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PENGARUH MODEL PEMBELAJARAN INQUIRY TRAINING BERBANTU MEDIA AUDIOVISUAL TERHADAP HASIL BELAJAR SISWA Carolina Sri Athena Barus; Netti Simatupang
Science Map Journal Vol 5 No 1 (2023): Science Map Journal
Publisher : Jurusan Pendidikan MIPA FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jmsvol5issue1pp53-58

Abstract

This study aims to examine how using the inquiry training learning model to support audiovisual media impacts student learning outcomes. This research was conducted at SMA N 7 Medan Pakam using the inquiry training learning model in the experimental class and conventional learning in the control class. This type of research is quasi-experimental with a two-group pretest-posttest design. The study population was all class X SMA Negeri 7 Medan students. Sampling was done by random sampling, namely class X MIPA-3 as the experimental class and class X MIPA-2 as the control class with 35 students each. The instruments used in this study consisted of (1) essay form learning (8 questions declared valid by experts) and (2) student activity sheets. Based on the research results, the average pretest score for the experimental class was 36.63. The control class was 38.31, the average posttest score for experimental class students was 68.91, and for the conventional class was 63.54. The results of hypothesis testing using the different test (t-test) obtained can be interpreted that there are significant differences due to the influence of the Inquiry Training learning model helping audiovisual media on student learning outcomes than conventional learning
STEAM Learning Training Based on Robot for Mission (R4M) Coding to Support 21st Century Thinking Skills Carolina Sri Athena Barus; Ashari Bayu Prasada Dulhasyim; Vederico Pitsalitz Sabandar; Freddy Oakley Palapessy; Idham
Unram Journal of Community Service Vol. 7 No. 1 (2026): March
Publisher : Pascasarjana Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/ujcs.v7i1.1305

Abstract

The Community Empowerment Partnership Program (PKM) implemented at SMA Negeri 1 Ambon aims to support the improvement of 21st century skills through Science, Technology, Engineering, Art, and Mathematics (STEAM) learning training based on Coding Robot For Mission (R4M). This program was initiated in response to the challenges of digital era education, which demands critical thinking, problem solving, collaboration, and communication skills, both to prepare students for the global workforce and to promote the advancement of the Maluku region. The implementation of activities was based on the results of an analysis of the situation and the needs of partners, which were then agreed upon jointly. The method used is Community Development, which is an empowerment and partnership-based approach, actively involving the school community in every stage of the activity, from socialization, module development, coding, and robotics design training, to technology implementation assistance. The results of this program show that SMA Negeri 1 Ambon, as a partner, has great potential as a pioneer in the application of STEAM-based learning and digital literacy, but still faces significant limitations. Nevertheless, teachers and school officials show high enthusiasm and readiness for change. With the support of training, mentoring, and the provision of facilities, SMA Negeri 1 Ambon has the potential to become a model for the implementation of STEAM and coding in Maluku Province, while also strengthening students' 21st-century skills in a sustainable manner.