The purpose of this study was to find out the contents of cultural literacy and citizenship in the Student's book Theme 1 The Beauty of Togetherness in Elementary Schools. The research method used in this study is a qualitative research method. Research on the theme 1 student book shows that cultural aspects as a natural way of thinking through language and behavior are not included in the theme 1 student book. Aspects of Art as a Cultural Product are included in the theme 1 student book and have provided space for students to add insight and skills The aspects of Multicultural Citizenship and Participation are the aspects that appear the most in Theme 1 student books. The aspect of nationalism is included in the student book on theme 1. This can be seen from awareness in public relations as citizens The inclusiveness aspect is contained in the theme 1 student book, this can be seen from the indicators of building tolerance and respect for culture. Aspect Direct Experience in the theme 1 student book is included, this can be seen in the student activities contained in the student book theme 1 the beauty of togetherness.
{"title":"Analisis Muatan Literasi Budaya dan Kewargaan Pada Buku Siswa Tema 1 Kelas IV Sekolah Dasar","authors":"Sinwani Sinwani, Dessy Setyowati, Yunika Afryaningsih","doi":"10.60132/jip.v1i2.57","DOIUrl":"https://doi.org/10.60132/jip.v1i2.57","url":null,"abstract":"The purpose of this study was to find out the contents of cultural literacy and citizenship in the Student's book Theme 1 The Beauty of Togetherness in Elementary Schools. The research method used in this study is a qualitative research method. Research on the theme 1 student book shows that cultural aspects as a natural way of thinking through language and behavior are not included in the theme 1 student book. Aspects of Art as a Cultural Product are included in the theme 1 student book and have provided space for students to add insight and skills The aspects of Multicultural Citizenship and Participation are the aspects that appear the most in Theme 1 student books. The aspect of nationalism is included in the student book on theme 1. This can be seen from awareness in public relations as citizens The inclusiveness aspect is contained in the theme 1 student book, this can be seen from the indicators of building tolerance and respect for culture. Aspect Direct Experience in the theme 1 student book is included, this can be seen in the student activities contained in the student book theme 1 the beauty of togetherness.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"24 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83235051","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}
Creative thinking skill is the one of high orther thinking skill that needed to create development for education in Indonesia at 21st century. An initial study from one of senior high schools in Ciamis district showed that students' creative thinking skills tended to be low because the model that used for learning was not appropriate. The purpose of this study was to determine the effect of Discovery Learning model-based STEAM on students' creative thinking skills in the environmental pollution submaterial. This research was conducted using a Quasi Experiment with a Purposive Sampling technique for two classes that were used as subjects and research samples consisting of control and experimental classes. Pretest and posttest which contain indicators of creative thinking are given to students to measure the effect which is tested using prerequisite tests and hypothesis testing. The results of the prerequisite test show that the post-test data are normally distributed and not homogeneous. The hypothesis test gave the result that there was an influence on students' creative thinking skills after using the Discovery Learning model based STEAM in the submaterial of environmental pollution.
{"title":"Pembelajaran Pencemaran Lingkungan Menggunakan Model Discovery Learning berbasis STEAM terhadap Keterampilan Berpikir Kreatif Siswa Kelas X MIPA","authors":"Rd Fauzan Rachmat Supriaman","doi":"10.60132/jip.v1i2.67","DOIUrl":"https://doi.org/10.60132/jip.v1i2.67","url":null,"abstract":"Creative thinking skill is the one of high orther thinking skill that needed to create development for education in Indonesia at 21st century. An initial study from one of senior high schools in Ciamis district showed that students' creative thinking skills tended to be low because the model that used for learning was not appropriate. The purpose of this study was to determine the effect of Discovery Learning model-based STEAM on students' creative thinking skills in the environmental pollution submaterial. This research was conducted using a Quasi Experiment with a Purposive Sampling technique for two classes that were used as subjects and research samples consisting of control and experimental classes. Pretest and posttest which contain indicators of creative thinking are given to students to measure the effect which is tested using prerequisite tests and hypothesis testing. The results of the prerequisite test show that the post-test data are normally distributed and not homogeneous. The hypothesis test gave the result that there was an influence on students' creative thinking skills after using the Discovery Learning model based STEAM in the submaterial of environmental pollution.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"32 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85527455","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 berpikir kreatif siswa merupakan salah satu keterampilan yang harus dimiliki siswa pada abad ke-21 ini. Keterampilan berpikir kreatif siswa dapat diukur melalui hasil test yang diberikan kepada siswa. Penelitian bertujuan untuk mendeskripsikan pengaruh pembelajaran menggunakan model project based learning berbantu padlet terhadap berpikir kreatif siswa pada materi kingdom plantae. Penelitian eksperimen ini menggunakan non-equivalent control group design. Populasi dalam penelitian ini adalah seluruh kelas X SMA disalah satu sekolah kabupaten Bandung. Sampel penelitian menggunakan dua kelas dengan metode quasi eksperimen dan teknik purposive sampling. Instrumen penelitian terdiri atas lembar observasi dan soal tes essay yang mencakup indikator berpikir kreatif siswa dengan analisis data uji prasyarat dan uji hipotesis. Hasil penelitian yang dilakukan dengan uji independent sample t test diperoleh nilai thitung 0,001 < 0,05 menunjukan bahwa terdapat pengaruh positif pada penggunaan model pembelajaran project based learning berbantu padlet terhadap keterampilan berpikir kreatif siswa.
