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Jurnal IPA Terpadu
ISSN : 25978977     EISSN : 25978985     DOI : -
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Articles 225 Documents
THE EFFECT OF GUIDED INQUIRY LEARNING MODEL ON STUDENTS’ LEARNING OUTCOMES IN SCIENCE VIII CLASS JUNIOR HIGH SCHOOL Sri Rahmiati; Hasanuddin Hasanuddin; Sitti Saenab
Jurnal IPA Terpadu Vol 8, No 1 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v8i1.59730

Abstract

This study aims to determine (1) the science learning outcomes of students who taught with Mind Mapping Based Guided Inquiry Learning and direct instructions based on mind mapping (2) the influence of mind mapping based giuded inquiry learning model on learning outcomes. This research is a quasi experimental with posttest only control group design. The research population was all students of class VIII SMP Negeri 1 Makassar. The sample was selected by purposive sampling and obtained class VIII.1 as the control class and class VIII.1 as the experimetal class. The instruments was cognitive learning outcomes test in the form of 25 numbers multiple choice test. Data analysis technique are descriptive and inferential statistics. The results of the study were found: (1) the science learning outcomes of students who taught using the Mind Mapping Based Guided Inquiry Learning are in the high category with an average score of 19 and students who taught using the direct instructions based on mind mapping are in the high category with an average score of 15,8 (2) There is an effect of mind mapping based guided inquiry learning on student’s science learning outcomes students of class VIII SMP Negeri 1 Makassar.
PENINGKATAN KEMAMPUAN BERPIKIR KREATIF PESERTA DIDIK KELAS VIII SMPN 18 MAKASSAR MELALUI PENERAPAN MEDIA INTERAKTIF CLASSPOINT DENGAN MODEL DISCOVERY LEARNING (STUDI PADA MATERI SISTEM EKSKRESI) Muhiddin, Nurhayani H; Saenab, Sitti; Muhiddin, St Mutia Alfiyanti; Ilham, Ima Nur Hadisah; Nirwana, Nirwana
Jurnal IPA Terpadu Vol 7, No 3 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v7i3.53736

Abstract

Penelitian ini bertujuan untuk mengetahui peningkatan kemampuan berpikir kreatif peserta didik kelas VIII SMPN 18 Makassar melalui penerapan media interaktif ClassPoint dengan model Discovery Learning. Jenis penelitian adalah penelitian Pre-Experimental dengan desain penelitian menggunakan One Group Pretest-Posttest Design. Data dianalisis dengan statistik deskriptif dan statistik inferensial. Hasil analisis statistik deskriptif kemampuan berpikir kreatif peserta didik pretest berada pada kategori sangat kurang kreatif nilai rata-rata 12,40 dan postest pada kategori cukup kreatif nilai rata-rata 55,60. Peningkatan kemampuan berpikir kreatif peserta didik berada pada kategori sedang N-Gain 0.49. Hasil analisis statistik inferensial menunjukkan terdapat peningkatan nilai rata-rata kemampuan berpikir kreatif yang signifikan setelah penerapan media interaktif ClassPoint melalui Model Discovery Learning.
IMPLEMENTASI E-LKPD BERBANTUAN LABORATORIUM VIRTUAL UNTUK MENINGKATKAN HASIL BELAJAR IPA PESERTA DIDIK KELAS VIII Maulidia, Annisa; Rusli, Muhammad Aqil; Ramlawati, Ramlawati
Jurnal IPA Terpadu Vol 7, No 3 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v7i3.52163

