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PENGEMBANGAN LKPD IPA BERBASIS PROBLEM BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KREATIF PESERTA DIDIK KELAS VII DEVELOPMENT OF STUDENT WORKSHEET BASED ON PROBLEM BASED LEARNING APPROACH TO INCREASE 7TH GRADE STUDENT’S CREATIVE THINKING SKILL Siska Febriani; Joko Sudomo; Wita Setianingsih
Jurnal TPACK IPA Vol 6, No 8 (2017): Jurnal Pendidikan Ilmu Pengetahuan Alam (October, 2017)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan (1) menghasilkan LKPD IPA berbasis Problem Based Learning yang memiliki potensi untuk meningkatkan keterampilan berpikir kreatif peserta didik kelas VII berdasarkan penilaian dosen ahli dan guru IPA pada komponen kelayakan isi, komponen bahasa dan gambar, komponen penyajian dan komponen kegrafisan, (2) mengetahui respon peserta didik terhadap LKPD IPA berbasis Problem Based Learning untuk meningkatkan keterampilan berpikir kreatif peserta didik kelas VII, (3) mengetahui peningkatan keterampilan berpikir kreatif peserta didik kelas VII dengan menggunakan LKPD IPA berbasis Problem Based Learning dalam proses pembelajaran. Penelitian ini merupakan penelitian pengembangan (Research and Development) dengan menggunakan model 4D dengan tahapan define, design, develop dan disseminate. Teknik analisis data kelayakan LKPD IPA dan respon peserta didik terhadap LKPD IPA adalah konversi skor kuantitatif menjadi nilai kualitatif dengan lima kategori, teknik analisis data keterlaksanaan pembelajaran dan keterampilan berpikir kreatif berdasarkan observasi adalah perhitungan persentase, sedangkan teknik analisis data hasil pre-test dan post-test keterampilan berpikir kreatif adalah perhitungan gain score (N-gain score). Berdasarkan hasil penelitian dapat disimpulkan bahwa (1) dihasilkan LKPD IPA berbasis Problem Based Learning (PBL) yang memiliki potensi untuk meningkatkan keterampilan berpikir kreatif peserta didik berdasarkan penilaian Dosen Ahli dan Guru IPA dengan skor 105,75 dari skor maksimal 120 dengan nilai A termasuk kategori “Sangat Baik”, (2) LKPD IPA berbasis Problem Based Learning (PBL) termasuk kategori “Baik” dengan nilai B berdasarkan respon peserta didik terhadap LKPD IPA Problem Based Learning (PBL) dengan skor 66,09 dari skor maksimal 88, (3) keterampilan berpikir kreatif peserta didik meningkat setelah pembelajaran menggunakan LKPD IPA berbasis Problem Based Learning (PBL) dengan N-gain score sebesar 0,72 termasuk kategori “tinggi”.Kata kunci: LKPD IPA, Problem Based Learning, keterampilan berpikir kreatifThe research aims to (1) produce a student worksheet based on problem based learning that has potency to improve the 7th grade student‟s creative thinking skill based on assessment of expert lecturers and science teachers on the content feasibility component, language and image component, presentation component, and graphics component, (2) know student response toward the student worksheet based on problem based learning to improve the 7th grade student‟s creative thinking skill, (3) know the improvement the 7th grade student‟s creative thinking skill after using the student worksheet based on problem based learning. The design of this research was Research and Development model with 4D development model which includes define, design, develop, and disseminate. The data analysis technique of appropriateness of student worksheet and students responses to the student worksheet is quantitative score conversion to qualitative value with five categories, the data analysis technique of the implementation of the problem based learning model and student‟s creative thinking skill based on observation is a percentage calculation, while the data analysis technique of creative thinking skill pre-test and post-test is normalized gain score (N-gain score). Based on the results of the research, it can be concluded that (1) a student worksheet based on Problem Based Learning has potency to improve the 7th grade student‟s creative thinking skill based on assessment of expert lecturers and science teachers on the content feasibility component, language and image component, presentation component, and graphics component get score 105,75 of a maximum score of 120 with a value of “A” categorized as “Very Good”, (2) a student worksheet categorized as“Good” with a value of „B” based on student response with score 66,09 of maximum score of 88, (3) student creative thinking skill improves after using a student worksheet based on Problem Based Learning with N-gain score 0,72 categorized as “High”.Keywords: student worksheet, Problem Based Learning, creative thinking skill
Rancang Bangun Platform Terpadu Penyelenggaraan Turnamen Mobile Legends dengan Modul Automated Bracket dan Live Scoring pada PB ESI Kabupaten Purworejo Widi Pramono; Siska Febriani; Saiful Bahri; Yuli Wijayanti
Jurnal Ekonomi dan Teknik Informatika (JNETI) Vol 14 No 2 (2026): Jurnal Ekonomi dan Teknik Informatika
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37601/jneti.v14i2.417

Abstract

Tournament administration for Mobile Legends often uses separate media for registration, participant verification, bracket preparation, score recording, and result publication, creating repeated work and potential data inconsistency. This study aims to design and develop an integrated web-based tournament platform with automated bracket and live scoring modules for PB ESI Kabupaten Purworejo. The study applies a Research and Development (R&D) approach through problem identification, literature review, data collection, requirements analysis, system design, platform development, implementation, testing, and product revision. Data were collected through observation, interviews, documentation, and literature study. Functional verification used black box testing. The platform integrates tournament management, public registration, participant verification, WhatsApp notification, automated bracket generation, score input, winner advancement, and public bracket publication. During the Main Bareng Polres Purworejo trial event, 20 teams registered; 18 teams were verified and 2 teams were rejected. For 18 verified teams, the bracket logic generated a 32-slot single-elimination structure containing 14 byes, five rounds, 31 bracket nodes, and 17 actual matches required to determine one champion. A Python calculation independently confirmed these values, while the production system implemented the logic in PHP/Laravel. Live scoring stores scores, determines winners, advances winners to the next round, and updates the public bracket. All 22 black box scenarios produced the expected outputs. The findings indicate that the platform provides a more integrated, accurate, transparent, and documented workflow for regional esports tournament management, while still leaving opportunities for future development such as multi-game support, more automated score acquisition, differentiated user roles, and automated reporting.
PERANCANGAN LOGO DENGAN GABUNGAN TEORI SEMIOTIKA PEIRCE DAN TEKNIK DESAIN MODERN FLAT BADGE UNTUK MENINGKATKAN PENJUALAN NASI COKOT LESTARI COOK Rafael Briant Wicaksono; Siska Febriani; Karina Sukardi; Yuli Wijayanti
Jurnal Ekonomi dan Teknik Informatika (JNETI) Vol 14 No 2 (2026): Jurnal Ekonomi dan Teknik Informatika
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37601/jneti.v14i2.421

Abstract

Visual identity is a crucial factor in building brand awareness and trust for MSMEs. Nasi Cokot Lestari Cook faced challenges in brand recognition due to the lack of an independent visual identity. This research aims to design a visual identity by integrating Charles Sanders Peirce's semiotic theory and modern flat badge design techniques. The research method used a qualitative approach for design exploration and a quantitative approach through the Mann-Whitney U statistical test. The results show that the logo design based on deep meaning and modern aesthetics created a strong brand identity. However, statistical results indicated a significant decrease in sales values with an Asymp. Sig. value of 0.000. In-depth analysis revealed that this decline was not caused by design factors, but was influenced by external variables, namely high rainfall in the Purworejo area during the implementation period.