Gowasa, Desdayanti
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Analisis Penggunaan Media Pembelajaran untuk Meningkatkan Pemahaman Sistem Saraf pada Siswa Zega, Hajriah Nur Rahmat; Gowasa, Desdayanti; Lase, Natalia Kristiani
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i3.1171

Abstract

The human nervous system is a learning material that includes a lot of abstract material that cannot be directly observed by students. With Augmented Reality (AR) technology, students can learn in person anytime and anywhere. The purpose of this study is to analyze the use of digital learning media in nervous system learning materials and find the right type of learning media to improve student learning outcomes and understanding of the material. This study uses a qualitative approach with a literature study method. The data sources obtained from this study are primary data and secondary data, according to Sugiyono, the primary data comes from the literature journals that have been collected, and the secondary data comes from relevant book and website references. The first step is to collect data from various sources. For the purpose of this study, the data sources used came from 13 recent journals selected based on certain criteria, which had articles relevant to the research topic. Once the journal is collected, a journal summary is created that includes the name, type, title, year of publication, location, objectives, methods, and research results. The results of the descriptive analysis of national journals show that increasing students' interest and learning outcomes is influenced by learning nervous system material with digital media. Augmented Reality (AR) is the most effective learning medium to increase students' interest and learning outcomes
Analisis Penggunaan Media Pembelajaran untuk Meningkatkan Pemahaman Sistem Saraf pada Siswa Zega, Hajriah Nur Rahmat; Gowasa, Desdayanti; Lase, Natalia Kristiani
Indo-MathEdu Intellectuals Journal Vol. 5 No. 3 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i3.1171

Abstract

The human nervous system is a learning material that includes a lot of abstract material that cannot be directly observed by students. With Augmented Reality (AR) technology, students can learn in person anytime and anywhere. The purpose of this study is to analyze the use of digital learning media in nervous system learning materials and find the right type of learning media to improve student learning outcomes and understanding of the material. This study uses a qualitative approach with a literature study method. The data sources obtained from this study are primary data and secondary data, according to Sugiyono, the primary data comes from the literature journals that have been collected, and the secondary data comes from relevant book and website references. The first step is to collect data from various sources. For the purpose of this study, the data sources used came from 13 recent journals selected based on certain criteria, which had articles relevant to the research topic. Once the journal is collected, a journal summary is created that includes the name, type, title, year of publication, location, objectives, methods, and research results. The results of the descriptive analysis of national journals show that increasing students' interest and learning outcomes is influenced by learning nervous system material with digital media. Augmented Reality (AR) is the most effective learning medium to increase students' interest and learning outcomes
PENGARUH MODEL PROBLEM BASED LEARNING TERHADAP KREATIVITAS DAN KOLABORASI SISWA DALAM PEMBELAJARAN IPA Gowasa, Desdayanti; Harefa, Agnes Renostini; Telaumbanua, Desman; Waruwu, Toroziduhu
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i2.9860

Abstract

ABSTRACT This study aims to determine the effect of the Problem Based Learning model on students' creativity and collaboration in science learning. The study is motivated by the importance of developing 21st-century skills, particularly creative thinking and collaboration, which still need improvement in classroom learning. The Problem Based Learning model is applied because it uses contextual problems as the starting point of learning, encouraging students to think creatively, discuss ideas, and collaborate to find solutions. This research employed a quantitative approach using a quasi-experimental design with a posttest only control design. The sample consisted of 23 students in the experimental class and 24 students in the control class selected through random sampling. The research instruments included a creativity test, a collaboration questionnaire, and a collaboration observation sheet. The data analysis results showed that the Independent Sample t-test for creativity obtained a sig. (2-tailed) value of 0.000 < 0.05 and the collaboration test also obtained a sig. (2-tailed) value of 0.000 < 0.05. In addition, the MANOVA test showed a significance value of 0.000 < 0.05, indicating that the Problem Based Learning model simultaneously affects students' creativity and collaboration. These findings indicate that the Problem Based Learning model is effective in improving students' creativity and collaboration in science learning. ABSTRAK Penelitian ini bertujuan untuk membuktikan pengaruh model Problem Based Learning terhadap kreativitas dan kolaborasi siswa dalam pembelajaran IPA. Penelitian ini dilatarbelakangi oleh pentingnya pengembangan keterampilan abad ke-21, khususnya kemampuan berpikir kreatif dan bekerja sama yang masih perlu ditingkatkan dalam proses pembelajaran di sekolah. Model Problem Based Learning digunakan karena menempatkan masalah kontekstual sebagai titik awal pembelajaran sehingga mendorong siswa berpikir kreatif, berdiskusi, dan berkolaborasi dalam menemukan solusi. Penelitian ini menggunakan pendekatan kuantitatif dengan desain eksperimen semu (Quasi-Experimental Design) tipe posttest only control design. Sampel penelitian terdiri dari 23 siswa pada kelas eksperimen dan 24 siswa pada kelas kontrol yang dipilih melalui teknik random sampling. Instrumen penelitian meliputi tes kreativitas, angket kolaborasi, dan lembar observasi kolaborasi. Hasil analisis data menunjukkan bahwa uji Independent Sample t-test pada kreativitas memperoleh nilai sig. (2-tailed) 0,000 < 0,05 dan pada kolaborasi juga memperoleh nilai sig. (2-tailed) 0,000 < 0,05. Selain itu, uji MANOVA menunjukkan nilai signifikansi 0,000 < 0,05 yang menegaskan bahwa model Problem Based Learning secara simultan berpengaruh terhadap kreativitas dan kolaborasi siswa. Temuan ini menunjukkan bahwa model Problem Based Learning efektif meningkatkan kreativitas dan kemampuan kolaborasi siswa dalam pembelajaran IPA.