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Journal of Biology Education
ISSN : 2540833X     EISSN : 22526579     DOI : -
Core Subject : Science, Education,
Journal of Biology Education [e-ISSN 2540-833X | p-ISSN 2252-6579 | DOI 10.15294/jbe | DOAJ toc/2252-6579 | Department of Biology, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang] publishes research articles and conceptual analysis of philosophy, education theory, biology education research, instrument of biology learning tools, biology of learning media, biological experiments developing, and evaluation of biology learning.
Arjuna Subject : -
Articles 956 Documents
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS PENDIDIKAN KARAKTER MATERI SISTEM REPRODUKSI Sholekah, Siti; Harini, Nugrahaningsih Wahyu
Journal of Biology Education Vol 3 No 3 (2014)
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  Abstract _________________________________________________________________ Development of interactive multimedia-based character education is an effort to support character education in schools. This research aims to develop interactive multimedia-based character education on the reproductive system chapter. This design of research is Research and Development (R&D) with steps that adopted from Dick&Carey approach model. Product trials conducted to student in four class of  SMA N 1 Sragen, SMA N 2 Sragen and MA N 1 Magelang. Assessment results by media experts were showed 93.18% and 91.67% by matter experts showed that it is very worthy as well as it gets positive feedback from the students on the test product. Teacher’s responses showed 91.68% of 100% students gave good evaluation. The student assessments on the trial product has  reached classical completeness of 87.50%, 83.33% and 82.61% for each class with KKM ≥ 80. Students indicated good character evaluation by the percentage of 100% and 98.82% for each character studied. The conclusions of this research were (1) there has been no teaching materials that integrate character education and has interactivity, (2) the development of an interactive multimedia approach adopted the Dick & Carey model, (3) interactive multimedia are feasible and effective to be used in learning of reproductive system.  Abstrak___________________________________________________________________Pengembangan multimedia interaktif berbasis pendidikan karakter merupakan upaya untuk mendukung pendidikan karakter di sekolah. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis pendidikan karakter materi sistem reproduksi serta menguji kelayakan dan keefektifan produk yang dikembangkan. Desain penelitian ini merupakan penelitian Research and Development (R&D) dengan langkah-langkah diadopsi dari model pendekatan Dick & Carey. Uji coba produk dan pemakaian dilakukan pada 4 kelas di SMA N 1 Sragen, SMA N 2 Sragen dan MA N 1 Magelang. Hasil penilaian oleh ahli media menunjukkan persentase sebesar 93,18%, ahli materi sebesar 91,67% yang tergolong sangat layak serta tanggapan positif dari siswa pada uji coba produk. Tanggapan guru pada uji coba pemakaian mendapatkan persentase sebesar 91,68% dan siswa sebesar 100% yang tergolong sangat baik. Hasil belajar siswa yang diperoleh pada uji coba pemakaian mencapai ketuntasan klasikal sebesar 87,50%, 83,33% dan 82,61% untuk masing-masing kelas dengan KKM ≥ 80. Siswa menunjukkan penilaian karakter yang baik dengan persentase 100% dan 98,82% untuk masing-masing karakter yang diteliti. Simpulan dari penelitian ini adalah (1) belum terdapat bahan ajar yang mengintegrasikan pendidikan karakter dan mempunyai interaktivitas, (2) pengembangan multimedia interaktif diadopsi berdasarkan model pendekatan Dick & Carey, (3) multimedia interaktif layak dan efektif digunakan dalam pembelajaran materi sistem reproduksi.
