The Effectiveness of Digital Textbooks on Brain-based Learning assisted by Animated Videos and Maze Chase-Wordwall on Science Literacy Skills and Student Learning Outcomes

Meylinda Retno Windari, J. Prihatin, Kamalia Fikri
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Abstract

This study aimed to determine the effectiveness of digital textbooks on Brain-based Learning assisted by animated videos and Maze ChaseWordwall to improve science literacy and learning outcomes of high school students. The media was developed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research method used mixed methods, combining qualitative and quantitative methods. Based on the analysis results, digital textbooks on Brain-based learning assisted by animated videos and Maze ChaseWordwalls can effectively improve student learning outcomes and science literacy as indicated by the small-scale and large-scale class learning outcomes that obtained a high category with an N-gain value of 0.81. Furthermore, science literacy skills received an average score in the high category with a value of 86.ABSTRAK: Tujuan dari penelitian ini adalah untuk mengetahui keefektifan buku ajar digital berbasis Brain-based Learning yang dilengkapi dengan video animasi dan Maze Chase-Wordwall untuk meningkatkan literasi sains dan hasil belajar siswa SMA. Pengembangan media pada penelitian ini menggunakan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Metode penelitian yang digunakan ialah penelitian kombinasi (mixed methods) yaitu gabungan metode kualitatif dan kuantitatif. Berdasarkan hasil penelitian, dapat dinyatakan bahwa buku ajar digital dengan Brain-based Learning menggunakan video animasi dan Maze Chase-Wordwalls secara efektif dapat meningkatkan hasil belajar dan literasi sains siswa yang ditunjukkan dengan kategori hasil belajar kelas skala kecil dan skala besar yang memiliki kategori tinggi dengan memiliki nilai N-gain sebesar 0,81, sedangkan hasil kemampuan literasi sains memperoleh skor rata-rata pada kategori tinggi dengan memiliki nilai sebesar 86.
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基于动画视频和迷宫游戏的脑基学习数字教材对科学素养技能和学生学习成果的影响
本研究旨在探讨电子教材在动画视频辅助下的脑基学习和Maze ChaseWordwall对提高高中生科学素养和学习成果的有效性。媒体是使用ADDIE模型(分析、设计、开发、实施和评估)开发的。研究方法采用定性与定量相结合的混合方法。从分析结果来看,以动画视频和Maze chasewordwall为辅助的基于大脑学习的数字教材能够有效提高学生的学习成果和科学素养,小规模和大规模的课堂学习成果都获得了较高的分类,n增益值为0.81。此外,科学素养技能的平均得分为86分,属于高分类别。摘要:图juan dari penelitian ini adalah untuk mengetahui keefektifan buku ajar数字基础脑基学习yang dilengkapi dengan视频animasi dan Maze chasewall untuk meningkatkan literasi sains dan hasil belajar siswa。彭邦安媒体模型ADDIE(分析、设计、开发、实施和评估)。混合方法(Metode penelitian yang digunakan ialah penelitian kombinasi) yitu gabungan方法定性和定量。中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:中文翻译为:
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