Nuril Hidayati
Department Of Biology Education, Universitas Nahdlatul Ulama Pasuruan, Pasuruan, Indonesia

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Pengembangan Buku Ajar Biologi Berbasis STEM education-PjBL pada Materi Plantae Trio Ageng Prayitno; Nuril Hidayati; Noventianus Umbu Ranja Uma
Jurnal Biologi dan Pembelajarannya (JB&P) Vol 11 No 1 (2024): APRIL 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jbp.v11i1.23022

Abstract

STEM education (Science, Technology, Engineering, and Mathematics) based textbooks and Project Based Learning (PjBL) learning models have never been developed by school educators. STEM education-PjBL can provide meaningful learning for students in understanding concepts and exploring through project activities. The aim of the research is to produce a biology textbook based on STEM education-PjBL on Plantae material that meets valid criteria. This type of research is development research and uses the Thiagarajan 4D development model consisting of define, design, develop, and disseminate. However, this research is limited to the develop stage. The research instruments used were a needs analysis questionnaire, a material expert validation questionnaire, and a learning media expert validation questionnaire. The results of the research show that the STEM education-PjBL-based biology textbook on Plantae material is declared very valid and appropriate in terms of material (91%) and learning media (99%). This STEM education-PjBL based biology textbook can be recommended as a learning resource in biology learning and a reference for teachers and other researchers if they want to develop a book by integrating learning approaches and models where the learning approach or model is integrated with the subject matter.
Pengembangan E-LKPD Interaktif Berbasis Games Berbantuan Website Wizer.me pada Materi Sistem Pencernaan Manusia Trio Ageng Prayitno Trio; Nuril Hidayati; Firda Eka Jauharoh
Jurnal Biologi dan Pembelajarannya (JB&P) Vol 11 No 2 (2024): Oktober 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jbp.v11i2.23933

Abstract

Interactive e-LKPD based on games assisted by the Wizer.me website has never been developed by educators in schools. Interactive e-LKPD based on games assisted by the Wizer.me website is thought to increase students' motivation to learn. The purpose of the study was to produce interactive e-LKPD based on games assisted by the Wizer.me website on the human digestive system material. The type of research is development research with the Thiagarajan development model consisting of define, design, develop, and disseminate. However, this study is limited to the develop stage. The research instruments are a needs analysis questionnaire, an evaluation expert validation questionnaire, and a learning media expert validation questionnaire. Interactive e-LKPD based on games assisted by the Wizer.me website on the human digestive system material is declared very valid and feasible in terms of evaluation questions (98%) and learning media (97%). Interactive e-LKPD based on games assisted by the Wizer.me website can be recommended as one of the tools to develop student skills, especially Generation Z where teachers can create more interesting and dynamic learning experiences through the use of technology and digital tools.
Pengembangan Game Edukasi Kahoot Berbantuan Augmented Reality (AR) Sketchfab untuk Meningkatkan Minat dan Motivasi Belajar Siswa Eka Astuti; Trio Ageng Prayitno; Nuril Hidayati
Jurnal Biologi dan Pembelajarannya (JB&P) Vol 12 No 2 (2025): OKTOBER 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jbp.v12i2.26195

Abstract

Penelitian ini bertujuan untuk mengembangkan game edukasi Kahoot berbantuan Augmented Reality (AR) Sketchfab untuk meningkatkan minat dan motivasi belajar siswa pada materi sistem pernapasan manusia di kelas VIII SMP. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. Instrumen penelitian terdiri dari wawancara, angket validasi ahli materi dan evaluasi, angket kepraktisan, kuesioner, serta pretest dan posttest. Data dianalisis secara deskriptif kualitatif dan deskriptif kuantitatif dengan bantuan SPSS. Hasil penelitian menunjukkan bahwa game edukasi Kahoot berbantuan AR Sketchfab memenuhi kriteria valid dan layak digunakan dari aspek materi (93,68), aspek evaluasi Pendidikan (94,67), dan uji coba kepraktisan (91,2%). Nilai signifikansi adalah kurang dari 0,001, jauh di bawah batas signifikansi 0,05 artinya terdapat perbedaan yang sangat signifikan antara skor pretest dan posttest, serta efektif dalam meningkatkan minat (91,05%) dan motivasi (89,90%) belajar siswa. Dengan demikian, media ini dapat menjadi solusi inovatif dalam pembelajaran IPA untuk menciptakan suasana belajar yang lebih interaktif dan menarik.
Analisis Kebutuhan Strategi Pembelajaran Biologi Berbasis Kearifan Lokal Ekosistem Pesisir Nur Lina Safitri; Nuril Hidayati; Trio Ageng Prayitno
Jurnal Biologi dan Pembelajarannya (JB&P) Vol 13 No 1 (2026): APRIL 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jbp.v13i1.28711

Abstract

Biology learning in secondary schools often lacks contextual integration with local ecosystems, particularly in coastal areas. This study aimed to analyze the needs for biology learning strategies based on coastal local wisdom in Pasuruan from the perspective of SMA/MA students. A descriptive quantitative design with a gap analysis approach was employed involving 60 students selected through purposive sampling from SMA/MA schools in coastal Pasuruan. Data were collected using a validated gap analysis questionnaire of 35 items across six dimensions: teaching methods (D1), content contextualization (D2), learning resources (D3), outdoor learning (D4), local wisdom integration (D5), and assessment practices (D6). Findings revealed significant gaps across all dimensions between current conditions (overall mean = 2.33) and desired conditions (overall mean = 4.51), yielding an overall gap score of 2.18. The highest gap was found in D5-local wisdom integration (gap = 2.59), followed by D4-outdoor learning (gap = 2.38), and D2-content contextualization (gap = 2.32). The D1-teaching methods dimension recorded the lowest gap (gap = 1.49). These findings demonstrate a critical need for developing contextually grounded biology learning strategies that systematically embed coastal ecosystem knowledge and local wisdom of the Pasuruan community into secondary school biology instruction