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The Influence of the R2L Learning Model on the Material of the Human Digestive System on Students’ Scientific Literacy 人体消化系统教材R2L学习模式对学生科学素养的影响
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/750
Khairil Arif, Olyivia Retdwina Rusma, Trio Mahendro Alam Sad
2018 PISA results show that Indonesia is ranked 71st out of 77 countries in the world. While Indonesia has been successful in increasing the access of 15-year-olds to the school system, greater efforts are still needed to educate them so that the percentage of low-achieving students is kept as low as possible. Based on the results of observations made, students' scientific literacy at SMP Negeri in Bukittinggi is still relatively low. This research was a quasi-experimental study with a non-equivalent control group design which aims to determine the scientific literacy profile of students using the Reading to Learn (R2L) model. The R2L model has a main focus on teaching students to read texts and then gain a deeper understanding of the contents of the reading and rewriting what they have learned (note-taking). Based on the results of statistical analysis, the data is normally distributed and homogeneous so that a parametric test (T-test) is carried out. The results of the calculation of the T-test obtain a value of 0.05, thus H0 is rejected and H1 is accepted. This shows that there is an influence of the Reading to Learn (R2L) model on the digestive system material on the scientific literacy skills of junior high school students.
2018年国际学生评估项目结果显示,印尼在全球77个国家中排名第71位。虽然印度尼西亚已经成功地增加了15岁儿童进入学校系统的机会,但仍需要作出更大的努力来教育他们,以便使成绩差的学生的比例尽可能低。根据观察结果,Bukittinggi的SMP Negeri学生的科学素养仍然相对较低。本研究是一项准实验研究,采用非等效对照组设计,旨在确定使用阅读学习(R2L)模型的学生的科学素养概况。R2L模式主要侧重于教学生阅读文本,然后对阅读内容有更深的理解,并重写他们所学到的内容(记笔记)。根据统计分析的结果,数据是正态分布和均匀的,因此进行参数检验(t检验)。t检验的计算结果为0.05,因此拒绝H0,接受H1。这说明阅读学习(R2L)模式对消化系统材料对初中生科学素养技能有影响。
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引用次数: 0
Development of Electronic Handouts Using Numerical Literacy-Based Mathemagics Methods for Learning in the Digital Era 电子讲义的发展使用数字素养为基础的数学方法在数字时代的学习
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/709
M. U. Gusteti, S. Wulandari, Widdya Rahmalina, Melani Putri, Elva Kurnia Putri
This research is motivated and conducted to address the problem of low numeracy literacy among students and the limited electronic-based learning media with game-based methods. The urgency of this research is crucial because low numeracy literacy can affect students' ability to solve mathematical problems in their daily lives and the future. The lack of engaging learning media can also affect students' interest in learning. Therefore, this study aims to develop an electronic Mathemagic handout based on numeracy literacy. The development model used in this research is the DDD-E model. The developed handout product has been validated twice by material and media validators. After revising it based on their suggestions and inputs, the average validation score obtained is 87.1%. These results indicate that the developed electronic Mathemagic handout based on numeracy literacy meets the perfect validation criteria. The solution offered by this research is to develop an engaging mathematical learning media using game-based methods to improve students' numeracy literacy. It is hoped that the electronic Mathemagic handout based on numeracy literacy can help increase students' interest and learning ability in mathematics. As a result, students can be more confident and have sufficient ability to solve mathematical problems in their daily lives and the future. The study implies that educators and policymakers can consider implementing the electronic Mathemagic handout in their teaching methods to enhance students' numeracy, literacy, and interest in mathematics. Additionally, the study underscores the importance of using innovative and engaging approaches in teaching to foster a love for learning and improve academic outcomes. 