Abstract

Tujuan penelitian ini adalah: (1) tingkat hasil belajar IPA dari peserta didik Kelas VIII SMPN 1 Barru sebelum implementasi E-LKPD berbantuan laboratorium virtual (2) tingkat hasil belajar IPA peserta didik Kelas VIII SMPN 1 Barru setelah implementasi E-LKPD berbantuan laboratorium virtual (3) kategori peningkatan dari hasil belajar IPA kelas VIII SMPN 1 Barru. (4) ada tidaknya peningkatan yang signifikan setelah implementasi E-LKPD berbantuan laboratorium virtual (5) ada tidaknya kesamaan peningkatan yang signifikan setelah implementasi E-LKPD berbantuan laboratorium virtual. Penelitian ini merupakan penelitian pra-eksperimental dengan desain single group pre-test and post-test. Pengambilan sampel dilakukan dengan teknik target sampling dan diperoleh 70 peserta didik dari tiga kelas VIII2, VIII3 dan VIII4. Kesimpulan penelitian sebagai berikut 1) hasil rata-rata skor hasil belajar IPA kelas VIII SMPN 1 Barru sebelum diimplementasikan E-LKPD berbantuan laboratoirum virtual yaitu 6,29 pada kategori sedang 2) hasil rata-rata skor hasil belajar setelah diimplementasikan E-LKPD berbatuan laboratoirum virtual peserta didik kelas VIII SMPN 1 Barru sebesar 10,50 dengan Kategori Cukup, 3) kategori dari peningkatan hasil Belajar pada kategori peserta didik Kelas VIII SMPN 1 Barru mengalami peningkatan skor sebesar 0,30 pada kategori sedang, 4) terdapat peningkatan yang signifikan setelah implementasi E-LKPD berbantuan laboratorium virtual peserta didik IPA pada thitung= 13,93 > ttabel= 1,99, 5) terdapat kesamaan peningkatan yang signifikan terhadap hasil belajar IPA peserta didik setelah impelmentasi E-LKPD berbantuan laboratorium virtual dengan Fhitung<ftabel= 0,88 < 3,13.
THE INFLUENCE OF PRACTICUM LEARNING BASED ON THE ENVIRONMENT ON MOTIVATION AND SCIENCE LEARNING OUTCOMES AT SMP NEGERI 4 KENDARI Satriyadi Bilyan Salangga; Zul Arham; Ismaun Ismaun; Nur Hikmah
Jurnal IPA Terpadu Vol 8, No 2 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v8i2.63478

Abstract

This research is a quantitative study which aimed to find out: (1) The effect of practicum learning based on the environment to students’ motivation, (2) The influence of practicum learning based on the surrounding environment on students’ science learning outcomes. This research design uses a nonequivalent control group design that involves two groups students of VIII class at SMPN 4 Kendari, namely the control class and the experimental class which receive different learning treatments. Data analysis techniques were descriptive and inferential statistical analysis. The research results at the 5% significance level show that: (1) The results of the post-test ttest for learning motivation obtained a tcount of 4.96 and a ttable of 1.67. The value of tcount > ttable means H0 is rejected and H1 is accepted, (2) The results of the post-test ttest on student learning outcomes obtained a value of tcount of 5.63 and ttable of 1.67. The value of tcount > ttable means H0 is rejected and H1 is accepted. So, it can be concluded that practicum learning based on the surrounding environment has an influence on motivation and science learning outcomes at SMP Negeri 4 Kendari.
DIGITAL GAME-BASED LEARNING MEDIA INNOVATION ON ROBOTIC TECHNOLOGY PROTOTYPE CREATION TO DEVELOP COMPUTATIONAL THINKING SKILLS OF JUNIOR HIGH SCHOOL STUDENTS Nuril Ayyamil Izzah; Anggun Suwaibatulilla; Siti Khasfiyatin; Rina Tut Jayati; Supeno Supeno
Jurnal IPA Terpadu Vol 8, No 1 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v8i1.59692

