cover
Contact Name
Hery Fajeriadi
Contact Email
heryfaje@gmail.com
Phone
+6285332834301
Journal Mail Official
bioinoved@ulm.ac.id
Editorial Address
Jl. Brigjend. H. Hasan Basry, Gedung Pascasarjana Universitas Lambung Mangkurat, Kota Banjarmasin, Provinsi Kalimantan Selatan
Location
Kota banjarmasin,
Kalimantan selatan
INDONESIA
Bio-Inoved : Jurnal Biologi-Inovasi Pendidikan
ISSN : 26849062     EISSN : 27149803     DOI : -
Core Subject : Education,
Bio-Inoved: The Journal of Biology-Educational Innovation [p-ISSN 2684-9062] publishes scientific articles on the results of biology education research and innovations (Focus and Scope). Articles are written by following the manuscript writing rules (Author Guidelines). This journal is published twice a year, in April and October.
Articles 287 Documents
Systematic literature review: Analysis potential implementation of STEAM in the Merdeka Curriculum for senior high school biology Faizah, Nurul; Suyanto, Slamet; Hidayat, Nurul
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 8, No 1 (2026): February 2026
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v8i1.21867

Abstract

Science, Technology, Engineering, Arts, and Mathematics (STEAM) learning is an educational approach that integrates science, technology, engineering, art, and mathematics to address real-life problems. It aims to develop students’ critical, creative, communicative, and collaborative skills in line with 21st-century competencies. This study aims to explore the potential and reported trends of implementing STEAM in the Independent Curriculum in biology learning in Indonesia, particularly in underdeveloped areas, rather than to determine its direct effectiveness. A Systematic Literature Review (SLR) was conducted using Google Scholar to identify relevant articles published between 2018 and 2024. The selection process involved screening for relevance to STEAM-based learning in biology and applying inclusion criteria such as focus on senior high school education and Indonesian context. Out of 10 selected articles, the analysis was performed using thematic synthesis to identify common patterns and trends. The results indicate that the Independent Curriculum has the potential to support STEAM-based learning, even in disadvantaged areas, and that this integration can foster the development of students’ competencies in accordance with 21st-century learning goals.Abstrak. Pembelajaran Science, Technology, Engineering, Arts, and Mathematics (STEAM) adalah pendekatan pendidikan yang mengintegrasikan sains, teknologi, teknik, seni, dan matematika untuk mengatasi masalah kehidupan nyata. Tujuannya adalah untuk mengembangkan keterampilan kritis, kreatif, komunikatif, dan kolaboratif siswa sesuai dengan kompetensi abad ke-21. Studi ini bertujuan untuk mengeksplorasi potensi dan tren yang dilaporkan dari implementasi STEAM dalam Kurikulum Independen dalam pembelajaran biologi di Indonesia, khususnya di daerah yang kurang berkembang, daripada untuk menentukan efektivitas langsungnya. Tinjauan Pustaka Sistematis (SLR) dilakukan menggunakan Google Scholar untuk mengidentifikasi artikel-artikel relevan yang diterbitkan antara tahun 2018 dan 2024. Proses seleksi melibatkan penyaringan relevansi dengan pembelajaran berbasis STEAM dalam biologi dan penerapan kriteria inklusi seperti fokus pada pendidikan SMA dan konteks Indonesia. Dari 10 artikel terpilih, analisis dilakukan menggunakan sintesis tematik untuk mengidentifikasi pola dan tren umum. Hasil menunjukkan bahwa Kurikulum Independen memiliki potensi untuk mendukung pembelajaran berbasis STEAM, bahkan di daerah yang kurang beruntung, dan integrasi ini dapat mendorong pengembangan kompetensi siswa sesuai dengan tujuan pembelajaran abad ke-21.
Development of augmented reality and virtual reality learning media on human respiratory system material Susilowati, Susilowati; Rahayu, Hanum Mukti; Qurbaniah, Mahwar
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 8, No 1 (2026): February 2026
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v8i1.23189