本研究的动机和实施是为了解决学生计算能力低下的问题和有限的电子学习媒体与游戏为基础的方法。这项研究的紧迫性是至关重要的,因为低计算能力会影响学生在日常生活和未来解决数学问题的能力。缺乏吸引人的学习媒介也会影响学生的学习兴趣。因此,本研究旨在开发一个基于算术素养的电子数学魔术讲义。本研究采用的开发模型为DDD-E模型。开发的讲义产品已由材料和介质验证者验证两次。根据他们的建议和输入进行修改后,得到的平均验证分数为87.1%。这些结果表明,开发的基于算术素养的电子数学魔术讲义符合完美的验证标准。本研究提供的解决方案是开发一种引人入胜的数学学习媒体,使用基于游戏的方法来提高学生的数学素养。希望基于数学素养的电子数学魔术讲义能够帮助学生提高对数学的兴趣和学习能力。因此,学生可以更自信,有足够的能力在他们的日常生活和未来解决数学问题。研究表明,教育工作者和政策制定者可以考虑在他们的教学方法中实施电子数学魔术讲义,以提高学生的计算能力、读写能力和对数学的兴趣。此外,该研究强调了在教学中使用创新和引人入胜的方法来培养对学习的热爱和提高学术成果的重要性。
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引用次数: 3
Developing STEM-Integrated Interactive Multimedia to Improve Students' Data Literacy and Technology Literacy 开发stem融合互动多媒体提高学生数据素养和技术素养
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/737
Serli Ahzari, A. Asrizal*
Facing industry 4.0 literacy requires a role of literacy. One of the literacies that are suitable for answering the challenges of this era is data and technology literacy. The STEM approach is the learning approach used to address the challenges of the Industry 4.0 revolution. However, the actual conditions in the field describing the application of interactive multimedia by integrating STEM and integrating data and technology literacy in learning still need to be improved. The solution is to develop interactive multimedia by integrating STEM. This research aims to produce valid and practical interactive multimedia by integrating STEM to improve the data and technology of students. The Research & Development stage was completed until limited product testing. The data in this research was obtained from experts' validity and practical results from the students of class 11 science. The data collection instrument consisted of the validity sheet given to the experts and the practicality sheet given to the students of class 11 science. The analysis results show that the STEM-integrated interactive multimedia produced is valid and practical according to students. The second value is included in the very good category. Experts rationally state that interactive multimedia integrating STEM is valid regarding material substance, visual communication display, learning design, software usage, and assessment of STEM components. Students stated that the interactive multimedia presentation integrating STEM was practical regarding usability, ease of use, attractiveness, and clarity.
面对工业4.0,扫盲需要扫盲的作用。数据和技术素养是适合应对这个时代挑战的素养之一。STEM方法是用于应对工业4.0革命挑战的学习方法。然而,通过整合STEM、整合数据和技术素养在学习中的应用来描述交互式多媒体应用的领域的实际情况还有待提高。解决方案是通过集成STEM开发交互式多媒体。本研究旨在整合STEM,制作有效且实用的互动多媒体,以改善学生的资料与技术。研发阶段已经完成,直到有限的产品测试。本研究的数据来源于专家的效度和科学11班学生的实际结果。数据收集工具由发给专家的效度表和发给科学11班学生的实用性表组成。分析结果表明,根据学生的需求,制作的stem集成交互式多媒体是有效和实用的。第二个值属于非常好的类别。专家们理性地指出,集成STEM的交互式多媒体在材料实质、视觉传达展示、学习设计、软件使用和STEM组件评估等方面都是有效的。学生们表示,整合STEM的互动多媒体演示在可用性、易用性、吸引力和清晰度方面都是实用的。
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引用次数: 0
Development of Android-based E-Modules on Molecular Shape Materials of VSEPR Theory 基于VSEPR理论的分子型材料的android电子模块开发
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/719
Wandi Wandi, Eny Enawaty, R. Muharini, Rodi Putra Sartika
The use of teaching materials in online learning during the Covid-19 pandemic results in a lack of students' understanding of the molecular shape material of the VSEPR theory leading to learning objectives not being achieved. So the researchers make an Android-based e-module as a teaching material as a solution so that students better understand the material of molecular shapes in online learning. This study aims to determine the feasibility of an android-based e-module on the molecular shape material of the VSEPR theory. This research used a research and development (R&D) method which is based on the ADDIE model. The android-based e-module on the molecular shape material of the VSEPR theory was validated by an expert or validator which included the feasibility of the material, language, and graphics. The results show that the android-based e-module developed is categorized as very feasible to use. This Feasibility is reviewed from the results of the validation of the feasibility of the material which obtain a validity score of 92.69% showing that the e-emodule made has fulfilled the Feasibility aspects including the suitability of the material