Literasi sains Indonesia secara umum sangat rendah sehingga literasi sains sangat penting dilatih dalam kegiatan pembelajaran, karena pada prinsipnya literasi sains merupakan pengetahuan tentang sains dan aplikasinya dalam kehidupan. Solusi dari masalah ini adalah dengan mengembangkan media pembelajaran berupa e-modul interaktif menggunakan adobe flash pada materi reaksi reduksi oksidasi untuk menumbuhkan literasi sains siswa. Tujuan penelitian ini adalah untuk mendapatkan e-modul interaktif yang valid, praktis dan efektif untuk menumbuhkan literasi sains. Penelitian ini merupakan penelitian pengembangan dengan rancangan model pengembangan ADDIE yaitu Analysis, Design, Develovment, Implementation dan Evaluation. Hasil pengembangan divalidasi oleh tiga validator ahli materi dan satu ahli media. Data kuantitatif hasil validasi dianalisis dengan rumus persentase kelayakan. Rancangan penelitian pretest-posttest one group design dengan teknis analisis kefektifan menggunakan rumus N-gain. Penelitian dilaksanakan di kelas XI IPA 1 SMAN 1 Batukliang. Berdasarkan angket validasi dengan angket expert appraisal terhadap e-modul interaktif hasil pengembangan diperoleh persentase rata-rata 81.2 % oleh ahli materi (sangat layak) dan 89 % ahli media (sangat layak). Setelah dilakukan pembelajaran menggunakan e-modul interaktif diperoleh rata-rata pre test 58.5 dan nilai rata-rata post test sebesar 76. Peningkatan literasi sains siswa dapat dilihat dari rata-rata nilai N-gain sebesar 0.4 dengan kategori sedang. Disimpulkan bahwa e-modul interaktif layak digunakan sebagai media pembelajaran dan efektif untuk menumbuhkan literasi sains Interactive E-Module Development Using Adobe Flash To Grow Scientific Literacy Indonesian scientific literacy, in general, was very low, so it was very important for science literacy trained in learning activities because in the principle science literacy is the knowledge of science and its application in life. The solution to this problem was to develop learning media in the form of interactive e-module using adobe flash on oxidation-reduction reaction concepts to foster the science literacy of students. The purpose of this study was to get an interactive e-module valid, practical, and effective way to foster science literacy. This study was the research and development with the development model design ADDIE, ie Analysis, Design, Development, Implementation, and Evaluation. The results were validated by three validators subject matter expert and a media expert. Quantitative data validation results were analyzed by a formula percentage of eligibility. The study used a pretest-posttest one-group design with a technical analysis of the effectiveness using the N-gain formula. The study was conducted in class XI IPA 1 SMAN 1 Batukliang. Based on the validation questionnaire by expert appraisal questionnaire to interactive e-module developed results obtained the average percentage of 81,2% by subject matter experts (very eligible) a
印度尼西亚的科学素量一般非常低,以至于科学素量在学习活动中是必不可少的,因为科学素素性本质上是对科学和应用生活的知识。解决这个问题的方法是发展一种互动e模块的学习媒介,使用flash对氧化反应材料的快速闪现,促进学生的科学素量。本研究的目的是获得有效的、实用的、有效的电子交互模块,以促进科学素养。本研究是分析、设计、开发、实现和评估等开发模型设计的开发研究。由三名材料专家和一名媒体专家验证的开发结果。定量数据验证结果采用了可行性百分比公式。预验性研究设计一个组设计与技术分析使用的n -增益公式。研究是在科学1班1班进行的。根据数字验证与互动性电子模块专家开发的比例为81.2%,由材料专家(非常值得)和89%的媒体专家(非常值得)获得。使用交互式e模块进行学习后,平均测试前58.5获得,后测试平均成绩为76分。学生科学素养的提高可以从中级的n增益平均值为0.4。推断e-modul互动值得被用作培养科学素养的有效学习和媒体互动E-Module用Adobe Flash的成长发展科学及印尼Literacy Scientific Literacy),在将军,是非常低,所以是非常重要的为科学Literacy训练在学习活动,因为知识》《推开Literacy是科学science and its应用程序)的生活。解决这个问题的方法是利用相互作用的e模块的adobe闪现,从而改进对人工学习的反应。这项研究的目的是获得一种有效的互动模块、实践和有效的福斯特科学文学方法。这项研究是研究与开发模型设计ADDIE, ie分析,设计,开发,实现和评估。结果是由三名测试对象和媒体专家验证的。可供参考的数据数量数量是用长生不老的公式分析的。研究用了一个先进的一组组设计,使用了n增益公式的技术分析。研究对象是第一班科学1班的学生。基于专家对e-模的相互作用提出的问题的验证。在学会使用一种相互作用的e模块后,平均成绩为58.5,平均为76年后的平均水平。学生的增长科学素养可以从温和派的平均收入中看出。那么就可以确定,这种互动模式是一种有效的手段,可以作为一种学习媒介和福斯特科学文学的有效方式来使用。
{"title":"Pengembangan E-Modul Interaktif Menggunakan Adobe Flash Untuk Menumbuhkan Literasi Sains","authors":"S. Suryati, M. Ihsan, Huliadi Huliadi","doi":"10.36312/rj.v1i2.671","DOIUrl":"https://doi.org/10.36312/rj.v1i2.671","url":null,"abstract":"Literasi sains Indonesia secara umum sangat rendah sehingga literasi sains sangat penting dilatih dalam kegiatan pembelajaran, karena pada prinsipnya literasi sains merupakan pengetahuan tentang sains dan aplikasinya dalam kehidupan. Solusi dari masalah ini adalah dengan mengembangkan media pembelajaran berupa e-modul interaktif menggunakan adobe flash pada materi reaksi reduksi oksidasi untuk menumbuhkan literasi sains siswa. Tujuan penelitian ini adalah untuk mendapatkan e-modul interaktif yang valid, praktis dan efektif untuk menumbuhkan literasi sains. Penelitian ini merupakan penelitian pengembangan dengan rancangan model pengembangan ADDIE yaitu Analysis, Design, Develovment, Implementation dan Evaluation. Hasil pengembangan divalidasi oleh tiga validator ahli materi dan satu ahli media. Data kuantitatif hasil validasi dianalisis dengan rumus persentase kelayakan. Rancangan penelitian pretest-posttest one group design dengan teknis analisis kefektifan menggunakan rumus N-gain. Penelitian dilaksanakan di kelas XI IPA 1 SMAN 1 Batukliang. Berdasarkan angket validasi dengan angket expert appraisal terhadap e-modul interaktif hasil pengembangan diperoleh persentase rata-rata 81.2 % oleh ahli materi (sangat layak) dan 89 % ahli media (sangat layak). Setelah dilakukan pembelajaran menggunakan e-modul interaktif diperoleh rata-rata pre test 58.5 dan nilai rata-rata post test sebesar 76. Peningkatan literasi sains siswa dapat dilihat dari rata-rata nilai N-gain