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Pemberdayaan Siswa dan Siswi SMAN 1 Labuapi Melalui Pembuatan Apotik Hidup: - Raden Roro Theresia Nirbita Cahya Widya Puspita Amarillis; Nina Ara Febriani; elya suci nabila; Diyah Nurmayanti; Heru Setiawan
Jurnal Pengabdian Magister Pendidikan IPA Vol 9 No 1 (2026): Januari - Maret 2026
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpmpi.v9i1.14274

Abstract

Indonesia possesses a rich diversity of medicinal plants with strong potential to be utilized as learning resources and as support for health through the concept of a living pharmacy. However, the use of school land as an environment- and character-based learning medium has not yet been optimized. This activity aimed to optimize the utilization of vacant land at SMAN 1 Labuapi through the establishment and use of a living pharmacy as a contextual learning medium and as a means of strengthening students’ sense of responsibility. The method employed was empowerment, involving active student participation at all stages of the activity, including site observation, land preparation, planting, installation of plant name boards, and maintenance of medicinal plants. The results showed that the living pharmacy was successfully developed and received positive responses from the school community. Students’ direct involvement in the activity enhanced their environmental awareness, knowledge of medicinal plants, and the development of responsible character. In addition to providing health and environmental benefits, the living pharmacy also functions as an educational and sustainable learning medium. Therefore, the utilization of a living pharmacy in the school environment has the potential to serve as an alternative form of environment-based learning that supports character strengthening and health literacy among students.
The Effect of a Problem-Based Learning Model Assisted by Augmented Reality on the Computational Thinking Skills of Grade XI Students at SMAN 1 Labuapi Diyah Nurmayanti; Mahrus, Mahrus; Akram, Sambrean; Hilyatiy, Roshiya; Ervantira, Wilia Lara
Indonesian Journal of Educational Innovation Vol. 2 No. 1 (2026): January - April
Publisher : Yayasan Siti Widhatul Faeha Salahudin Syawal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65622/ijei.v2i1.262

Abstract

The rapid development of science and technology requires students to possess computational thinking skills as part of 21st-century competencies. This study aims to determine the effect of the Problem-Based Learning model assisted by Augmented Reality on the computational thinking abilities of grade XI students. This research employed a quasi-experimental design with a nonequivalent control group, involving experimental and control classes at SMAN 1 Labuapi. The results showed that the average pretest scores of the experimental and control classes were relatively similar (45.20 and 46.80), while the posttest results indicated a significant improvement in the experimental class (74.50) compared to the control class (58.30). Hypothesis testing confirmed that the implementation of Problem-Based Learning, assisted by Augmented Reality, had a significant effect on students’ computational thinking skills, as evidenced by higher corrected mean scores in the experimental class (67.620) than in the control class (46.130). In conclusion, integrating Problem-Based Learning with Augmented Reality effectively enhances students’ computational thinking abilities. This study suggests that innovative learning models integrated with technology can be used to improve higher-order thinking skills in biology.