and basic competence, the accuracy of the material, the updating of the material, and encouraging curiosity. Language Feasibility validation with a validity score of 92.69% shows the module made has fulfilled the Feasibility aspects of being straightforward, communicative, conformity with the development of students, and conformity with the correct rules of the Indonesian language. Graphic feasibility validation with a feasibility percentage of 91.66% with very decent criteria shows that the e-module has met the qualifications from the aspect of measurement, cover design, and cover body design. The feasibility research results obtained will be applied as a reference in the manufacturee-mode android based, so the e-modules that are suitable for use can be used in further research
新冠肺炎疫情期间在线学习教材的使用,导致学生对VSEPR理论的分子形状材料理解不足,导致学习目标无法实现。因此,研究人员制作了一个基于android的电子模块作为教学材料作为解决方案,让学生在在线学习中更好地理解分子形状的材料。本研究旨在确定基于VSEPR理论的分子形状材料上基于机器人的电子模块的可行性。本研究采用了基于ADDIE模型的研发方法。在VSEPR理论的分子形状材料上基于机器人的电子模块由专家或验证者验证,包括材料,语言和图形的可行性。结果表明,开发的基于机器人的电子模块是非常可行的。从材料可行性验证的结果来看,该材料的有效性得分为92.69%,表明所制作的电子模块满足了材料和基本能力的适用性、材料的准确性、材料的更新性和鼓励好奇心等可行性方面的要求。语言可行性验证的效度分数为92.69%,表明所制作的模块实现了简单易懂、交际性强、符合学生发展、符合印尼语正确规则的可行性方面。图形可行性验证,可行性百分比为91.66%,标准非常好,表明电子模块从测量、盖板设计、盖板体设计等方面都达到了合格要求。所获得的可行性研究结果将为基于制造模式的机器人提供参考,从而使适合使用的电子模块可以用于进一步的研究
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引用次数: 0
Development of Critical and Creative Skills-Based Interactive Learning Media for High School Physics Learning 基于批判性和创造性技能的高中物理互动学习媒体的开发
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/714
Puti Zafirah Maharani Sastra, F. R. Rahim, S. Sari
Science and technology, which continue to experience development in education at the school level, raise demands and improvements in the learning process. In the 21st century, critical and creative thinking skills are needed for students. Therefore, interactive learning media are developed to make students more active and can make improvements to students' critical and creative thinking skills. The development of interactive learning media aims to create interactive learning media based on critical and creative thinking skills on valid and practical circular motion material. This study used the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The validation test resulted in the developed interactive learning media obtained a result of 0.78 with a reasonably valid category. The validation results showed that the interactive learning media was not yet valid, so it needed to be revised based on the validator's suggestions to make the product more valid. After revision, the product was declared usable. The results of the practicality test conducted on high school physics teachers in Padang obtained 91% results, indicating that interactive learning media is practical to use. Based on the results of the validation test and practicality test, interactive learning media based on critical and creative thinking skills in circular motion material is declared valid and practical.
科学技术在学校教育中不断发展,对学习过程提出了要求和改进。在21世纪,学生需要批判性和创造性思维能力。因此,开发互动式学习媒体可以使学生更加积极主动,提高学生的批判性思维和创造性思维能力。互动学习媒体的开发旨在基于有效和实用的圆周运动材料,创造基于批判性和创造性思维技能的互动学习媒体。本研究采用ADDIE模型,该模型包括五个阶段:分析、设计、开发、实施和评估。通过验证检验,开发的互动学习媒体获得了0.78的结果,类别合理有效。验证结果表明,交互式学习媒体目前还不有效,需要根据验证者的建议进行修改,使产品更有效。修改后,产品被宣布可用。对巴东高中物理教师进行的实用性测试结果达到91%,表明交互式学习媒体的使用是实用的。基于验证性测试和实用性测试的结果表明,基于批判性和创造性思维技能的互动学习媒体在圆周运动材料中是有效的和实用的。
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引用次数: 1
Application of Case-Based Learning Model on Science-11 Class Learning Outcomes on Digestive System Disorders 案例学习模式在Science-11消化系统疾病课堂学习成果中的应用
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/745
Annida Rizka Aulia, Aminuddin Prahatama Putra, Aulia Ajizah