sebesar 0.4 dengan kategori sedang. Disimpulkan bahwa e-modul interaktif layak digunakan sebagai media pembelajaran dan efektif untuk menumbuhkan literasi sains \u0000Interactive E-Module Development Using Adobe Flash To Grow Scientific Literacy \u0000 Indonesian scientific literacy, in general, was very low, so it was very important for science literacy trained in learning activities because in the principle science literacy is the knowledge of science and its application in life. The solution to this problem was to develop learning media in the form of interactive e-module using adobe flash on oxidation-reduction reaction concepts to foster the science literacy of students. The purpose of this study was to get an interactive e-module valid, practical, and effective way to foster science literacy. This study was the research and development with the development model design ADDIE, ie Analysis, Design, Development, Implementation, and Evaluation. The results were validated by three validators subject matter expert and a media expert. Quantitative data validation results were analyzed by a formula percentage of eligibility. The study used a pretest-posttest one-group design with a technical analysis of the effectiveness using the N-gain formula. The study was conducted in class XI IPA 1 SMAN 1 Batukliang. Based on the validation questionnaire by expert appraisal questionnaire to interactive e-module developed results obtained the average percentage of 81,2% by subject matter experts (very eligible) a","PeriodicalId":135532,"journal":{"name":"Reflection Journal","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128076325","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Keterampilan proses sains adalah keterampilan dasar yang diperlukan untuk menemukan, mempelajari, menguji, dan membuktikan konsep ilmiah melalui karya ilmiah di laboratorium alam atau buatan. Tujuan penelitian ini adalah untuk mengidentifikasi keterampilan proses sains mahasiswa program studi pendidikan kimia FSTT UNDIKMA pada praktikum kimia organik I. Penelitian ini merupakan penelitian kualitatif. Instrumen penelitian yang digunakan adalah rubrik penilaian Keterampilan proses sains. Keterampilan proses sains yang diukur dibagi menjadi sembilan indikator. Hasil penelitian menunjukkan nilai rata-rata dari sembilan indikator keterampilan proses sains sebesar 2,1. Skor terendah diperoleh pada keterampilan mendefinisikan variabel secara operasional, mengorganisasikan data penelitian, dan menganalisis data dengan skor masing-masing 1,2, 1,3 dan 1,3. Skor tertinggi diperoleh oleh indikator merancnag percobaan. Berdasarkan temuan peneliti, keterampilan proses ilmiah mahasiswa perlu terus dilatih untuk mewujudkan sumber daya manusia yang unggul di abad 21. Improving Student Collaboration Skills Using Science-Based Student Worksheets Science process skills are the basic skills needed to discover, study, test, and prove scientific concepts through scientific work in natural or artificial laboratories. The purpose of this study was to identify the science process skills of students of the chemistry education study program FSTT UNDIKMA in organic chemistry practicum I. This research is a qualitative research. The research instrument used was the rubric for the assessment of science process skills. The measured science process skills are divided into nine indicators. The results showed that the average value of the nine indicators of science process skills was 2.1. The lowest scores were obtained on the skills of defining variables operationally, organizing research data, and analyzing data with scores of 1.2, 1.3 and 1.3, respectively. The highest score was obtained by the experimental design indicator. Based on the research findings, students' scientific process skills need to be continuously trained to create superior human resources in the 21st century
{"title":"Profil Keterampilan Proses Sains Mahasiswa Melalui Praktikum Kimia Organik I","authors":"Huliadi Huliadi","doi":"10.36312/rj.v1i2.653","DOIUrl":"https://doi.org/10.36312/rj.v1i2.653","url":null,"abstract":"Keterampilan proses sains adalah keterampilan dasar yang diperlukan untuk menemukan, mempelajari, menguji, dan membuktikan konsep ilmiah melalui karya ilmiah di laboratorium alam atau buatan. Tujuan penelitian ini adalah untuk mengidentifikasi keterampilan proses sains mahasiswa program studi pendidikan kimia FSTT UNDIKMA pada praktikum kimia organik I. Penelitian ini merupakan penelitian kualitatif. Instrumen penelitian yang digunakan adalah rubrik penilaian Keterampilan proses sains. Keterampilan proses sains yang diukur dibagi menjadi sembilan indikator. Hasil penelitian menunjukkan nilai rata-rata dari sembilan indikator keterampilan proses sains sebesar 2,1. Skor terendah diperoleh pada keterampilan mendefinisikan variabel secara operasional, mengorganisasikan data penelitian, dan menganalisis data dengan skor masing-masing 1,2, 1,3 dan 1,3. Skor tertinggi diperoleh oleh indikator merancnag percobaan. Berdasarkan temuan peneliti, keterampilan proses ilmiah mahasiswa perlu terus dilatih untuk mewujudkan sumber daya manusia yang unggul di abad 21.