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Preliminary Study on Game-Based Learning to Promote Javan Leopard Conservation: Perspectives from Prospective Biology Teachers Diki Muhamad Chaidir; Suprapto, Purwati Kuswarini; Liah Badriah; Dani Ramdani
SEAQIS Journal of Science Education Vol. 5 No. 01 (2025): SEAQIS Journal of Science Education
Publisher : SEAMEO QITEP in Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58249/sjse.v5i01.172

Abstract

Research on game-based learning has been widely conducted to support biology education in the classroom. This type of learning should also have an additional impact on students, one of which is introducing endangered species, such as the Javan leopard (Panthera pardus melas). This study explores the initial stage of developing Game-Based Learning (GBL) media and its impact on prospective biology teachers' interest, attitude, and knowledge regarding Javan leopard conservation. The research method used a quantitative and qualitative approach, with a survey comprising both open and closed-ended questions to assess the responses of prospective biology teachers to the biology game application focused on ecological communities. Interest was measured on a Likert scale; attitudes were measured through multiple-choice and agreement-scale questions; and knowledge was assessed through multiple-choice and true/false questions, while open-ended questions were applied for suggestions and recommendations from GBL. The respondents were 108 students who had previously tested the developed application. In the data analysis, descriptive statistical methods were used to interpret quantitative data, while qualitative analysis was conducted using word clouds to depict the answers of prospective biology teacher students in open-ended questions. The demographic data revealed that 73% of students typically play games for less than 1 hour per week, 72% play online games, and adventure is the most frequently played genre. Additionally, 92% of students had never played a game related to leopards before, and only about 27.1% of students had prior knowledge about leopards, mostly from their teachers at school. After using the application, 68% of students expressed increased interest in leopard conservation, improved knowledge, and demonstrated a positive attitude. Furthermore, 88% of students felt that the game helped raise their awareness of leopard conservation. This study concludes that game-based learning, which integrates information about endangered species like the Javan leopard, has enormous potential to support biology education and raise awareness of biodiversity conservation.
Analyzing the Correlation Between Self-Esteem, Self-Confidence, and Academic Achievement in Biology Restuhati, Githa; Suprapto, Purwati Kuswarini; Ali, Mufti
Jurnal Bioterdidik: Wahana Ekspresi Ilmiah Vol 11, No 3 (2023): Jurnal Bioterdidik
Publisher : Universitas Lampung

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Abstract

This research is a correlational study that aims to determine the correlation between self esteem and self confidence with biology learning outcomes. The research sample was 58 students by purposive sampling. Data collection techniques used questionnaires and documentation of final biology semester assessment scores in odd semesters. The research instrument was a self esteem questionnaire with 23 statement items and a self confidence questionnaire with 21 statement items. The data analysis techniques used are the Pearson’s correlation test and regression test. Based on the research results, it shows that there is a relationship between self esteem and self confidence and student learning outcomes. The correlation coefficient (R) is 0.369, which means the relationship between the three variables is low. In addition, the coefficient of determination (R²) is 0.137, which means that the contribution of self esteem and self confidence to learning outcomes was 13.7%.Keywords: self-esteem, self-confidence, learning outcomes
Integrasi Artificial Intelligence sebagai Inovasi Perancangan Perangkat Pembelajaran dan Asesmen Guru IPA Ardiansyah, Ryan; Suprapto, Purwati Kuswarini; Fitriani, Rita; Diella, Dea; Suhendi, Herni Yuniarti
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 6 No 1 (2025): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v6i1.27964

Abstract

The rapid development of artificial intelligence (AI) offers great potential to enhance the quality of education, particularly in supporting the implementation of the Merdeka Curriculum. This community service program aimed to improve teachers’ competencies in utilizing AI, specifically ChatGPT and GEMINI, to develop innovative learning tools. The training and mentoring activities were conducted at SMPN 1 Singaparna, Tasikmalaya Regency, involving 26 science teachers. Evaluation was carried out through pretests and posttests to measure participants’ knowledge improvement, workshops to produce learning products, and monitoring of classroom implementation. Pretest results showed that 65% of participants had a low understanding of AI concepts and the Merdeka Curriculum. After the training, 85% demonstrated good understanding. The workshop produced 10 AI-based learning tools that were assessed as innovative, relevant, and creative. Monitoring indicated that 75% of participants successfully integrated these tools into their classroom practices. This success was influenced by hands-on training, continuous mentoring, and teacher collaboration. However, some participants still faced challenges in adapting the tools to individual student needs. The program demonstrates that collaborative practice-based training and mentoring effectively enhance teacher competencies and foster the creation of technology-based learning innovations aligned with the demands of the Merdeka Curriculum.
Pengaruh Media Sekolah Pintar Indonesia (SPI) Terhadap Literasi Digital Dan Hasil Belajar Pada Materi Keanekaragaman Hayati Herdyana, Nadya; Suprapto, Purwati Kuswarini; Ali, Mufti
Diklabio: Jurnal Pendidikan dan Pembelajaran Biologi Vol 6 No 1 (2022)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diklabio.6.1.47-55

Abstract

Diterima: 2 Desember 2021Direvisi: 18 April 2022Diterbitkan: 25 Mei 2022 Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran Sekolah Pintar Indonesia terhadap hasil belajar biologi pada materi Keanekaragaman Hayati di SMA Negeri 6 Tasikmalaya. Metode penelitian ini adalah metode penelitian kuantitatif dengan desain penelitian Quasi Experimental. Populasi dalam penelitian ini adalah seluruh kelas X SMAN 6 Tasikmalaya tahun ajaran 2021/2022. Teknik pengambilan sampel menggunakan Purposive sampling, diperoleh 2 kelas, yaitu kelas eksperimen dengan pembelajaran menggunakan Sekolah Pintar Indonesia dan kelas kontrol dengan Whatsapp. Teknik pengumpulan data dilakukan dengan menggunakan angket literasi digital dan tes soal multiple choice. Hasil pengujian hipotesis menunjukkan besarnya nilai signifikansi yang lebih besar dari 5% untuk hasil belajar dan kemampuan literasi digital. Berdasarkan hasil uji anova tersebut dapat disimpulkan bahwa tidak ada pengaruh penggunaan media aplikasi Sekolah Pintar Indonesia terhadap kemampuan literasi digital dan hasil belajar peserta didik.Keywords: Hasil Belajar, Media Pembelajaran, Sekolah Pintar Indonesia (SPI)