cover
Contact Name
Ali Sadikin
Contact Email
alisadikin@unja.ac.id
Phone
+6281256137743
Journal Mail Official
biodik@unja.ac.id
Editorial Address
https://online-journal.unja.ac.id/biodik/issue/archive
Location
Kota jambi,
Jambi
INDONESIA
Biodik: Jurnal Ilmiah Pendidikan Biologi
Published by Universitas Jambi
ISSN : -     EISSN : 25800922     DOI : https://doi.org/10.22437/
Biodik : Jurnal Ilmiah Pendidikan Biologi receiving and publishing article in the form of research (scientific article) in the field of biology education and utilization of biological research in learning. Moreover, this journal bridges the gap between research and practice, providing information, ideas and opinion, in addition to critical examinations of biology research and teaching. Through the coverage of policy and curriculum developments, the latest results of research into the teaching, learning and assessment of biology are brought to the fore. Special emphasize are as follow: 1. Research on Learning Biology/Science (Biology learning materials at all education levels, learning planning, learning models, biology teaching skills).). 2. Pure Research of Biology developed or studied to the sources, materials, or instructional media Biology/Science(Biology learning materials at all education levels and application in society, learning media, application of information technology for biology learning). 3. Curriculum of Biology Education at all education levels (learning design, competency analysis, syllabus and learning planning) 4. Class Action Research (CAR) and Lesson Study (material analysis, methods, student needs, student personality, student problems) 5. Other Qualitative Research, Quantitative, Research & Development and Mixedof Biology Education. 6. The school management and Biology/science laboratory management. 7. Biology/Science Learning Evaluation 8. Teacher Professional Issues/Trends in Biology Education. 9. Another study for the scope of Biology Education.
Articles 524 Documents
Analisis Peningkatan Literasi Digital Biologi melalui Penerapan Platform Wayground: (Analysis of Improving Digital Literacy in Biology Through The Implementation of The Wayground Platform) Rahmadhan, Noviyanti Wahyu; Prastiwi, Muji Sri
BIODIK Vol. 11 No. 04 (2025): December 2025 (inprogress)
Publisher : Program Studi Pendidikan Biologi FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/biodik.v11i04.49210

Abstract

Digital biology literacy in the Animalia topic is important to investigate because this content requires students to critically access, understand, evaluate, and communicate biology-related information in digital environments amid the abundance of online learning resources. This study aims to analyze the use of the Wayground platform on students’ Biology Digital Literacy skills in the Animalia topic. The instruments used in this study consisted of a test to measure students’ Biology Digital Literacy and a response questionnaire. Data were analyzed using correlation and regression tests. The results indicate that the use of Wayground has a significant effect on improving students’ Biology Digital Literacy skills, with a significance value of 0.000 < 0.05. The indicators of Biology Digital Literacy examined include the ability to access digital information, manage information, evaluate information, and communicate information in biology learning, all of which can be facilitated through the Wayground platform. Interactive features such as review questions, automated feedback, and leaderboards support the enhancement of students’ critical thinking skills and learning motivation. Abstrak. Literasi digital biologi pada materi Animalia penting diteliti karena materi ini menuntut peserta didik untuk mampu mengakses, memahami, mengevaluasi, dan mengomunikasikan informasi biologis berbasis digital secara kritis di tengah melimpahnya sumber belajar daring. Penelitian ini bertujuan untuk menganalisis penggunaan platform Wayground terhadap kemampuan Literasi Digital Biologi peserta didik pada materi Animalia. Instrumen yang digunakan dalam penelitian ini berupa tes untuk mengukur Literasi Digital Biologi peserta didik dan angket respon. Analisis data dilakukan menggunakan uji korelasi dan uji regresi. Hasil penelitian menunjukkan bahwa penggunaan Wayground berpengaruh secara signifikan terhadap peningkatan kemampuan Literasi Digital Biologi, dengan nilai signifikansi sebesar 0,000 < 0,05. Indikator kemampuan Literasi Digital Biologi yang diteliti meliputi kemampuan mengakses informasi digital, mengelola informasi, mengevaluasi informasi, dan mengomunikasikan informasi dalam pembelajaran biologi, yang dapat dicapai melalui pemanfaatan platform Wayground. Fitur-fitur interaktif seperti review question, umpan balik otomatis, dan leaderboard mendukung peningkatan keterampilan berpikir kritis serta motivasi belajar peserta didik.
Pengaruh Penggunaan Media “Smart Lung” Berbasis Model Discovery Learning Terhadap Hasil Belajar IPAS Materi Sistem Pernapasan Manusia Kelas VB SDK Maria Ferrari: (The Effect of Using “Smart Lung” Media Based on the Discovery Learning Model Regarding the IPAS Learning Result for Human Respiratory System Material for Class VB SDK Maria Ferrari) Nona Erwin, Elisabeth Viani; Lawotan, Yohanes Ehe; Maria, Sonya Kristiani
BIODIK Vol. 11 No. 04 (2025): December 2025 (inprogress)
Publisher : Program Studi Pendidikan Biologi FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/biodik.v11i04.50691

