cover
Contact Name
H. Husamah
Contact Email
raden@umm.ac.id
Phone
+6283834176543
Journal Mail Official
raden@umm.ac.id
Editorial Address
Jl. Raya Tlogomas 246 Malang
Location
Kota malang,
Jawa timur
INDONESIA
Research and Development in Education (RaDEn)
ISSN : 28090284     EISSN : 28093216     DOI : https://doi.org/10.22219/raden
Core Subject : Education,
Research and Development in Education is a scientific journal that aims at publishing research results and review in Research and Development of education in various science fields. Research and Development results can be in classroom-oriented, product-oriented, and system-oriented perspectives implemented in Indonesia and developing countries. The article published must meet plagiarism check requirements (based on editorial board decision). This journal is published twice a year, i.e. in July and December, in English. All articles are published in English and undergo a peer-review process. The scope of Research and Development in Education is focused on: Research results in Research and Development of education in various science fields. Review in Research and Development of education in various science fields.
Articles 238 Documents
Augmented reality integrated education game using problem-based learning model to improve critical thinking skills Peni Suharti; A. Asyari; Wiwi Wikanta
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32026

Abstract

Limited students' critical thinking skills in learning can be strengthened by using augmented reality technology applications. The main objective of this research is to analyze the problem-based learning model with integrated augmented reality educational games in improving students' critical thinking abilities. This quasi-experimental research used a nonequivalent control group design. The research sample consisted of 60 students from SD Muhammadiyah 09 Surabaya who were selected using purposive sampling. Data was collected by observing the implementation of learning and testing students' critical thinking levels. The data obtained in the research was processed statistically based on research obtained with a significant value of 0.000 < 0.05, confirming that Ho was rejected and H1 was accepted. Thus, the probability value is 0.000 < 0.05, so all coefficients have meaning. Applying the PBL model with integrated augmented reality educational games on critical thinking skills has a significant effect. From the ANOVA test or F-test, Fcount was 45,348 with a significance level of 0.000. This probability is smaller than 0.05, so the learning model to predict the level of participation in learning with a problem-based learning model through educational games integrated with augmented reality influences students' critical thinking skills.
The effectiveness of problem-based learning in improving creative thinking skills, collaborative skills and environmental literacy of Muhammadiyah secondary school students N. Nurwidodo; Sri Wahyuni; Iin Hindun; Nur Fauziah
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32123

Abstract

This research aimed to analyze the effectiveness of the problem-based learning (PBL) model in improving creative thinking skills, collaborative skills and environmental literacy of Muhammadiyah secondary school (Senior High School and Vocational School) students. The type of research is quasi-experimental. The research design uses Pretest-Posttest Non-equivalent Control Group Design. The experimental research was preceded by a survey regarding the independent and dependent variables, followed by the development of learning tools consisting of a syllabus, student worksheets, creative thinking skills instrument, collaborative skills instrument and environmental literacy instrument. The research sample consisted of 150 grade 10 students taken by total sampling. Data was obtained through observation, questionnaires and tests. The research was conducted from September to December 2023. Analysis of covariance (ANCOVA) was used to verify the data against the proposed hypothesis. The research results show that PBL is effective in improving creative thinking skills, collaborative skills and environmental literacy of Muhammadiyah secondary school students in Batu City. PBL can be implemented widely in an effort to develop creative thinking skills, collaborative skills and environmental literacy.
Web-assisted living diversity digital teaching materials to improve students' science literacy and environmental attitudes Megah Sri Retno Apriliana; Fatchur Rohman; S. Suhadi
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32125

Abstract

The 21st century skills measured at Senior High School  9 Malang are communication, collaboration, critical thinking, and creativity, while science literacy and environmental attitudes have never been measured before. This study aims to improve students' science literacy and environmental attitudes in a valid, practical, and effective way. The research and development model refers to Lee and Owens, which was implemented in Grade X Senior High School 9 Malang with a sample size of 34 people. The developed teaching materials were tested for validity, practicality, and effectiveness. In addition to expert validation tests, empirical validity tests were also carried out using Pearson product moment and reliability using Cronbach's alpha. The results obtained from the development of web-assisted digital teaching materials on the diversity of living things are valid, practical, and effective. The empirical validity value using Pearson's product moment obtained significance <0.05, so that the valid criteria were obtained, and the reliability value of Cronbach's alpha obtained 775 reliable categories. The effectiveness test results using N-gain obtained a value of 0.43 in the moderate category.
Gamification and academic ability impact on students' meta-cognition and critical thinking skills A. Abbassyakhrin; Punaji Setyosari; Siti Zubaidah; S. Sulton
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32126

