Pub Date : 2020-10-08DOI: 10.21831/jipi.v6i2.33862
T. Tanti, D. A. Kurniawan*, Aziza Putri Ningsi
Physics is one of the subjects related to various scientific concepts in which some of its applications can be found in everyday life. Thus in the learning of physics required special skills, namely science process skills. Science process skills have two categories, basic science process skills, and integration science processes. The researcher conducted research that aims to measure the ability of students' science process skills on static fluid material by using an observation sheet that matches the indicators of science process skills. The research method used is a mixed-method (mix methods) while the design used is sequential explanatory, which combines quantitative and qualitative research in a sequence using the quantitative method and then the quantitative method. From the results of interviews and observations, it can be seen that the science process skills of students at Adhyaksa 1 Junior High School in Jambi are classified as good.
{"title":"Description of students' science process skills on density material","authors":"T. Tanti, D. A. Kurniawan*, Aziza Putri Ningsi","doi":"10.21831/jipi.v6i2.33862","DOIUrl":"https://doi.org/10.21831/jipi.v6i2.33862","url":null,"abstract":"Physics is one of the subjects related to various scientific concepts in which some of its applications can be found in everyday life. Thus in the learning of physics required special skills, namely science process skills. Science process skills have two categories, basic science process skills, and integration science processes. The researcher conducted research that aims to measure the ability of students' science process skills on static fluid material by using an observation sheet that matches the indicators of science process skills. The research method used is a mixed-method (mix methods) while the design used is sequential explanatory, which combines quantitative and qualitative research in a sequence using the quantitative method and then the quantitative method. From the results of interviews and observations, it can be seen that the science process skills of students at Adhyaksa 1 Junior High School in Jambi are classified as good.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49331072","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}
Pub Date : 2020-10-08DOI: 10.21831/jipi.v6i2.31985
Prima Warta Santhalia, Elisabet Clara Sampebatu
Pendemi covid 19 mengharuskan semua jenjang pendidikan melakukan pembelajaran daring. Akan tetapi banyak pendidik yang masih kesulitan dalam memilih dan menggunakan platform yang sesuai dengan pembelajaran fisika terutama pada materi prinsip bernaoulli. Upaya untuk mengatasi hal tersebut salah satunya melalui pemanfaatan media pembelajaran yang bersifat audio visual dalam bentuk multimedia interaktif. Tujuan dari penelitian pengembangan ini adalah mengembangkan multimultimedia interaktif fisika pokok bahasan prinsip bernoulli. Penelitian pengembangan ini menggunakan model pengembangan 4D. Pengumpulan data dilakukan dengan menggunakan instrumen berupa kuesioner dan soal tes pemahaman konsep terhadap 36 siswa kelas XI MIPA 2 di SMA Katolik Rajawali Makassar. Untuk mengukur tingkat pemahaman konsep siswa dilakukan dengan membandingkan hasil pretes dan posttes. Instrumen tes yang digunakan berupa tes uraian. Hasil validasi ahli menunjukan bahwa multimedia pembelajaran yang dikembangkan layak untuk di uji coba. Hasil Uji coba menunjukkan bahwa multimedia pembelajaran yang kembangkan sangat praktis dan layak digunakan. Sedangkan untuk kemampuan pemahaman konsep siswa mengalami peningkatan yang ditunjukan dengan nilai N- gain yang diperoleh mencapai 0,50 yang berada dalam kategori medium atas. Hal ini berarti bahwa multimedia pembelajaran yang dikembangkan secara efektif dapat meningkatkan pemahaman konsep fisika siswa. Penelitian lanjutan diharapkan dapat mengembangkan multimedia interaktif pada materi lainnya sehingga banyak tersedia multimedia pembelajaran interaktif yang dapat digunakan oleh siswa untuk meningkatkan pemahaman konsep fisika siswa. Abstract COVID 19 requires all levels of education to do online learning. However, many educators still find it challenging to choose and use a platform suitable for learning physics, especially in Bernoulli's principle. One of the efforts to overcome this is to use audiovisual learning media in interactive multimedia. This development research aims to develop interactive multimedia subject matter of the Bernoulli principle. This development research uses the 4D development model. In this research, the development stage is limited to the development stage because of time and cost limitations. Data were collected using instruments in the form of questionnaires and concept understanding test questions on 36 students of class XI MIPA 2 at Catholic High School Rajawali Makassar. To measure the level of understanding of student concepts is done by comparing the pretest and post-test results. The test instrument used was a description test. The results of expert validation show that advanced learning multimedia is worthy of a trial. The trial results show that the developed learning multimedia is efficient and feasible to use. As for the ability to understand, the concept of students has increased as indicated by the value of N-gain obtained reached 0.50, which is in the medium category. This means that multimedi
