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Pelatihan Pengembangan Soal High Order Thinking Skills (HOTS) bagi Guru MGMP Biologi Kabupaten Pamekasan Badrud Tamam
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2022): Bima Abdi: Jurnal Pengabdian Masyarakat, Edisi Juli - Desember 2022
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/bajpm.v2i2.227

Abstract

Keterampilan berpikir tingkat tinggi harus dilatihkan agar siswa mempunyai kecakapan dalam mengambil sikap yang tegas dan akurat dalam menghadapi permasalahan yang muncul dalam kehidupannya. Oleh karena itu, guru harus mampu menyusun assesmen yang berorientasi pada High order thinking Skills (HOTS). Pelatihan ini bertujuan untuk mengembangkan keterampilan guru biologi dalam mengembangkan soal HOTS. Kegiatan dilakukan di Kabupaten Pamekasan dengan diikuti oleh 20 peserta. Metode pelaksanaan  pelatihan ini dibagi menjadi 4 tahapan. Adapun tahapan yang dilakukan adalah, 1) presentasi materi, 2) Diskusi (Tanya jawab), 3) latihan penyusunan soal HOTS, dan 4) evaluasi. Pendampingan dilakukan saat guru melakukan latihan menyusun soal HOTS. Pelatihan berjalan dengan lancer dan mendapat sambutan yang sangat baik. Proses pendampingan dan evaluasi masih harus terus dilakukan dikarenakan masih belum 100% partisipan menguasai dengan baik teknik menyusun soal HOTS.
Development of Construct 2-based Educative Game in The Topic of Environmental Pollution Nur Hasanah; Nur Qomaria; Badrud Tamam; Dwi Bagus Rendy Astid Putra; Aditya Rakhmawan
Indonesian Journal of Mathematics and Natural Science Education Vol 3 No 2 (2022): Indonesian Journal of Mathematics and Natural Science Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, IAIN Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/mass.v3i2.93

Abstract

This study aims to determine student responses and feasibility of construct 2-based educative game in the topic of environmental pollution. This study is included in the research and development using Waterfall development model. This model consists of five stages, namely analysis, design, implementation (coding), testing and maintenance. The test subjects in this study were 30 students of class VII B, MTs Sumenep. The results of the feasibility test of the construct 2-based educative game obtained an average validity value of 82.5% with a very valid category and an expert reliability value of 95.5% with a very reliable category. The results obtained from the student response questionnaire were 87.16% with very good criteria. Therefore, it can be concluded that construct 2-based educative game in environmental pollution topic can be used in the learning process.
PENGEMBANGAN VIRTUAL REALITY BERBASIS SMARTPHONE SEBAGAI MEDIA PENUNJANG MATERI PENCEMARAN LINGKUNGAN Iis Sugiharti; Ana Yuniasti Retno Wulandari; Eva Ari Wahyuni; Badrud Tamam; Nur Qomaria
Jurnal IPA Terpadu Vol 6, No 3 (2022)
Publisher : Jurnal IPA Terpadu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v6i3.35535

Abstract

Virtual reality berbasis smartphone merupakan bentuk dari kemajuan teknologi informasi dan komunikasi yang bisa dimanfaatkan sebagai media pembelajaran. Tujuan penelitian ini adalah untuk mengetahui kelayakan dan respons siswa terhadap virtual reality berbasis smartphone sebagai media penunjang materi pencemaran lingkungan. Penelitian ini termasuk penelitian pengembangan menggunakan model ADDIE. Subjek uji coba yaitu siswa kelas VII-C di UPT SMPN 14 Gresik sebanyak 32 siswa yang dipilih berdasarkan teknik purposive sampling. Hasil penelitian ini menunjukkan bahwa: (1) hasil validitas rata-rata sebesar 87,50% dengan keterangan sangat valid pada aspek media. Pada aspek materi nilai validitas rata-rata sebesar 85,16% dengan keterangan sangat valid. (2) Respons siswa terhadap virtual reality berbasis smartphone dikategorikan sangat baik berdasarkan nilai persentase respons siswa sebesar 75,46. Hal ini menunjukkan bahwa penggunaan virtual reality berbasis smartphone sebagai media penunjang materi pencemaran lingkungan layak digunakan dalam pembelajaran
Development of Construct 2-based Educative Game in The Topic of Environmental Pollution Nur Hasanah; Nur Qomaria; Badrud Tamam; Dwi Bagus Rendy Astid Putra; Aditya Rakhmawan
Indonesian Journal of Mathematics and Natural Science Education Vol. 3 No. 2 (2022): Indonesian Journal of Mathematics and Natural Science Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, UIN Kiai Haji Achmad Siddiq Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/mass.v3i2.93

Abstract

This study aims to determine student responses and feasibility of construct 2-based educative game in the topic of environmental pollution. This study is included in the research and development using Waterfall development model. This model consists of five stages, namely analysis, design, implementation (coding), testing and maintenance. The test subjects in this study were 30 students of class VII B, MTs Sumenep. The results of the feasibility test of the construct 2-based educative game obtained an average validity value of 82.5% with a very valid category and an expert reliability value of 95.5% with a very reliable category. The results obtained from the student response questionnaire were 87.16% with very good criteria. Therefore, it can be concluded that construct 2-based educative game in environmental pollution topic can be used in the learning process.
Developing Android-Based Interactive Multimedia with Madurese Culture to Enhance Students’ Learning Outcomes in Classroom Action Research Fikrotul Azizah; Badrud Tamam
SEJ (Science Education Journal) Vol. 9 No. 2 (2025): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/sej.v9i2.1703

Abstract

This study aims to improve Grade VII students’ learning outcomes on the topic of the Life Organization System by implementing the culturally responsive “Bebek Songkem” Android-based interactive multimedia. The media was designed to address students’ difficulties in understanding abstract biological concepts while providing contextual learning linked to local Madurese culture. The research employed the Classroom Action Research (CAR) model of Kemmis and McTaggart, consisting of the stages of planning, action, observation, and reflection. The participants were 30 students of Class VII-B at UPTD SMPN 5 Bangkalan. Data were collected through pre-tests and post-tests in each cycle and analyzed using gain score. The results showed a consistent improvement in learning outcomes. In Cycle I, the average score increased from 33.33 to 57.00 with a gain score of 0.355 (moderate). In Cycle II, the mean score increased from 43.33 to 86.00 with a gain score of 0.761 (high). These findings demonstrate that integrating local cultural elements into interactive multimedia can enhance students’ comprehension, engagement, and overall science learning performance.