Applying an appropriate learning model affects learning quality because it can improve learning activities in the classroom and strengthen students' understanding to achieve learning objectives. This study aims to determine the effect of applying the case-based learning model on students’ cognitive, affective, and psychomotor learning outcomes and explain the response of science-11-grade students to the application of CBL in learning digestive system disorders. The subjects were 66 students from XI MIPA 1 (Control class) and XI MIPA 3 (treatment class) with the Quasi Experiment method. From the research results, it was concluded that there was a significant effect of CBL on cognitive product learning outcomes at the first and second meetings with a Sig. (2-tailed) 0.000 < 0.05. The N-gain value of experimental class students' cognitive product shows increased learning outcomes after learning with the CBL model. By applying the CBL model, cognitive process learning outcomes in the experimental class were higher than in the control class. Applying the CBL learning model affects affective and psychomotor learning outcomes and increases the positive response to 95.45%. The average percentage of student response questionnaire scores was 76.37%, meaning that students agreed that applying the CBL model can support their learning on digestive system disorders
运用合适的学习模式影响学习质量,因为它可以改善课堂上的学习活动,加强学生的理解,以实现学习目标。本研究旨在探讨案例学习模式对学生认知、情感和精神运动学习结果的影响,并解释11年级理工科学生对案例学习模式在消化系统障碍学习中的应用的反应。从研究结果来看,在第一次和第二次会议上,CBL对认知产品学习结果有显著影响,Sig(双尾)0.000 < 0.05。实验班学生认知产品的n增益值显示,采用CBL模型学习后,学习效果有所提高。运用CBL模型,实验组学生的认知过程学习成绩明显高于对照组。运用CBL学习模式对情感学习和精神运动学习结果均有影响,积极反应提高95.45%。学生回答问卷得分的平均百分比为76.37%,这意味着学生同意应用CBL模型可以支持他们对消化系统疾病的学习
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引用次数: 0
Application of Game-Assisted Problem-Based Learning to Improve Critical Thinking Skills and Learning Motivation of Students 应用游戏辅助问题型学习提高学生的批判性思维能力和学习动机
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/741
Siti Mariyatul Qibtiyah, U. Solikah, A. Fauzi, A. Rahardjanto
The majority of student learning processes in schools have not encouraged students to improve critical thinking process skills. In fact, it is important for students to have these skills to deal with complex problems in the future, so that learning strategies are needed to improve these skills. This classroom action research aims to improve students' critical thinking skills and learning motivation in game-assisted PBL learning. This research consisted of two cycles consisting of the planning, implementation, and reflection stages. The research subjects were 27 students of class X-11 State Senior High School 1 Batu. The data were obtained from the results of the pre-test and post-test for each learning cycle. The treatment in this study was the PBL learning model with the help of games. The dependent variable used was critical thinking skills and student learning motivation as measured using the critical thinking indicator guide according to Anderson. The results of this study indicate an increase in students' critical thinking skills and learning motivation obtained from the analysis of test results and observations. This shows that PBL is effectively implemented and can equip students with certain skills.
大多数学校的学生学习过程并没有鼓励学生提高批判性思维过程技能。事实上,对于学生来说,掌握这些技能在未来处理复杂问题是很重要的,因此需要学习策略来提高这些技能。本课堂行动研究旨在提高学生在游戏辅助PBL学习中的批判性思维能力和学习动机。本研究分为规划、实施和反思两个阶段。研究对象为拔都州第一高中X-11班27名学生。数据来源于每个学习周期的前测和后测结果。本研究采用游戏辅助PBL学习模式进行治疗。使用的因变量是批判性思维技能和学生学习动机,根据安德森使用批判性思维指标指南进行测量。本研究的结果表明,通过对测试结果和观察结果的分析,学生的批判性思维能力和学习动机得到了提高。这表明PBL得到了有效的实施,并能使学生具备一定的技能。
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引用次数: 1
Developing Learning Tools with Case-based Learning and Project-Based Learning for Digital Classroom Management Course 基于案例和项目的数字化课堂管理课程学习工具的开发
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/729
Asmiyunda Asmiyunda, Firdiawan Ekaputra, Affan Affan
The semester lesson plan is a learning tool used in higher education. The semester lesson plan was designed by applying case-based learning (CBL) and project-based learning (PjBL) models, which aim to achieve the target of course graduates. The digital classroom management course is new in the MBKM curriculum implemented in study programs. Therefore, it requires learning tools to support the implementation of lecture activities. This study aims to develop a semester lesson plan by applying valid and effective case-based learning (CBL) and project-based learning (PjBL) models in the learning activities. This research is development research with the ADDIE model. The subjects in the study were five lecturers and 30 students. The research produced a valid and effective semester lesson plan for digital classroom management courses.