PERAN MEDIA ANIMASI DENGAN METODE PEMBELAJARAN TIME TOKEN TERHADAP AKTIVITAS DAN HASIL BELAJAR Ardianti, Sekar Dwi; Christijanti, Wulan; Dewi, Pramesti
Journal of Biology Education Vol 1 No 1 (2012)
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Tujuan dari penelitian ini adalah mengkaji pengaruh media, metode dan interaksinya terhadap aktivitas dan hasil belajar siswa. Penelitian ini merupakan penelitian eksperimen dengan Randomized Factorial Design 2x2 yang dilaksanakan pada kelas VII di SMPN 1 Sluke. Variabel bebas dalam penelitian ini adalah jenis media dan metode serta variabel terikatnya adalah hasil belajar siswa. Rata-rata hasil belajar yang dicapai kelas perlakuan I, II, III, dan IV masing-masing yaitu 60,4; 68,2;68,9 dan 70,7. Hasil uji ANAVA menunjukkan media, metode dan interaksinya berpengaruh nyata terhadap hasil belajar siswa dan uji lanjut LSD menunjukkan bahwamedia animasi berpengaruh lebih baik daripada charta, metode Time Token berpengaruh lebih baik daripada diskusi, dan interaksi media animasi dan metode Time Token memberikan pengaruh yang paling baik terhadap aktivitas dan hasil belajar siswa materi organisasi kehidupan.The purpose of this study was to evaluate the influence of media, methods, and their interaction towards activities and learning outcome. This study is an experimental research withRandomized Factorial Design 2x2 conducted in class VII at SMP N 1 Sluke. The independent variables in this study are the type of media and the methods and dependent variable is the learning outcomes of students. The average grade of learning outcomes that achieved by treatment class I, II, III, and IV respectively are 60.4: 68.2: 68.9 and 70.7. The ANAVA test results showed that the media, methods,and their interaction give real effect on learning outcomes and further test by LSD showed that the animation media give better effect than the chart; Time Token method give better effect than a discussion; and the interaction animation media with Time Token method gives best effect towards activities and student learning outcomes of The Organization of Life material in SMP N 1 Sluke.
PENGEMBANGAN BAHAN AJAR ELEKTRONIK MULTIMEDIA BOOK PADA MATERI SISTEM ORGANISASI KEHIDUPAN DI SMP Wibowo, Tri Prayitno; Susilowati, Sri Mulyani Endang; Dewi, Nur Kusuma
Journal of Biology Education Vol 3 No 1 (2014)
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Electronic School Book (BSE) developed by the government has not integrated multimedia contentinto the book. The development of todays technology supports multimedia content for insertion into an electronic book. This is a development research with the aim to develop and determine the feasibility of multimedia book to be used as teaching material. The effectiveness of multimedia book was tested through experiment using a pretest-posttest design study group to see its effect on learning outcomes and student activities. The study population in the trial product was the whole class VII as much as 8 classes (VII A - VII H) SMP 1 Jati. Sample research on small-scale trials by 10 students was determined by purposive sampling technique. Four classes (VII E - VII H) with a total of 138 students were used as experimental samples. The results showed that the multimedia book was suitable as teaching material. Student activities related to the use of multimedia book was high. Improved learning outcomes (gain score) was calculated based on the difference between the value of the posttest and the pretest value. Gain scores achieved by all students was 0.70 (high). Statistically, right-tailed t test confirmed that the student gain scores greater than or equal to the average gain of the benchmark scores of 0.7 (high).Buku Sekolah Elektronik (BSE) yang telah dikembangkan oleh pemerintah belum mengintegrasikan konten multimedia ke dalam buku. Perkembangan teknologi saat ini mendukung untuk penyisipan konten multimedia ke dalam buku elektronik. Penelitian ini merupakan penelitian pengembangan dengan tujuan untuk mengembangkan dan mengetahui kelayakan multimedia book yang dapat digunakan sebagai bahan ajar. Keefektifan multimedia book diuji melalui eksperimen dengan desain penelitian pretest-posttest group untuk melihat pengaruhnya terhadap hasil belajar dan aktivitas siswa. Populasi penelitian pada uji coba produk yaitu seluruh siswa kelas VII sebanyak 8 kelas (VII A- VII H) SMP 1 Jati. Sampel penelitian pada uji coba skala kecil sebanyak 10 siswa ditentukan dengan teknik purposive sampling. Sampel penelitian pada uji coba skala besar diambil menggunakan teknik purposive cluster sampling menghasilkan 4 kelas (VII E – VII H) sebanyak 138 siswa sebagai sampel eksperimen. Hasil penelitian menunjukkan bahwa multimedia book sangat layak. Aktivitas siswa berkaitan dengan penggunaan multimedia book tergolong tinggi. Peningkatan hasil belajar (skor gain) dihitung berdasarkan selisih nilai posttest dengan nilai pretest. Skor gain yang dicapai oleh seluruh siswa sebesar 0,70 (tinggi). Secara statistik dengan uji t pihak kanan menegaskan bahwa skor gain siswa lebih dari atau sama dengan rata-rata acuan skor gain 0,7 (tinggi).
