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The Effectiveness of the Discovery Learning Model Assisted by Video Games to Improve Student Learning Outcomes on the Concept of Momentum and Impulse in High School Mohamad Nurkhojin; Abdul Haris Odja; Trisnawaty Junus Buhungo; Mursalin Mursalin; Ritin Uloli; Citron S Payu
Physics Education Research Journal Vol 4, No 2 (2022)
Publisher : Faculty of Science and Education, UIN Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/perj.2022.4.2.12781

Abstract

This  study aims  to determine the   effectiveness of the   discovery learning   model with the   help of   video games on   student  learning  outcomes on the  concept of  momentum and  impulse  in    high  school.  This  research  is  using  an  experimental  method. The research  design  used  was  a pretest-posttest  control  group  design. In this  study there  was an experimental   group   and  a control  group. Data collection  using  essay test  and  multiple  choice  tests. Data  analysis using  the mean  difference  analysis  and  N-Gain. The results  showed  that the t-value on the multiple-choice test was   2.183 and on the  essay   test was 2.811, which was  greater  than t-table  2.037. Referring  to the rule  of  testing the  hypothesis  that  if tcount  ttable, then  H0  is rejected, H1 is  accepted, which  means  there  is  a significant  influence.  So  it  can  be  concluded  that learning   using the   discovery learning   model with  the  help  of  video games  has a significant  effect  on  student  learning outcomes   on  the  concept  of  momentum and  impulse  in high  school.  Through the n-gain test   on the   multiple  choice  test  it  can  be  seen  that the N-gain value  for   the   experimental  class  is  0.713 and the control   class  is  0.582.  While  on the   essay   test for the   experimental   class   0.777 and  0.667 for the  control  class. So it  can  be  concluded  that the increase  in student learning   outcomes  using the discovery   learning  model with the   help of video games  is  higher  than the use  of the discovery learning  model on  the  concept  of  momentum and  impulse  in high  school.
Pengembangan Perangkat Pembelajaran Menggunakan Model Pembelajaran Kooperatif Dengan Pendekatan Inkuiri Pada Materi Fluida Statis Aswan Bannang; Ritin Uloli; Tirtawaty Abdjul
Aksara: Jurnal Ilmu Pendidikan Nonformal Vol 9, No 1 (2023): January 2023
Publisher : Magister Pendidikan Nonformal Pascasarjana Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/aksara.9.1.749-760.2023

Abstract

Perangkat pembelajaran merupakan penunjang keberhasilan pembelajaran. Penelitian ini bertujuan menghasilkan perangkat pembelajaran menggunakan model pembelajaran kooperatif dengan pendekatan inkuri yang valid, praktis dan efektif. Model pengembangan perangkat pembelajaran yang digunakan dalam penelitian ini adalah model 4-D yang terdiri dari: (1) Define, (2) Design, (3) Development, dan (4) Disseminate. Subjek penelitian ini adalah peserta didik kelas XI IPA4 dan XI IPA5 SMA Negeri 1 Kabila. Proses pengumpulan data menggunakan lembar validasi, lembar observasi keterlaksanaan pembelajaran, lembar observasi aktivitas peserta didik, angket respon peserta didik dan tes hasil belajar. Hasil penelitian diperoleh dari penilaian kevalidan perangkat pembelajaran oleh tim ahli memenuhi kriteria sangat valid dengan persentase rata-rata: RPP 97.42 %, bahan ajar 96.59 %, LKPD 94.32 % dan tes hasil belajar 95.45 %; penilaian kepraktisan perangkat pembelajaran berdasarkan pengamatan keterlaksanaan pembelajaran dan pengamatan aktivitas peserta didik dikelas XI IPA4 dan XI IPA5 memenuhi kriteria sangat praktis ; penilaian keefektifan perangkat pembelajaran berdasarkan hasil angket respon peserta didik memenuhi kriteria sangat efektif dan tes hasil belajar peserta didik dengan rata-rata: kelas XI IPA4 untuk persentase ketuntasan secara klasikal 88,89%, N-Gain 0,760 sedangkan kelas XI IPA5 untuk persentase ketuntasan 94,44%, dan N-Gain 0,783 dengan kriteria sangat efektif. Dapat disimpulkan bahwa perangkat pembelajaran menggunakan model pembelajaran kooperatif dengan pendekatan inkuiri valid, praktis dan efektif untuk digunakan dalam pembelajaran fisika.
Kepraktisan Media Pembelajaran Berbasis Komik Pada Materi Kalor di SMP Negeri 1 Tapa Indah Parawangsa Umar; Ritin Uloli; Mohamad Jahja
JURNAL JENDELA PENDIDIKAN Vol. 3 No. 01 (2023): Jurnal Jendela Pendidikan: Edisi Februari 2023
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v3i01.416