Abstract

The education sector plays a crucial role in preparing human resources to navigate and thrive in this digital era. One essential skill for adapting to the rapid technological advances is Computational Thinking (CT), which teaches students to frame problems as computational problems. However, the application of CT in learning practices in Indonesia has not been fully successful. This is evident from the 2021 PISA results, which highlight deficiencies in various CT-related competencies, including data practices, modeling and simulation practices, computational problem-solving practices, and systems thinking practices. Therefore, the education sector urgently needs innovative learning approaches that enhance student competencies to keep pace with technological developments. In response to this need, researchers have initiated the creation of innovative digital game-based learning media aimed at developing CT skills among junior high school students. The researchers employed the Research and Development (R&D) method, specifically using the ADDIE model. This digital game development aims to address the low CT proficiency among students in Indonesia. The resulting digital game-based learning media focuses on the topic of simple machines and is intended to be a valuable tool for teachers in fostering students' CT skills, ultimately preparing them to compete in the global workforce.
THE INFLUENCE OF ANIMATED VIDEO MEDIA ON IMPROVING OF SCIENCE LEARNING OUTCOMES (Study on Human Excretory) System) Dian Musda Mulya Nur; Sitti Rahma Yunus; Nurhayani H. Muhiddin
Jurnal IPA Terpadu Vol 8, No 1 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v8i1.59541

Abstract

This study aims to determine 1) the improving of students’ learning outcomes that taught using animated video media, and who taught without using animated video media, 2) the effect using animated video media on the learning outcomes. This type research is a quasi-experimental with Non-equivalent Control Design. The population in this study were all students of class VIIIth in the academic year 2021/2022 consisting of eleven class with a total 0f 394 people, the sample was selected by purposive sampling and obtained class VIII.8 as the experimental class 36 people, and class VIII.9 as the control class 36 people. The instrument is test of learning outcomes. Data were analyzed by descriptive and inferential statistics. The result concluded: 1) the science learning outcomes of students who were taught using animated video media experienced an increase in learning outcomes with N-Gain, namely 0.38 (medium category), and who were taught without animated video experienced an increase in learning outcomes with N-Gain, namely 0,18 (low category), 2) there is an influence of the use animated video media improving student learning outcomes. Based on the test using t-test, the result obtained were 6,25(tcount) > 1,67 (ttable) so H0 was rejected and H1 accepted.
PENERAPAN MODEL PEMBELAJARAN INKUIRI TERBIMBING UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS VIII Tangalayuk, Kezia Yulnat; Yunus, Sitti Rahma; Samputri, Salma
Jurnal IPA Terpadu Vol 7, No 3 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v7i3.36349

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) tingkat hasil belajar IPA peserta didik setelah penerapan dengan model pembelajaran inkuiri terbimbing. (2) peningkatan hasil belajar peserta didik setelah diajar dengan model pembelejaran inkuiri terbimbing. (3) penerapan model pembelajaran inkuiri terbimbing dapat meningkatkan hasil belajar peserta didik kelas VIII SMPN 49 Makassar. Jenis penelitian ini adalah penelitian pre Eksperimental Design dengan menggunakan desain penelitian One Group pretest-posttest Design. Populasi penelitian ini adalah seluruh peserta didik kelas VIII SMP Negeri 49 Makassar. Sampel dipilih dengan teknik Purposive Sampling dan diperoleh kelas VIII.1 32 orang. Instrumen penelitian berupa soal tes hasil belajar. Data dianalisis dengan statistik deskriptif dan inferensial. Hasil analisis disimpulkan: (1) tingkat hasil belajar peserta didik setelah penerapan model pembelajaran inkuiri terbimbing pada materi cahaya dan alat optik adalah tinggi. (2) peningkatan hasil belajar peserta didik setelah diajar menggunakan model pembelajaran inkuiri terbimbing pada materi cahaya dan alat optik adalah sedang. (3) penerapan model pembelajaran inkuiri terbimbing dapat meningkatkan hasil belajar peserta didik kelas VIII SMP Negeri 49 Makassar dengan pengujian hipotesis ????ℎ???????????????????? = 17,89 > ???????????????????????? = 1,701.
MISCONCEPTION ANALYSIS OF THE STRUCTURE AND FUNCTION OF LIVING THINGS WITH THE CRI METHOD Meiga Husnul Kholifah; Mega Novita; Sumarno Sumarno; Harto Nuroso; Siti Patonah
Jurnal IPA Terpadu Vol 8, No 2 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v8i2.64504