Abstract

The traditional learning media for the human respiratory system at SMA Mujahidin rely heavily on textbooks and Power Point presentations. To enhance this experience, we have developed Augmented Reality (AR) and Virtual Reality (VR) tools that feature realistic 3D animations. These immersive visualizations provide students with a more tangible and concrete understanding of respiratory anatomy and function.  The purpose of this study is to create a flipbook learning medium that integrates AR and VR technologies, ensuring the content is both valid and practical for classroom use. We employed a Research and Development (R&D) approach, adapting Thiagarajan’s original 4D model into a streamlined 3D framework: Define, Design, and Develop. This methodology aims to deliver an engaging, effective learning tool that enhances students’ mastery of the human respiratory system. The data collection instruments included interview sheets, expert validation questionnaires, and student response questionnaires. Validation was carried out by three material experts, three media experts, and three language experts, with each obtaining a percentage of 92.37% for material experts, 95% for media experts, and 93.33% for language experts, indicating that the media is categorized as highly valid. The product trials were conducted in two stages: a small-scale trial involving 22 students (20% of the Grade XI population) and a large-scale trial involving 56 students (50% of the Grade XI population at SMA Mujahidin Pontianak). The results showed that the media received positive feedback, with student response rates of 84.95% in the small-scale trial and 82.6% in the large-scale trial. These findings indicate that the Augmented Reality and Virtual Reality-based learning media are feasibleAbstrak. Media pembelajaran pada materi sistem pernapasan manusia di SMA Mujahidin masih terbatas menggunakan buku paket dan power point. Untuk itu, media pembelajaran Augmented Reality dan Virtual Reality yang dikembangkan merupakan media yang menampilkan visualisasi animasi 3D tampak nyata, sehingga memberikan pemahaman siswa lebih konkret dalam belajar, khususnya materi sistem pernapasan manusia. Penelitian ini bertujuan untuk mengembangkan media pembelajaran flipbook berbasis Augmented Reality dan Virtual Reality pada materi sistem pernapasan manusia yang valid dan layak digunakan. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model pengembangan 4D yang dikembangkan oleh Thiagarajan, namun dimodifikasi menjadi 3D (define, design, development). Validasi dilakukan oleh tiga validator ahli materi, tiga validator ahli media, dan tiga validator ahli bahasa dengan masing-masing memperoleh persentase sebesar 92,37% ahli materi, 95 % ahli media dan 93,33% ahli Bahasa yang menunjukan bahwa media tersebut dikategorikan sangat valid. Uji coba produk dilakukan dalam dua tahap, yaitu uji coba skala kecil terhadap 22 siswa (20% dari siswa kelas XI) dan uji skala besar terhadap 56 siswa (50% dari siswa kelas XI SMA Mujahidin Pontianak). Hasil uji coba menunjukkan bahwa media memperoleh tanggapan positif dengan persentase respon siswa sebesar 84,95% pada uji coba skala kecil dan 82,6% pada uji coba skala besar. Hasil tersebut menunjukkan bahwa media pembelajaran Augmented Reality dan Virtual Reality yang dikembangkan layak digunakan.
Development of a thinking actively in a social context (TASC)-based digital worksheet ecosystem (DWE) to improve creative thinking ability Iriantini, Henny; Sigit, Diana Vivanti; Ristanto, Rizhal Hendi
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 8, No 1 (2026): February 2026
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v8i1.23254

