedalam materi pembelajaran sehingga menghasilkan kebermaknaan pembelajaran. Namun banyak guru belum menerapkannya karena keterbatasan sumber daya dan kurangnya pemahaman para guru. Media pembelajaran salah satu sumber daya yang digunakan dalam membantu pembelajaran dan dapat diintegrasikan dengan pengetahuan lokal sehingga mampu meningkatkan hasil belajar. LKPD yang diintegrasikan dengan pengetahuan lokal serta dikembangkan dengan model ADDIE dan metode R&D. Aspek validasi media, kepraktisan dan efektivitas digunakan untuk menganalisa kelayakan, kemudahan, manfaat dan peningkatan hasil belajar. Validasi media pembelajaran memperoleh persentase 74%, LKPD dinyatakan layak. Kepraktisan media memperoleh persentase 68%, LKPD dinyatakan mudah digunakan dan bermanfaat. Peningkatan hasil belajar diperoleh dari hasil tes yang diuji memperoleh n-gain 0.71, LKPD dinyatakan mampu meningkatkan hasil belajar peserta didik.Kata kunci: Inovasi, kearifan lokal, LKPD, hasil belajar. Local knowledge contains traditional and cultural values that can be integrated into learning materials to produce meaningful learning. However, many teachers have not implemented it due to limited resources and lack of understanding of teachers. Learning media is one of the resources used to assist learning and can be integrated with local knowledge so as to improve learning outcomes. LKPD integrated with local knowledge and developed with the ADDIE model and R&D method. The aspects of media validation, practicality and effectiveness are used to analyze the feasibility, ease, benefits and improvement of learning outcomes. Validation of learning media obtained a percentage of 74%, LKPD was declared feasible. The practicality of the media obtained a percentage of 68%, LKPD was declared easy to use and useful. Improvement in learning outcomes was obtained from the results of the tests tested obtained an n-gain of 0.71, LKPD was declared able to improve student learning outcomes.Keywords: Innovation, local wisdom, LKPD, learning outcomes. 
DEVELOPMENT OF DIFFERENTIATED TEACHING MATERIALS BASED ON THE INDEPENDENT CURRICULUM TO ENHANCE STUDENTS’ KNOWLEDGE OF SUBSTANCE AND ITS CHANGES Firda Rahmah; Syubhan Annur; Ellyna Hafizah
JPPIPA (Jurnal Penelitian Pendidikan IPA) Vol. 10 No. 1 (2025): Juni 2025
Publisher : Universitas Negeri Surabaya in collaboration with Perkumpulan Pendidik IPA Indonesia (PPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jppipa.v10n1.p17-27

Abstract

It is widely acknowledged that it is imperative to accommodate the diverse characteristics of learners. However, empirical evidence suggests that the learning process has yet to fully consider the individual needs of students. This development research aims to determine the viability of differentiated teaching materials based on the independent curriculum to enhance students’ knowledge learning outcomes on substance and its changes in terms of validity, practicality, and effectiveness in an effort to accommodate the learning needs of diverse learners. The research method employed is Research and Development (R&D), utilizing the 4D development model (Define, Design, Development, & Disseminate). The data analysis techniques used include Aiken’s validity analysis, practicality analysis using percentages, and analysis of the effectiveness of knowledge learning outcomes using N-gain. The results showed that the developed teaching materials received a validity score of 0.83 (very valid), a practicality score of 90% (very practical), and an effectiveness score of 0.4 (medium/effective). It is evident, based on the analysis of these scores, that the teaching materials developed are of a high validity, practical nature and efficacy in facilitating the learning process of scientific concepts, substances and its changes.
PENERAPAN LKPD PADA MATERI SUHU MELALUI REAL WORLD PROBLEM UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KREATIF PESERTA DIDIK SMP Dina Rusdiyanti; Maya Istyadji; Syubhan Annur
Indonesian Journal of Science Education and Applied Science Vol 6, No 1 (2026)
Publisher : Program Studi Pendidikan IPA, Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/i.v6i1.17359