Abstract

This study aims to analyze students' misconceptions about the material of the structure and function of living things using the CRI method. This research is expected to provide useful information to improve the quality of science learning and help students to understand the concept of the structure and function of living things better. This study used a descriptive research design with a quantitative approach with 20 multiple choice questions to analyze student misconceptions about the structure and function of living things using the Certainty of Response Index (CRI) method. The CRI scale used consists of four options, namely very unsure, unsure, sure, and very sure. This research was conducted at SMP N 2 Karangawen on students of class VIII D totaling 26 students who had studied the material of the structure and function of living things. Based on the results of the study, the data obtained that the percentage of students' misconceptions is an average percentage of 63.27%.
PENERAPAN MODEL PROBLEM BASED LEARNING (PBL) DENGAN PENDEKATAN SOSIOSAINTIFIK TERHADAP KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK MATERI BUMI DAN TATA SURYA Sholeha, Ellina Maylani; Murtafiah, Wasilatul; Kristiani, Wahyu
Jurnal IPA Terpadu Vol 7, No 3 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v7i3.51929

Abstract

Penelitian ini bertujuan untuk melihat peningkatan kemampuan berpikir kritis peserta didik di SMP Negeri 4 Ngawi melalui model pembelajaran problem-based learning (PBL) dengan pendekatan sosiosaintifik. Adapun jenis penelitian yang dilaksanakan yaitu penelitian tindakan kelas model Kemmis dan Teggart. Subjek penelitian yang digunakan yaitu kelas VII A yang berjumlah 32 peserta didik. Dalam penelitian ini, instrumen yang digunakan yaitu lembar tes yang didasarkan pada indikator kemampuan berpikir kritis yang digunakan sebagai kegiatan posttest di setiap akhir pembelajarannya. Kemudian data yang diperoleh dianalisis berdasarkan ketuntasan klasikal pada setiap siklusnya. Hasil belajar ketuntasan klasikal pada materi bumi dan sistem tata surya digunakan sebagai indikator keberhasilan. Berdasarkan hasil ketuntasan klasikal terdapat peningkatan disetiap siklusnya. Siklus I memperoleh persentase sebesar 72% dan siklus II sebesar 91%. Dengan demikian, hasil penelitian menunjukkan bahwa model pembelajaran PBL dengan pendekatan sosiosaintifik efektif untuk meningkatkan kemampuan berpikir kritis peserta didik.
THE DEVELOPMENT OF E-MAGAZINE BASED ON CANVA TO INCREASE READING INTEREST AND LEARNING OUTCOMES Yuliani Yuliani; Hasanuddin Hasanuddin; Sitti Rahma Yunus
Jurnal IPA Terpadu Vol 8, No 2 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/ipaterpadu.v8i2.64217

Abstract

This research is an R&D (Research and Development) with ADDIE model. The research aims to determine the validity, effectiveness and practicality of the magazine. The subjects were a teacher and students at SMP Negeri 27 Makassar class VIII 11. The instrument was a reading interest questionnaire and a learning outcomes test in the form of multiple choice questions. The research instruments for measuring product practicality are teacher response questionnaires and student response questionnaires. The results of the e-magazine validity analysis obtained an average of 4.6 in the “valid” category. The results of analysis on the practicality of e-magazines by educators were 94.2% in the “very positive” category. The results of analysis on the practicality of e-magazines by students were 81.3% in the “very positive” category. The results of analysis on the effectiveness of e-magazines in increasing reading interest obtained an N-gain of 0.4 in the “medium” category. The results of analysis on the effectiveness of e-magazines in improving learning outcomes obtained an N-gain of 0.5 in the “medium” category. Based on the description, it can be concluded that the Canva-based e-magazine is valid, practical and effective for application to the topic of the Solar System.