Abstract

Digital Worksheet Ecosystem (DWE) based on Tasc (Thinking Actively In Social Context) was developed as an innovative learning media to facilitate understanding of ecosystem material interactively and contextually. This study aims to develop DWE and analyze its feasibility and influence on students' creative thinking skills. The research method uses the Hannafin and Peck development model consisting of needs analysis, design, and development and implementation, followed by evaluation and revision at each stage. The results of expert validation showed that DWE is very valid and feasible to use as a biology learning media. The results of the test percentage of creative thinking skills in the experimental class and the highest control class in the ability of flexible thinking indicators (experimental), the experimental class at 98.5% and the control class at 90.5%, while in the experimental class the lowest value on the original thinking indicator (originality ) equal to 55.00% and the control class on the original thinking indicator (originality) of 46.5%. The results showed that the average value of the ability to think creatively in the experimental class scored 76.94 while the control class scored 68.02. The implementation of DWE showed a significant improvement in students' creative thinking skills in terms of fluency, flexibility, originality, and elaboration. These findings indicate that TASC-based DWE is effective in improving students' creative thinking skills in biology learning.Abstrak. Ekosistem Lembar Kerja Digital (DWE) yang didasarkan pada Tasc (Berpikir Aktif dalam Konteks Sosial) dikembangkan sebagai media pembelajaran inovatif untuk memfasilitasi pemahaman materi ekosistem secara interaktif dan kontekstual. Penelitian ini bertujuan untuk mengembangkan DWE dan menganalisis kelayakan serta pengaruhnya terhadap keterampilan berpikir kreatif siswa. Metode penelitian menggunakan model pengembangan Hannafin dan Peck yang terdiri dari analisis kebutuhan, desain, pengembangan, dan implementasi, diikuti dengan evaluasi dan revisi pada setiap tahap. Hasil validasi ahli menunjukkan bahwa DWE sangat valid dan layak digunakan sebagai media pembelajaran biologi. Hasil persentase kemampuan berpikir kreatif pada kelas eksperimen dan kelas kontrol tertinggi dalam indikator kemampuan berpikir fleksibel (eksperimen), kelas eksperimen sebesar 98,5% dan kelas kontrol sebesar 90,5%, sementara pada kelas eksperimen nilai terendah pada indikator pemikiran asli (originalitas) sebesar 55,00% dan kelas kontrol pada indikator pemikiran asli (originalitas) sebesar 46,5%. Hasil menunjukkan bahwa nilai rata-rata kemampuan berpikir kreatif di kelas eksperimen sebesar 76,94 sementara kelas kontrol sebesar 68,02. Penerapan DWE menunjukkan peningkatan yang signifikan dalam keterampilan berpikir kreatif siswa dalam hal kelancaran, fleksibilitas, keaslian, dan elaborasi. Temuan ini menunjukkan bahwa DWE berbasis TASC efektif dalam meningkatkan keterampilan berpikir kreatif siswa dalam pembelajaran biologi.
Advancing science literacy on viruses through PBL-SETS with interactive multimedia: Effectiveness and students’ voices Subekti, Hasan; Nasihah, Siti Addinul; Isnawati, Isnawati; Suyidno, Suyidno; Colo, Heribertus Amaunut
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 8, No 1 (2026): February 2026
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v8i1.24232