{"title":"Pengembangan multimedia interaktif dalam membantu pembelajaran fisika di era Covid-19","authors":"Prima Warta Santhalia, Elisabet Clara Sampebatu","doi":"10.21831/jipi.v6i2.31985","DOIUrl":"https://doi.org/10.21831/jipi.v6i2.31985","url":null,"abstract":"Pendemi covid 19 mengharuskan semua jenjang pendidikan melakukan pembelajaran daring. Akan tetapi banyak pendidik yang masih kesulitan dalam memilih dan menggunakan platform yang sesuai dengan pembelajaran fisika terutama pada materi prinsip bernaoulli. Upaya untuk mengatasi hal tersebut salah satunya melalui pemanfaatan media pembelajaran yang bersifat audio visual dalam bentuk multimedia interaktif. Tujuan dari penelitian pengembangan ini adalah mengembangkan multimultimedia interaktif fisika pokok bahasan prinsip bernoulli. Penelitian pengembangan ini menggunakan model pengembangan 4D. Pengumpulan data dilakukan dengan menggunakan instrumen berupa kuesioner dan soal tes pemahaman konsep terhadap 36 siswa kelas XI MIPA 2 di SMA Katolik Rajawali Makassar. Untuk mengukur tingkat pemahaman konsep siswa dilakukan dengan membandingkan hasil pretes dan posttes. Instrumen tes yang digunakan berupa tes uraian. Hasil validasi ahli menunjukan bahwa multimedia pembelajaran yang dikembangkan layak untuk di uji coba. Hasil Uji coba menunjukkan bahwa multimedia pembelajaran yang kembangkan sangat praktis dan layak digunakan. Sedangkan untuk kemampuan pemahaman konsep siswa mengalami peningkatan yang ditunjukan dengan nilai N- gain yang diperoleh mencapai 0,50 yang berada dalam kategori medium atas. Hal ini berarti bahwa multimedia pembelajaran yang dikembangkan secara efektif dapat meningkatkan pemahaman konsep fisika siswa. Penelitian lanjutan diharapkan dapat mengembangkan multimedia interaktif pada materi lainnya sehingga banyak tersedia multimedia pembelajaran interaktif yang dapat digunakan oleh siswa untuk meningkatkan pemahaman konsep fisika siswa. Abstract COVID 19 requires all levels of education to do online learning. However, many educators still find it challenging to choose and use a platform suitable for learning physics, especially in Bernoulli's principle. One of the efforts to overcome this is to use audiovisual learning media in interactive multimedia. This development research aims to develop interactive multimedia subject matter of the Bernoulli principle. This development research uses the 4D development model. In this research, the development stage is limited to the development stage because of time and cost limitations. Data were collected using instruments in the form of questionnaires and concept understanding test questions on 36 students of class XI MIPA 2 at Catholic High School Rajawali Makassar. To measure the level of understanding of student concepts is done by comparing the pretest and post-test results. The test instrument used was a description test. The results of expert validation show that advanced learning multimedia is worthy of a trial. The trial results show that the developed learning multimedia is efficient and feasible to use. As for the ability to understand, the concept of students has increased as indicated by the value of N-gain obtained reached 0.50, which is in the medium category. This means that multimedi","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45178524","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}
Pub Date : 2020-10-03DOI: 10.21831/JIPI.V6I2.38419
Novia Novia, A. Permanasari, R. Riandi, I. Kaniawati
Tren penelitian educational game untuk peningkatan kreativitas siswa: Sebuah systematic review dari literatur ANONYMOUS Abstrak : Paper ini memetakan berbagai perspektif tentang game edukasi dan pengaruhnya terhadap kreativitas serta menyatukan pemikiran terbaru di bidang ini. Tujuan utama penelitian ini adalah untuk mengetahui apakah penggunaan teknologi berupa educational game dapat meningkatkan kreativitas siswa dalam pembelajaran di kelas. Tinjauan Sistematis ini menggunakan 20 publikasi yang berasal indexed journal antara tahun 2011 hingga 2020 untuk menyoroti fokus bidang penelitian ini. Metode yang digunakan dalam penelitian ini adalah systematic review dengan pedoman Kitchenham terhadap studi penggunaan educational game untuk meningkatkan kreativitas siswa. Hasil penelitian ini menunjukkan bahwa penggunaan educational game memiliki efek aktif dalam memperkuat pemikiran kreatif siswa. Studi ini memberikan saran tentang bagaimanakah metode untuk meningkatkan kreativitas, memotivasi, dan meningkatkan hasil belajar serta mendemonstrasikan pembelajaran dengan educational game . Studi ini memberikan sebuah pandangan untuk peneliti, desainer game, pengembang di bidang educational game dan kreativitas. Research trend on the educational game to improve students’ creativity: A systematic review of literature Abstract : This paper maps different perspectives on educational games and their impact on creativity and brings together the latest thinking in this area. The main objective of this study was to determine whether the use of technology in the form of educational games could increase student creativity in classroom learning. This Systematic Review uses 20 publications from indexed journals between 2011 and 2020 to highlight the focus of this research area. The method used in this study is a systematic review of Kitchenham's guidelines on the study of the use of educational games to increase student creativity. The results of this study indicate that the use of educational games has an active effect in strengthening students' creative thinking. This study provides suggestions on how to increase creativity, motivate, and improve learning outcomes as well as demonstrate learning with educational games. This study provides a view for researchers, game designers, developers in the fields of educational games and creativity.