{"title":"Pengaruh Pembelajaran Menggunakan Model Project Based Learning berbantu Padlet terhadap Keterampilan Berpikir Kreatif Siswa","authors":"Rizka Nurwati Yanuar, I. Suhada, Sri Maryanti","doi":"10.60132/jip.v1i2.69","DOIUrl":"https://doi.org/10.60132/jip.v1i2.69","url":null,"abstract":"Keterampilan berpikir kreatif siswa merupakan salah satu keterampilan yang harus dimiliki siswa pada abad ke-21 ini. Keterampilan berpikir kreatif siswa dapat diukur melalui hasil test yang diberikan kepada siswa. Penelitian bertujuan untuk mendeskripsikan pengaruh pembelajaran menggunakan model project based learning berbantu padlet terhadap berpikir kreatif siswa pada materi kingdom plantae. Penelitian eksperimen ini menggunakan non-equivalent control group design. Populasi dalam penelitian ini adalah seluruh kelas X SMA disalah satu sekolah kabupaten Bandung. Sampel penelitian menggunakan dua kelas dengan metode quasi eksperimen dan teknik purposive sampling. Instrumen penelitian terdiri atas lembar observasi dan soal tes essay yang mencakup indikator berpikir kreatif siswa dengan analisis data uji prasyarat dan uji hipotesis. Hasil penelitian yang dilakukan dengan uji independent sample t test diperoleh nilai thitung 0,001 < 0,05 menunjukan bahwa terdapat pengaruh positif pada penggunaan model pembelajaran project based learning berbantu padlet terhadap keterampilan berpikir kreatif siswa.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"77 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74451084","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}
The Problem Based Learning learning model is considered suitable to be applied to the teaching of metabolism material, because the learning process includes the cognitive and affective domains of students so that they can achieve creative thinking processes. The purpose of this study is to find out the increase in students' creative thinking in class XII SMA-X metabolism material through the application of the Problem Based Learning (PBL) learning model assisted by e-LKPD learning media. This study used a quantitative approach and the research method used was experimental research with a quasi-experimental design. The results of the study show that the application of the Problem Based Learning learning model can improve creative thinking skills. This is evidenced by the acquisition of N-Gain scores in classes that use the Problem Based Learning learning model assisted by e-LKPD learning media of 0.64 in the medium category. The N-gain value was obtained from the analysis of students' pretest and posttest scores. The use of the Problem Based Learning learning model assisted by e-LKPD learning media has an effect on students' critical thinking skills. The increase in the results of students' test scores proves that the Problem Based Learning learning model is useful for improving students' creative thinking skills in metabolic material.