Abstract

This research is necessary because it explores integrated learning to enhance science literacy by engaging students with virus-related materials and prepares students to face future pandemics. This study aims to analyze the effectiveness of multimedia-assisted PBL-SETS in improving students' science literacy about viruses. This study is a quasi-experiment using a one-group pretest-posttest design. The subjects of this study were 40 tenth-grade students at a high school in East Java. This research used a descriptive quantitative methodology that utilised a pre-experimental pretest-posttest design with one group of forty students of class X at a high school in East Java. The PISA 2025 framework was used to develop science literacy tests, while questionnaires assessed students' responses to interactive media. Quantitative and qualitative descriptive analyses were used to analyze the data. The results of the study show that: (1) students' science literacy skills, which were initially 97.5% in the low/very low category, became 47% in the good/very good category; (2) the level of improvement in students' science literacy skills was in the moderate category (n-gain = 0.628); and (3) students' responses to learning were in the good and very good categories. It was concluded that the use of PBL-SETS, supported by interactive multimedia, was effective in improving students' science literacy in the subject of viruses. Further research is recommended in the form of a quasi-experimental study with a larger, more diverse sample and by integrating local wisdom into the development of interactive multimedia.Abstrak. Penelitian ini penting karena mengeksplorasi pembelajaran terpadu untuk melatihkan literasi sains pada materi virus yang lebih menyenangkan dan mempersiapkan siswa untuk menghadapi pandemi di masa depan. Penelitian ini bertujuan untuk menganalisis efektivitas PBL-SETS berbantuan multimedia interaktif untuk meningkatkan literasi sains siswa pada materi virus. Penelitian ini termasuk quasi-eksperimen dengan menggunakan one-group pretest-posttest design. Subyek penelitian adalah 40 siswa kelas X di sebuah SMA di Jawa Timur. Kerangka kerja PISA 2025 digunakan untuk mengembangkan instrumen tes literasi sains, sedangkan kuesioner menilai tanggapan siswa terhadap media interaktif. Analisis deskriptif kuantitatif dan kualitatif digunakan untuk menganalisis data yang didapat. Hasil penelitian menunjukkan bahwa: (1) kemampuan literasi sains siswa yang awalnya 97,5% dalam kategori rendah/sangat rendah menjadi 47% dalam kategori baik/sangat baik; (2) level peningkatan kemampuan literasi sains siswa dalam kategori sedang (n-gain = 0.628); dan (3) respons siswa terhadap pembelajaran dalam kategori baik dan sangat baik. Diperoleh simpulan bahwa penerapan PBL-SETS berbantuan multimedia interaktif adalah efektif untuk meningkatkan kemampuan literasi sains siswa pada materi virus. Penelitian selanjutnya direkomendasikan penelitian kuasi-eksperimen dengan lebih banyak sampel dan beragam.
Role playing and augmented reality animal structures to support students' joyful learning and argumentation abilities Arsyad, M.; Zaini, Muhammad; Kaspul, Kaspul; Ajizah, Aulia; Utami, Nurul Hidayati; Agustina, Noor Fithri; Azhari, Muhammad Hafizh
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 8, No 1 (2026): February 2026
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v8i1.23864