\u0000 \u0000Improving Student Collaboration Skills Using Science-Based Student Worksheets\u0000 \u0000Science process skills are the basic skills needed to discover, study, test, and prove scientific concepts through scientific work in natural or artificial laboratories. The purpose of this study was to identify the science process skills of students of the chemistry education study program FSTT UNDIKMA in organic chemistry practicum I. This research is a qualitative research. The research instrument used was the rubric for the assessment of science process skills. The measured science process skills are divided into nine indicators. The results showed that the average value of the nine indicators of science process skills was 2.1. The lowest scores were obtained on the skills of defining variables operationally, organizing research data, and analyzing data with scores of 1.2, 1.3 and 1.3, respectively. The highest score was obtained by the experimental design indicator. Based on the research findings, students' scientific process skills need to be continuously trained to create superior human resources in the 21st century","PeriodicalId":135532,"journal":{"name":"Reflection Journal","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128454133","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstrak Tujuan penelitian ini untuk meni persepsi mahasiswa pendidikan biologi terhadap perkuliahan daring di masa pandemi covid 19. Penelitian dilaksanakan di program pendidikan biologi Fakultas Sains, Teknik dan Terapan (FSTT) Universitas Pendidikan Mandalika. Penelitian ini merupakan penelitian deskriptif kuantitatif untuk mendeskripsikan atau menggambarkan respon mahasiswa terhadap perkuliahan daring. Responden dalam penelitian ini adalah mahasiswa program studi pendidikan biologi tahun akademik 2019/2020 yang berjumlah 31 orang. Respon mahasiswa di ukur menggunakan angket yang telah dinyatakan valid dengan nilai rata-rata rata-rata 3.6 dengan kategri valid dan hasil analisi uji relibilitas mendapatkan nilai rata-rata 9.4 dengan reliabel. Hasil penelitian menunjukkan Proses pembelajaran daring yang dilaksnakan oleh dosen di program studi pendidikan biologi selama pandemi rata-rata menggunakan watshap group ini dikarenakan lebih mudah dioprasionalkan dan semua mahasiswa menggunakan aplikasi ini sebagai alat komunikasi. Akan tetapi masih terdapat kendala seperti seringkali jaringan internet tidak stabil terutama di daerah-daerah pedalam. Dalam kegiatan praktikum respon mahasiswa menunjukan bahwa 77-80% mahasiswa menyatakan dapat melakukan praktikum melalui online akan tetapi tidak berjalan dengan maksimal hal ini dikarenakan jaringan internet yang tidak stabil, alat dan bahan yang digunakan sangat terbatas, kurangnya modipikasi atau menyesuikan dengan kondisi lembar kerja yang diberikan, materi praktikum yang disajikan masih banyak membutuhkan kegiatan-kegiatan yang harus dilakukan di laboratorium. Online Learning in Student Perception Abstract: The purpose of this study was to determine the perception of biology education students towards online lectures during the covid 19 pandemics. The research was carried out in the biology education program of the Faculty of Science, Engineering and Applied (FSTT) Mandalika Education University. This research is a quantitative descriptive study to describe or describe student responses to online lectures. Respondents in this study were students of the biology education study program for the 2019/2020 academic year, totaling 31 people. Student responses were measured using a questionnaire that had been declared valid with an average value of 3.6 with a valid category and the results of the reliability test analysis obtained an average value of 9.4 with reliability. The results showed that the online learning process carried out by lecturers in the biology education study program during the pandemic on average used this WhatsApp group because it was easier to operate and all students used this application as a communication tool. However, there are still obstacles such as the internet network is often unstable, especially in remote areas. In practicum activities, student responses showed that 77-80% of students stated that they could do practicum online but it did not run optimally this was due to the u
{"title":"Pembelajaran Daring Dalam Persepsi Mahasiswa","authors":"Sumiati, Hunaepi, Taufik Samsuri, Baiq Muli Harisanti, Tilal Afian","doi":"10.36312/rj.v1i1.531","DOIUrl":"https://doi.org/10.36312/rj.v1i1.531","url":null,"abstract":"Abstrak Tujuan penelitian ini untuk meni persepsi mahasiswa pendidikan biologi terhadap perkuliahan daring di masa pandemi covid 19. Penelitian dilaksanakan di program pendidikan biologi Fakultas Sains, Teknik dan Terapan (FSTT) Universitas Pendidikan Mandalika. Penelitian ini merupakan penelitian deskriptif kuantitatif untuk mendeskripsikan atau menggambarkan respon mahasiswa terhadap perkuliahan daring. Responden dalam penelitian ini adalah mahasiswa program studi pendidikan biologi tahun akademik 2019/2020 yang berjumlah 31 orang. Respon mahasiswa di ukur menggunakan angket yang telah dinyatakan valid dengan nilai rata-rata rata-rata 3.6 dengan kategri valid dan hasil analisi uji relibilitas mendapatkan nilai rata-rata 9.4 dengan reliabel. Hasil penelitian menunjukkan Proses pembelajaran daring yang dilaksnakan oleh dosen di program studi pendidikan biologi selama pandemi rata-rata menggunakan watshap group ini dikarenakan lebih mudah dioprasionalkan dan semua mahasiswa menggunakan aplikasi ini sebagai alat komunikasi. Akan tetapi masih terdapat kendala seperti seringkali jaringan internet tidak stabil terutama di daerah-daerah pedalam. Dalam kegiatan praktikum respon mahasiswa menunjukan bahwa 77-80% mahasiswa menyatakan dapat melakukan praktikum melalui online akan tetapi tidak berjalan dengan maksimal hal ini dikarenakan jaringan internet yang tidak stabil, alat dan bahan yang digunakan sangat terbatas, kurangnya modipikasi atau menyesuikan dengan kondisi lembar kerja yang diberikan, materi praktikum yang disajikan masih banyak membutuhkan kegiatan-kegiatan yang harus dilakukan di laboratorium.