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PENYUSUNAN MODUL PEMBELAJARAN BERBASIS SAINS TEKNOLOGI DAN MASYARAKAT (STM) PADA KONSEP BIOTEKNOLOGI (Sebagai Bahan Ajar Siswa SMA Kelas XII) Desi Eka Nur Fitriani; Evi Amelia; Pipit Marianingsih
Biosfer: Jurnal Pendidikan Biologi Vol 10 No 2 (2017): Biosfer: Jurnal Pendidikan Biologi
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.676 KB) | DOI: 10.21009/biosferjpb.10-2.8

Abstract

This research aimed to develop a learning module on biotechnology based on Sains Technology Society (STM) and to know the module quality according to the expert assessments. This research was a developments research (R & D) with 3-D (Define, Design, and Develop) model. The instruments in this research were questionaire and expert assessment sheets. Module was assessed from the feasibility aspects of content, sains technology society (STM), language, presentation and layout. The data from questionaires and assessment sheets was used to improve the module contents and structures. The result of this research was a learning module based on the sains technology society (STM) on biotechnology. The result assessment according to the expert showed that the modul was 93,8% with category very good and feasible to use as learning module for 12th grade of senior high school.
The Effect of the Game Method on Students' Motivation and Cognitive Ability Ruth May; Dian Rachmawati; Evi Amelia
Gagasan Pendidikan Indonesia Vol 4, No 1 (2023)
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/gpi.v4i1.20583

Abstract

This study aimed to the effect ofthe game method on motivation and cognitive capacities. The study employed a quasi-experimental approach with a randomized block design, with the game method as the independent variable and motivation and cognitive ability as the dependent variables. The research sample consisted of VIII C as the control class and VIII A as the experimental class. The sampling approach used was random sampling. A questionnaire was used to assess student motivation. A questionnaire was used to assess student motivation, a posttest was used to assess cognitive capacities, and an observation sheet was used to assess learning implementation. According to the findings, the average score of students' motivation in the experimental class was 61, placing them in the very high group. Students in the experimental class have a strong cognitive ability, scoring 72.36. The P value for the t-test was 0,05, showing that the gaming method influenced students' motivation and cognitive ability on human movement system concepts.