28 research outputs found

    University Students’ Ability to Interpret Visual Representations in Plant Anatomy

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    This case study investigated first year university students’ ability to interpret visual representations—micrographs—in plant anatomy following instruction. Quantitative and qualitative data were collected through diagnostic tests, lesson observations, interviews, and document reviews. The findings revealed that students’ difficulties when interpreting plant micrographs was due to insufficient conceptual understanding and inadequate skills in reasoning and identification. A greater focus on these skills should support students’ ability to interpret visual representations in plant anatomy

    MEASURING THE USER EXPERIENCE OF INTERACTIVE E-MODULES BASED ON SOMATIC, AUDITORY, VISUAL, INTELLECTUAL ON LIGHT MATERIAL

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    This study aims to evaluate the use of interactive e-modules based on Somatic, Auditory, Visual, Intellectual (SAVI) in the learning process with light material. Several multimedia aspects are presented in this interactive e-module (such as video, sound, picture, etc.). To collect relevant information, this descriptive research involved 27 students grade 8 from a State Islamic Junior High School in Kediri. A valid and reliable User Experience Questionnaire (UEQ) was use to examine students’ experience while using SAVI-based interactive e-module. The SAVI-based interactive e-modules received good responses for each user experience questionnaire indicator. The good response from the students showed that the SAVI-based interactive e-modules was good to use in learning process

    PEMBELAJARAN BERBASIS SCIENTIFIC APPROACH PADA MATERI PENCEMARAN AIR UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS SISWA SMP KELAS VII

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    Penelitian ini bertujuan untuk mendeskripsikan pengaruh pembelajaran berbasis scientific approach terhadap keterampilan berpikir kritis siswa. Jenis penelitian yang digunakan dalam penelitian ini yaitu pre-experimental, dengan desain penelitian one grup pre-test and post-test design. Subjek penelitian yaitu siswa kelas VII SMP di Gresik yang berjumlah 32 siswa dengan penentuan sampel menggunakan teknik purposive sampling. Teknik pengumpulan data yang digunakan yaitu tes. Tes yang digunakan dalam penelitian ini yaitu pre-test dan post-test pada materi pencemaran air dalam bentuk essay berjumlah 6 butir soal, yang di dalamnya termuat tiga sub-keterampilan berpikir kritis. Sub-keterampilan berpikir kritis tersebut meliputi interpretasi (menjelaskan makna dan mengidentifikasi elemen penting); analisis (mengidentifikasi argumen dan membandingkan konsep); dan inferensi (membuat kesimpulan). Instrumen tes keterampilan berpikir kritis, diadaptasi dari penelitian Susiyawati, Elok, dan Dhita (2019) dan telah ditelaah oleh dosen ahli dengan sub-keterampilan berpikir kritis dan materi yang telah disesuaikan. Teknik analisis data, menggunakan uji n-gain dan uji t-berpasangan. Hasil penelitian menunjukkan bahwa keterampilan berpikir kritis siswa meningkat setelah pembelajaran berbasis scientific approach dengan n-gain score sebesar 0,66 yang termasuk dalam kriteria sedang dan hasil uji t-berpasangan didapatkan signifikasi sebesar 0,000 yang berartikan bahwa ada pengaruh pembelajaran scientific approach terhadap keterampilan berpikir kritis siswa. Berdasarkan hasil penelitian, dapat disimpulkan bahwa pembelajaran berbasis scientific approach dapat meningkatkan keterampilan berpikir kritis siswa.Kata Kunci: Scientific Approach, Keterampilan Berpikir Kritis, Pencemaran Ai

