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Peningkatan Kemampuan Ecoliteracy Melalui Inovasi Media Pembelajaran Berbasis Kahoot Games Subtema Pemanfaatan SDA Hayati dan Nonhayati untuk Siswa SD Dewi Nilam Tyas
Qalam : Jurnal Ilmu Kependidikan Vol. 10 No. 2 (2021): Desember
Publisher : Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (505.541 KB) | DOI: 10.33506/jq.v10i2.1548

Abstract

Pembangunan berkelanjutan (sustainable development) sebagai bagian dari konservasi Sumber Daya Alam perlu dipahami dengan baik, salah satunya melalui gerakan ecoliteracy (literasi yang mempelajari manusia dan lingkungan), sehingga diharapkan siswa memiliki pemahaman yang baik terhadap lingkungan. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis kahoot games untuk meningkatkan kemampuan ecoliteracy, dan mengetahui keefektifan media tersebut untuk meningkatkan kemampuan ecoliteracy siswa kelas IV SD. Metode penelitian yang digunakan adalah Research and Development dengan model ADDIE. Subjek penelitian yaitu peserta didik kelas IV SD di Kota Semarang. Teknik pengumpulan data menggunakan wawancara, angket, skala, dan tes. Data dianalisis dengan analisis deskriptif, uji-t sampel independen dengan uji prasyarat uji normalitas & homogenitas, dan n-gain. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Kahoot games yang dikembangkan sangat layak untuk diujicobakan (95,5%) dan efektif untuk meningkatkan kemampuan ecoliteracy siswa kelas IV SD (N-Gain=69,9%).
Analisis Kemampuan Ekoliterasi dan Karakter Peduli Lingkungan Siswa SD Selama Pembelajaran Daring di Masa Pandemi Covid-19 Dewi Nilam Tyas; Atip Nurharini; Desi Wulandari; Barokah Isdaryanti
Faktor Jurnal Ilmiah Kependidikan Vol 9, No 3 (2022): FAKTOR Jurnal Ilmiah Kependidikan
Publisher : Universitas Indraprasta PGRI, Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/fjik.v9i3.11173

Abstract

Ecoliteracy is a literacy that specifically studies the relationship between humans and the environment to support sustainable development. This study aims to analyze the ecoliteracy ability and the character care about environment of elementary school students. This study uses a mixed approach method that combines qualitative and quantitative methods, with research subjects are 4 classes of elementary school students in West Semarang. Data collection was carried out by interviews, instrument of ecoliteracy and self-assessment sheet to measure attitudes and skills abaout coliteracy and the character care about environment. The results show that learning or activities regarding ecoliteracy have never been carried out, so the cognitive and skill abilities of students' ecoliteracy are still low. Attitudes about coliteracy and environmental care characters are in the good category. The results of this study can be used to design activities or media that can develop ecoliteracy abilities and the character care about environment.__________________________________________________________________________________________________________________________________________Ekoliterasi merupakan literasi yang secara khusus mempelajari hubungan manusia dan lingkungan untuk mendukung pembangunan berkelanjutan. Penelitian ini bertujuan untuk menganalisis kemampuan ecoliteracy dan karakter peduli lingkungan siswa SD. Penelitian ini menggunakan pendekatan mix method yang menggabungkan metode kualitatif dan kuantitatif, dengan subjek penelitian sebanyak 4 kelas siswa SD di Semarang Barat.  Pengumpulan data dilakukan dengan wawancara secara synchronous menggunakan aplikasi Zoom Clouds Meeting, instrumen soal ekoliterasi dan lembar penilaian diri untuk mengukur sikap-keterampilan ekoliterasi dan karakter peduli lingkungan. Hasil analisis menunjukkan jika pembelajaran atau aktivitas mengenai ecoliteracy belum pernah dilakukan, sehingga kemampuan kognitif dan keterampilan ekoliterasi siswa masih rendah. Sikap ekoliterasi secara tidak langsung dikembangkan bersama karakter peduli lingkungan yang sudah dibina sejak dini, sehingga masuk kategori baik. Hasil penelitian ini dapat dijadikan bahan pertimbangan bagi pendidik untuk merancang kegiatan pembelajaran atau media pembelajaran yang untuk mengembangkan kemampuan ecoliteracy dan karakter peduli lingkungan.
PENGEMBANGAN DIGITAL GAME BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN PENYUSUNAN KARYA INOVATIF BAGI GURU SD GUGUS SRIKANDI Dewi Nilam Tyas; Farid Ahmadi; Sri Sulistyorini; Galih Mahardika C. Putra
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol 3 (2022): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