Abstract

Joyful learning is a strategy that can increase undergraduate student engagement and motivation in learning. This strategy is important for learning animal structures in biology students who have the potential to cause anxiety caused by treatment that is considered to be hurtful to animals. The use of role-playing and augmented reality (AR) technology in learning can provide a more interactive and interesting learning experience, thus providing opportunities for students to enjoy the learning process, as well as train their argumentation skills. The purpose of this study was to analyze the effect of role playing and augmented reality in the discovery learning model on joyful learning and students' argumentation skills. This study was a quasi-experimental study with a one-group pretest-posttest design. The research sample is undergraduate students in Biology Education department who are active in the odd semester of the 2025/2026 academic year and are taking the Animal Structure course. This design compared the conditions of joyful learning and argumentation skills before and after being given treatment in the form of learning Animal Structure topic using the discovery learning model, combined with role-playing assisted by augmented reality. The instruments of this study were a joyful learning questionnaire and an argumentation ability test instrument to collect quantitative data on joyful learning and argumentation skills. Data analysis used a nonparametric analysis of the Wilcoxon test because the data were not homogeneous and not normal. The results showed a significance value (Asymp. Sig. 2 tailed) of 0.00 (<0.05). The effect size on joyful learning was 0.87 and argumentation ability was 0.59. These results confirm that the integration of experience-based pedagogical strategies with immersive technology can create enjoyable learning while fostering students' critical thinking and argumentative skills.Abstrak. Joyful learning menjadi strategi yang dapat meningkatkan keterlibatan dan motivasi mahasiswa dalam pembelajaran, strategi ini penting untuk pembelajaran struktur hewan pada mahasiswa biologi berpotensi menimbulkan kecemasan. Penggunaan role playing dan teknologi augmented reality (AR) dalam pembelajaran dapat memberikan pengalaman belajar yang lebih interaktif dan menarik, sehingga dapat memberikan kesempatan kepada mahasiswa untuk menikmati proses belajar, serta melatih kemampuan argumentasinya. Tujuan penelitian ini untuk menganalisis pengaruh role playing dan augmented reality pada model discovery learning terhadap joyful learning dan kemampuan argumentasi mahasiswa. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain one group pretest-posttest. Sampel penelitian terdiri dari mahasiswa program sarjana di Departemen Pendidikan Biologi yang aktif pada semester ganjil tahun akademik 2025/2026 dan sedang mengikuti mata kuliah Struktur Hewan. Desain ini membandingkan kondisi joyful learning dan kemampuan argumentasi sebelum dan sesudah diberikan perlakuan berupa pembelajaran Struktur Hewan dengan menggunakan model discovery learning yang dikombinasikan dengan role playing berbantuan augmented reality. Instrumen penelitian ini yaitu angket joyful learning dan instrumen tes kemampuan argumentasi untuk mengumpulkan data joyful learning dan kemampuan argumentasi secara kuantiatif. Analisis data menggunakan analisis nonparametrik uji Wilcoxon karena data tidak homogen dan tidak normal. Hasil penelitian menujukkan nilai signifikansi (Asymp. Sig. 2 tailed) sebesar 0,00 (<0,05). Hasil ini menegaskan bahwa integrasi strategi pedagogis berbasis pengalaman dengan teknologi imersif dapat menciptakan pembelajaran yang menyenangkan sekaligus menumbuhkan pemikiran kritis dan keterampilan argumentasi siswa.
Development and validity of a fern species diversity in Semirang Waterfall Area e-encyclopedia for biodiversity material for high school students Khairunnisa', Hafidha; Anggraito, Yustinus Ulung
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 8, No 1 (2026): February 2026
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v8i1.24411

Abstract

The Semirang Waterfall area in Ungaran is a tourist spot with potential as a location for biodiversity research. This study aims to analyze the validity, readability, and response of students and teachers to the developed media, namely the E-Encyclopedia. A 1 x 1 m square was used for quantitative data collection at the research site, which was divided into four stations, namely around the waterfall, the middle of the climbing path, and the beginning of the climbing path. The qualitative data collected consisted of the characteristics and habitat conditions of each species. The development of learning media was carried out using guidelines from the Alessi & Trollip research and development model. The feasibility scores obtained were in the high category for material validation (0.92), media (0.98), and learning tools such as teaching modules and assessments (1.00), also student worksheets (0.80). The readability test percentage showed that the media enabled students to learn independently (98.89%). The response test involving teachers (93.33%) and students (93.33%) showed a positive category. These findings indicate that the E-Encyclopedia has a category for each test result that is good and positive. This allows the E-Encyclopedia to be used in learning process. This research contributes to the provision of up-to-date data on the composition and diversity of understory ferns in the Semirang Waterfall area and presents a model for integrating local biodiversity research results into context-based digital learning media that supports the strengthening of science process skills and in-depth learning in accordance with the Merdeka Curriculum.Abstrak. Kawasan Air Terjun Semirang, Ungaran merupakan salah satu lokasi wisata yang berpotensi sebagai lokasi penelitian kenakeragaman hayati. Penelitian ini bertujuan untuk menganalisis validitas, keterbacaan, serta respon peserta didik dan guru terhadap media yang dikembangkan yaitu E-Ensiklopedia. Kuadrat 1 x 1 m digunakan untuk pengambilan data kuantitatif di lokasi penelitian yang terbagi menjadi empat stasiun yaitu sekitar air terjun, jalur tengah pendakian, dan jalur awal pendakian. Pengembangan media pembelajaran dilakukan menggunakan panduan dari model penelitian dan pengembangan Alessi & Trollip. Skor kelayakan yang didapatkan berada pada kategori tinggi baik untuk validasi materi (0,92), media (0,98), maupun perangkat pembelajaran seperti modul ajar, asesmen (1,00), dan LKPD (0,80). Persentase dari uji keterbacaan menunjukkan bahwa media memungkinkan peserta didik untuk belajar secara mandiri (98,89%). Uji respons yang melibatkan guru (93,33%) dan peserta didik (93,33%) menunjukkan kategori positif. Temuan tersebut menunjukkan bahwa E-Ensiklopedia memiliki kategori untuk setiap hasil uji coba baik dan positif. Hal tersebut memungkinkan E-Ensiklopedia digunakan saat pembelajaran. Penelitian ini berkontribusi pada penyediaan data terkini mengenai komposisi dan keanekaragaman paku bawah di kawasan Air Terjun Semirang serta menghadirkan model integrasi hasil riset biodiversitas lokal ke dalam media pembelajaran kontekstual berbasis digital yang mendukung penguatan keterampilan proses sains dan pembelajaran mendalam sesuai Kurikulum Merdeka.
Student’s knowledge and awareness of 3R in relation to the implementation of the P5 “Sustainable Lifestyle” theme Mulyono, Agung; Mardiyyaningsih, Asriah Nurdini; Candramila, Wolly
BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan Vol 8, No 1 (2026): February 2026
Publisher : Master Program of Biology Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/bino.v8i1.23276