Abstract

In educational settings, the metacognitive skills and critical thinking abilities of students often show room for improvement. This research aims to find out the influence of gamification methods and academic ability on metacognitive skills and critical thinking ability of high school students in Biology subjects. The independent variable in this research is the application of the Gamification method and a different method, namely the Synchronous-asynchronous method. The moderator variable is the difference in students' academic ability. The dependent variables are metacognitive and critical thinking skills. The instrument used to collect data is a test question developed to measure metacognitive and critical thinking skills. The study comprised two distinct stages. Firstly, the Dick & Carey development steps were used for development research. Secondly, a quasi-experiment was conducted using a 2x2 factorial design with 62 students divided into two groups. The research data was analyzed using the MANOVA statistical analysis technique. Based on the research results, it can be recommended that the Gamification learning method needs to be applied in the classroom with attention to the student's academic abilities.   
A systematic literature review of mathematics learning media and its contributions Umi Hanifah; Dyah Worowirastri Ekowati; Dian Fitri Nur Aini
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32145

Abstract

A systematic literature review (SLR) aimed to define the trends and advances in mathematical semiotic reasoning research that have been published in journals with a scopus index, as well as their possibilities. Upon selecting the keyword "learning media" from the liquefaction menu within the scopus database, 213 articles were discovered. Moreover, a total of 18 articles satisfied the requirements for analysis. The PRISMA model is used for inclusion and exclusion. The trend of learning media has increased sharply in 2019-2023 by 15 articles (83.33%). The most dominant research type is the quantitative approach (6 articles). According to the author's nationality and international collaboration, Indonesia has the most authors (9, or 42.85%) of any country. Furthermore, the authors of learning media publications are dominated by the Asian continent 11 authors (52.38%). 8 articles carried out national and international collaborations (53.33%). Regarding keywords from 18 articles, there are opportunities in the future to research related to media learning with numbers, media learning and statistics, media learning with arithmetic, and so on. In addition, the contribution of learning media research in mathematics is in the form of contributions to learning planning, the development of mathematics learning media in other scientific fields, and the implementation of learning.
What increase students’ creative thinking skills? employing problem-based learning-digital mind map in biology learning Zia Aulia Zaidin Putra; I. Ibrohim; Herawati Susilo; Hadi Suwono
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32159

Abstract

Creative thinking has widely discussed due the urgency at the 21st century life. These thinking process helps people to tackling situation and problems in daily life. This study aimed to analyze the secondary students’ creative thinking through Problem-based Learning integrated with Digital Mind Map (PBL-DMM). This study was conducted at Solok Secondary High School, West Sumatra, Indonesia. Using quantitative research design, 60 students were taught by PBL-DMM. Creative thinking was testing by essay test in three times. The essay tests previously validated by the expert appraisal and once were testing to the former students to measure the empirical validity and reliability. All tests were declared valid and reliable. The result of the treatment was students’ creative thinking increase within three time of tests. This finding means that PBL-DMM can helps students to promote their creative thinking during the learning process. Digital mind map taking role as a tool to organize students’ concept, knowledge, and information.
Implementation of project-based learning in assessing the creativity abilities of prospective biology teachers Mia Nurkanti; Cita Tresnawati; Fitri Aryanti; Yusuf Ibrahim
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32176

Abstract

Developing the 21st century abilities is a challenge for educational institutions, especially when it comes to learning that encourages students to be creative. The purpose of this study is to evaluate the creative capacities of prospective biology teacher students by implementing Project-Based Learning (PjBL) in nutrition science subjects. Performance observation sheets and portfolios were employed in this study, which involved 40 students of biology education at a private educational institution in Bandung. This study used an experimental class by first determining the criteria for the percentage of at least 70%. The results of the study show that the percentage with an average value of 51.80% is included in the sufficient category but is still below the specified average standard. The novelty indicator is 50.65% in the sufficient category the useful indicator is 39.53%, the effect on others is 22.30% and the ability to generalize is 31.53% which is still in the less category. Based on this, overall student creativity after the implementation of PjBL learning in the Nutrition Science course still needs to be improved. Findings of learning using PjBL are able to positively correlate with increasing student learning motivation and independence.
Students’ e-worksheet based on project and Character of Pancasila through environmental issues: What are the characteristics? Dede Nurhidayah; Anggi Tias Pratama
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32182

