Annisa, Uma
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PENGEMBANGAN PEMBELAJARAN IPA BERBASIS STEAM PADA KONSEP PENGOLAHAN LIMBAH UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KREATIF SISWA Annisa, Uma
Jurnal Ilmiah Jendela Pendidikan Vol 11 No 2 (2022): Jendela Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan - Universitas Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55129/jp.v11i2.2129

Abstract

Dalam era globalisasi pada saat sekarang ini pendidikan adalah merupakan suatu hal atau sebuah komponen yang sangat penting dan dibutuhkan dalam mengikuti perkembangan jaman. Untuk mengetahui karakteristik Pengembangan Pembelajaran IPA berbasis STEAM pada konsep pengolahan limbah untuk meningkatkan keterampilan berpikir kreatif siswa. Penelitian ini merupakan jenis penelitian dan pengembangan atau Research and Development (R&D). Instrumen yang digunakan dalam penelitian ini adalah instrumen bukan tes (non tes) yaitu berupa angket (questionnaire). Angket yang digunakan dalam pengumpulan data pada penelitian ini menggunakankuesioner tertutup, dimana jawaban sudah disediakan sehingga responden tinggal memilih pilihan dengan memberi tanda checklist (√) pada kolom nilai/ jawaban.
Development of Ethno-Virtual Reality Media in Biotechnology Project Learning to Realize Collaborative and Creative Skills Umami, Hanifatul; Sudarmin, Sudarmin; Wiyanto, Wiyanto; Fibriana, Fidia; Annisa, Uma
Unnes Science Education Journal Vol. 14 No. 2 (2025): August 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v14i2.25603

Abstract

The development of Ethno-Virtual Reality (Ethno-VR) media in biotechnology project learning aims to analyze its development process, characteristics, validity, and practicality. This study uses a Research and Development (R&D) approach with the ADDIE model, covering five stages: Analysis, Design, Development, Implementation, and Evaluation. However, the implementation stage has not yet been carried out. The research subjects were Class X-4 students at SMA Negeri 1 Randudongkal. Data collection techniques included interviews, characteristic and validation questionnaires, and teacher and student response questionnaires. The findings show that Ethno-VR media received an excellent rating of 92.10% for its content and cultural feasibility, integration with ethnoscience, alignment with project-based learning, and potential to foster collaborative and creative skills. The media was deemed highly valid, with material validation scores of 96.66% and media validation scores of 94.60%. Its practicality was also rated very high, with teacher response scores at 93.75% and student responses at 86.48%. In conclusion, the developed Ethno-VR media demonstrates excellent characteristics, high validity, and strong practicality, making it highly suitable for implementation in high school biotechnology project learning.