Toto Sutarto Gani Utari
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Ethno-Edugames : Implementasi Aplikasi Sangkuriang Untuk Meningkatkan Kemampuan Berpikir Kreatif Siswa Kelas X Pada Materi Ekosistem Di SMAN 1 Jatisari Ameliya, Najiatul; Toto Sutarto Gani Utari; Iwan Setia Kurniawan
Epistema Vol. 6 No. 1 (2025): Vol. 6 No. 1 (2025)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v6i1.75780

Abstract

Kemampuan berpikir kreatif penting untuk dimiliki peserta didik. Namun pada kenyataannya pembelajaran menggunakan metode ceramah dan tes tulis menggunakan kertas membuat siswa memiliki motivasi belajar yang rendah dan kurangnya kemampuan berpikir kreatif siswa. Penggunaan teknologi dalam pembelajaran sudah saatnya diterapkan pada zaman ini. Selain itu kearifan lokal berupa cerita rakyat yang semakin kurang populer juga diperlukan adanya cara untuk melestarikannya.  Salah satu alternatif untuk melestarikan kearifan lokal yaitu dengan menintegrasikannya ke dalam proses pembelajaran yang dibuat dengan memanfaatkan teknologi yang didalamnya memuat game edukasi. Tujuan penelitian ini adalah mengetahui pengaruh dari implementasi aplikasi ethno-edugames dalam kegiatan belajar terhadap peningkatan kemampuan berpikir kreatif peserta didik pada materi ekosistem. Penelitian ini menggunakan pendekatan kuantitatif dengan metode pre-eksperimen dengan teknik pengumpulan data menggunakan soal pretest dan posttest yang terdiri dari 50 soal pilihan ganda. Hasil penelitian memproleh skor dari perhitungan N-gain sebesar 0,75 yang termasuk kriteria tinggi. Hal ini menunjukkan adanya pengaruh dari aplikasi ethno-edugames dalam meningkatkan kemampuan berpikir kreatif siswa.   Creative thinking skills are important for students to have. However, in reality, learning using the lecture method and written tests using paper makes students have low learning motivation and lack of students' creative thinking skills. The use of technology in learning is time to be applied in this era. In addition, local wisdom in the form of folklore which is increasingly less popular also requires a way to preserve it. One of the alternatives to preserve local wisdom is by integrating it into the learning process made by utilizing technology which includes educational games. The purpose of this research was to determine the effect of the implementation of ethno-eduganes applications in learning activities on improving students' creative thinking skills on ecosystem material. This research used a quantitative approach with pre-experiment method with data collection techniques using pretest and postest questions consisting of 50 multiple choice questions. The results of scores from the N-gain calculation of 0.75 which included high criteria. This showed there is an effect of the ethno-edugames application in improving students' creative thinking skills.
Enhancing Students’ Higher-Order Thinking Skills Through Web-Based Learning with Multiple Representations in Biology Education Toto Sutarto Gani Utari; Cita Tresnawati; Mimi Halimah
Gawi: Journal of Action Research Vol. 6 No. 1 (2026)
Publisher : Borneo Research and Education Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59329/gawi.v6i1.329

Abstract

In the digital era, the development of higher-order thinking skills (HOTS) has become one of the major challenges in education, particularly in biology, which requires students to understand complex concepts. This study aimed to analyze students’ higher-order thinking skills (HOTS) through web-based learning integrated with multiple representations in biology education in Bandung, Indonesia. This study employed a one-group pretest–posttest design involving Grade 10 and Grade 11 science-track students selected through purposive sampling from five senior high schools in Bandung, Indonesia. The research instrument consisted of a test comprising both multiple-choice and essay questions. The findings revealed that cognitive ability was the most prominent HOTS dimension, followed by logical analysis, problem-solving, critical thinking, and creative thinking skills. These results indicate that web-based learning integrated with multiple representations can facilitate students’ understanding of biological concepts more effectively. The presentation of various visual representations, including images, three-dimensional animations, videos, tables, diagrams, and graphs, along with case-study features, helped transform abstract content into more concrete and structured forms, thereby strengthening higher-order thinking skills. The findings further suggest that multiple representations enable students to understand biological phenomena from multiple perspectives, critically evaluate information, and apply conceptual knowledge to solve complex problems.