Abstract

This research aimed to describe the character of project-based learning that uses e-worksheets with the integration of Pancasila values. This qualitative descriptive research uses interview techniques, observation, and literature study in data collection. Based on the observation results, each feature of the Pancasila student profile dimension was reflected in the learning syntax with the expected development criteria. The project-based learning is beneficial in developing the Character of Pancasila through the student strengthening project. Characteristics of project-based learning include: (1) independently, from planning, preparation, and manufacture to product presentation; (2) full responsibility for the project created; (3) involving peers, teachers, parents, and even the community; (4) train students' critical and creative thinking skills; and (5) space for dissemination of ideas. The Pancasila learner profile's dimensions are reflected in the electronic learner worksheet, within each project-based learning syntax presented in learning activities. The syntax for project-based learning includes (1) basic questions; (2) designing project planning; (3) developing a schedule; (4) monitoring project activity and development; (5) testing results; and (6) evaluating the learning experience. By following this syntax, students are expected to develop the dimensions of the Pancasila learner profile, which include: (1) believing in and fearing God, and having noble character; (2) embracing global diversity; (3) working collaboratively; (4) being independent; (5) critical reasoning; and (6) being creative.
Development of interactive learning media based on website chatbots on plant tissue material Kulsum Musfiroh; S. Suharsono; Vita Meylani
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32195

Abstract

The utilization of learning media is a valuable instrument in enhancing the learn-ing process, hence maximizing the attainment of learning objectives. The objec-tive of this study is to create an educational tool for biology instruction in the form of a website chatbot focused on plant tissue content. The research also seeks to evaluate the viability and efficacy of this tool when used by students. The pre-sent study used the ADDIE model, a widely recognized framework in the field of development research. This model encompasses five distinct stages, namely anal-ysis, design, development, implementation, and evaluation. The data utilized in this study was collected via interviews, questionnaires, and tests, and afterwards analyzed employing qualitative and quantitative descriptive statistical methods. The present study developed an educational tool in the form of a website chatbot focused on plant tissue materials. The validation process involved obtaining feed-back from media experts, material experts, and students. The assessment con-ducted by media experts resulted in a 91% rating, categorizing the chatbot as "very feasible." Similarly, the material expert's assessment yielded an 86.5% rat-ing, also falling into the "very feasible" category. Furthermore, students' respons-es indicated a 97.7% rating, categorizing the chatbot as "very feasible." Moreo-ver, based on the study conducted to evaluate the efficacy of learning media goods, the t-test findings revealed a significant difference between the pretest and post-test scores, as indicated by a Sig value (2-tailed) of 0.000, which is less than the predetermined significance level of 0.05. The mean gain for the website chat-bot learning media product is 0.77, falling inside the "high" category. This sug-gests that the product is very suited and effective as a learning medium.
Developing textbook of basic science concepts based on ethnoscience Dalihan Natolu Apriani Sijabat; F. Festiyed; A. Asrizal; Abdul Razak; Palma Juanta
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32201

Abstract

This research aimed to develop a textbook on basic science concepts based on ethnoscience that is valid, practical, and effective. The research method was R&D and implemented five stages of the ADDIE model. The instrument used in this research is a local wisdom-based textbook validation sheet consisting of a material media, and language validation sheet. There are three experts as a validators according to their field of science, an ethnoscience-based textbook practicality sheet. This sheet serves to determine the practicality of valid textbook design and the effectiveness sheet for ethnoscience-based textbooks based on Natolu ethnoscience. The research results show that the average value of the validity test results for textbooks on basic science concept based on ethnoscience is 81.26% (valid). The effectiveness results show a score of 3.5, which means the textbook developed is included are effective. Based on those results, it can be conclude that the ethnoscience-based basic concept of science textbook is valid, effective, and practical so it is suitable for use in the learning process in the Basic Science course.

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