    KETERAMPILAN PEMECAHAN MASALAH MELALUI PENERAPAN MODEL PROBLEM BASED LEARNING BERBASIS SAINS OUTDOOR

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    Meningkatkan keterampilan pemecahan masalah siswa kelas VII setelah diterapkan model pembelajaran Problem Based Learning merupakan tujuan dari penelitian ini. Penelitian dengan jenis pre-experimental dengan rancangan One-Group Pretest-Posttest yang dilaksanakan di kelas VII SMP dengan melibatkan 32 siswa. Metode yang dipilih dalam penelitian ini ialah dengan metode tes. Metode tes yang diterapkan berupa pretest dan posttest untuk mengetahui kemampuan awal serta akhir siswa. Dalam penelitian, hasil N-Gain kelas VII mengalami peningkatan sejumlah 2 siswa dengan kriteria tinggi dan mengalami peningkatan sejumlah 30 siswa dengan kriteria sedang. Secara keseluruhan rata-rata peningkatan yang dihasilkan siswa adalah 0,60 yang termasuk dalam kriteria sedang, dengan poin setiap aspek yaitu: (1) identifikasi masalah sebesar 0,82 (tinggi); (2) merumuskan pertanyaan 0,93 (tinggi); (3) menyusun solusi 0,59 (sedang); (4) menentukan solusi sebesar 0,93 (tinggi); (5) menganalisis hasil penyelesaian 0,86 (tinggi); (6) menyimpulkan 0,61 (sedang). Keterampilan pemecahan masalah tiap aspek dengan n-gain rata-rata sebesar 0,78 dalam kategori tinggi. Sesuai dengan hasil penelitian dapat disimpulkan bahwa keterampilan pemecahan masalah siswa tiap aspek mengalami peningkatan dalam kategori tinggi. Kata Kunci: problem based learning, sains outdoor, keterampilan pemecahan masala

    IMPROVING STUDENTS’ LEARNING OUTCOMES THROUGH THE APPLICATION OF AN INTERACTIVE MULTIMEDIA ON HUMAN EXCRETION SYSTEM MATERIAL

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    The research aimed to describe the improvement of students learning outcomes through the application of interactive multimedia on human excretion system material. The research design used in this study was One Group Pretest-Posttest Design. This research was conducted in class VIII A and VIII D at SMPN 6 Gresik by involving 50 students. The method used in this study is the test method. The N-gain score obtained by class VIII A was 16% of students categorized as medium and 84% of students categorized as high, whereas the N-gain results obtained by class VIII D of students who were categorized as moderate by 12% and students categorized as high by 88%. The significance probability obtained by class VIII A and VIII D is 0,000 which indicates a significant increase in pretest and posttest. The average skills assessment obtained by class VIII A was 88.57 for the first meeting and 90 for the second meeting. In class VIII D the first meeting the average assessment of skills was 85.57 and 89.28 in the second meeting. Based on the results of the research, it concluded that the application of interactive multimedia on human excretion system material improved students learning outcomes

    Examining student responses of PhET simulations after virtual laboratory practices

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    This study aims to describe students' responses to implementing PhET Simulations after joining a virtual laboratory practice. This study employed a survey method. The samples of this study included 80 students in eighth grade, and the data collection was conducted using the questionnaire of students' responses to the use of PhET Simulation. The data of students' responses were displayed in percentages and grouped into five categories: very good, good, satisfying, sufficient, and insufficient. The study results showed that students' interest in PhET Simulations was categorized as good. Group learning feasibility using PhET Simulations was categorized as satisfying, the novelty of PhET Simulations for students was categorized as good, the effectiveness of PhET Simulations was categorized as good, and new information gained from PhET Simulations was categorized as good. The average of students' responses was categorized as good. The results revealed that students respond well to the implementation of PhET Simulations in virtual laboratory practice activities, which should be implemented in the science learning activity during Covid-19 pandemics