基于问题的学习模式被认为适合应用于代谢材料的教学,因为学习过程包含了学生的认知和情感领域,从而使学生达到创造性思维的过程。本研究的目的是通过应用e-LKPD学习媒体辅助的PBL学习模式,了解在十二班SMA-X代谢材料中学生创造性思维的提高。本研究采用定量研究方法,采用准实验设计的实验研究方法。研究结果表明,应用基于问题的学习模式可以提高学生的创造性思维能力。使用e-LKPD学习媒体辅助的Problem - Based Learning学习模型的班级在中等类别中获得了0.64的N-Gain分数,证明了这一点。n增益值是通过分析学生的测前和测后成绩得出的。在e-LKPD学习媒体的辅助下,使用基于问题的学习模式对学生的批判性思维能力有影响。学生考试成绩的提高证明了基于问题的学习模式对于提高学生在代谢材料中的创造性思维能力是有用的。
{"title":"Model Pembelajaran Problem Based Learning: Sebuah Model Pembelajaran Yang Dapat Meningkatkan Keterampilan Berpikir Kreatif Peserta Didik pada Materi Metabolisme","authors":"Ainun Azizah, I. Suhada, Epa Paujiah","doi":"10.60132/jip.v1i2.41","DOIUrl":"https://doi.org/10.60132/jip.v1i2.41","url":null,"abstract":"The Problem Based Learning learning model is considered suitable to be applied to the teaching of metabolism material, because the learning process includes the cognitive and affective domains of students so that they can achieve creative thinking processes. The purpose of this study is to find out the increase in students' creative thinking in class XII SMA-X metabolism material through the application of the Problem Based Learning (PBL) learning model assisted by e-LKPD learning media. This study used a quantitative approach and the research method used was experimental research with a quasi-experimental design. The results of the study show that the application of the Problem Based Learning learning model can improve creative thinking skills. This is evidenced by the acquisition of N-Gain scores in classes that use the Problem Based Learning learning model assisted by e-LKPD learning media of 0.64 in the medium category. The N-gain value was obtained from the analysis of students' pretest and posttest scores. The use of the Problem Based Learning learning model assisted by e-LKPD learning media has an effect on students' critical thinking skills. The increase in the results of students' test scores proves that the Problem Based Learning learning model is useful for improving students' creative thinking skills in metabolic material.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"8 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82517943","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}
Dita Eka Putri Dewanti, Dessy Setyowati, Muhammad Aqmal Nurcahyo
Research on the development of teaching modules based on local wisdom, theme 4, various job in elementary schools grade IV has been carried out at SDN 08 Sungai Raya. The subjects of this study were 22 students of class IV B. The research method used was research and development or Research and Development using the ADDIE model. Data collection techniques were carried out using validation sheets, questionnaires and questions. The validation results from linguists obtained an average percentage of 93% with very good criteria, the assessment results from material experts obtained an average percentage of 80% with good criteria and the assessment results from design experts obtained an average percentage of 83% with the criteria Very good. The results of the student response questionnaire for the small group trial with a total of 9 students obtained an assessment result of 93% which was very good and the results for the large group trial with a total of 22 students obtained an assessment result of 91% which was very good. The results of the large group trial with a total of 22 students obtained a high value of 0.81. Based on the results of this study, it can be concluded that the teaching modules based on local wisdom, theme 4, various class IV jobs in this elementary school can be used as one of the teaching materials at SDN 08 Sungai Raya.
在SDN 08 Sungai Raya进行了基于地方智慧、主题4、小学四年级各种作业的教学模块开发研究。本研究的研究对象为22名四b班学生,研究方法为研究与开发或研究与开发,采用ADDIE模型。使用验证表、问卷和问题进行数据收集技术。语言学家的验证结果平均百分比为93%,标准非常好;材料专家的评估结果平均百分比为80%,标准良好;设计专家的评估结果平均百分比为83%,标准非常好。小组试验共9名学生的学生反应问卷的评估结果为93%,非常好;大组试验共22名学生的学生反应问卷的评估结果为91%,非常好。共22名学生的大群体试验结果获得了0.81的高值。根据本研究的结果,可以得出结论,基于当地智慧,主题4,该小学的各种四班工作的教学模块可以作为SDN 08 Sungai Raya的教材之一。