Abstract

This study aims to determine the effect of using the "Smart Lung" media on the learning outcomes of students in the VB SDK Maria Ferrari class on the human respiratory system in science studies. This study was a quantitative pre-experimental study using a one-group pretest-posttest design. It was conducted on one group without a control or comparison group. Data collection techniques used were learning outcome tests and documentation. The sampling technique used in this study was a saturated sampling technique with 30 students in the VB SDK Maria Ferrari class. Data analysis techniques used in this study included normality testing and hypothesis testing. The results showed that the use of the "Smart Lung" media had an effect on the learning outcomes of students in the VB SDK Maria Ferrari class on the human respiratory system in science studies. The average pretest score was 67.67 and the average posttest score increased to 81.33. This indicates an improvement in student learning outcomes after using the "Smart Lung" media. Based on the t-test output table, a significance value of 0.001 < 0.05 was obtained, which means the null hypothesis (H0) stating that "there is no difference in learning outcomes before and after treatment" is rejected, and the alternative hypothesis (Ha) stating "there is a difference in learning outcomes before and after treatment" is accepted. Therefore, it is reasonable to state that the use of "Smart Lung" media has an effect on the learning outcomes of class VB students at SDK Maria Ferrari. Abstrak. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media “Smart Lung “  terhadap hasil belajar IPAS materi sistem pernapasan manusia kelas VB SDK Maria Ferrari. Jenis penelitian ini adalah kuantitatif pre-eksperimental dengan menggunakan rancangan one-group pretest-posttes design. Dilakukan terhadap satu kelompok tanpa adanya kelompok kontrol atau pembanding. Teknik pengumpulan data yang digunakan adalah soal tes hasil belajar dan dokumentasi. Teknik pengambilan sampel dalam penelitian ini adalah teknik sampling jenuh sebanyak 30 orang siswa kelas VB SDK Maria Ferrari. Teknik analisis data yang digunakan dalam penelitian ini adalah uji normalitas dan uji hipotesis. Dari masing-masing hasil yang diperoleh menunjukan bahwa adanya pengaruh penggunaan media “Smart Lung” terhadap hasil belajar IPAS materi sistem pernapasan manusia kelas VB SDK Maria Ferrari dengan diperoleh nilai rata-rata pretest siswa adalah 67,67 dan nilai rata-rata pada posttest meningkat menjasdi 81,33. Ini berarti terjadi peningkatan hasil belajar siswa setelah menggunakan media “Smart Lung”. Berdasarkan tabel output hasil uji t, diperoleh nilai signifikansi 0,001 < 0,05, yang artinya hipotesis nol (H0) yang menyatakan bahwa “tidak terdapat perbedaan hasil belajar sebelum dan sesudah perlakuan” ditoklak, dan hipotesis alternatif (Ha) yang menyatakan “terdapat perbedaan hasil belajar sebelum dan sesudah perlaukuan” diterima. Dengan begitu layak dinyatakan bahwa terdapat pengaruh penggunaan media “Smart Lung” terhadap hasil belajar siswa kelas VB SDK Maria Ferrari.
Dampak Sistem Blok Terhadap Kemampuan Mahasiswa Pendidikan IPA Tahun 2025 Dalam Mengatur Waktu dan Menyelesaikan Tugas Akademik Serta Laporan Praktikum: (The Impact of the Block System on the Ability of Science Education Students in 2025 to Manage Time and Complete Academic Assignments and Practical Reports) Gandi Purba, Sonia; Novitasari, Pera; Sibarani, Ruth Masta Yemima; Sihombing , Windry Sari; Nika, Ayu
BIODIK Vol. 11 No. 04 (2025): December 2025 (inprogress)
Publisher : Program Studi Pendidikan Biologi FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/biodik.v11i04.50754

