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PEMBERDAYAAN GURU DALAM PENGELOLAAN DAN PEMANFAATAN PERALATAN LAB IPA DI SMP KOTA GORONTALO Jusna Ahmad; Nurul Fajryani Usman
Jurnal Abdi Insani Vol 12 No 12 (2025): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v12i12.2445

Abstract

Laboratorium merupakan salah satu sarana dan prasarana sekolah yang dapat menunjang kesuksesan kegiatan pembelajaran peserta didik. Laboratorium merupakan tempat dilakukannya berbagai kegiatan, seperti observasi, pengamatan, percobaan, latihan, dan pengujian terhadap suatu konsep pengetahuan ilmiah. Namun pada faktanya, pemanfaatan laboratorium sekolah masih sangat rendah. Rendahnya tingkat pemanfaatan fasilitas laboratorium yang ada di sekolah salah satu faktornya disebabkan oleh kurangnya kegiatan pelatihan terkait pengelolaan dan penggunaan alat-alat laboratorium yang sering digunakan disekolah. Tujuan dari kegiatan ini adalah untuk memberdayakan guru agar lebih terampil dan inovatif dalam memanfaatkan peralatan laboratorium IPA guna meningkatkan kualitas pembelajaran. Metode pelaksanaan kegiatan terdiri dari beberapa tahapan utama, yaitu koordinasi awal dengan dinas pendidikan untuk menentukan lokasi dan kebutuhan kegiatan, tahap pelaksanaan berupa kegiatan ceramah dan praktik, dan tahap akhir. Fokus kegiatan pengabdian ini adalah dengan kegiatan praktik langsung dan simulasi penggunaan alat-alat laboratorium. Hasil dari kegiatan ini menunjukkan adanya pemahaman guru dalam mengelola dan memanfaatkan peralatan laboratorium IPA serta inovasi dalam merancang percobaan. Kegiatan ini berhasil memberikan pemahaman guru terhadap fungsi dan pemeliharaan peralatan laboratorium IPA. Guru-guru menunjukkan antusiasme tinggi dalam mengikuti pelatihan dan praktik langsung. Evaluasi kegiatan menunjukkan adanya kemampuan dalam merancang dan melaksanakan praktikum sederhana. Selain itu, peserta memberikan tanggapan positif terhadap kegiatan, dengan menyatakan bahwa materi yang disampaikan sangat bermanfaat untuk diterapkan di sekolah masing-masing. Melalui kegiatan ini diharapkan dapat berkontribusi pada peningkatan kualitas pembelajaran IPA di SMP Kota Gorontalo. Untuk keberlanjutan, disarankan adanya pelatihan lanjutan serta pengadaan alat laboratorium yang lebih lengkap sesuai kebutuhan.
Pelatihan Pengembangan Media Interaktif Berbasis Genially Bagi Guru di SMKN 1 Mootilango Masra Latjompoh; Nurul Fajryani Usman
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Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jrpi.v3i3.40747

Abstract

Digital transformation requires teachers to develop interactive learning media that suit the characteristics of vocational education. This community service program aimed to improve the knowledge and skills of teachers at SMKN 1 Mootilango in developing Genially-based interactive media. The program employed a participatory, practice-based approach through needs analysis, material presentation, genially demonstrations, guided practice, product presentation and revision, evaluation, and reflection. The results showed that teachers gained a better understanding of interactive media principles and were able to develop learning media integrating text, images, videos, animations, navigation buttons, links, and quizzes. The program also encouraged greater confidence, openness to technology, and collaboration among teachers. The resulting media offered advantages in visual quality, interactivity, flexibility, and ease of distribution, although their use still depended on adequate devices and internet access. This training represents an initial step toward strengthening teachers’ digital competence and fostering an innovative learning culture at school.
Validitas Soal Berbasis HOTS Berbantuan Quizizz untuk Melatih Kemampuan Berpikir Kritis pada Materi Sistem Pencernaan Sabrina Yusuf; Lilan Dama; Nurul Fajryani Usman; Frida Maryati Yusuf; Muh. Nur Akbar
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 3 (2025): July
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i3.547

Abstract

Critical thinking skills are one of the abilities needed by students to face the challenges of the 21st century. This study aims to describe the validity of Higher Order Thinking Skills (HOTS)-based questions developed to train students' critical thinking skills. This research used a developmental research model (ADDIE) model. The parameter measured was the product's validity level, consisting of HOTS-based questions, using a validation instrument involving two validators: a material expert and a learning device expert. The subjects in this study were 11th-grade high school students. The questions were developed in essay format and presented through the digital platform Quizizz as a learning evaluation medium. The validation results showed that the questions fell into the appropriate to very appropriate category, with a percentage range of 62.50% - 81.25% for the material aspect, and 81.25% - 100% for the learning device aspect. Thus, the developed HOTS-based questions are deemed appropriate for use in learning evaluation activities and have the potential to support the development of students' critical thinking skills.
Pengembangan Media Pembelajaran Augmented Reality Card Berbantuan Aplikasi Assemblr Edu pada Materi Sistem Pencernaan Manusia bagi Peserta Didik Kelas XI di MAN 1 Boalemo Pransiska Sunarti Daud; Herinda Mardin; Muh. Nur Akbar; Djuna Lamondo; Nurul Fajryani Usman
Biocaster : Jurnal Kajian Biologi Vol. 5 No. 4 (2025): October
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/biocaster.v5i4.773