PENGARUH PEMBELAJARAN MODEL PBL TERHADAP HASIL BELAJAR DAN SIKAP PEDULI LINGKUNGAN KELAS X MA MIFTAHUSSALAM DEMAK Haniyya, Fazat; Bintari, Siti Harnina
Journal of Biology Education Vol 6 No 1 (2017)
Publisher : FMIPA UNNES

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Penelitian ini bertujuan untuk mengetahui pengaruh pembelajaran model PBL terhadap hasil belajar dan sikap peduli lingkungan materi pencemaran. Populasi yang diambil adalah seluruh siswa MA Miftahussalam kelas X semester genap tahun ajaran 2014/2015. Penelitian ini merupakan penelitian pre experimental design dengan desain pretest posttest kontrol group design yang diterapkan pada kelas X-3 sebagai kelas kontrol dan kelas X-1 sebagai kelas eksperimen. Teknik pengambilan sampel menggunakan purposive sampling. Data hasil belajar siswa dikumpulkan dengan soal posttest. Data sikap peduli lingkungan siswa dikumpulkan dengan angket skala psikologi. Hasil analisis data penelitian menunjukkan hasil belajar dan sikap peduli lingkungan siswa kelas eksperimen lebih tinggi dibandingkan dengan kelas kontrol (uji t). Hasil dari penelitian ini menunjukkan bahwa pembelajaran model PBL materi pencemaran yang diterapkan berpengaruh positif terhadap hasil belajar dan sikap peduli lingkungan siswa This research aimed to ascertain the influence learning achievement and environmental awareness attitude, through the implementation of Problem Based Learning on environmental pollution subject. Population of this study are all of students grade X of MA Miftahussalam on 2014/2015 academic year. This study was a Pre Experimental Design with Pre Post Control Group Design which was applied on X-3 as a control class and X-1 as an experimental class. Sample was collected by a purposive sampling technique. Final test question was used to collect data of student’s learning achievement. Questionnaire psychological scale used to collect student’s environmental awareness attitude. The hypotheses analysed by t-test. The conclusion result obtained using t-test < t table,, thus received H0 rejected. It means there is a significant difference of learning achievement and environmental awareness attitude between experiment and control class. The result of this research showed that the application of PBL on environmental pollution subject can increase learning achievement and environmental awareness attitude.
PENGEMBANGAN LEMBAR KERJA SISWA BERBASIS CERITA BERGAMBAR MATERI SISTEM PENCERNAAN DI SMP -, Wulandari; Widiyaningrum, Priyantini; Irsadi, Andin
Journal of Biology Education Vol 2 No 3 (2013)
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The purpose of this research is  developing and knowing effectivity of basis Student Work Sheet with pictorial story in  system material of digestive at Junior High School of YPE Semarang. This research method which used is Research and Development method, and big try out of scale is using One Shot Case Study. The subject of research for product try out is student of VIII A and VIII B grade. The result of research is showing estimation from media expert 77,08% and material expert is 83,30% with really reasonable categories. The Positive respons student is toward using development student work sheet is showing 100% with classical completeness reached 87% on KKM 70. So, can be concluded develop of Student Job Sheet (LKS) with pictorial story basis is reasonable used and effective in digestive system material learning.  Tujuan penelitian ini adalah untuk mengembangkan dan menguji keefektifan perangkat Lembar Kerja Siswa berbasis cerita bergambar pada materi sistem pencernaan di SMP YPE Semarang. Penelitian dilaksanakan dengan pendekatan research and development, dan uji keefektifan produk pada skala luas digunakan rancangan One Shot Case Study. Subjek penelitian untuk uji coba produk adalah siswa kelas VIII A dan VIII B SMP YPE. Hasil penelitian menunjukkan bahwa penilaian hasil pengembangan LKS berbasis cerita bergambar oleh pakar media 77,08% dan pakar materi 83,30% dengan kategori sangat layak. Tanggapan positif siswa terhadap penggunaan hasil pengembangan LKS mencapai 100%, dan berdasarkan uji coba pemakaian LKS mencapai ketuntasan klasikal 87% pada KKM 70. Berdasarkan hasil penelitian ini dapat disimpulkan bahwa pengembangan LKS berbasis cerita bergambar layak digunakan dan efektif diterapkan pada pembelajaran materi sistem pencernaan.
