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INDONESIA
EDUSAINS
ISSN : 19797281     EISSN : 24431281     DOI : 10.15408/es
Core Subject : Education,
EDUSAINS is a journal publishing the Natural Science Education, Biology Education, Physics Education, and Chemistry Education Journal. Edusains is published by Center for Science Education (CSE) which is located in Departement of Natural Science Education, Faculty of Education and Teachers' Training, Islamic State University (UIN) Syarif Hidayatullah Jakarta.
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Articles 5 Documents
Search results for , issue "Vol 14, No 2 (2022): EDUSAINS" : 5 Documents clear
COMPARISON OF THE POE2WE MODEL'S EFFECTIVENESS WITH THE 5M SCIENTIFIC APPROACH TO PROBLEM-SOLVING ABILITY IN SIMPLE HARMONIC MOTION Malik, Adam; Muntahaa Karmini, Sya’iidah; Agustina, Rena Denya; Nugraha, Andi Rohendi
EDUSAINS Vol 14, No 2 (2022): EDUSAINS
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/es.v14i2.28589

Abstract

This study aims to determine the implementation of learning, improvement, and differences in problem-solving abilities among students who learn using the Prediction, Observation, Explanation, Elaboration, Writing, and Evaluation (POE2WE) models aided by PhET simulation and scientific approach aided by Amrita Olab Edu. The noneequivalent control group design was used in a quasi-experimental design. The sample consists of 31 students from classes X MIPA 2 and X MIPA 3 at one of Tasikmalaya's senior high schools. A student worksheet with SAS and a problem-solving ability test were used as instruments. The SAS sheet analysis results show that the average learning implementation in the experimental class is 78.9% in the effective category, while the control class is 75.9% in the effective category. Based on the N-gain, the experimental class improved students' problem-solving abilities by 0.73 in the high category, while the control class improved by 0.62 in the medium category. The t-test results revealed that the tcount (4.66) > ttable (2.00) and the sig. (2-tailed) 0.000018 indicate differences in the problem-solving abilities of students who learn using the POE2WE model and the scientific approach 5M on simple harmonic motion material. The POE2WE model can train and improve students' problem-solving abilities. How To Cite: Malik, A., Karmini, S.M., Agustina, R.D., Nugraha, R. (2022). Comparison of The POE2WE Model's Effectiveness with the 5M Scientific Approach to Problem-Solving Ability in Simple Harmonic Motion. EDUSAINS, 14 (2) : 126-136.
DEVELOPMENT OF STEM BASED E-MODULES ABOUT SOCIOSCIENTIFIC ISSUES THE EAST KALIMANTAN TROPICAL RAINFOREST Suhartini, Erna; Haerani, Rosita Putri Rahmi
EDUSAINS Vol 14, No 2 (2022): EDUSAINS
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/es.v14i2.28745

Abstract

The aim of this study is to create STEM-based science e-modules contains East Kalimantan-specific concepts, such as habitats, ecosystems, resource use, environmental pollution, and fauna conservation. In addition, this research also evaluates how students’ response as user to the use of e-modules. This study uses the Borg and Gall research and development (RnD) model, which is only applicable to the main product revision stage in this paper. Student answer questionnaires, material and media expert validation sheets were the instruments utilized in this investigation. Three experts who taught the discipline of biology education and computer education validated the work of material and media specialists. According to the validators' evaluation, the final module is valid and very testable, with the average percentage of media expert review is 97.62%. and content expert review is 87.50%. 11 students from the Elementary School Teacher Education Study Program, FKIP, Mulawarman University, participated in the e-module trial phase. According to the answer questionnaire, the created e-module received a positive response with an average percentage of 90.77%, placing it in the satisfactory range and making It is safe for use as a learning resource in the instructional process.AbstrakTujuan dari penelitian adalah untuk mengembangkan e-modul STEM (Science, Technology, Engineering, Mathematic) pada beberapa topik tertentu meliputi habitat, ekosistem, pemanfaatan sumber daya alam, pencemaran lingkungan dan konservasi fauna khas kalimantan timur, dan menemukan dampak e-modul pada respon penggunanya yaitu mahasiswa. Penelitian ini menggunakan paradigma pengembangan Borg and Gall, yang merupakan jenis penelitian dan pengembangan (R&D) yang kami batasi hanya sampai pada tahap 5 yakni tahap revisi produk. Kuesioner tanggapan pengguna, lembar validasi ahli materi dan media digunakan dalam pengambilan data penelitian. Validasi pakar materi dan media dilakukan oleh 3 orang pakar yang merupakan dosen prodi pendidikan biologi dan pendidikan komputer. Berdasarkan penilaian para pakar selaku validator, modul akhir dinyatakan valid dan sangat dapat diuji coba skala besar, dengan rata-rata persentase dari pakar media sebesar 97,62%. Pakar pada materi juga menyatakan rerata persentase yang tinggi yaitu 87,50%. Sebelas mahasiswa dari Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas Mulawarman, mengikuti tahap uji coba kelompok kecil e-modul. Berdasarkan angket respon pengguna, e-modul yang dibuat mendapat respon yang sangat positif dengan persentase rata-rata 90,77%, sehingga diputuskan layak untuk digunakan sebagai sumber belajar dalam proses pembelajaran.How To Cite: Suhartini, E., Haerani, R.P.R. (2022). Development Of STEM Based E-Modules About the East Kalimantan Tropical Rainforest. EDUSAINS, 14 (2) : 137-147
DEVELOPMENT OF PROBLEM-BASED DIGITAL GAME AS DIGESTIVE SYSTEM LEARNING MATERIAL Akollo, Solagratia; Priyayi, Desy Fajar; Tapilouw, Marisa Christina
EDUSAINS Vol 14, No 2 (2022): EDUSAINS
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/es.v14i2.24325