\u0000 \u0000Online Learning in Student Perception\u0000Abstract: The purpose of this study was to determine the perception of biology education students towards online lectures during the covid 19 pandemics. The research was carried out in the biology education program of the Faculty of Science, Engineering and Applied (FSTT) Mandalika Education University. This research is a quantitative descriptive study to describe or describe student responses to online lectures. Respondents in this study were students of the biology education study program for the 2019/2020 academic year, totaling 31 people. Student responses were measured using a questionnaire that had been declared valid with an average value of 3.6 with a valid category and the results of the reliability test analysis obtained an average value of 9.4 with reliability. The results showed that the online learning process carried out by lecturers in the biology education study program during the pandemic on average used this WhatsApp group because it was easier to operate and all students used this application as a communication tool. However, there are still obstacles such as the internet network is often unstable, especially in remote areas. In practicum activities, student responses showed that 77-80% of students stated that they could do practicum online but it did not run optimally this was due to the u","PeriodicalId":135532,"journal":{"name":"Reflection Journal","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123524107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstrak: Tujuan penelitian ini adalah untuk menguji pengaruh model pembelajaran kooperatif tipe STAD berbantuan media video terhadap motivasi dan hasil belajar kognitif siswa. Jenis penelitian Quasi Eksperimen. Sampel penelitian siswa kelas XI MIA1 dengan jumlah siswa 17 orang sebagai kelas eksperimen dan siswa kelas X1 MIA2 dengan jumlah siswa 17 orang sebagai kelas kontrol yang diperoleh menggunakan teknik purposive sampling. Instrument berupa lembar observasi, angket dan lembar tes. Data dianalisis secara deskriptif untuk motivasi belajar siswa dan uji t (pada taraf signifikan 5%) untuk hasil belajar kognitif siswa. Hasil penelitian menunjukkan bahwa persentase motivasi belajar siswa pada kelas eksperimen sebesar 67,9 % dengan kategori baik dan kelas kontrol sebesar 66,5 % dengan kategori baik. Hasil belajar siswa secara statistik menggunakan uji-t pada taraf signifikan 5% menunjukkan bahwa thitung = 2,78 ? ttabel = 2,03, artinya Ho ditolak dan Ha diterima. Dengan demikian dapat disimpulkan bahwa motivasi belajar siswa dengan menggunakan model pembelajaran kooperatif tipe STAD berbantuan Media video berkatagori baik dan model pembelajaran kooperatif tipe STAD berbantuan Media video berpengaruh terhadap hasil belajar kognitif siswa. Cooperative Learning Model Type Student Teams Achievement Division Assisted by Video Media on Motivation and Cognitive Learning Outcomes Abstract: The purpose of this study was to examine the effect of the STAD type cooperative learning model assisted by video media on students' motivation and cognitive learning outcomes. The type of research is Quasi Experiment. The research sample was students of class XI MIA1 with 17 students as the experimental class and class X1 MIA2 students with 17 students as control class obtained using a purposive sampling technique. Instruments in the form of observation sheets, questionnaires, and test sheets. The data were analyzed descriptively for students' learning motivation and t-test (at a significant level of 5%) for students' cognitive learning outcomes. The results showed that the percentage of students' learning motivation in the experimental class was 67.9% in the good category and the control class was 66.5% in the good category. Student learning outcomes statistically using the t-test at a significant level of 5% indicates that count = 2.78 table = 2.03, meaning Ho is rejected and Ha is accepted. Thus, it can be concluded that students' learning motivation by using the STAD cooperative learning model assisted by video media is in good category and the STAD cooperative learning model assisted by video media has an effect on students' cognitive learning outcomes.
{"title":"Model Pembelajaran Kooperatif Tipe Student Teams Achievement Division Berbantuan Media Video Terhadap Motivasi dan Hasil Belajar Kognitif","authors":"Novia Sarita Devi, Ismail Efendi, Taufik Samsuri","doi":"10.36312/rj.v1i1.530","DOIUrl":"https://doi.org/10.36312/rj.v1i1.530","url":null,"abstract":"Abstrak: Tujuan penelitian ini adalah untuk menguji pengaruh model pembelajaran kooperatif tipe STAD berbantuan media video terhadap motivasi dan hasil belajar kognitif siswa. Jenis penelitian Quasi Eksperimen. Sampel penelitian siswa kelas XI MIA1 dengan jumlah siswa 17 orang sebagai kelas eksperimen dan siswa kelas X1 MIA2 dengan jumlah siswa 17 orang sebagai kelas kontrol yang diperoleh menggunakan teknik purposive sampling. Instrument berupa lembar observasi, angket dan lembar tes. Data dianalisis secara deskriptif untuk motivasi belajar siswa dan uji t (pada taraf signifikan 5%) untuk hasil belajar kognitif siswa. Hasil penelitian menunjukkan bahwa persentase motivasi belajar siswa pada kelas eksperimen sebesar 67,9 % dengan kategori baik dan kelas kontrol sebesar 66,5 % dengan kategori baik. Hasil belajar siswa secara statistik menggunakan uji-t pada taraf signifikan 5% menunjukkan bahwa thitung = 2,78 ? ttabel = 2,03, artinya Ho ditolak dan Ha diterima. Dengan demikian dapat disimpulkan bahwa motivasi belajar siswa dengan menggunakan model pembelajaran kooperatif tipe STAD berbantuan Media video berkatagori baik dan model pembelajaran kooperatif tipe STAD berbantuan Media video berpengaruh terhadap hasil belajar kognitif siswa.