{"title":"Modul Ajar berbasis Kearifan Lokal Tema 4 Berbagai Pekerjaan Kelas IV di Sekolah Dasar","authors":"Dita Eka Putri Dewanti, Dessy Setyowati, Muhammad Aqmal Nurcahyo","doi":"10.60132/jip.v1i2.51","DOIUrl":"https://doi.org/10.60132/jip.v1i2.51","url":null,"abstract":"Research on the development of teaching modules based on local wisdom, theme 4, various job in elementary schools grade IV has been carried out at SDN 08 Sungai Raya. The subjects of this study were 22 students of class IV B. The research method used was research and development or Research and Development using the ADDIE model. Data collection techniques were carried out using validation sheets, questionnaires and questions. The validation results from linguists obtained an average percentage of 93% with very good criteria, the assessment results from material experts obtained an average percentage of 80% with good criteria and the assessment results from design experts obtained an average percentage of 83% with the criteria Very good. The results of the student response questionnaire for the small group trial with a total of 9 students obtained an assessment result of 93% which was very good and the results for the large group trial with a total of 22 students obtained an assessment result of 91% which was very good. The results of the large group trial with a total of 22 students obtained a high value of 0.81. Based on the results of this study, it can be concluded that the teaching modules based on local wisdom, theme 4, various class IV jobs in this elementary school can be used as one of the teaching materials at SDN 08 Sungai Raya.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135398125","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 penulisan artikel ini diantaranya adalah 1) Menjelaskan hakikat model pembelajaran DLPS (Double Loop Problem Solving); 2) Menjelaskan langkah-langkah model pembelajaran DLPS (Double Loop Problem Solving); 3) Menjelaskan kelebihan dan kekurangan model pembelajaran DLPS (Double Loop Problem Solving); dan 4) Menyusun sintaks pembelajaran Fisika dengan model DLPS (Double Loop Problem Solving) pada materi Gerak Melingkar Beraturan. Metode yang digunakan dalam penulisan artikel ini adalah metode pustaka. Teknik analisis data dalam artikel ini yaitu merangkum, menyajikan teori, dan memberikan kesimpulan. Berdasarkan pembahasan yang telah dilakukan, dapat diambil kesimpulan, yaitu 1) DLPS (Dooble-Loop Problem Solving) adalah salah satu modifikasi dari pembelajaran problem solving atau pemecahan masalah dengan penekanan pada pencarian penyebab utama dari timbulnya masalah yang diberikan; 2) Langkah-langkah dari DLPS (Dooble-Loop Problem Solving) adalah mengidentifikasikan masalah, lalu mendeteksi penyebab langsung dan secara cepat menerapkan solusi sementara, lalu mengevaluasi keberhasilan dari solusi sementara, setelah itu memutuskan apakah analisis akar masalah diperlukan atau tidak, jika dibutuhkan maka dilakukan deteksi terhadap penyebab masalah yang levelnya lebih tinggi, lalu merancang solusi akar masalah; 3) Kelebihan model pembelajaran DLPS (Double Loop Problem Solving) diantaranya melatih peserta didik untuk mendesain suatu penemuan, berpikir kritis, memecahkan masalah yang dihadapi secara realistis, mengidentifikasi dan melakukan penyelidikan, menafsirkan dan mengevaluasi hasil pengamatan dan merangsang perkembangan kemajuan berpikir peserta didik. Kekurangan model pembelajaran DLPS (Double Loop Problem Solving) diantaranya memerlukan alokasi waktu yang lebih panjang, kesulitan dalam mengevaluasi secara tetap proses pemecahan masalah, kesulitan mencari masalah yang tepat atau sesuai dengan taraf perkembangan dan kemampuan peserta didik; dan 4) Sintaks DLPS (Dooble-Loop Problem Solving) adalah identifikasi, deteksi kausal, solusi tentatif, pertimbangan solusi, analisis kausal dan rencana solusi yang terpilih.