Abstract

Keterampilan berpikir kreatif peserta didik masih tergolong rendah akibat proses pembelajaran yang kurang aktif, di mana peserta didik cenderung menerima informasi secara pasif tanpa mengaitkannya dengan fenomena dunia nyata. Kompleksitas materi IPA serta kurangnya kemampuan dalam menghasilkan ide yang orisinal dan bernilai juga menjadi faktor penyebab. Penelitian ini bertujuan untuk mengukur peningkatan keterampilan berpikir kreatif sebelum dan sesudah pembelajaran, menganalisis keterlaksanaan pembelajaran menggunakan LKPD melalui Real World Problem, serta mengetahui perbedaan keterampilan berpikir kreatif antara peserta didik yang menggunakan LKPD melalui Real World Problem dengan peserta didik yang menggunakan LKPD konvensional. Penelitian menggunakan desain kuasi-eksperimen dengan model Nonequivalent. Sampel terdiri dari 64 siswa yang dibagi dalam kelompok eksperimen dan kontrol. Instrumen berupa kuesioner keterlaksanaan pembelajaran dan tes keterampilan berpikir kreatif. Hasil penelitian menunjukkan: (1) keterampilan berpikir kreatif peserta didik meningkat signifikan, dengan n-gain kelas eksperimen 0,64 (kategori sedang) dan kelas kontrol 0,07 (kategori rendah); (2) keterlaksanaan pembelajaran melalui Real World Problem mencapai rata-rata 90% (kategori sangat baik); dan (3) terdapat perbedaan signifikan antara kelas eksperimen dan kontrol, di mana nilai rata-rata kelas eksperimen lebih tinggi. Dengan demikian, penerapan LKPD melalui Real World Problem efektif meningkatkan keterampilan berpikir kreatif peserta didik.Kata kunci: LKPD, keterampilan berpikir kreatif, pembelajaran ipa, real world problem, suhu. Students' creative thinking skills are still relatively low due to the less active learning process, where students tend to receive information passively without relating it to real-world phenomena. The complexity of science materials and the lack of ability to produce original and valuable ideas are also contributing factors. This study aims to measure the increase in creative thinking skills before and after learning, analyze the implementation of learning using student worksheets through Real World Problems, and determine the differences in creative thinking skills between students who use student worksheets through Real World Problems and students who use conventional student worksheets. The study used a quasi-experimental design with a Nonequivalent model. The sample consisted of 64 students divided into experimental and control groups. The instruments were a learning implementation questionnaire and a creative thinking skills test. The results of the study showed: (1) students' creative thinking skills increased significantly, with an n-gain of 0.64 in the experimental class (medium category) and 0.07 in the control class (low category); (2) the implementation of learning through Real World Problems reached an average of 90% (very good category); and (3) there is a significant difference between the experimental and control classes, where the average score of the experimental class is higher. Thus, the application of student worksheets through Real World Problems is effective in improving students' creative thinking skills.Keywords:Real World Problems, students’ worksheets, creative thinking skills, science learning, temperature. 
ENHANCING SCIENCE LEARNING MOTIVATION AMONG EIGHTH-GRADE STUDENTS THROUGH PROBLEM-BASED LEARNING Ambar Prasetyo; Syubhan Annur; Muhammad Fuad Sya’ban
Physics and Science Education Journal (PSEJ) Physics and Science Education Journal (PSEJ), Volume 5 Number 1, April 2025
Publisher : Physics Education Departement, Islamic State University Sulthan Thaha Saifuddin Jambi - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30631/s4fnh026

Abstract

This study investigated the effectiveness of the Problem-Based Learning (PBL) model in improving science learning motivation among eighth-grade students at SMPN 13 Banjarmasin during the first semester of the 2023/2024 academic year. A classroom action research (CAR) design was employed, involving 25 eighth-grade students as research participants. Students’ motivation in science learning was measured using a validated questionnaire, and the data were analyzed using descriptive statistical methods. The findings revealed that the implementation of the PBL model led to a consistent improvement in students’ learning motivation across research cycles. In Cycle I, the mean motivation score reached 104.96, classified as high, with a classical mastery level of 76%. In Cycle II, the mean score increased to 121.68, falling into the very high category, while classical mastery rose to 96%. This improvement indicates that students’ engagement and motivation in science learning strengthened after iterative implementation of the PBL approach. Overall, the results suggest that the Problem-Based Learning model is effective in enhancing students’ motivation in science learning and can be considered a viable instructional strategy for improving motivational outcomes in junior high school.
Bibliometric Analysis: Trends in the Last 10 Years of EPA Method Implementation (Exploration, Introduction, and Application of Concepts) in Education Nur Azizah; Muhammad Fajar; Pramita Dwi Rahmati; Syubhan Annur; Muhammad Fuad Sya'ban
Tarbiyah : Jurnal Ilmiah Kependidikan Vol. 14 No. 1 (2025)
Publisher : Universitas Islam Negeri Antasari Banjarmasin, South Kalimantan, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/tarbiyah.v14i1.14641