Abstract

This research aims to 1) develop the problem-based digital game learning media to improve students' cognitive learning outcomes, 2) find out the feasibility of the use of the problem-based digital game learning media, and 3) determine the increase in students’ cognitive learning outcomes after using the problem-based digital game learning media. This development research used the 4-D model (Four D) which consisted of 4 stages of define, design, develop, and disseminate. The research instrument were validation sheets, interview sheet, and questionnaire. The data were analyzed using quantitative and descriptive qualitative analysis. The result of the development was the digital game learning media. The results of the validation showed a score of 85.3% (very feasible) for media, 92.3% (very feasible) for content. Meanwhile, it reached a score of 81.25 % (very feasible) from the pedagogical expert validation, 92 % (very feasible) from practitioner validation, 90,42 % (very feasible) and 92.1% (very feasible) from students. The N-Gain analysis showed students in the high (90%) and moderate (10%) results. The results of the study show that the digital game is very suitable to be used in the learning process.AbstrakPenelitian ini bertujuan untuk: 1) mengembangkan media pembelajaran game digital berbasis masalah untuk meningkatkan hasil belajar kognitif siswa, 2) mengetahui kelayakan game digital berbasis masalah, serta 3) mengetahui peningkatan hasil belajar kognitif siswa yang menerapkan media pembelajaran game digital berbasis masalah. Penelitian ini merupakan penelitian pengembangan dengan model 4-D (Four D). Model pengembangan 4-D terdiri atas 4 tahap yaitu define (pendefinisian), design (perancangan), develop (pengembangan), dan disseminate (penyebarluasan). Intrumen pengumpulan data terdiri dari lembar validasi, lembar wawancara, dan angket. Teknik analisis data dilakukan secara deskriptif kuantitatif dan kualitatif. Hasil validasi media memperoleh skor sebesar 85,3 % (sangat layak), validasi materi memperoleh skor sebesar 92,3 % (sangat layak), validasi ahli pedagogi memperoleh skor sebesar 81,25 % (sangat layak), validasi praktisi memperoleh skor sebesar 92% (sangat layak), sedangkan hasil validasi terhadap siswa diperoleh skor sebesar 90,42 (sangat layak) dan 92,1% (sangat layak). Berdasarkan analisis N-Gain diperoleh hasil siswa dengan kategori tinggi (90%) dan sedang (10%). Hasil penelitian menunjukan bahwa game digital berbasis masalah sangat layak digunakan dalam proses pembelajaranHow To Cite: Akollo, S., Priyayi, D.F., Tapilouw, M.C. (2022). Development of Problem-Based Digital Game as Digestive System Learning Material. EDUSAINS, 14 (2) : 148-161.
INTERACTIVE MULTIMEDIA DEVELOPMENT USING GOOGLE SITES TO IMPROVE STUDENT LEARNING OUTCOMES AND ENERGY Wulandari, Ayu; Hakim, Lukman; Sulistyowati, Rita; Mian, Yusuf
EDUSAINS Vol 14, No 2 (2022): EDUSAINS
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/es.v14i2.28948