\u0000 \u0000Cooperative Learning Model Type Student Teams Achievement Division Assisted by Video Media on Motivation and Cognitive Learning Outcomes\u0000Abstract: The purpose of this study was to examine the effect of the STAD type cooperative learning model assisted by video media on students' motivation and cognitive learning outcomes. The type of research is Quasi Experiment. The research sample was students of class XI MIA1 with 17 students as the experimental class and class X1 MIA2 students with 17 students as control class obtained using a purposive sampling technique. Instruments in the form of observation sheets, questionnaires, and test sheets. The data were analyzed descriptively for students' learning motivation and t-test (at a significant level of 5%) for students' cognitive learning outcomes. The results showed that the percentage of students' learning motivation in the experimental class was 67.9% in the good category and the control class was 66.5% in the good category. Student learning outcomes statistically using the t-test at a significant level of 5% indicates that count = 2.78 table = 2.03, meaning Ho is rejected and Ha is accepted. Thus, it can be concluded that students' learning motivation by using the STAD cooperative learning model assisted by video media is in good category and the STAD cooperative learning model assisted by video media has an effect on students' cognitive learning outcomes.\u0000 ","PeriodicalId":135532,"journal":{"name":"Reflection Journal","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133191073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ferdi Mulya Oktavian Ningrat, Lalu Hulfian, Rusdiana Yusuf, Adi Suriatno
Abstrak: Masalah dalam penelitian ini adalah hasil belajar siswa pada materi passing bawah sepak bola belum memenuhi kriteria ketuntasan. Tujuan penelitian ini adalah untuk memperbaiki proses dan meningkatkan hasil belajar passing bawah sepak bola dengan menerapkan pendekatan permainan pada siswa kelas V SDN 1 Bagek Polak . Penelitian ini merupakan penelitian tidakan kelas (class room acrtion research) dengan subjek penlitian sebanyak 25 orang. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah data dalam bentuk lembar observasi yaitu pengamtan dalam proses pembelajaran terhadap siswa; lembar observasi aspek afektif, aspek kognitif, dan psokomotor, serta poses pengajaran yang dilakukan guru; lembar oservasi Aktivitas Kegiatan Guru (AKG). Analisis data dengan mereduksi data dan memaparkan data dalam bentuk tabel, sehingga dapat dicari nilai rata-rata dan persentase ketuntasan belajar. Hasil penelitian yang diperoleh pada kondisi awal sebelum dilakukan tindakan, siswa yang tuntas belajar hanya 5 siswa atau 20%, pada siklus I meningkat menjadi 18 siswa atau 72%, dan pada siklus II meningkat menjadi 22 siswa atau 88%. Sehingga dapat disimpulkan bahwa penerapan pendekatan permainan bolbum dapat meningkatkan hasil belajar passing bawah sepak bola pada siswa kelas V SDN 1 Bagek Polak Tahun 2020/2021. Improving Football Passing Learning Outcomes Through the Bolbum Game Approach Abstract: The problem in this study is that the student learning outcomes on the subject of passing under football have not met the criteria for completeness. The purpose of this study was to improve the process and improve the learning outcomes of soccer passing by applying a game approach to the fifth-grade students of SDN 1 Bagek Polak. This research is a classroom action research with 25 research subjects. Data collection techniques used in this study were data in the form of observation sheets, namely observations in the learning process of students; observation sheets for affective, cognitive, and psychomotor aspects, as well as the teaching process carried out by the teacher; teacher activity observation sheet (AKG). Data analysis by reducing the data and presenting the data in tabular form, so that the average value and percentage of learning completeness can be found. The results obtained in the initial conditions before the action was taken, only 5 students or 20% completed the study, in the first cycle increased to 18 students or 72%, and in the second cycle increased to 22 students or 88%. So it can be concluded that the application of the ball game approach can improve the learning outcomes of football passing under the fifth-grade students of SDN 1 Bagek Polak in 2020/2021
摘要:本研究的问题是学生对过去足球的研究结果不符合条件。本研究的目的是改进踢足球的过程,通过对V班的学生使用游戏方法来提高踢足球的学习成绩。这项研究是一项为期25年的机密研究。本研究中使用的数据收集技术是在课堂上对学生的学习过程中的交叉运用观察表;情感方面、认知方面和自成性,以及教师教学的地点观察表;教师活动观察表。通过数据还原和解析表形式的数据来分析数据,从而可以找到平均分数和学习百分率。在采取行动前的早期条件下获得的研究发现,完成学业的学生只有5名或20%,第一个周期的学生增加到18名或72%,而第二周期的学生增加到22名或88%。因此,可以得出结论,bolbum方法的应用可以增加20/2021年V - SDN 1百吉特波拉克学生在足球基础上的学习成绩。这项研究的问题是学生在足球比赛中学习的主题是在足球场上没有遇到过完全的crit逃学者。这项研究的目的是为了培养一种过程,使学生通过一种游戏来接近SDN 1波拉克的五年级学生。这个研究是一个教室的动作研究,有25个研究对象。这项研究使用的数据收集技术是观察表中的数据,是学习过程中的观察结果;观察sheets的情感、认知和精神动机aspects,就像老师们精心安排的教学过程一样;教老师观察表。数据分析通过减少数据并在表格中呈现数据,所以平均价值和学习的完整状态可以找到。结果是在行动之前,只有5个学生或20%的学生完成了研究,在第一周期增加到18个学生或72%,在第二周期增加到22个学生或88%。因此,可以确定的是,在2020/2021年的时间里,足球的应用可以带来对足球的学习