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

Abstract

Abstract Some of the problems experienced by the Gugus Srikandi teachers encourage the development of Digital Game Based Learning to improve the Skills of Composing Innovative Works for Elementary School teachers of Gugus Srikandi, given the lack of skills in composing innovative works based on digital games. The selected digital game platforms are Kahoot, Quizizz and Educand considering that these platforms are easy to operate but effective for the student learning process and can train teachers to develop innovative writing skills. The activities are carried out in a combination of offline and online with the following methods: 1) pretest 2) presentation of material on the preparation of innovative works, 3) exposure to various types of and types of digital games, tutorials on compiling digital game based learning using the Kahoot, Quizizz and Educandy applications, 4) Assistance in the preparation of innovative digital game based learning works by the service team, representatives from teachers will present the results, 5) post-test. The conclusion of this activity are an increase in understanding of the principles of innovative learning by utilizing Digital Game Based Learning, teachers provide positive responses and are able to apply the understanding that has been obtained through this activity as well as increasing skills. the preparation of innovative works through Digital Game Based Learning using the Kahoot, Quizizz and Educandy platforms as innovative learning media. Abstrak Beberapa permasalahan yang dialami guru-guru Gugus Srikandi mendorong kegiatan pengabdian Pengembangan Digital Game Based Learning untuk Meningkatkan Keterampilan Penyusunan Karya Inovatif bagi Guru SD Gugus Srikandi mengingat kurangnya keterampilan penyusunan karya inovatif berbasis digital game. Platform digital game yang dipilih adalah Kahoot, Quizizz dan Educand mengingat platform ini mudah dioperasikan namun efektif bagi proses pembelajaran siswa serta dapat melatih guru mengembangkan keterampilan penyusunan karya inovatif. Kegiatan dilakukan secara kombinasi luring dan daring dengan metode berikut: 1) pretest 2) pemaparan materi mengenai penyusunan karya inovatif, 3) paparan macam dan jenis digital game, tutorial menyusun digital game based learning menggunakan aplikasi Kahoot, Quizizz dan Educandy, 4) Pendampingan penyusunan karya inovatif digital game based learning oleh tim pengabdi, perwakilan dari guru akan melakukan presentasi hasil, 5) post-test. Kesimpulan dari kegiatan ini adalah terjadi peningkatan pemahaman mengenai prinsip pembelajaran inovatif dengan memanfaatkan Digital Game Based Learing,, guru-guru memberikan respon positif dan mampu mengaplikasikan pemahaman yang telah diperoleh melalui kegiatan ini serta meningkatnya keterampilan penyusunan karya inovatif melalui Digital Game Based Learning menggunakan platform Kahoot, Quizizz dan Educandy sebagai media pembelajaran inovatif.
Efektivitas Virtual Laboratory Dibandingkan Real Laboratory pada Perkuliahan Hybrid terhadap Kemampuan Berpikir Kritis Mahasiswa Dewi Nilam Tyas; Barokah Isdaryanti; Feylosofia Putri Agry
Jurnal Pro-Life Vol. 10 No. 1 (2023): Maret
Publisher : Program Studi Pendidikan Biologi Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33541/jpvol6Iss2pp102

Abstract

Students have the opportunity to carry out Biology practicums through real laboratories in labs and virtual laboratories during post-pandemic hybrid lectures. In this regard, this study aims to compare the effectiveness of real laboratory and virtual laboratory and compare the effectiveness of both through hybrid lectures in improving the critical thinking skills of elementary school teacher education students at Universitas Negeri Semarang. This type of research is a quasi-experimental study with a control group pretest-post-test design. The population in this study were second-semester students taking science laboratory courses, with a sample of 94 students. The research will be carried out at the elementary school teacher education campus, Universitas Negeri Semarang, Central Java in April-June 2022. Biology practicum activities using real laboratories as opposed to using virtual laboratories show that virtual laboratories and real laboratories are effective in improving critical thinking skills. The N-gain score in the virtual laboratory group was 0.4494 (medium) and the N-gain score in the real laboratory group was 0.4867 (moderate). Even though the N-gain is in the moderate category, the score is higher in the real laboratory, so it is concluded that the real laboratory is more effective for increasing critical thinking skills through hybrid lectures.
Developing An Educational Board Game with Digital Question Cards : A TGT Model Approach to Enhance Natural and Social Sciences Learning Outcomes Dwi Arifa; Dewi Nilam Tyas
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 11, No 2 (2025): June
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i2.15171

Abstract

This study aims to develop and test the feasibility and effectiveness of an educational board game assisted by digital question cards with the Teams Games Tournament (TGT) model. This research and development used Sugiyono's model with stages of potential and problems, data collection, product design, design validation, design revision, product trial, product revision, usage trial, and product revision. Data collection techniques included interviews, questionnaires, tests, and documentation. The subjects of this study were fifth-grade elementary school students. Data analysis techniques included the normality test as a prerequisite test, paired sample t-test or Wilcoxon signed-rank test, and N-Gain test. The board game that has been developed consists of concrete and digital components. The assessment from media and material experts was 94% and 96.6%, so it was categorized as very feasible. The board game was considered effective with an Asymp. Sig (2-tailed) in the usage trial of 0.000 so that Ha is accepted and H0 is rejected. The N-Gain score was 0.7058, with high criteria. The board game media was also considered very practical, with the results of the teacher and student response questionnaires amounting to 98.75% and 94.32%. So, the educational board game media assisted by digital question cards with the TGT model that researchers have developed is very feasible and effective in enhancing Natural and Social Sciences (IPAS) learning outcomes.