{"title":"Tren penelitian educational game untuk peningkatan kreativitas: Sebuah sistematic review dari literatur","authors":"Novia Novia, A. Permanasari, R. Riandi, I. Kaniawati","doi":"10.21831/JIPI.V6I2.38419","DOIUrl":"https://doi.org/10.21831/JIPI.V6I2.38419","url":null,"abstract":"Tren penelitian educational game untuk peningkatan kreativitas siswa: Sebuah systematic review dari literatur ANONYMOUS Abstrak : Paper ini memetakan berbagai perspektif tentang game edukasi dan pengaruhnya terhadap kreativitas serta menyatukan pemikiran terbaru di bidang ini. Tujuan utama penelitian ini adalah untuk mengetahui apakah penggunaan teknologi berupa educational game dapat meningkatkan kreativitas siswa dalam pembelajaran di kelas. Tinjauan Sistematis ini menggunakan 20 publikasi yang berasal indexed journal antara tahun 2011 hingga 2020 untuk menyoroti fokus bidang penelitian ini. Metode yang digunakan dalam penelitian ini adalah systematic review dengan pedoman Kitchenham terhadap studi penggunaan educational game untuk meningkatkan kreativitas siswa. Hasil penelitian ini menunjukkan bahwa penggunaan educational game memiliki efek aktif dalam memperkuat pemikiran kreatif siswa. Studi ini memberikan saran tentang bagaimanakah metode untuk meningkatkan kreativitas, memotivasi, dan meningkatkan hasil belajar serta mendemonstrasikan pembelajaran dengan educational game . Studi ini memberikan sebuah pandangan untuk peneliti, desainer game, pengembang di bidang educational game dan kreativitas. Research trend on the educational game to improve students’ creativity: A systematic review of literature Abstract : This paper maps different perspectives on educational games and their impact on creativity and brings together the latest thinking in this area. The main objective of this study was to determine whether the use of technology in the form of educational games could increase student creativity in classroom learning. This Systematic Review uses 20 publications from indexed journals between 2011 and 2020 to highlight the focus of this research area. The method used in this study is a systematic review of Kitchenham's guidelines on the study of the use of educational games to increase student creativity. The results of this study indicate that the use of educational games has an active effect in strengthening students' creative thinking. This study provides suggestions on how to increase creativity, motivate, and improve learning outcomes as well as demonstrate learning with educational games. This study provides a view for researchers, game designers, developers in the fields of educational games and creativity.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48030424","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}
Pub Date : 2020-06-01DOI: 10.21831/jipi.v6i1.31562
Bayu Setiaji, Pri Ariadi Cahya Dinata
Efektivitas dari penerapan e-learning di perguruan tinggi pada situasi pandemi Covid 19 dipengaruhi beberapa faktor. Faktor yang paling penting adalah kesiapan mahasiswa menggunakan e-learning dalam proses perkuliahan. Tujuan dari penelitian ini adalah untuk mengetahui tingkat kesiapan mahasiswa pendidikan fisika dalam menggunakan e-learning . Dengan mengetahui tingkat kesiapan mahasiswa, dosen dan pemangku kebijakan dapat mempersiapkan kebijakan pengembangan lebih lanjut. Metode yang digunakan adalah survei. Kesiapan mahasiswa menggunakan e-learning diukur dengan menggunakan angket kesiapan mahasiswa. Angket kesiapan mahasiswa yang dikembangkan berdasarkan pada instrumen model Aydin dan Tasci. Angket kesiapan mahasiswa ini memiliki 25 pernyataan dengan 4 indikator. 75 mahasiswa pendidikan fisika dilibatkan dalam penelitian ini. Hasil pengisian angket dianalisis dengan menggunakan metode suksesif interval kemudian dikategorikan ke dalam skala penilaian kesiapan e-learning . Hasil penelitian menunjukkan bahwa mahasiswa Jurusan Pendidikan Fisika UNY termasuk dalam kategori siap pada 3 indikator dan tidak siap pada 1 indikator. Hal ini dapat dijadikan evaluasi bagi para dosen dan pemangku kebijakan agar kesiapan mahasiswa dapat lebih ditingkatkan. Analysis of e-learning readiness on physics education students during Covid-19 pandemic Abstract The effectiveness of e-learning implementation in University during Covid-19 Pandemic is depending on several factors. The most important factor is the readiness of students using e-learning in the studying process. The aim of this research is to know physics education student’s readiness in using e-learning. By knowing student’s e-learning readiness, lecturer and stakeholders would be able to prepare further development of e-learning. The method in this research is survey method. Student’s e-learning readiness is measured by using student’s e-learning readiness questionnaire. This questionnaire is developed based on Aydin and Tasci Model. This questionnaire has 25 statements and 4 indicators. 