{"title":"Peningkatan Hasil Pembelajaran Passing Sepak Bola Melalui Pendekatan Permainan Bolbum","authors":"Ferdi Mulya Oktavian Ningrat, Lalu Hulfian, Rusdiana Yusuf, Adi Suriatno","doi":"10.36312/rj.v1i1.485","DOIUrl":"https://doi.org/10.36312/rj.v1i1.485","url":null,"abstract":"Abstrak: Masalah dalam penelitian ini adalah hasil belajar siswa pada materi passing bawah sepak bola belum memenuhi kriteria ketuntasan. Tujuan penelitian ini adalah untuk memperbaiki proses dan meningkatkan hasil belajar passing bawah sepak bola dengan menerapkan pendekatan permainan pada siswa kelas V SDN 1 Bagek Polak . Penelitian ini merupakan penelitian tidakan kelas (class room acrtion research) dengan subjek penlitian sebanyak 25 orang. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah data dalam bentuk lembar observasi yaitu pengamtan dalam proses pembelajaran terhadap siswa; lembar observasi aspek afektif, aspek kognitif, dan psokomotor, serta poses pengajaran yang dilakukan guru; lembar oservasi Aktivitas Kegiatan Guru (AKG). Analisis data dengan mereduksi data dan memaparkan data dalam bentuk tabel, sehingga dapat dicari nilai rata-rata dan persentase ketuntasan belajar. Hasil penelitian yang diperoleh pada kondisi awal sebelum dilakukan tindakan, siswa yang tuntas belajar hanya 5 siswa atau 20%, pada siklus I meningkat menjadi 18 siswa atau 72%, dan pada siklus II meningkat menjadi 22 siswa atau 88%. Sehingga dapat disimpulkan bahwa penerapan pendekatan permainan bolbum dapat meningkatkan hasil belajar passing bawah sepak bola pada siswa kelas V SDN 1 Bagek Polak Tahun 2020/2021.\u0000 \u0000Improving Football Passing Learning Outcomes Through the Bolbum Game Approach\u0000Abstract: The problem in this study is that the student learning outcomes on the subject of passing under football have not met the criteria for completeness. The purpose of this study was to improve the process and improve the learning outcomes of soccer passing by applying a game approach to the fifth-grade students of SDN 1 Bagek Polak. This research is a classroom action research with 25 research subjects. Data collection techniques used in this study were data in the form of observation sheets, namely observations in the learning process of students; observation sheets for affective, cognitive, and psychomotor aspects, as well as the teaching process carried out by the teacher; teacher activity observation sheet (AKG). Data analysis by reducing the data and presenting the data in tabular form, so that the average value and percentage of learning completeness can be found. The results obtained in the initial conditions before the action was taken, only 5 students or 20% completed the study, in the first cycle increased to 18 students or 72%, and in the second cycle increased to 22 students or 88%. So it can be concluded that the application of the ball game approach can improve the learning outcomes of football passing under the fifth-grade students of SDN 1 Bagek Polak in 2020/2021\u0000 \u0000 ","PeriodicalId":135532,"journal":{"name":"Reflection Journal","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114860342","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tujuan penelitian tindakan kelas ini adalah untuk mengetahui peningkatan minat belajar PJOK siswa dengan Integrasi Permainan Tradisional dalam pembelajaran praktik siswa kelas VI SDN 4 Selaparang Lombok Timur Tahun Pelajaran 2020/2021. Metode penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK). Penelitian ini dilaksanakan dengan tahapan siklus terdiri dari perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas VI SDN 4 Selaparang tahun 2021 yang berjumlah 10 orang dan terbagi atas 6 siswa laki-laki dan 4 siswa perempuan. Teknik pengumpulan data menggunakan lembar observasi minat siswa. Analisis data menggunakan teknik deskriptif dengan menggunakan teknik persentase untuk melihat kecenderungan yang terjadi dalam kegiatan pembelajaran. Kondisi awal sebelum dilakukan PTK, siswa yang tuntas belajar lompat jauh hanya 2 siswa. Pada siklus I meningkat menjadi 6 siswa. Siklus II meningkat menjadi 9 siswa. Integrasi Permainan Tradisional memberi kontribusi yang signifikat terhadap peningkatan minat belajar PJOK siswa. Simpulan penelitian ini adalah dengan integrasi permainan tradisional dalam metode pembelajaran praktik dapat meningkatkan minat belajar PJOK siswa kelas VI SDN 4 Selaparang Lombok Timur Tahun Pembelajaran 2020/2021. Ketercapaian minat belajar siswa dari kondisi awal ke siklus I sebesar 40%. Dari siklus I ke siklus II sebesar 30%. Peningkatan minat belajar siswa secara keseluruhan dari kondisi awal ke siklus II sebesar 70%. Integration of Traditional Games in Practical Learning Methods to Increase Interest in Learning PJOK Abstract The purpose of this classroom action research is to determine the increase in students' interest in learning PJOK with the Integration of Traditional Games in the practical learning of class VI students at SDN 4 Selaparang, East Lombok in the 2020/2021 academic year. This research method uses Classroom Action Research (CAR). This research was carried out in cycle stages consisting of planning, implementing actions, observing, and reflecting. The subjects of the research were the sixth-grade students of SDN 4 Selaparang in 2021, totaling 10 people and divided into 6 male students and 4 female students. Data collection techniques using student interest observation sheets. Data analysis uses descriptive techniques using percentage techniques to see trends that occur in learning activities. In the initial condition before the CAR was carried out, only 2 students had finished learning the long jump. In the first cycle increased to 6 students. Cycle II increased to 9 students. The integration of Traditional Games makes a significant contribution to increasing students' interest in learning PJOK. The conclusion of this study is that the integration of traditional games in practical learning methods can increase interest in learning PJOK for grade VI students at SDN 4 Selaparang, East Lombok, for the 2020/2021 academic year. The achievement of student interest in lea