Abstract

This study aims to describe the validity and practicality of Augmented Reality Card learning media assisted by the Assemblr Edu application on the human digestive system material for grade XI students at MAN 1 Boalemo. The method used in this study is the research and development method with the ADDIE model which includes three stages, namely analyze, design, and develop. The data collection instruments in this study consisted of a needs analysis questionnaire, interviews, media validity test sheets, material validity test sheets, and teacher and student response questionnaires. The results of the study showed that the validity of Augmented Reality Card learning media on human digestive system materials obtained a percentage of 90% of media experts with very valid criteria, and 93.3% of material experts with very valid criteria. The test of the practicality of learning media was seen through the results of the teacher response questionnaire which obtained a percentage of 95% and the student response questionnaire of 88% with very practical criteria. The assessment obtained from user responses, namely teachers and students as a whole, was 91.5% which was indicated as a practical value. Based on the results of the research, it can be concluded that Augmented Reality Card learning media assisted by the Assemblr Edu application on human digestive system materials is declared valid and practical, so it is suitable for use as a tool in learning biology, especially human digestive system materials.
Pengaruh Multimedia Pembelajaran Biologi Berbasis Smart App Creator Terhadap Hasil Belajar Peserta Didik Kelas X pada Materi Perubahan Lingkungan Tantri Rupu; Lilan Dama; Syam S. Kumaji; Abubakar Sidik Katili; Nurul Fajryani Usman
PendIPA Journal of Science Education Vol 10 No 3 (2026): July - September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.3.1056-1065

Abstract

This study aimed to analyze the effect of using Biology learning multimedia based on Smart App Creator (SAC) on the learning outcomes of Grade X students on the topic of Environmental Change. This study employed a quantitative method with a quasi-experimental design using a Non-Equivalent Control Group Design. The sample consisted of 50 Grade X students at SMA Negeri 2 Gorontalo, divided into an experimental class of 25 students and a control class of 25 students. The experimental class received instruction using SAC-based multimedia, while the control class used an E-Book. Data were collected through learning outcome tests in the form of pretest and posttest, and were subsequently analyzed using the Wilcoxon test, Mann-Whitney test, and N-Gain analysis. The results showed that the mean learning outcome of the experimental class increased from 28.00 on the pretest to 77.60 on the posttest, representing an increase of 49.60 points. Meanwhile, the control class increased from 26.72 to 48.32, representing an increase of 21.60 points. The N-Gain analysis showed that the experimental class obtained a mean N-Gain score of 0.69, categorized as moderate, while the control class obtained a mean N-Gain score of 0.29, categorized as low. Based on these results, it can be concluded that the use of Biology learning multimedia based on Smart App Creator has a significant effect on students' learning outcomes on the topic of Environmental Change, with a greater improvement in learning outcomes compared to the use of an E-Book.
Implementasi Multimedia Pembelajaran Biologi berbantuan Smart App Creator dalam Meningkatkan Kemampuan Berpikir Kritis Peserta Didik pada Materi Perubahan Lingkungan Yasni A. Patuti; Lilan Dama; Syam S. Kumaji; Hartono D. Mamu; Nurul Fajryani Usman
PendIPA Journal of Science Education Vol 10 No 3 (2026): July - September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.3.1035-1044

Abstract

This study aimed to analyze the improvement of students’ critical thinking skills following the implementation of Biology learning multimedia based on Smart App Creator on the topic of Environmental Change. This study employed a quantitative approach using a pre-experimental method with a One Group Pretest-Posttest design. The sample consisted of 30 students from class X.5 of SMA Negeri 2 Gorontalo, selected using a purposive sampling technique. Data on students’ critical thinking skills were obtained through tests administered before and after the implementation of the learning multimedia based on Smart App Creator. Data analysis was conducted using descriptive statistics, a normality test, a Paired Samples Test, and N-gain analysis. The results showed that the mean critical thinking score increased from 45.2 in the pretest to 82.1 in the posttest, representing an increase of 36.9 points. The mean critical thinking skills based on the indicators of Focus, Reason, Inference, Situation, and Clarity also increased from 47.15% to 82.44%. The results of the Paired Samples Test indicated a significant difference between students’ critical thinking skills before and after the implementation of the multimedia, with a p-value of < 0.001. The mean N-gain score was 0.67, which was categorized as moderate. Therefore, the implementation of Biology learning multimedia based on Smart App Creator demonstrated an improvement in students’ critical thinking skills on the topic of Environmental Change.