cover
Contact Name
Rasuane Noor
Contact Email
edubiolock@gmail.com
Phone
+6285292078488
Journal Mail Official
edubiolock@gmail.com
Editorial Address
Prodi Pendidikan Biologi di Kampus I, Gedung C lantai I, Jl. Ki Hajar Dewantara, No 116, Iring Mulyo, Kecamatan Metro Timur, Kota Metro, Lampung, Indonesia
Location
Kota metro,
Lampung
INDONESIA
EDUBIOLOCK
ISSN : 27164756     EISSN : 27209032     DOI : https://doi.org/10.24127
Core Subject : Education,
Jurnal eduBiolock adalah jurnal pendidikan Biologi FKIP Universitas Muhammadiyah Metro dalam scope biologi sains dan pendidikan yang berisi artikel ilmiah dalam bentuk penelitian, studi literatur, ide, penerapan teori, studi analisis kritis, dan studi ke islamisasi pendidikan sains di bidang Biologi.
Articles 5 Documents
Search results for , issue "Vol 3 No 3 (2022): Bulan September 2022" : 5 Documents clear
PENGEMBANGAN E-MODUL INTERAKTIF BERBASIS INKUIRI TERBIMBING MATERI ZAT ADIKTIF DAN PSIKOTROPIKA UNTUK SISWA KELAS XI SMA Yulia Dewi Astuti; Triana Asih; Muhfahroyin Muhfahroyin
EDUBIOLOCK Vol 3 No 3 (2022): Bulan September 2022
Publisher : Prodi Pendidikan Biologi FKIP Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/edubiolock.v3i2.2852

Abstract

The purpose of this research development is to produce teaching material products in the form of interactive inquiry-based e-modules guided by addictive substances and psychotropic substances to assist the learning process. This type of research uses a 4-D development model consisting of 4 stages, namely define, design, development, and disseminate, the research is carried out only until the development stage. The interactive e-module is accessed via a google drive link. The development of interactive e-modules produced through the validation stages, namely validation of material experts, validation of design experts, and student response trials. Validation from material experts gets a percentage of 95%, for design experts scores a percentage of 95%, and student response trials are 93%. Based on the percentage obtained, this learning media is included in the "Very Good" category so that it is suitable for use in the learning process.
PENGARUH VIDEO ANIMASI DALAM PEMBELAJARAN PROBLEM BASED LEARNING (PBL) TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA KELAS VIII DI SMP TMI ROUDHOTUL QUR’AN KOTA METRO Siti Nur Kholifah; Triana Asih; Ratini Ratini
EDUBIOLOCK Vol 3 No 3 (2022): Bulan September 2022
Publisher : Prodi Pendidikan Biologi FKIP Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/edubiolock.v3i2.2853

Abstract

This research was conducted at TMI Roudhotul Qur'an Middle School located on Jl Pratama Praja Mulyojati 16b West Metro District, Metro City, Lampung Province. The purpose of this study was to determine the effect of animated videos in Problem Based Learning (PBL) learning on the critical thinking skills of class VIII students at TMI Roudhotul Qur'an Middle School Metro City. The type of research used in this research is a quantitative quasi-experimental (quasi-experimental research). The population used by all students of class VIII includes 7 (seven) classes with a total of 206 students. The design used is Post-test Only Control Design Non-equivalent Control Group Design with Cluster Random Sampling sampling technique. The sample of this research is class VIII B (control class) and VIII E (experimental class). Average post-test is 77.80 so that the increase is 13.50. Furthermore, based on the t-test, the tcount value was 2.172. The value of t table with df 55 at a significant level of 5% is 2.015. Therefore, tcount > ttable (2.172 > 2.004) and the significance value is smaller than 0.05 (0.000 <0.05) so that it can be stated that there is a significant increase in student learning outcomes scores in the experimental group or those given the Problem Based Learning model accompanied by Animation Videos. From these data, it can be seen that there is a significant increase in the average value of students' critical thinking skills.
PENGEMBANGAN MODUL PEMBELAJARAN IPA BERBASIS GROUP DISCOVERY LEARNING (GDL) UNTUK MENINGKATKAN NILAI KOGNITIF BAGI SISWA MADRASAH TSANAWIYAH Fitri Nur Istikomah; Anak Agung Oka; Triana Asih
EDUBIOLOCK Vol 3 No 3 (2022): Bulan September 2022
Publisher : Prodi Pendidikan Biologi FKIP Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/edubiolock.v3i2.2854