KOMPETENSI PROFESIONAL GURU BIOLOGI SMA NEGERI DI KABUPATEN PEMALANG PASCA LULUS SERTIFIKASI Iswari, Retno Sri; Santosa, Kukuh; Afidah, Anisatun
Journal of Biology Education Vol 1 No 1 (2012)
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MENINGKATKAN NILAI AFEKTIF DAN HASIL BELAJAR MATERI NATURAL PHENOMENA MELALUI MODEL SCIENTIFIC INQUIRY Kartika, Aprilia Indra; Pukan, Krispinus Kedati; Mustikaningtyas, Dewi
Journal of Biology Education Vol 3 No 1 (2014)
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Application measures of inquiry conducted by teachers who do not meet the basic standards, so that students have trouble doing scientific work skills well. Teachers had not found the right method for learning the material Natural Phenomena. In addition, teachers do not monitor students affective value in a sustainable manner, while the affective value determines the success of student learning. This study aimed to analyze the application of scientific inquiry teaching model can improve student affective value and learning outcomes class VII in SMP N 2 Semarang. This research was classroom action research which consisted of 3 cycles of learning. The sample in this research were class VII D and VII E. Results of the analysis of students affective learning value showed the average scientific interests and attitudes of students  in learning increases in each cycle. Average learning outcomes student of class VII D and VII E on the first cycle of 46,32; second cycle of 49,63; and the third cycle 82,81. Conclusions from this research was the application of scientific inquiry teaching model can increase the value of affective and cognitive learning outcomes matter Natural Phenomena class VII D and E in the Junior High School 2 Semarang Penerapan langkah-langkah inkuiri yang dilakukan oleh guru tidak memenuhi standar yang baku, sehingga siswa kesulitan melakukan ketrampilan bekerja ilmiah dengan baik. Guru belum menemukan metode yang tepat untuk pembelajaran materi Natural Phenomena. Selain itu, guru belum memantau nilai afektif siswa secara berkelanjutan, sedangkan nilai afektif menentukan keberhasilan belajar siswa. Tujuan penelitian ini adalah analisis penerapan model pembelajaran scientific inquiry untuk meningkatkan kemampuan afektif dan hasil belajar siswa kelas VII di SMP N 2 Semarang. Penelitian ini merupakan penelitian tindakan kelas dengan kolaborasi antara guru dengan mahasiswa yang terdiri dari 3 siklus pembelajaran. Sampel dalam penelitian ini yaitu kelas VII D dan VII E. Hasil analisis nilai afektif siswa terhadap pembelajaran menunjukkan rata-rata minat dan sikap ilmiah siswa dalam pembelajaran meningkat di setiap siklusnya. Rata-rata hasil belajar siswa kelas VII D dan VII E pada siklus I sebesar 46,32; siklus II 49,63; dan siklus III 82,81.  Simpulan dari penelitian ini adalah penerapan model pembelajaran scientific inquiry dapat meningkatkan nilai afektif dan hasil belajar kognitif materi Natural Phenomena siswa kelas VII D dan E di SMP Negeri 2 Semarang.