Abstract

The Strengthening Pancasila Student Profile (P5) project program is a policy within the Merdeka Curriculum aimed at developing 21st-century character and competencies through project-based learning. This study aims to evaluate the effectiveness of the implementation of the P5 project with the Sustainable Lifestyle theme on 3R-related knowledge and awareness among ninth-grade students at SMP Negeri 2 Sungai Raya. The method used was nex post facto correlational design with a quantitative descriptive approach and simple linear regression analysis. The research instruments included a knowledge test and a 3R awareness questionnaire. The results showed that the average scores for P5 implementation (74.73), knowledge (79.11), and awareness (76.74) were all categorized as 'good.' The simple regression analysis indicated that students' knowledge (β = 0.448; p = 0.001; R = 0.166) and students' awareness (β = 0.097; p = 0.003; R = 0.04) were positively influenced, with knowledge showing a more dominant effect than awareness. These findings suggest linear relationship between the implementation of the Sustainable Lifestyle-themed P5 project and the strengthening of cognitive (knowledge) and affective (awareness) aspects related to environmental issues.Abstrak. Program Proyek Penguatan Profil Pelajar Pancasila (P5) merupakan kebijakan dalam Kurikulum Merdeka yang bertujuan membentuk karakter dan kompetensi abad ke-21 melalui pembelajaran berbasis proyek. Penelitian ini bertujuan mengevaluasi keberhasilan implementasi P5 tema Gaya Hidup Berkelanjutan terhadap pengetahuan dan kesadaran 3R pada siswa kelas IX di SMP Negeri 2 Sungai Raya. Desain penelitian adalah korelasi ex post-facto dengan pendekatan deskriptif kuantitatif dan uji regresi linear sederhana. Instrumen penelitian berupa tes pengetahuan dan angket kesadaran 3R. Hasil penelitian menunjukkan nilai rata-rata implementasi P5 sebesar 74,73; pengetahuan 79,11; dan kesadaran 76,74, seluruhnya dikategorikan ‘baik’. Uji regresi sederhana menunjukkan bahwa pengetahuan siswa (β = 0,448; p = 0,001; R = 0,166) dan kesadaran siswa (β = 0,097; p = 0,003; R = 0,04) dengan pengaruh pengetahuan lebih dominan daripada kesadaran. Temuan ini menunjukkan ada linearitas hubungan antara implementasi P5 tema Gaya Hidup Berkelanjutan dengan penguatan aspek kognitif (pengetahuan) dan afektif (kesadaran) mengenai permasalahan lingkungan.