{"title":"Model Pembelajaran Double Loop Problem Solving (DLPS) dalam Pembelajaran Fisika pada Materi Gerak Melingkar Beraturan","authors":"Muhammad Yoggi Prastya Batulieu","doi":"10.60132/jip.v1i2.71","DOIUrl":"https://doi.org/10.60132/jip.v1i2.71","url":null,"abstract":"Tujuan penulisan artikel ini diantaranya adalah 1) Menjelaskan hakikat model pembelajaran DLPS (Double Loop Problem Solving); 2) Menjelaskan langkah-langkah model pembelajaran DLPS (Double Loop Problem Solving); 3) Menjelaskan kelebihan dan kekurangan model pembelajaran DLPS (Double Loop Problem Solving); dan 4) Menyusun sintaks pembelajaran Fisika dengan model DLPS (Double Loop Problem Solving) pada materi Gerak Melingkar Beraturan. Metode yang digunakan dalam penulisan artikel ini adalah metode pustaka. Teknik analisis data dalam artikel ini yaitu merangkum, menyajikan teori, dan memberikan kesimpulan. Berdasarkan pembahasan yang telah dilakukan, dapat diambil kesimpulan, yaitu 1) DLPS (Dooble-Loop Problem Solving) adalah salah satu modifikasi dari pembelajaran problem solving atau pemecahan masalah dengan penekanan pada pencarian penyebab utama dari timbulnya masalah yang diberikan; 2) Langkah-langkah dari DLPS (Dooble-Loop Problem Solving) adalah mengidentifikasikan masalah, lalu mendeteksi penyebab langsung dan secara cepat menerapkan solusi sementara, lalu mengevaluasi keberhasilan dari solusi sementara, setelah itu memutuskan apakah analisis akar masalah diperlukan atau tidak, jika dibutuhkan maka dilakukan deteksi terhadap penyebab masalah yang levelnya lebih tinggi, lalu merancang solusi akar masalah; 3) Kelebihan model pembelajaran DLPS (Double Loop Problem Solving) diantaranya melatih peserta didik untuk mendesain suatu penemuan, berpikir kritis, memecahkan masalah yang dihadapi secara realistis, mengidentifikasi dan melakukan penyelidikan, menafsirkan dan mengevaluasi hasil pengamatan dan merangsang perkembangan kemajuan berpikir peserta didik. Kekurangan model pembelajaran DLPS (Double Loop Problem Solving) diantaranya memerlukan alokasi waktu yang lebih panjang, kesulitan dalam mengevaluasi secara tetap proses pemecahan masalah, kesulitan mencari masalah yang tepat atau sesuai dengan taraf perkembangan dan kemampuan peserta didik; dan 4) Sintaks DLPS (Dooble-Loop Problem Solving) adalah identifikasi, deteksi kausal, solusi tentatif, pertimbangan solusi, analisis kausal dan rencana solusi yang terpilih.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"88 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73856733","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}
This researcher aims to develop Smart Card learning media which is motivated by the lack of utilization of the media used by educators until causing monotony and lack of student response in learning so that it has an impact on reading skills. The use of media in learning can help foster student focus. Smart Cards are cards that contain writing and pictures, so students can easily digest the writing with the help of pictures. This research is a development research that refers to the developer model Borg and Gallaccording to the developer which uses seven stages in the research namely Research and Information Collection, Planning, Develop Preliminary Form of Product, Preliminary Field Testing, Operational Product Revision, Main Field Testing, Operational Field Testing. Based on the research results, validation results of media experts obtained score data of 92% with the criteria of "Very Eligible", from linguists with a score of 87% with the criteria "Very Eligible", from material experts with a score of 91% with the criteria of "Very Eligible", as well as the results of large-scale field trials with the value of the questionnaire filled in by students obtaining 95% with the criteria of "Very Practical". The questionnaire filled out by the teacher or colleagues obtained 97% with the criteria "Very Practical". Fill in the observation sheet questionnaire to get 100% with the criteria "Very Practical”. Questionnaire observation sheets of students' reading skills obtained 65% having achieved a classical completeness standard of 65%.
{"title":"Pengembangan Media Pembelajaran Kartu Cerdas sebagai Penguatan Keterampilan Membaca Siswa Kelas Rendah di Sekolah Dasar","authors":"I’in Mur Arizah, Yunika Afryaningsih, Dessy Setyowati","doi":"10.60132/jip.v1i2.56","DOIUrl":"https://doi.org/10.60132/jip.v1i2.56","url":null,"abstract":"This researcher aims to develop Smart Card learning media which is motivated by the lack of utilization of the media used by educators until causing monotony and lack of student response in learning so that it has an impact on reading skills. The use of media in learning can help foster student focus. Smart Cards are cards that contain writing and pictures, so students can easily digest the writing with the help of pictures. This research is a development research that refers to the developer model Borg and Gallaccording to the developer which uses seven stages in the research namely Research and Information Collection, Planning, Develop Preliminary Form of Product, Preliminary Field Testing, Operational Product Revision, Main Field Testing, Operational Field Testing.\u0000Based on the research results, validation results of media experts obtained score data of 92% with the criteria of \"Very Eligible\", from linguists with a score of 87% with the criteria \"Very Eligible\", from material experts with a score of 91% with the criteria of \"Very Eligible\", as well as the results of large-scale field trials with the value of the questionnaire filled in by students obtaining 95% with the criteria of \"Very Practical\". The questionnaire filled out by the teacher or colleagues obtained 97% with the criteria \"Very Practical\". Fill in the observation sheet questionnaire to get 100% with the criteria \"Very Practical”. Questionnaire observation sheets of students' reading skills obtained 65% having achieved a classical completeness standard of 65%.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"41 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86620416","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}
This research is motivated by problems that are often encountered in learning biology in the form of a lack of motivation to learn, which results in low student learning outcomes. The purpose of this study was to analyze the effect of the Wordwall-assisted Survey, Question, Read, Recite, Review (SQ3R) learning model on student learning outcomes on sensory systems. The method in this study was quasi-experimental with a non-equivalent control group design. The instruments used were observation sheets, multiple-choice questions and student response questionnaires. The results showed that the implementation of teacher and student activities was in a very good category. Student learning outcomes were analyzed using SPSS version 26 to obtain an Asymp value. Sig (2-tiled) is 0.018 < 0.05, thus the hypothesis is accepted, that is, there is an influence of the Wordwall-assisted SQ3R method on student learning outcomes. Student responses to the learning process of the SQ3R model assisted by Wordwall gave positive responses with very good interpretations. The conclusion of this study is that the Wordwall-assisted SQ3R learning model has a positive effect on student learning outcomes in sensory system material.