EFEKTIVITAS MODEL GUIDED DISCOVERY INQUIRY PADA PEMBELAJARAN FUNGI DI SMA Azizah, Nor; Supriyanto, Supriyanto
Journal of Biology Education Vol 5 No 2 (2016)
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Model Guided Discovery Inquiry pada pembelajaran Fungi di SMA merupakan model pembelajaran yang mendorong keaktifan peserta didik melalui kegiatan penyelidikan sehingga siswa mampu menemukan sendiri fakta dan konsep pengetahuan serta mengubah kebiasaan siswa dari mendengarkan informasi menjadi mencari informasi. Tujuan penelitian ini yaitu untuk mengetahui efektivitas model Guided Discovery Inquiry terhadap hasil belajar siswa materi fungi di SMA. Metode penelitian yang digunakan dalam penelitian ini adalah Quasi-Experiment Design dengan desain Nonequivalent Control Group Design.Hasil uji perbedaan dua rata-rata menunjukkan bahwa rata-rata nilai posttest kelas eksperimen lebih tinggi dari kelas kontrol. Rata-rata hasil belajar kognitif kelas eksperimen adalah sebesar 83,22 dan kelas kontrol sebesar 75,71. Hasil uji N-gain menunjukkan bahwa kelas eksperimen terdapat peningkatan sebesar 0,73 dengan kriteria tinggi sementara kelas kontrol sebesar 0,62 dengan kriteria sedang. Hasil analisis deskriptif menunjukkan bahwa rata-rata nilai afektif dan psikomotorik kelas eksperimen lebih besar daripada kelas kontrol.Nilai karakter siswa yaitu karakter keingintahuan dan kedisiplinan siswa kelas eksperimen lebih baik daripada kelas kontrol.Berdasarkan hasil penelitian dapat disimpulkan bahwa model pembelajaran Guided Discovery Inquiry efektif tehadap hasil belajar siswa di MA Al Irsyad Gajah Demak. A Guided Discovery Inquiry Model of Fungi subject in senior high school is a learning model that supports students’ through an investigation. Through this investigation, students are able to discover the facts and concepts of science by their ownselves. They are also able to change their habit from listening to the learning material only to look for the information about the material. This study aimed to determine the effectiveness of A Guided Discovery Inquiry Model towards students’ achievement of fungi subject in senior high school. The method of investigation used in this study was a Quasi-Experiment Design with Nonequivalent Control Group Design. The results of the difference between two averages showed that the average of the experimental group post-test was higher than the control group. The average of cognitive study in the experimental group was 83,22 and the control group was 75,71. The result of N-gain test showed that there was an increase in the experimental group of 0,73 with high criteria and an increase in the control group of 0,62 with medium criteria. The result of a descriptive analysis showed that the average of the affective and psychometric study in the experimental group was higher than the control group. Students’ characters that are curiosity and discipline of the experimental group were higher than the control group. Based on the achievement of the study, it can be concluded that A Guided Discovery Inquiry Model of Fungi subject in senior high school is effective towards the students’ achievement in MA Al-Irsyad Gajah Demak.
EFEKTIVITAS PEMBELAJARAN GUIDED INQUIRY PADA MATERI STRUKTUR DAN FUNGSI JARINGAN TUMBUHAN DI KELAS VIII SMP NEGERI 3 AJIBARANG Octavia, Elsa Nur; Purwantoyo, Eling
Journal of Biology Education Vol 5 No 1 (2016)
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Penelitian ini bertujuan untuk mengetahui efektivitas pembelajaran Guided Inquiry pada materi struktur dan fungsi jaringan tumbuhan di kelas VIII SMP Negeri 3 Ajibarang. Rancangan penelitian menggunakan pola One - shot Case Study. Teknik sampling yang digunakan yaitu Purposive Sampling. Sampel dalam penelitian ini adalah kelas VIII A, VIII B dan VIII C. Hasil penelitian menunjukan bahwa ketiga kelas eksperimen memiliki aktivitas dan hasil belajar yang tinggi. Ketuntasan klasikal aktivitas siswa dalam diskusi dan presentasi mencapai 75,30%, sedangkan ketuntasan klasikal aktivitas siswa dalam praktikum mencapai 89,28%. Ketuntasan klasikal hasil belajar mencapai 88,66%. Siswa memberikan tanggapan positif terhadap pembelajaran Guided Inquiry sebesar 94,95%. Pembelajaran efektif karena >85% siswa memperoleh nilai ≥80 dan >75% siswa berpartisipasi aktif. Simpulan dari penelitian ini adalah model pembelajaran Guided Inquiry efektif diterapkan pada materi struktur dan fungsi jaringan tumbuhan di kelas VIII SMP Negeri 3 Ajibarang. The aim of the study is to determine the effectiveness of Guided Inquiry learning in concept of structure and function of plant tissue in class VIII SMP Negeri 3 Ajibarang. The study was done by One - shot Case Study. The sampling technique used was Purposive Sampling. The samples in this study were class VIII A, VIII B and VIII C. The results showed that all three experimental class activity and learning outcomes are high. Classical completeness of student activity in the discussions and presentations is 75.30%, while the classical completeness student activity in the practicum is 89.28%. Classical completeness of student learning outcome is 88.66%. Students’ positive response to the Guided Inquiry learning is 94.95%. Learning effective because >85% of students received grades ≥80 and >75% of students participate actively. The conclusion of this study is Guided Inquiry learning model can be effectively applied in  structure and function of plant tissue concept in class VIII SMP Negeri 3 Ajibarang.