Abstract

This research aims to investigate research trends in the implementation of the EPA Method (Exploration, Introduction, and Application of Concepts) through bibliometric analysis based on the Google Scholar (GS) database in the field of education over the last 10 years. The database was reviewed using Harzing's Publish or Perish on October 14, 2024. The method used was a quantitative method with a descriptive bibliometric approach. The results of the bibliometric analysis show a significant increase in the number of publications examining this method in the last 10 years, with varying increases each year, indicating high academic interest in approaches to exploration, introduction, and application of the concept. In addition, visual analysis using VOS viewer shows a map of the relationships between various terms related to the EPA Method. The increasing number of publications and academic attention shows that the exploration, introduction, and application of concept approaches are relevant to today's educational needs. Therefore, researchers and educational practitioners are expected to utilize these findings to design more effective, innovative, and contextual learning strategies according to the characteristics of learners.
Pengembangan Media Pembelajaran Flipbook Digital Menggunakan Aplikasi Canva Untuk Melatih Keterampilan Literasi Digital Siswa SMP Kelas Vlll Miftah Rizki Juliana; Mella Mutika Sari; Syubhan Annur
Jurnal Pendidikan Sains dan Teknologi Terapan | E-ISSN : 3031-7983 Vol. 2 No. 4 (2025): Oktober - Desember
Publisher : CV.ITTC INDONESIA

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

Abstract

Penelitian ini dilakukan untuk merancang dan mengembangkan suatu media pembelajaran berbasis digital dalam bentuk flipbook pada materi Usaha dan Energi untuk siswa tingkat Sekolah Menengah Pertama (SMP). Media pembelajaran ditujukan mendukung proses belajaran, namun mengasah keterampilan literasi digital peserta didik. Proses pengembangan produk didasarkan pada tiga aspek utama, yakni validitas, kepraktisan, dan keefektifan. Model yang digunakan dalam pengembangan ini mengikuti tahapan Define, Design, dan Develop. Adapun literasi digital dalam konteks penelitian ini mencakup tiga kompetensi utama, yaitu kemampuan mengevaluasi isi informasi, menyusun serta membandingkan informasi dari internet, dan mencari informasi secara daring. Evaluasi validitas flipbook digital dilakukan oleh ahli pendidikan IPA dan guru mata pelajaran IPA dengan meninjau aspek isi, kebahasaan, serta unsur literasi digital. Untuk mengukur tingkat kepraktisan, digunakan uji keterbacaan melalui Grafik Fry dan angket tanggapan dari guru serta siswa. Sementara itu, efektivitas media diukur dari hasil belajar siswa setelah menggunakan flipbook dalam proses pembelajaran. Berdasarkan hasil penelitian, flipbook digital yang dikembangkan memperoleh nilai validitas sebesar 81,25%, yang tergolong dalam kategori sangat valid. Tingkat kepraktisan ditunjukkan oleh respons positif dari guru dan siswa, masing-masing sebesar 96,5% dan 81,97%, sehingga masuk dalam kategori sangat praktis. Efektivitas penggunaan media pembelajaran ini ditunjukkan melalui nilai gain sebesar 0,57, yang termasuk dalam kategori cukup efektif. Selain itu, temuan penelitian menunjukkan bahwa siswa telah memiliki kemampuan literasi digital yang baik, yang ditunjukkan melalui keterampilan dalam mengoperasikan perangkat digital, menilai isi informasi, serta mencari dan membandingkan berbagai sumber informasi.
Pengembangan Media Pembelajaran Berbasis Game Educaplay Pada Sub Materi Sistem Pencernaan Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas VIII SMP Hadiah Hadiah; Syubhan Annur; Sauqina Sauqina
Jurnal Pendidikan Sains dan Teknologi Terapan | E-ISSN : 3031-7983 Vol. 3 No. 1 (2026): Januari - Maret
Publisher : CV.ITTC INDONESIA

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

Abstract

The goal of this project is to create an Educaplay-based game that will enhance students' understanding of the human digestive system. The 4D model, which comprised the steps of define, design, and develop, was used in the research and development (R&D) design. Experts verified the media, student answers were used to assess their usefulness, and pre-test and post-test gain scores were used to assess their efficacy. With an average score of 0.86, which is classified as very valid, the validation results showed a high degree of feasibility. 25 eighth-grade children took the practicality test, and they scored 91%, which is considered extremely practical. Students' learning outcomes significantly improved, as seen by the effectiveness test's N-Gain values in the medium to high category. These findings show that using Game Educaplay-based media for junior high school scientific instruction is doable, useful, and successful.