{"title":"Pengaruh Model Pembelajaran SQ3R Berbantu Wordwall Terhadap Hasil Belajar Siswa Pada Materi Sistem Indera","authors":"Azkiyatun Nisa, R. Pramadi, Hadiansah Hadiansah","doi":"10.60132/jip.v1i2.61","DOIUrl":"https://doi.org/10.60132/jip.v1i2.61","url":null,"abstract":"This research is motivated by problems that are often encountered in learning biology in the form of a lack of motivation to learn, which results in low student learning outcomes. The purpose of this study was to analyze the effect of the Wordwall-assisted Survey, Question, Read, Recite, Review (SQ3R) learning model on student learning outcomes on sensory systems. The method in this study was quasi-experimental with a non-equivalent control group design. The instruments used were observation sheets, multiple-choice questions and student response questionnaires. The results showed that the implementation of teacher and student activities was in a very good category. Student learning outcomes were analyzed using SPSS version 26 to obtain an Asymp value. Sig (2-tiled) is 0.018 < 0.05, thus the hypothesis is accepted, that is, there is an influence of the Wordwall-assisted SQ3R method on student learning outcomes. Student responses to the learning process of the SQ3R model assisted by Wordwall gave positive responses with very good interpretations. The conclusion of this study is that the Wordwall-assisted SQ3R learning model has a positive effect on student learning outcomes in sensory system material.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"43 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86033546","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}
Generation Alpha is a generation that is currently still classified as children, the highest age in the Alpha generation is still in elementary school. The Alpha generation also experienced when the world was hit by the Covid-19 wave when PSBB and PPKM were imposed by the government, making the Alpha generation stay in their respective homes, including learning online. Covid contributed to the Alpha generation to be more familiar with the digital world, the effect is that due to the lack of interaction with many people / the general public, many are very dependent on devices. The purpose of this study is to find an overview of the implementation of learning, efforts to provide fun learning methods and their evaluation by teachers in learning SKI in the Alpha Generation at MI Al Fitroh. Islamic cultural history stands alone as a subject that is part of Islamic religious education. The explanation obtained when the SKI lesson took place, many students were sleepy, bored or unfocused because the content of the material and the way the teacher delivered it were considered less than optimal. The research method used is descriptive qualitative, the final analysis uses SWOT. The findings in the field found that learning with the fun learning method was able to make Alpha generation students excited and enthusiastic in participating in SKI learning, but the evaluation stages carried out were too focused on the cognitive domain. Some things that must be considered in the future are field study learning, linking ibrah with evaluations that reach also emphasize the psychomotor and affective sides.