PENGEMBANGAN GAME EDUKASI VISUAL NOVEL BERBASIS PEMBANGUNAN KARAKTER PADA MATERI PELESTARIAN LINGKUNGAN Hikam, Arif Rahman; Kariada, Nana; Santosa, Kukuh
Journal of Biology Education Vol 2 No 2 (2013)
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This research aims to development and test the feasibility of visual novel education game based on character building using the environment preservation study material. Visual novel education game is titled "Arif Si Anak Peduli Lingkungan”. In this research, the media will be explored, developed by experts and tested through two stages, namely the stage of small-scale testing and large-scale testing. Subject of small-scale trials are one class and the subject of large-scale trials that are 2 classes in SMA N 1 Kajen. Data obtained from the feasibility media pieces by the expert appraisal and response sheet and student teachers. Data obtained from the media effectiveness of student learning outcomes. The data concerned the students character value obtained from observation and tests of character. The results of the feasibility analysis show that media worthy media, expert assessment of media and material experts scored 2.69 and 2.75 which shows a very decent criteria. Teachers and 100% of students to respond to the criteria very well and good. Analysis is studying the results showed 80.95% of students obtain the learning outcomes above KKM (≥ 80). The results of the analysis of the character of students shows that students have a high scores character​​. It was concluded that the media developed is feasible as a learning media in high school. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan mediagame edukasi visual novel berbasis pembangunan karakter pada materi pelestarain lingkungan. Game edukasi visual novel ini berjudul “Arif Si Anak peduli Lingkungan”. Metode penelitian yang digunakan adalah Research and Development. Dalam penelitian ini media yang dikembangkanditelaah oleh pakar dan diuji cobakan melalui 2 tahap, yaitu tahap uji coba skala kecil dan uji coba skala besar. Subjek uji coba skala kecil yaitu 1 kelas dan subjek uji coba skala besar yaitu 2 kelas dilakukan di SMA N 1 Kajen Kabupaten Pekalongan. Data kelayakan media diperoleh dari lembar penilaian kelayakan oleh pakar dan lembar tanggapan guru dan siswa. Data keefektifan media diperoleh dari hasil belajar siswa. Data nilai karakter peduli lingkungan siswa diperoleh dari observasi dan tes karakter. Hasil analisis kelayakan media menunjukan bahwa media layak, penilaian dari ahli media dan ahli materi memperoleh nilai 2,69 dan 2,75 yang menunjukan kriteria sangat layak. Guru dan 100% siswa memberikan tanggapan dengan kriteria sangat baik dan baik. Analasis hasil belajar menunjukan 80,95% siswa memperoleh hasil belajar diatas KKM (≥80). Hasil analisis karakter siswa menunjukan siswa memiliki nilai karakter yang tinggi. Simpulan dari penelitian ini adalah media yang dikembangkan layak digunakan sebagai media pembelajaran di SMA.