75 students involved in this research. The results are analyzed using successive interval method then categoryzed using e-learning readiness scale. The results show that Physics Education Students of UNY are ready in 3 indicators and not ready in only 1 indicator. This result could be an evaluation for lecturers and stakeholders to increase student’s e-learning readiness.
{"title":"Analisis kesiapan mahasiswa jurusan pendidikan fisika menggunakan e-learning dalam situasi pandemi Covid-19","authors":"Bayu Setiaji, Pri Ariadi Cahya Dinata","doi":"10.21831/jipi.v6i1.31562","DOIUrl":"https://doi.org/10.21831/jipi.v6i1.31562","url":null,"abstract":"Efektivitas dari penerapan e-learning di perguruan tinggi pada situasi pandemi Covid 19 dipengaruhi beberapa faktor. Faktor yang paling penting adalah kesiapan mahasiswa menggunakan e-learning dalam proses perkuliahan. Tujuan dari penelitian ini adalah untuk mengetahui tingkat kesiapan mahasiswa pendidikan fisika dalam menggunakan e-learning . Dengan mengetahui tingkat kesiapan mahasiswa, dosen dan pemangku kebijakan dapat mempersiapkan kebijakan pengembangan lebih lanjut. Metode yang digunakan adalah survei. Kesiapan mahasiswa menggunakan e-learning diukur dengan menggunakan angket kesiapan mahasiswa. Angket kesiapan mahasiswa yang dikembangkan berdasarkan pada instrumen model Aydin dan Tasci. Angket kesiapan mahasiswa ini memiliki 25 pernyataan dengan 4 indikator. 75 mahasiswa pendidikan fisika dilibatkan dalam penelitian ini. Hasil pengisian angket dianalisis dengan menggunakan metode suksesif interval kemudian dikategorikan ke dalam skala penilaian kesiapan e-learning . Hasil penelitian menunjukkan bahwa mahasiswa Jurusan Pendidikan Fisika UNY termasuk dalam kategori siap pada 3 indikator dan tidak siap pada 1 indikator. Hal ini dapat dijadikan evaluasi bagi para dosen dan pemangku kebijakan agar kesiapan mahasiswa dapat lebih ditingkatkan. Analysis of e-learning readiness on physics education students during Covid-19 pandemic Abstract The effectiveness of e-learning implementation in University during Covid-19 Pandemic is depending on several factors. The most important factor is the readiness of students using e-learning in the studying process. The aim of this research is to know physics education student’s readiness in using e-learning. By knowing student’s e-learning readiness, lecturer and stakeholders would be able to prepare further development of e-learning. The method in this research is survey method. Student’s e-learning readiness is measured by using student’s e-learning readiness questionnaire. This questionnaire is developed based on Aydin and Tasci Model. This questionnaire has 25 statements and 4 indicators. 75 students involved in this research. The results are analyzed using successive interval method then categoryzed using e-learning readiness scale. The results show that Physics Education Students of UNY are ready in 3 indicators and not ready in only 1 indicator. This result could be an evaluation for lecturers and stakeholders to increase student’s e-learning readiness.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"6 1","pages":"59-70"},"PeriodicalIF":0.0,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45341811","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}
Pub Date : 2020-05-17DOI: 10.21831/jipi.v6i1.29884
N. Badriyah, Anik Anekawati, Lutfiana Fazat Azizah