Abstract

The use of interactive multimedia is very important to develop in physics learning. The purpose of this study is to develop interactive multimedia base google sites on the subject of work and energy to improve the learning outcomes of class X students of SMA Bina Warga 1 Palembang which are valid, practical and have a potential effect. The method used is Research and Development with a rowntree development model consisting of several stages, namely: planning, development and evaluation. The evaluation used is a modified Tassmer evaluation consisting of self-evaluation, expert review, one to one, small group, and field test. The data collection technique uses a walkthrough to test the validity of the product which consists of three validators to assess the product from the material, media and language aspects, one to one and small group stages to test the practicality of the product developed. The results showed that interactive multimedia was valid and practical (3.56 interformations were very valid) and (94% were very practical stage one to one, 87% were very practical small group stage) for the N-Gain value obtained an average of 0.72 high category. So it can be concluded that interactive multimedia in the form of google sites is suitable for use in learning physics.AbstrakPenggunaan multimedia interaktif sangat penting untuk dalam pembelajaran fisika. Tujuan penelitian ini adalah mengembangkan multimedia interaktif berbasis google sites pada pokok bahasan usaha dan energi untuk meningkatkan hasil belajar siswa kelas X SMA Bina Warga 1 Palembang yang valid, praktis dan memiliki pengaruh potensial. Metode yang digunakan adalah Research and Development dengan model pengembangan rowntree yang terdiri dari beberapa tahapan yaitu: perencanaan, pengembangan dan evaluasi. Evaluasi yang digunakan adalah modifikasi evaluasi Tassmer yang terdiri dari evaluasi diri, expert review, one to one, small group, dan field test. Teknik pengumpulan data menggunakan walkthrough untuk menguji validitas produk yang terdiri dari tiga validator untuk menilai produk dari aspek materi, media dan bahasa, tahap one to one dan small group untuk menguji kepraktisan produk yang dikembangkan. Hasil penelitian menunjukkan bahwa multimedia interaktif valid dan praktis (3,56 interformasi sangat valid) dan (94% sangat praktis tahap 1-1, 87% sangat praktis tahap kelompok kecil) untuk nilai N-Gain diperoleh rata-rata 0,72 tinggi kategori. Sehingga dapat disimpulkan bahwa multimedia interaktif berupa google sites cocok digunakan dalam pembelajaran fisika.How To Cite: Wulandari, M., Hakim, L., Sulistyowati, R., Mian, Y. (2022). Interactive Multimedia Development Using Google Sites to Improve Student Learning Outcomes and Energy. EDUSAINS, 14 (2) : 188-201.
ETHNO-STEM: DESIGN OF A CROSS-MAJOR COURSE WITH JAVANESE GAMELAN-THEMED Widiyawati, Yeni; Nurwahidah, Indri; Wahyuni, Arie
EDUSAINS Vol 14, No 2 (2022): EDUSAINS
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/es.v14i2.27974

Abstract

Indonesia has a considerable diversity of local wisdom in the form of customs, arts, and culture that deserves to be preserved. Integrating local Javanese Gamelan wisdom and the STEM field in learning at the university level to support the Independent Study Campus Curricula is essential. This research aims to develop an Ethno-STEM course design that studies gamelan to preserve Javanese culture. This study chose Morrison & Kemp's learning design development model, which includes nine main components. Based on the results of KKNI curriculum analysis, literature studies, and following the nine components of Morrison & Kemp’s model, the Ethno-STEM course design course is suitable for use in learning to support independent study. AbstrakIndonesia merupakan negara yang kaya akan keberagaman kearifan lokal berupa adat istiadat, seni maupun budaya yang patut untuk dilestarikan.  Integrasi antara kearifan lokal Gamelan Jawa dengan bidang STEM dalam pembelajaran di tingkat perguruan tinggi dalam rangka mendukung Kurikulum Merdeka Belajar-Kampus Merdeka penting untuk dilakukan. Tujuan penelitian ini yaitu mengembangkan desain mata kuliah Ethno-STEM yang mengkaji mengenai gamelan dalam rangka melestarikan budaya  Jawa. Model pengembangan desain pembelajaran Morrison & Kemp dipilih dalam penelitian ini yang mencakup 9 komponen utama. Desain mata kuliah Ethno-STEM yang telah dikembangkan terdiri dari dokumen diantaranya yaitu model rancangan matakuliah, Rencana Pembelajaran Semester (RPS), bentuk penyetaraan SKS, rekonstruksi pembelajaran, bahan ajar, video serta aplikasi android berbasis augmented reality. Berdasarkan hsil analisis Kurikilum KKNI, kajian literatur, dan mengikuti kesembilan komponen Model Morrison & Kemp, desain mata kuliah Ethno-STEM layak untuk digunakan dalam pembelajaran untuk mendukung merdeka belajar. How To Cite: Widiyawati, Y., Nurwahidah, I., Wahyuni, A. (2022). Ethno-Stem: Design of a Cross-Major Course with Javanese Gamelan-Themed. EDUSAINS, 14 (2) : 101-83

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