学期教案是高等教育中使用的一种学习工具。本学期教案设计采用基于案例的学习(CBL)和基于项目的学习(PjBL)模式,旨在实现课程毕业生的目标。数字化课堂管理课程是MBKM在学习项目中实施的新课程。因此,它需要学习工具来支持讲座活动的实施。本研究旨在将案例学习(CBL)与专案学习(PjBL)模式应用于学生的学习活动中,以制定学期教案。本研究采用ADDIE模型进行开发研究。研究对象是5名教师和30名学生。本研究为数字化课堂管理课程提供了一个有效的学期教案。
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引用次数: 0
Analysis of Science Subject Evaluation Instruments in Elementary Schools based on Stimulus Types and Cognitive Process Dimensions 基于刺激类型和认知过程维度的小学科学学科评价工具分析
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/742
Fajar Okta Widarta, Ikhsan Ikhsan, Muhammad Dekar, Anggita Rahman
Students' critical thinking skills in Indonesia are still low, even though these skills are needed in the 21st century. Critical thinking skills must be learned at an early age. One of the ways to teach it is through subject evaluation instruments that are arranged based on higher-order thinking skills. So it is important to know the quality of the evaluation instrument made by the teacher. This study aims to analyze the evaluation instrument made by the teacher based on the type of stimulus and dimensions of cognitive processes. This was quantitative and qualitative descriptive research. Sampling data used the purposive sampling technique. Data was presented in the form of a percentage and then described. A qualitative test was conducted to identify the form of stimulus used in each item. Identifying the dimensions of cognitive processes used sheets based on Bloom's taxonomy. The results of this study indicate that most of the questions do not use a stimulus (> 75%) and are at the level of remembering (> 55%). Based on the results of the analysis, it is concluded that the teacher evaluation instrument is still poor. Training to formulate evaluation instruments for teachers needs to be done.
印尼学生的批判性思维技能仍然很低,尽管这些技能是21世纪所需要的。批判性思维技能必须在很小的时候就学会。其中一种教学方法是通过基于高阶思维技能安排的学科评估工具。因此,了解教师制作的评价工具的质量是非常重要的。本研究旨在分析教师基于刺激类型和认知过程维度的评价工具。这是定量和定性的描述性研究。抽样数据采用目的性抽样技术。数据以百分比的形式呈现,然后进行描述。进行了定性测试,以确定在每个项目中使用的刺激形式。识别认知过程的维度使用基于Bloom分类法的表格。本研究结果表明,大多数问题不使用刺激(> 75%),并且处于记忆水平(> 55%)。根据分析结果,得出教师评价工具仍存在不足的结论。需要对教师进行培训,以制定评估工具。
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引用次数: 0
Implementation of Pascal's Law Learning Media with a Scientific Approach to High School Physics Learning 用科学的方法实现帕斯卡定律学习媒介在高中物理学习中的应用
Pub Date : 2023-05-29 DOI: 10.24036/jep/vol7-iss1/715
Z. Nabil, Vivi Mardian, Bagus Putra Ramadhan, D. Rusdiana
Physics learning is inseparable from experiments. Some teachers have not been able to provide experimental tools in schools. One of the materials that requires experimental tools is Pascal's Law. The solution provided is in the form of developing a Pascal's law experimental tool using the R & D method. The development is using the ADDIE model which consists of the stages of analysis, design, development, implementation, and evaluation. The aim of this research is to investigate the results of the implementation of the Pascal's law experimental tool. Data collection instruments with pre-test, post-test, student worksheet, and student response questionnaires. The sample was taken from one class of 20 class 11 physics students at West Java. The questions on the pre-test and student worksheet totaled 7 items and 10 questions respectively. The student response questionnaire consisted of four aspects, namely aspects of ease of use, attractiveness, efficiency, and suitability of the material. Overall, the indicators totaled 11 items which were distributed using Google Form to students. The results of the analysis show that there is a change in the results of the students' pre-test and post-test with an N-Gain of 0.24 (low category). The results of the student response questionnaire analysis are 79.51%. This indicates that the tools developed are practical and can be used in learning physics, especially Pascal's law. Future research is expected to be able to see a comparison of student learning outcomes using the Pascal's law experimental tool directly with a virtual experiment with PhET.
物理学习离不开实验。一些教师无法在学校提供实验工具。需要实验工具的材料之一是帕斯卡定律。提供的解决方案是采用研发方法开发帕斯卡定律实验工具。开发使用ADDIE模型,该模型由分析、设计、开发、实现和评估四个阶段组成。本研究的目的是探讨帕斯卡定律实验工具的实施结果。数据收集工具包括前测试、后测试、学生工作表和学生回答问卷。样本取自西爪哇一个班的20名11年级物理学生。预测题和学生作业分别为7题和10题。学生反应问卷由四个方面组成,即材料的易用性、吸引力、效率和适用性。整体指标共11项,采用谷歌表格发放给学生。分析结果显示,学生的前测和后测结果有变化,N-Gain为0.24(低类别)。学生反应问卷分析结果为79.51%。这表明所开发的工具是实用的,可以用于学习物理,特别是帕斯卡定律。未来的研究有望看到学生直接使用帕斯卡定律实验工具和使用PhET进行虚拟实验的学习结果的比较。
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引用次数: 0
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JURNAL EKSAKTA PENDIDIKAN (JEP)
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