    USING MAKE A MATCH CARDS ABOUT CELL TO IMPROVE STUDENTS’ LEARNING OUTCOME

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    The research aimed to describe the use of make a match cards about cell to improve student learning outcome in term of knowledge. The feasiblity of the make a match card was reviewed in terms of the validity, practicalty, and effectiveness aspects. The research design used in this study was Research and Development (R&D). The validity aspect is obtained through the validation process by 2 lecturers and 1 science teacher using a validation sheet based on a Likert Scale. The results showed that the validity of the make a match card obtained modus value of 4 with a decent category. The practicalty and effectiveness aspects are carried out through a product trial process involving 29 junior high school students of SMP Negeri 50 Surabaya in grade 7th. The practicality of the make a match card in terms of the student activity sheet obtained an average percentage of 94,30% with a very practical category. Response questionnaire in terms of the observation sheet of student responses showed that 96,55% of students gave positive responses to use of the make a match card on sub cell material. The effectiveness of the make a match card was reviewed in terms of improving student learning outcomes obtained based on the results of the pretest and posttest that gained an average 0,61 0f N-Gain score with medium category. Based on the validity, particality, and effectiveness aspects, it can be concluded that the make a match card on sub cell material is appropriate to be utilized in learning.Keywords: Make a Match Cards, Cell, Learning Outcom

    USING PROJECT-BASED LEARNING WORKSHEET WITH WASTE WATER TREATMENT THEME TO PRACTICE STUDENT’ PROBLEM-SOLVING SKILLS

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    This study aimed to describe the use of a Project-Based Learning worksheet for grade VII students in order to facilitate practising problem-solving skills. The research design of this study was one group pretest-posttest design. The worksheet was distributed to 30 students at Junior High School 18 Surabaya. The research method used the test method that is a pretest-posttest, in the form of essays that include indicators of problem-solving skills. Based on the results of research from the students' pretest and posttest scores, the average value of the increase in N-gain of all students was 0.67 with the medium category. Meanwhile, based on the results of the average value of the increase in N-gain of all indicators of students' problem-solving skills obtained results of 0.67 with a high category. Based on the results of the study, it can be concluded that develop worksheet Project-Based Learning for students to practice problem-solving skills was effective

    PENERAPAN MODEL PEMBELAJARAN GUIDED INQUIRY DENGAN LKPD BERBASIS SCAFFOLDING UNTUK MELATIHKAN KETERAMPILAN PROSES SAINS SISWA

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    This study aims to describe the achievements for VIII A students of JHS 1 Kraksaan in improving  science process skills on the matter of Archimedes Principle through the implementation of a guided inquiry learning model with scaffolding student’s worksheet. One-Group Pre-test-Post-test design is used with a total 30 students in one class. The instrument in data was in the sheets of learning plan, sheet of pre-test and post-test science process skills, and questionnaires to determine student responses from learning activities. The results of data analysis showed that: (1) The learning plan use guided inquiry learning model with scaffolding student’s worksheet to train student’s science process skills on the matter of Archimedes Principle was done very well. (2) Science process skills of students are increased with the N-gain score obtained of 0.69 with a medium category. (3) The result of student responses is 92,31% of students provide a positive responses with a very good category, so the implementation of guided inquiry learning model with scaffolding student’s worksheet can train student’s science process skills on the matter of Archimedes Principle

    Students perception of augmented reality learning media on solar system topics

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    The purpose of this study was to describe students' perceptions of augmented reality learning media in solar system topics. The type of research used was descriptive research. The participants involved in this study were 32 students from class 8C of State Junior High School 3 Sidoarjo, Indonesia. The instruments used consist of a student perception questionnaire and an interview. The questionnaire has been validated previously and consists of 5 questions about the concept of planets and the concept of the moon concerning augmented reality learning media. The results showed indicators 1, 4, and 6 obtained the highest score of 97%. It means that students can easily understand these indicators using augmented reality. Indicator 2 got the lowest result of 72%, meaning that students have little difficulty understanding the indicator using augmented reality but are still in the good category. As many as 87% of students rated that augmented reality learning media is very helpful in understanding the material of the solar system. Data from interviews with six students also support this result. They stated that augmented reality is the most effective learning media in studying solar system topics because students considered it more transparent, more interesting, more comfortable to use, and more accessible for students to understand. In conclusion, augmented reality learning media has proven to be effectively used in learning solar system topics. It also can be applied to other abstract science topics that are difficult for students to find in everyday life
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