Abstract

Tujuan penelitian ini adalah untuk mendeskripsikan kepraktisan dari media pembelajaran berbasis komik. Penelitian dilaksanakan di SMP Negeri 1 Tapa dan diujicobakan di kelas VII-6. Penelitian ini menggunakan jenis penelitian Research and Development (R&D) dengan model penembangan 4-D yang dikembangkan oleh Thigarajan yang terdiri dari 4 tahap yaitu: pendefinisian, perancangan, pengembangan dan penyebaran. Hasil penelitian ini menunjukkan bahwa media pembelajaran berbasis komik sangat praktis digunakan dalam proses pembelajaran dengan memperoleh rata-rata persntase keterlaksanaan pembelajaran adalah 98,13% dengan kategori sangat baik serta respon peserta didik memperoleh rata-rata persentae 90,17%. Dengan kriteria sangat baik dan respon dari guru memperoleh presentase 84,95% denan kategori baik.
Development of Magnetic Digital Comics in Science Learning to Improve Student Learning Outcomes in Elementary Schools Lanto Mohamad Kamil Amali; Nova Elysia Ntobuo; Ritin Uloli; Yasin Mohamad; Muhammad Yunus
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.v9i2.2915

Abstract

This study aims to develop digital comics for learning magnetism in learning Science in Elementary Schools. This type of research is development research, which refers to the Four-D. The location of this research is at Kota Tengah 80 Public Elementary School, Bulangu Timur 1 Public Elementary School, and Telaga Biru 1 Public Elementary School. The results of the study show that digital comic magnets developed for science learning in elementary schools: (1) are categorized as valid and feasible; (2) Practically used, this is indicated by the very good response from students with a percentage of 90% in the limited trial class and 93.75% in the extended trial class. The implementation of learning in the limited trial class obtained an average percentage of 90.91%, while in the extended trial class it was 96.15%; (3) Effectiveness, indicated by good student activity with a percentage of 82% in both limited trial classes and extended trial classes, as well as student learning outcomes that are in very good criteria. Based on this, the digital comics magnet that has been developed is stated to be valid, practical and effective, so that it can be used in the science learning process in class V of elementary school
ANALYSIS OF STUDENT PERCEPTIONS ON THE USE OF ONLINE LEARNING APPLICATIONS USING THE RASCH MODEL IN PHYSICS LEARNING Dewa Gede Eka Setiawan; Vivit Idrus; Muhammad Yusuf; Trisnawaty Junus Buhungo; Ritin Uloli
Jambura Physics Journal Vol 4, No 2 (2022): October 2022
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34312/jpj.v4i2.17286

Abstract

SMAN 1 Tapa initially used the Zoom and Google Meet applications, but there were still many students who were late for learning due to their difficult circumstances in getting internet coverage, so the teachers decided to change the application by using Classroom and Whatsapp to minimize student delays in learning. This study aims to describe students' perceptions of the use of online learning applications using Rasch modeling in physics learning. This research method is descriptive qualitative. The results of this study indicate that students' perceptions based on absorption indicators of object stimuli from outside the individual, students prefer online learning using Classroom and Whatsapp applications. Based on the indicators of understanding or understanding of the object, students understand and understand physics learning. Based on the indicators of individual evaluation of the object, students are enthusiastic and motivated in learning physics. Thus, it can be concluded that students' perceptions of online learning using the classroom and whatsapp applications can help and facilitate students in the learning process during the pandemic in class XI IPA 1.
Self-evaluation using the model goal-free evaluation in physics subjects in high schools: abstract Fitriyanti A. Noho; Masri Kudrat Umar; Ritin Uloli; Abdul Haris Odja; Supartin Supartin; Trisnawaty Junus Buhungo
Jurnal Pijar Mipa Vol. 18 No. 2 (2023): March 2023
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v18i2.4807

Abstract

The research objective is to evaluate the implementation of a self-evaluation program using an aimless model evaluation of physics subjects in high school. The evaluation focused on how the self-evaluation program was implemented using three stages prepared by the evaluators or researchers in this study, namely the planning stage, the implementation stage, and the final result stage. The research subjects were students of class XI, XII, and a physics teacher. The instrument used was a questionnaire containing statements regarding the implementation of self-evaluations carried out by the teacher. The research method uses a quantitative approach with an evaluative type. Data collection techniques using observation and questionnaires. The results of the research on the implementation of the self-evaluation program in physics subjects in high school obtained an average of 81% and above, this figure is included in the very good criteria, and this shows that the program has been successful, but this needs to be continued to be considered and improved to increase student interest in physics.
Development of Learning Media Using Smart Apps Creator Based on Local Wisdom in Work and Energy Materials Nurmila; Tirtawaty Abdjul; Ritin Uloli
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.5818