Abstract

This study aims to evaluate the impact of implementing a block system on the time management skills and academic task and practicum report completion of students in the Science Education program at UNIMED class of 2025. The research employed a quantitative approach with an ex-post facto design, involving 95 participants selected through total sampling. Data were collected using a Likert-scale questionnaire consisting of 15 statements. Descriptive analysis revealed that the block system positively influenced students’ learning concentration, as indicated by a high percentage of affirmative responses regarding time management and task completion. The mean score of 49.42 with a standard deviation of 5.13 demonstrated uniformity in respondents’ perceptions. However, students faced challenges such as heavy workloads, overlapping deadlines, and insufficient feedback from lecturers concerning practicum report preparation. Overall, the block system was deemed effective, yet improvements are necessary to ensure a more balanced learning process that adequately supports the students’ needs. Abstrak. Penelitian ini bertujuan untuk menganalisis dampak penerapan sistem blok terhadap kemampuan mahasiswa Pendidikan IPA UNIMED angkatan 2025 dalam mengatur waktu serta menyelesaikan tugas akademik dan laporan praktikum. Penelitian menggunakan pendekatan kuantitatif dengan desain ekspos-fakto dan melibatkan 95 mahasiswa sebagai responden melalui teknik total sampling. Data diperoleh dari angket skala Likert berisi 15 pernyataan yang mengukur aspek manajemen waktu dan penyelesaian tugas. Hasil analisis deskriptif menunjukkan bahwa sistem blok berkontribusi positif terhadap peningkatan fokus belajar dan keteraturan penyelesaian tugas, tercermin dari dominasi respons afirmatif serta nilai rata-rata 49,42 dengan standar deviasi 5,13 yang mengindikasikan konsistensi persepsi mahasiswa. Meskipun demikian, beban tugas yang padat, tenggat waktu yang tumpang tindih, dan kurang optimalnya umpan balik dosen menjadi kendala utama yang memengaruhi kualitas laporan praktikum. Secara keseluruhan, sistem blok dinilai efektif namun memerlukan penataan beban akademik dan peningkatan dukungan pedagogis agar implementasinya lebih optimal.
Transformasi Minat Belajar Melalui Gamifikasi: Studi Kasus di SMA Negeri 4 Tanjungpinang: (Transforming Learning Interest Through Gamification: A Case Study at Tanjungpinang State Senior High School 4) Fathiha, Fauza Sandra Nurul; Hubin, Helena Petryana; Putri, Helmi; Lestari, Indri Eka; Yunika, Risma
BIODIK Vol. 11 No. 04 (2025): December 2025 (inprogress)
Publisher : Program Studi Pendidikan Biologi FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/biodik.v11i04.52086

Abstract

This study aims to describe students' learning interests and learning outcomes in relation to the application of game-based learning integrated with the Discovery Learning model at SMAN 4 Tanjungpinang. The research used Classroom Action Research (CAR) with research subjects including students from classes X.3, X.6, XI.1.1, XI.1.2, and XI.1.3. Data collection was carried out through a student learning interest questionnaire using a Likert scale supported by a learning activity observation sheet. The data obtained was analyzed by converting the scores into percentages. The results showed that game-based learning had a positive effect on students' interest and learning activities. Students showed high enthusiasm, active involvement in learning, and positive perceptions of their understanding of the material. The integration of game-based learning with the Discovery Learning model was able to create an interactive, enjoyable, and student-centered learning atmosphere. Thus, game-based learning can be used as an alternative learning strategy to increase students' interest in learning Biology. Abstrak. Penelitian ini bertujuan untuk mendeskripsikan minat belajar dan hasil belajar siswa terhadap penerapan pembelajaran berbasis games yang diintegrasikan dengan model Discovery Learning di SMAN 4 Tanjungpinang. Penelitian menggunakan Penelitian Tindakan Kelas (PTK) dengan subjek penelitian meliputi siswa kelas X.3, X.6, XI.1.1, XI.1.2, dan XI.1.3. Pengumpulan data dilakukan melalui angket minat belajar siswa menggunakan skala Likert yang didukung oleh lembar observasi aktivitas belajar. Data yang diperoleh dianalisis dengan mengonversi skor ke dalam bentuk persentase. Hasil penelitian menunjukkan bahwa pembelajaran berbasis games memberikan pengaruh positif terhadap minat dan aktivitas belajar siswa. Siswa menunjukkan antusiasme yang tinggi, keterlibatan aktif dalam pembelajaran, serta persepsi yang positif terhadap pemahaman materi. Integrasi pembelajaran berbasis games dengan model Discovery Learning mampu menciptakan suasana belajar yang interaktif, menyenangkan, dan berpusat pada siswa. Dengan demikian, pembelajaran berbasis games dapat dijadikan sebagai alternatif strategi pembelajaran untuk meningkatkan minat belajar siswa pada mata pelajaran Biologi.