Abstract

Learning science using Group Discovery Learning (GDL) will help the learning process because this learning can train students to learn actively and independently in a learning process. The results of interviews with subject teachers showed that there are no modules, only LKS and a limited number of Package Books. Many students learning outcomes have not reached the KKM standard value. From the results of the interviews, researchers will develop a GDL-based module as a learning resource to improve students' cognitive learning outcomes. This study aims to produce learning tools developed, namely GDL-based modules, to enhance students' cognitive values by using modules in class VII MTs Riyadlatul Ulum. This type of research is the development of a Science Learning Module based on Group Discovery Learning using the 4D development model, Define, Design, Develop and Disseminate, suggested by Thiagarajan and Sammel. The analysis results from the design expert test were 95%, the material expert test was 85%, and the student response test was 89%. The results of the discussion regarding the development of the module can be concluded that before the development of the completeness module, students were only 33%. Still, after using the module, the first meeting increased by 70% and to 87% at the second meeting. So the module development is feasible to be used and used as a science learning resource and can improve students' cognitive learning outcomes.
PENGEMBANGAN KOMIK SEBAGAI MEDIA PEMBELAJARAN BERBASIS CTL (CONTEXTUAL TEACHING AND LEARNING) MATERI PENCEMARAN LINGKUNGAN KELAS X Elma Erviana; HRA Mulyani; Muhfahroyin Muhfahroyin
EDUBIOLOCK Vol 3 No 3 (2022): Bulan September 2022
Publisher : Prodi Pendidikan Biologi FKIP Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/edubiolock.v3i2.2855

Abstract

Developement of this teaching material produced products in the form of biology teaching materials in the form of learning comics, and comics as learning media based on Contextual Teaching and Learning (CTL). This environmental pollution material was expected to help in the learning process and can motivate students to be more active in studying environmental pollution materials. Based on interviews with class X teachers of SMA Negeri 5 Metro regarding the learning media used. The class X teacher said that the problems experienced in the learning process were that there were still many students who got scores below the minimum completeness criteria (KKM) of 60. The method used in development was the Research and Development (R&D) method with the model development with a 4-D model, there were“four stages, namely Define, Design, Develop, and Disseminate. The data from the material expert validation obtained a percentage value”of 84% with the "Very Good" criteria. Validation of the learning media obtained a percentage value of 93% with the "Very Good" criteria, in the small group trial the percentage value was 92.8% with the "Very Good" criteria. The results of students working on questions obtained a percentage value of 91%. Based on these criteria, it can be stated that the product developed was suitable for use.
PENGEMBANGAN MODUL BERBASIS DISCOVERY LEARNING DISERTAI NILAI KARAKTER BERBANTU QR CODE PADA MATERI PENCEMARAN LINGKUNGAN UNTUK SISWA KELAS X Mely Diana Rosa; Muhfahroyin Muhfahroyin; Triana Asih
EDUBIOLOCK Vol 3 No 3 (2022): Bulan September 2022
Publisher : Prodi Pendidikan Biologi FKIP Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/edubiolock.v3i2.2856

Abstract

The purpose of this development research is to produce a product in the form of a discovery learning-based module with appropriate QR Code-assisted character values ​​so that it can be used by students and increase knowledge. This type of development research using 4D models initiated by Thiagarajan, Sammel and Sammel (1974). This 4D development model has four stages, namely define, design,develop and desseminate, but in development research it only reaches the develop stage. The product that has been developed by this researcher has been validated by design experts, getting a percentage of 93% with the "very good" criteria, material expert validation getting a presentation of 89% with the "very good" criteria, and small group trials getting a percentage of 82% with the "very good" criteria. ". Based on the results of expert validation and small group testing, the product that has been developed in the form of a module is suitable for use by students during the learning process

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