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Development of Problem-Based Learning Devices for Training Science Process Skills (SPS) Junior High School Students Ika Agrista; Endang Susantini; Widowati Budijastuti
Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences Vol 4, No 3 (2021): Budapest International Research and Critics Institute August
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v4i3.2213

Abstract

One way to overcome undeveloped scientific process skills is by applying Problem Based Learning (PBL). PBL is a learning model that stimulates authentic problems for students to have Science Process Skills (SPS). This study aims to develop learning tools based on Problem Based Learning (PBL) on Environmental Pollution materials that are visible to be used to train students' Science Process Skills. The feasibility of learning is assessed based on validity, practicality and effectiveness. The type of research used is development by applying a 4-D model which includes the stages: Define, Design, Develop and Disseminate with extensive trials using the One group pretest-posttest design and tested on 15 students of class VII SMP Negeri 2 Gondang, Mojokerto Regency, for the 2020/2021 academic year. The data analysis technique used descriptive analysis or afferential statistic analysis. The results showed (1) the learning tools developed in the form of syllabus, lesson plans, worksheet, test about science process skills were included in the very valid category because have average≥ 3.60 . (2) The learning device shows practicality seen from the implementation of each activity which has a very good category and has a reliability coefficient > 75%, student activities also show a very valid category and statistical tests of the relationship and influence with the SPS value get sig < 0.05, the obstacles that accompanied by a solution. (3) Effective learning tools are assessed from the N-gain that reaches the medium and high categories with an average of > 0.80, the item sensitivity value is > 0.75, and the student's response shows an average of > 81% with a very good category. Based on the results of data analysis, it can be concluded that PBL-based learning tools on environmental pollution materials to train junior high school science process skills are valid, practical and effective to use learning activities in class.
Pengembangan Aplikasi Android Virtual Laboratory Berbasis Inkuiri Terbimbing pada Sub Materi Hewan Invertebrata untuk Melatihkan Keterampilan Membuat Peta Konsep Siswa Kelas X Nuke Hidayah Kenari Putri; Widowati Budijastuti
Berkala Ilmiah Pendidikan Biologi (BioEdu) Vol 12 No 1 (2023)
Publisher : Program Studi Pendidikan Biologi, FMIPA, Universitas Negeri Surabaya

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Abstract

Berdasarkan proses pembelajaran kurikulum 2013, peserta didik dituntut untuk memahami bagaimana suatu konsep diperoleh, menghubungkan konsep yang satu dengan konsep lainnya. Materi hewan invertebrata memiliki banyak konsep. Peserta didik belum dapat menemukan konsep-konsep sendiri karena kurangnya kegiatan praktikum sehingga perlu media pembelajaran yang dapat menunjang praktikum dengan model pembelajaran yang sesuai untuk menjabarkan konsep seperti model inkuiri terbimbing. Tujuan penelitian ini menghasilkan media pembelajaran aplikasi android virtual laboratory berbasis inkuiri terbimbing untuk melatihkan keterampilan membuat peta konsep peserta didik pada materi hewan invertebrata yang valid, praktis, dan efektif. Penelitian pengembangan ini dilakukan berdasarkan model 4D (define, design, development, dan disseminate). Data diperoleh dengan metode validasi, angket respon, dan penugasan. Kevalidan diukur dari hasil validasi oleh tiga validator, kepraktisan diukur dari hasil pengisian angket respon oleh peserta didik setelah pembelajaran, keefektifan diukur dari hasil penugasan berupa pembuatan peta konsep. Data dianalisis dengan deskriptif kuantitatif. Berdasarkan hasil validitas virtual laboratory memperoleh skor 83% dengan kategori sangat valid. Uji lapangan dilaksanakan pada 33 peserta didik kelas X MIPA 1 SMAN 2 Bojonegoro. Hasil angket respon peserta didik memperoleh skor kepraktisan sebesar 98,9% dengan kategori sangat praktis. Hasil penugasan peta konsep sebesar 66,4% dengan kualitas peta konsep yang cukup tinggi. Berdasarkan hasil tersebut virtual laboratory yang dikembangkan dapat dinyatakan valid, praktis, dan efektif sebagai media pembelajaran.
THE DEVELOPMENT OF INTERACTIVE E-BOOK MEDIA ON PROTIST TOPIC TO IMPROVE LEARNING OUTCOMES FOR 10TH GRADE OF SENIOR HIGH SCHOOL Ferina Fatihah Sari; Widowati Budijastuti
Berkala Ilmiah Pendidikan Biologi (BioEdu) Vol 12 No 1 (2023)
Publisher : Program Studi Pendidikan Biologi, FMIPA, Universitas Negeri Surabaya

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

Abstract

Transformation in learning conditions during the pandemics makes students experience decreased learning achievement and difficulty absorbing new material. The government’s preventive efforts in tackling the learning process are by providing internet-based and technology-based learning. Therefore, interactive e-book media as a form of merging media in the form of the internet and technology is essential. This research aims to produce an interactive e-book media on protist topic to improve learning outcomes for 10th grade of senior high school that are valid, effective, and practical. This research is development research that refers to the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The parameters measured were the validity of the interactive e-book media which was assessed based on the presentation, content, and language aspects by expert lecturers and biology teachers. The effectiveness of the interactive e-book media was obtained from the pretest and the posttest was analyzed using N-gain. The practicality of the interactive e-book media was obtained from the responses of twenty students in 10th grade of SMA Muhammadiyah 10 Gresik. The data obtained were analyzed descriptively quantitatively. The result showed that the interactive e-book media has an average percentage of validity score of 94.93%, with a very valid category. The effectiveness of the interactive e-book media obtained an average N-gain of 59, which is included in the medium category with a pretty effective interpretation. The practicality of the interactive e-book media obtained an average of percentage positive responses of 84.83% in the practical category. Based on these data, it could be concluded that the interactive e-book media on protist topic to improve learning outcomes for 10th grade of senior high school is very valid, pretty effective, and practical. This research showed that interactive e-book media gives significant impact on learning outcomes. Keywords: media, interactive E-book, Protist, learning outcomes