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Journal : Jurnal Penelitian Pendidikan IPA (JPPIPA)

Practicum Ticker Timer with Inquiry Approach to Improve Student Learning Outcomes Nur Khoiri; Sintia Respayanti; Affandi Faisal Kurniawan; Sigit Ristanto
Jurnal Penelitian Pendidikan IPA Vol 9 No 2 (2023): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i2.3017

Abstract

This study aims to develop a ticker timer practicum guide with an inquiry approach to improve student learning outcomes in class X MIPA. This research was conducted at SMAN 1 Belik Pemalang with the research subjects being all students of class X MIPA 1 and X MIPA 2 SMAN 1 Belik Pemalang. The research method used is Research and Development. Data collection techniques through tests and observations. The results of the study showed that (1) the ticker timer practicum guide in terms of material and media content shows the practicum guide in the "Very Good" criteria and is suitable for use with an average score of 90% material validation and 92% media. (2) the ticker timer practicum guide with an inquiry approach to improve student learning outcomes, there is a difference in the acquisition of the N-Gain score for the experimental class <G> = 0.68 in the medium category and the control class <G> = 0.30 in the medium category. Thus, it can be concluded that the development of a ticker timer practicum guide with an inquiry approach can improve student learning outcomes but not too significantly
Edu-game Application Based-Android Quantity and Unit Concepts Using Game Engine Constructs 2 Nur Khoiri; Wahyu Adien Perdana; Wijayanto
Jurnal Penelitian Pendidikan IPA Vol 9 No 7 (2023): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i7.4030

Abstract

The purpose of this research is to produce alternative learning media about understanding the concept of unit size as an interactive and fun educational tool. This research uses the Research and Development (R&D) method and the product development model uses the MDLC (Multimedia Development Life Circle)) consisting of six stages, namely concept, design, material collecting, assembly, testing, distribution. The media expert validation test concluded that media expert 1 with an average percentage of 77% included the criteria of "Appropriate", media expert 2 with an average percentage of 80% included the criteria of "Very Eligible", and media expert 3 with an average percentage of 97% included criteria of "Very Eligible". The overall results of the validation of media experts obtained an average percentage of 84% including the "Very Eligible" criteria. Limited trials with 32 respondents resulted in an overall testing average of 97% including the criteria of "Very Eligible" and for achieving student learning outcomes an average of 84.34 was obtained including the criteria above the KKM. The results of this study are the Edugame Application of the Android-Based Concept of Units and Quantities Using Game Engine Construct 2 which is suitable for use.
Analysis of the Characteristics of the Development of Web-Based Science Learning Media with the STEAM Approach Wilem Rilexen S P Mulder; Nur Khoiri; Muhammad Syaipul Hayat
Jurnal Penelitian Pendidikan IPA Vol 9 No 11 (2023): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i11.5095

Abstract

This research aims to analyze the characteristics of developing Web-Based Science Learning Media using the STEAM approach. This research is development research using the Research and Development (R&D) method with the Thiagarajan 4-D Model which consists of definition, design, development and implementation. Based on the validation results from experts and practitioners, the results are very suitable for use and have character because they have an attractive design, ease of use, and color selection that utilizes color psychology. The features provided are very responsive to learning needs, with an effective project-based STEAM learning flow using scaffolding. Users also have access to Google Data Studio to monitor the progress of each student's STEAM stages and processes. Discussion forums provide flexible interaction and feedback, while STEAM learning modules can be downloaded by teachers for more specific learning situations. The conclusion is that the website developed has unique and unique characteristics that combine color, a project-based STEAM learning flow with a real-time scaffolding system and presents features that make it easier for students to learn