{"title":"Integrasi Permainan Tradisional Dalam Metode Pembelajaran Praktik untuk Meningkatkan Minat Belajar PJOK","authors":"Lalu Syafriadi, S. Wijaya, Kusuma, Rusdiana Yusuf","doi":"10.36312/rj.v1i1.487","DOIUrl":"https://doi.org/10.36312/rj.v1i1.487","url":null,"abstract":"Tujuan penelitian tindakan kelas ini adalah untuk mengetahui peningkatan minat belajar PJOK siswa dengan Integrasi Permainan Tradisional dalam pembelajaran praktik siswa kelas VI SDN 4 Selaparang Lombok Timur Tahun Pelajaran 2020/2021. Metode penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK). Penelitian ini dilaksanakan dengan tahapan siklus terdiri dari perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas VI SDN 4 Selaparang tahun 2021 yang berjumlah 10 orang dan terbagi atas 6 siswa laki-laki dan 4 siswa perempuan. Teknik pengumpulan data menggunakan lembar observasi minat siswa. Analisis data menggunakan teknik deskriptif dengan menggunakan teknik persentase untuk melihat kecenderungan yang terjadi dalam kegiatan pembelajaran. Kondisi awal sebelum dilakukan PTK, siswa yang tuntas belajar lompat jauh hanya 2 siswa. Pada siklus I meningkat menjadi 6 siswa. Siklus II meningkat menjadi 9 siswa. Integrasi Permainan Tradisional memberi kontribusi yang signifikat terhadap peningkatan minat belajar PJOK siswa. Simpulan penelitian ini adalah dengan integrasi permainan tradisional dalam metode pembelajaran praktik dapat meningkatkan minat belajar PJOK siswa kelas VI SDN 4 Selaparang Lombok Timur Tahun Pembelajaran 2020/2021. Ketercapaian minat belajar siswa dari kondisi awal ke siklus I sebesar 40%. Dari siklus I ke siklus II sebesar 30%. Peningkatan minat belajar siswa secara keseluruhan dari kondisi awal ke siklus II sebesar 70%.\u0000Integration of Traditional Games in Practical Learning Methods to Increase Interest in Learning PJOK\u0000Abstract\u0000The purpose of this classroom action research is to determine the increase in students' interest in learning PJOK with the Integration of Traditional Games in the practical learning of class VI students at SDN 4 Selaparang, East Lombok in the 2020/2021 academic year. This research method uses Classroom Action Research (CAR). This research was carried out in cycle stages consisting of planning, implementing actions, observing, and reflecting. The subjects of the research were the sixth-grade students of SDN 4 Selaparang in 2021, totaling 10 people and divided into 6 male students and 4 female students. Data collection techniques using student interest observation sheets. Data analysis uses descriptive techniques using percentage techniques to see trends that occur in learning activities. In the initial condition before the CAR was carried out, only 2 students had finished learning the long jump. In the first cycle increased to 6 students. Cycle II increased to 9 students. The integration of Traditional Games makes a significant contribution to increasing students' interest in learning PJOK. The conclusion of this study is that the integration of traditional games in practical learning methods can increase interest in learning PJOK for grade VI students at SDN 4 Selaparang, East Lombok, for the 2020/2021 academic year. The achievement of student interest in lea","PeriodicalId":135532,"journal":{"name":"Reflection Journal","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133370782","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zainul Mahdianto, Lalu Sapta Wijaya Kusuma, Adi Suriatno, Rusdiana Yusuf
Abstrak: Masalah dalam penelitian ini adalah ketuntasan hasil belajar service bawah bola voli pada siswa kelas VIII Mts Al-Istiqomah Telagawaru Labuapi Tahun 2019/2020 belum memnuhi ketuntatasn klasikal. Tujuan penelitian ini adalah untuk memperbaiki proses dan meningkatkan hasil belajar service bawah bola voli dengan menerapkan metode block practice pada siswa kelas VIII Mts Al-Istiqomah Telagawaru Labuapi Tahun 2019/2020. Penelitian ini merupakan penelitian tidakan kelas (class room acrtion research) dengan subjek penlitian sebanyak 21 orang. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah data dalam bentuk lembar observasi yaitu pengamtan dalam proses pembelajaran terhadap siswa; lembar observasi aspek afektif, aspek kognitif, dan psokomotor. Analisis data dengan mereduksi data dan memaparkan data dalam bentuk tabel, sehingga dapat dicari nilai rata-rata dan persentase ketuntasan belajar. Hasil penelitian yang diperoleh pada kondisi awal sebelum dilakukan tindakan, siswa yang tuntas belajar hanya 4 siswa atau 19,1 %, pada siklus I meningkat menjadi 6 siswa atau 28,5%, dan pada siklus II meningkat menjadi 11 siswa atau 52,4%, pada siklus III meningkat menjadi 20 siswa atau 95%. Sehingga dapat disimpulkan bahwa penerapan metode block practice dapat meningkatkan hasil belajar service bawah bola voli pada siswa kelas VIII Mts Al-Istiqomah Telagawaru Labuapi Tahun 2019/2020. Improving Volleyball Bottom Service Learning Outcomes Through the Block Practice Method Abstract: The problem in this study is that the completeness of the results of learning service under volleyball for class VIII students at Mts Al-Istiqomah Telagawaru Labuapi in 2019/2020 has not met classical completeness. The purpose of this research is to improve the process and improve the learning outcomes of volleyball under service by applying the block