Abstract

Technology-based learning media in this era's education field is essential to deliver more exciting and interactive learning that can be linked to local wisdom. This research aims to describe the validity, practicality, and effectiveness of learning media using SAC based on local wisdom on the material of work and energy in 10th grade of SMA Negeri 1 Tinangkung and SMA Negeri 2 Tinangkung. This research uses the development of ADDIE Models. The namely obtained the average percentage validation results for media of 96.67% and material of 96.69% and is in the very valid category, the practicality of learning media used with an average percentage of assessment for small classes of 91.47% and large classes of 97.68% with a very good predicate. The average assessment percentage for learner responses in small classes is 94.46%. In contrast, for large classes, it is 87.14%. The effectiveness of learning media for learner activity observation sheets in small classes is 100%, and in large classes is 99.78%, with a very good predicate. For learning outcomes in the small class, N-Gain was 0.98 with a high category, and the extended class was 0.965 with a very high category.
STEAM Approach to Students' Critical Thinking Ability on the Concept of Sound Waves for Developing PBL Model Learning Tools Yulianti Kohohon; Mursalin; Muhammad Yusuf; Masri Kudrat Umar; Tirtawaty Abdjul; Ritin Uloli
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.6776

Abstract

One learning model that supports improving critical thinking skills and developing 21st century education is the PBL model. This research aims to describe the quality of the STEAM approach-based PBL model learning tools development for Students' Critical Thinking Ability on the concept of sound wave using the ADDIE development model. The results of the validation carried out by three validators obtained an average percentage for the learning implementation plan of 93.08%, student activity sheets of 92.58%, teaching materials of 90.82%, and critical thinking tests of 92.72%, and all included in the very valid criteria. The practicality of learning tools is seen from learning implementation of 90.72% with excellent criteria, the student's response to the learning tools was very positive with the ease aspect percentage of students' responses was 86.67%, the enthusiasm aspect percentage of 93.33%, the motivated aspect percentage of 86.67% and the involvement aspect percentage of 83.33%. The effectiveness of learning tools in student activity of 91.67% with excellent criteria, the results of the critical thinking test increased by 49.00%, from previously the overall average score of students was 30.33% to 79.33% and the effectiveness category through the N-Gain test was 0.71 with high criteria
Student worksheets based on connected type integration models on simple planes and human movement systems: The practical analysis Enda Sri Inda Ibrahim; Frida Maryati Yusuf; Muhammad Yusuf; Trisnawaty Junus Buhungo; Ritin Uloli; Margaretha Solang
Journal of Research in Instructional Vol. 3 No. 2 (2023): Journal of Research in Instructional
Publisher : Univeritas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v3i2.276

Abstract

This study aims to determine how practical the integrated science student worksheets are based on the connected type integration model with simple aircraft material and the human motion system. This type of research was quantitative, which was part of research and development. Research and development is a type of research that aims to make products through practical testing. The test subjects in the research involved 18 class VIII students at SMP Negeri 3 Pulubala. The results of classroom management obtained a score of 96% in the very good category, and the responses of students reached an average score of 63% in the good category. It can be concluded that the development of integrated science student worksheets connected type integration model is practical for use in the learning process.
PENGEMBANGAN MEDIA CROSSWARD PUZZLE PADA MATERI GETARAN DAN GELOMBANG DI SMP Putri Ainun Mangkarto; Tirtawaty Abdjul; Abdul Haris Odja; Ritin Uloli
EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA Vol 6, No 2 (2024)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/.v6i2.5046

Abstract

Tujuan Media pembelajaran Crossward Puzzle Pada materi Getaran dan Gelombang menggunakan model pengembangan 4D telah memenuhi kriteria kualitas yang meliputi 3 (tiga) aspek yaitu aspek validitas, kepraktisan dan keefektifan.(1) Aspek Validitas Menunjukan hasil validasi Media Crossward Puzzle oleh 2 (dua) validator memperoleh nilai rata-rata validasi 3,36 dan berada pada kategori valid dan bisa digunakan. (2) Aspek Kepraktisan dilihat dari 3 poin yaitu keterlaksanaan pembelajaran yang memperoleh rata-rata presentase 93% dengan kriteria sangat baik dan Respon peserta didik memperoleh rata-rata presentase yaitu 81% dengan kriteria baik. Hasil yang diperoleh tersebut menunjukan bahwa media Crossward Puzzle yang dikembangkan Praktis. (3) Aspek keefektifan dilihat dari observasi aktivitas peserta didik memperoleh rata- rata persentase pada uji coba 82% dengan kriteria baik. Hasil yang diperoleh tersebut menunjukan bahwa media Crossward Puzzle yang dikembangkan efektif. Ketiga aspek diatas menyatakan bahwa Media Crossward Puzzle pada materi getaran, gelombang tergolong valid, praktis, dan efektif untuk digunakan dalam pembelajaran IPA materi Getaran, dan Gelombang.