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Pengembangan E-LKPD Bermuatan Problem Based Learning (PBL) Berbasis Website Liveworksheets Pada Pembelajaran Geografi SMA Anggun Purborini; Astutik, Sri; Ana Susiati; Fahmi Arif Kurnianto; Bejo Apriyanto
JPIG (Jurnal Pendidikan dan Ilmu Geografi) Vol. 10 No. 1 (2025): Maret
Publisher : Geography Education Study Program, Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpig.v10i1.11525

Abstract

The development of 21st century learning is always associated with advances in Information and Communication Technology used in learning activities. Therefore, teaching material products are needed that are in line with the application of 21st century learning. The aim of this research is to develop electronic student worksheets teaching materials containing Problem Based Learning based on live worksheet websites in geography learning. Using a type of development research or R&D (Research and Development) with the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) development model. The research results obtained show that electronic student worksheets containing Problem Based Learning based on the live worksheet website was declared very valid by expert validators with a total percentage result of 92.77%. The e-LKPD product developed also produced good responses from students with a total percentage of 82.75%. The electronic student worksheets product developed is considered capable of improving student learning outcomes as proven by obtaining a total percentage of 91.60% of students who obtained a score above the minimum completeness.
Pengembangan E-LKPD Bermuatan Problem Based Learning (PBL) Berbasis Website Liveworksheets Pada Pembelajaran Geografi SMA Anggun Purborini; Astutik, Sri; Ana Susiati; Fahmi Arif Kurnianto; Bejo Apriyanto
JPIG (Jurnal Pendidikan dan Ilmu Geografi) Vol. 10 No. 1 (2025): Maret
Publisher : Geography Education Study Program, Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpig.v10i1.11525

Abstract

The development of 21st century learning is always associated with advances in Information and Communication Technology used in learning activities. Therefore, teaching material products are needed that are in line with the application of 21st century learning. The aim of this research is to develop electronic student worksheets teaching materials containing Problem Based Learning based on live worksheet websites in geography learning. Using a type of development research or R&D (Research and Development) with the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) development model. The research results obtained show that electronic student worksheets containing Problem Based Learning based on the live worksheet website was declared very valid by expert validators with a total percentage result of 92.77%. The e-LKPD product developed also produced good responses from students with a total percentage of 82.75%. The electronic student worksheets product developed is considered capable of improving student learning outcomes as proven by obtaining a total percentage of 91.60% of students who obtained a score above the minimum completeness.
PENGARUH PENERAPAN MEDIA EDUKATIF CROSSWORD PUZZLE GAME (CPG) TERHADAP KEMAMPUAN LITERASI DAN HASII BEIAJAR GEOGRAFI SISWA SMA Mohammad farid Hidayatulloh; Kurnianto, Fahmi Arif; Ana Susiati; Sri astutik; Pangastuti, Era Iswara
MAJALAH PEMBELAJARAN GEOGRAFI Vol. 8 No. 1 (2025): MAJALAH PEMBELAJARAN GEOGRAFI
Publisher : Program Studi Pendidikan Geografi, Universitas Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/pgeo.v8i1.53702

Abstract

Pembelajaran geografi merupakan ilmu yang sangat penting yang memuat pembelajaran bersifat naturalistic, yang tidak dapat dipisahkan dari bahan ajar, metode dan media yang digunakan dalam penerapannya. Minimnya variasi dalam proses pembelajaran menyebabkan kurangnya ketertarikan siswa dalam mengikuti proses kegiatan pembelajaran. Kurangnya strategi media dan metode pembelajaran yang kreatif dapat berdampak pada kemampuan literasi dan hasil belajar siswa menjadi rendah. Penelitian ini bertujuan untuk meneliti pengaruh media Crossword Puzzle Game (CPG) terhadap kemampuan literasi dan hasil belajar geografi siswa SMA. Metode penelitian yang digunakan adalah eksperimen semu dengan desain Post-test Only Control Group Design. Hasil menunjukkan nilai rata-rata Post-test pada kelas eskperimen lebih tinggi dibandingkan dengan kelas kontrol baik dari segi kemampuan literasi maupun hasil belajar. Analisis kemampuan literasi diukur berdasarkan tiga indikator, yakni Interaksi, Interkoneksi, dan Implikasi. Hasil rata-rata indikator kemampuan literasi menunjukkan nilai tertinggi pada kelas eksperimen yakni indikator interaksi Hasil penelitian yang didapatkan bahwasannya terdapat pengaruh signifikan pada penerapan media Crossword Puzzle Game (CPG) terhadap kemampuan literasi dan hasil belajar geografi pada siswa SMA, dengan hasil uji Independent Sample T-test diperoleh Sig. 0,000 lebih kecil dari 0,05. Kata Kunci: Geografi, Hasil Belajar, Kemampuan Literasi, Media Crossword Puzzle Game
Pengaruh Model Creative Outdoor Learning (COL) Terhadap Keterampilan Berpikir Kreatif Siswa SMA Rakhmawati Oktasenta Syafira; Sri Astutik; Muhammad Asyroful Mujib; Fahmi Arif Kurnianto; Ana Susiati
MAJALAH PEMBELAJARAN GEOGRAFI Vol. 8 No. 2 (2025): MAJALAH PEMBELAJARAN GEOGRAFI
Publisher : Program Studi Pendidikan Geografi, Universitas Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/pgeo.v8i2.53744

Abstract

Model pembelajaran konvensional terbukti masih belum maksimal sehingga dibutuhkan solusi menggunakan model Creative Outdoor Learning (COL). Penelitian ini bertujuan untuk mengkaji pengaruh signifikan dari model Creative Outdoor Learning terhadap keterampilan berpikir kreatif siswa SMA. Metode penelitian ini menggunakan kuasi eksperimen dengan posttest only control group design. Hasil rata-rata posttest kemampuan berpikir kreatif pada kelas eksperimen menunjukkan hasil yang lebih tinggi (74,92) daripada kelas kontrol (56,31) dengan indikator paling tinggi adalah fluency. Hal ini dipengaruhi adanya interaksi antar anggota kelompok dalam menjawab pertanyaan. Hasil penelitian menunjukkan bahwa ada pengaruh signifikan penggunaan model pembelajaran Creative Outdoor Learning (COL) terhadap kemampuan berpikir kreatif pada kelas eksperimen yang diberikan perlakuan diketahui nilai independent sample t-tes <0,05 yakni sebesar 0,000 sementara kelas kontrol menggunakan model pembelajaran konvensional.