阿尔法一代是目前仍被归类为儿童的一代,阿尔法一代的最高年龄仍在小学。阿尔法一代也经历了新冠疫情的冲击,当时政府强制实施了PSBB和PPKM,阿尔法一代只能呆在自己的家里,包括在线学习。Covid使Alpha一代更熟悉数字世界,其影响是由于缺乏与许多人/公众的互动,许多人非常依赖设备。本研究的目的是找出学习的实施概况,努力提供有趣的学习方法和教师在MI Al Fitroh的Alpha一代学习SKI的评估。伊斯兰文化史作为一门独立的学科,是伊斯兰宗教教育的一部分。当SKI课程开始时,许多学生感到困倦,无聊或注意力不集中,因为材料的内容和老师讲课的方式被认为不是最佳的。本研究采用的是描述性定性方法,最后采用SWOT分析法进行分析。本领域的研究发现,趣味性学习方法能够使Alpha一代学生对SKI学习的参与产生兴奋和热情,但所开展的评价阶段过于侧重于认知领域。未来必须考虑的一些事情是实地研究学习,将ibrah与评估联系起来,也强调精神运动和情感方面。
{"title":"Evaluasi Fun Learning Pembelajaran SKI pada Generasi Alpha di MI Al Fitroh","authors":"Nafisah Izzah, Mohammad Sahlan, Sofyan Hadi","doi":"10.60132/jip.v1i2.42","DOIUrl":"https://doi.org/10.60132/jip.v1i2.42","url":null,"abstract":"Generation Alpha is a generation that is currently still classified as children, the highest age in the Alpha generation is still in elementary school. The Alpha generation also experienced when the world was hit by the Covid-19 wave when PSBB and PPKM were imposed by the government, making the Alpha generation stay in their respective homes, including learning online. Covid contributed to the Alpha generation to be more familiar with the digital world, the effect is that due to the lack of interaction with many people / the general public, many are very dependent on devices. The purpose of this study is to find an overview of the implementation of learning, efforts to provide fun learning methods and their evaluation by teachers in learning SKI in the Alpha Generation at MI Al Fitroh. Islamic cultural history stands alone as a subject that is part of Islamic religious education. The explanation obtained when the SKI lesson took place, many students were sleepy, bored or unfocused because the content of the material and the way the teacher delivered it were considered less than optimal. The research method used is descriptive qualitative, the final analysis uses SWOT. The findings in the field found that learning with the fun learning method was able to make Alpha generation students excited and enthusiastic in participating in SKI learning, but the evaluation stages carried out were too focused on the cognitive domain. Some things that must be considered in the future are field study learning, linking ibrah with evaluations that reach also emphasize the psychomotor and affective sides.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"21 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81222759","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}
Sri Rahayu, Eva Meizarra Puspita Dewi, Andi Halima
Mathematics lessons are part of a definite science and have a structure of interconnected patterns. However, some students avoid and easily get bored when math lessons begin. The fun learning model has a play concept based on this. This study aims to test the effectiveness of the numbers game method on the math anxiety of fifth grade elementary school students. This study used a pretest-posttest control group design experimental design. The subjects in this study were 20 people who were divided into the experimental group and the control group. Respondents in this study were V grade students at the SD Inpres Bertingkat Mamajang II, Makassar City. The measuring tool used in this research is the mathematics learning anxiety scale. The data analysis technique uses hypothesis testing, namely the Independent T-Test and Paired Sample T-Test. The results of the hypothesis test show that the significance value is ρ = 0.014 < 0.05, so the hypothesis in this study is accepted so that it is said that giving the number playing method can be used as a method to reduce anxiety learning mathematics. The implication of this research is that the number playing method can be used as a method to reduce math anxiety in students.
{"title":"Efektivitas Metode Bermain Angka Terhadap Kecemasan Belajar Matematika pada Siswa Kelas V Sekolah Dasar","authors":"Sri Rahayu, Eva Meizarra Puspita Dewi, Andi Halima","doi":"10.60132/jip.v1i2.43","DOIUrl":"https://doi.org/10.60132/jip.v1i2.43","url":null,"abstract":"Mathematics lessons are part of a definite science and have a structure of interconnected patterns. However, some students avoid and easily get bored when math lessons begin. The fun learning model has a play concept based on this. This study aims to test the effectiveness of the numbers game method on the math anxiety of fifth grade elementary school students. This study used a pretest-posttest control group design experimental design. The subjects in this study were 20 people who were divided into the experimental group and the control group. Respondents in this study were V grade students at the SD Inpres Bertingkat Mamajang II, Makassar City. The measuring tool used in this research is the mathematics learning anxiety scale. The data analysis technique uses hypothesis testing, namely the Independent T-Test and Paired Sample T-Test. The results of the hypothesis test show that the significance value is ρ = 0.014 < 0.05, so the hypothesis in this study is accepted so that it is said that giving the number playing method can be used as a method to reduce anxiety learning mathematics. The implication of this research is that the number playing method can be used as a method to reduce math anxiety in students.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"8 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87783055","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}