practice method to class VIII students of Mts Al-Istiqomah Telagawaru Labuapi in 2019/2020. This research is a classroom action research with 21 research subjects. Data collection techniques used in this study were data in the form of observation sheets, namely observations in the learning process of students; observation sheets for affective, cognitive, and psychomotor aspects. Data analysis by reducing the data and presenting the data in tabular form, so that the average value and percentage of learning completeness can be found. The results obtained in the initial conditions before the action was taken, only 4 students completed learning or 19.1%, in the first cycle increased to 6 students or 28.5%, and in the second cycle increased to 11 students or 52.4%. in the third cycle increased to 20 students or 95%. So it can be concluded that the application of the block practice method can improve the learning outcomes of volleyball bottom service in class VIII students of Mts Al-Istiqomah Telagawaru Labuapi in 2019/2020
摘要:本研究的问题是八年级学生Mts Al-Istiqomah Telagawaru教学api到2019/2020年还没有发现分类指导。这项研究的目的是纠正过程和提高服务排球下学习结果将布洛克实践方法应用于八年级学生Mts Al-Istiqomah Telagawaru Labuapi 2019/2020年。这项研究是一项为期21人的机密研究。本研究中使用的数据收集技术是在课堂上对学生的学习过程中的交叉运用观察表;观测表情感、认知方面和psokomotor方面。通过数据还原和解析表形式的数据来分析数据,从而可以找到平均分数和学习百分率。之前的最初条件获得的研究结果,学生完成学习只有四个学生的行为或19.1分%,在我学生增至6周期或28,5%周期,在II升至11或52,4%,学生在第三周期增至20或95%的学生。布洛克,从而推断方法应用实践学习结果可以提高服务下的八年级学生排球Mts Al-Istiqomah Telagawaru Labuapi 2019/2020年。布洛克Improving排球服务学习Outcomes底部穿过实践MethodAbstract:《在这个问题研究的就是那completeness of the results of学习服务下的排球课VIII学生at Mts Al-Istiqomah Telagawaru Labuapi在古典completeness 2019/2020已经不是大都会。这个研究之目的是学习outcomes》to improve The过程and improve排球下服务by applying之布洛克实践方法的课VIII学生Mts Al-Istiqomah Telagawaru 2019/2020 Labuapi眠夜。这个研究是一个课堂行动研究和21 research subjects。收藏techniques过去在这个研究是数据in the form of observation表,namely中的一名学生之学习的过程;为情感、cognitive observation表psychomotor aspects。数据分析by reducing《tabular和presenting《数据表格,所以平均价值和percentage》那学习completeness可以找到。境results获得初始条件之前,行动是被带走,只有四个学生completed学习或19 . 1%,《第一周期increased到6学生或28 . 5%,和《第二个周期increased到11 4%的学生或52。《第三周期increased到20学生或95%。所以它可以成为结论这就是《布洛克实践应用程序方法可以学习outcomes》improve排球底部service)在八班学生的Mts Al-Istiqomah Telagawaru Labuapi in 2019/2020
{"title":"Peningkatan Hasil Belajar Servis Bawah Bola Voli Melalui Metode Block Practice","authors":"Zainul Mahdianto, Lalu Sapta Wijaya Kusuma, Adi Suriatno, Rusdiana Yusuf","doi":"10.36312/rj.v1i1.488","DOIUrl":"https://doi.org/10.36312/rj.v1i1.488","url":null,"abstract":"Abstrak: Masalah dalam penelitian ini adalah ketuntasan hasil belajar service bawah bola voli pada siswa kelas VIII Mts Al-Istiqomah Telagawaru Labuapi Tahun 2019/2020 belum memnuhi ketuntatasn klasikal. Tujuan penelitian ini adalah untuk memperbaiki proses dan meningkatkan hasil belajar service bawah bola voli dengan menerapkan metode block practice pada siswa kelas VIII Mts Al-Istiqomah Telagawaru Labuapi Tahun 2019/2020. Penelitian ini merupakan penelitian tidakan kelas (class room acrtion research) dengan subjek penlitian sebanyak 21 orang. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah data dalam bentuk lembar observasi yaitu pengamtan dalam proses pembelajaran terhadap siswa; lembar observasi aspek afektif, aspek kognitif, dan psokomotor. Analisis data dengan mereduksi data dan memaparkan data dalam bentuk tabel, sehingga dapat dicari nilai rata-rata dan persentase ketuntasan belajar. Hasil penelitian yang diperoleh pada kondisi awal sebelum dilakukan tindakan, siswa yang tuntas belajar hanya 4 siswa atau 19,1 %, pada siklus I meningkat menjadi 6 siswa atau 28,5%, dan pada siklus II meningkat menjadi 11 siswa atau 52,4%, pada siklus III meningkat menjadi 20 siswa atau 95%. Sehingga dapat disimpulkan bahwa penerapan metode block practice dapat meningkatkan hasil belajar service bawah bola voli pada siswa kelas VIII Mts Al-Istiqomah Telagawaru Labuapi Tahun 2019/2020.\u0000 \u0000Improving Volleyball Bottom Service Learning Outcomes Through the Block Practice Method\u0000Abstract: The problem in this study is that the completeness of the results of learning service under volleyball for class VIII students at Mts Al-Istiqomah Telagawaru Labuapi in 2019/2020 has not met classical completeness. The purpose of this research is to improve the process and improve the learning outcomes of volleyball under service by applying the block practice method to class VIII students of Mts Al-Istiqomah Telagawaru Labuapi in 2019/2020. This research is a classroom action research with 21 research subjects. Data collection techniques used in this study were data in the form of observation sheets, namely observations in the learning process of students; observation sheets for affective, cognitive, and psychomotor aspects. Data analysis by reducing the data and presenting the data in tabular form, so that the average value and percentage of learning completeness can be found. The results obtained in the initial conditions before the action was taken, only 4 students completed learning or 19.1%, in the first cycle increased to 6 students or 28.5%, and in the second cycle increased to 11 students or 52.4%. in the third cycle increased to 20 students or 95%. So it can be concluded that the application of the block practice method can improve the learning outcomes of volleyball bottom service in class VIII students of Mts Al-Istiqomah Telagawaru Labuapi in 2019/2020\u0000 ","PeriodicalId":135532,"journal":{"name":"Reflection Journal","volume":"131 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125997779","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}