The purpose of this study is to determine differences in student's learning achievement consisting of learning outcomes and science process skills. This research was conducted in a special school for girls and used two experimental classes, namely experimental class-1 and experimental-2 class. The experimental class-1 is the class applied by PjBL with a brain-based STEAM approach, while the experimental class-2 is a class that uses PjBL with the STEAM approach without brain-based. This research is a quasi-experimental study with a nonequivalent pretest-posttest control group design. The data analysis technique used is the T-test. The brain-based learning activities applied in this study are listening to music, drinking water, doing a brain gym, working on crossword puzzles, and group determination based on the dominance of students' brains. The results showed that the average value of the N-Gain score of student learning outcomes in the experimental class-1 was 80,72. Student learning outcomes experimental class-2 is 73,12. In science process skills, the experimental class-1 students had an average N-Gain score of 72,50, while the experimental-2 class was 60,88. The conclusion is the experimental class 1 students have higher learning achievement than students in the experimental class 2.
{"title":"Application of PjBL with brain-based STEAM approach to improve learning achievement of students","authors":"N. Badriyah, Anik Anekawati, Lutfiana Fazat Azizah","doi":"10.21831/jipi.v6i1.29884","DOIUrl":"https://doi.org/10.21831/jipi.v6i1.29884","url":null,"abstract":"The purpose of this study is to determine differences in student's learning achievement consisting of learning outcomes and science process skills. This research was conducted in a special school for girls and used two experimental classes, namely experimental class-1 and experimental-2 class. The experimental class-1 is the class applied by PjBL with a brain-based STEAM approach, while the experimental class-2 is a class that uses PjBL with the STEAM approach without brain-based. This research is a quasi-experimental study with a nonequivalent pretest-posttest control group design. The data analysis technique used is the T-test. The brain-based learning activities applied in this study are listening to music, drinking water, doing a brain gym, working on crossword puzzles, and group determination based on the dominance of students' brains. The results showed that the average value of the N-Gain score of student learning outcomes in the experimental class-1 was 80,72. Student learning outcomes experimental class-2 is 73,12. In science process skills, the experimental class-1 students had an average N-Gain score of 72,50, while the experimental-2 class was 60,88. The conclusion is the experimental class 1 students have higher learning achievement than students in the experimental class 2.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"6 1","pages":"88-100"},"PeriodicalIF":0.0,"publicationDate":"2020-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45264802","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 meneliti meliputi keterampilan dasar, yaitu observasi, mengukur, klasifikasi, komunikasi, membuat inferensi, membuat prediksi, dan keterampilan terintegrasi berupa menafsirkan data, mengendalikan variabel, membuat definisi operasional, dan merumuskan hipotesis, dan melaksanakan eksperimen. Secara umum keterampilan meneliti meliputi keterampilan merancang, melaksanakan, dan melaporkan hasil penelitian. Tujuan penelitian ini untuk meningkatkan keterampilan meneliti mahasiswa S-1 Program Studi Pendidikan Biologi Se-wilayah III Cirebon. Penelitian ini menggunakan metode deskriptif kuantitatif. Teknik analisis data menggunakan statistik deskriptif. Instrumen penelitian menggunakan tes dan kuesioner. Sampel diambil secara acak sederhana. Hasil penelitian ini adalah rataan tingkat penguasaan keterampilan meneliti merancang tercapai sebesar 51,3%, melaksanakan penelitian sebesar 55,21%, dan melaporkan hasil penelitian 62,82%. Keterampilan meneliti kurang diberikan pelatihan pada saat pembelajaran, hanya 43,8% dosen pembimbing praktikum yang memberikan pembekalan keterampilan meneliti. Kesimpulan penelitian menunjukkan bahwa keterampilan meneliti mahasiswa S-1 Prodi Pendidikan Biologi Se-wilayah III Cirebon masih tergolong dalam kategori kurang. Research skills held by biology education study program students in region III Cirebon AbstractResearch skills include basic skills, namely observation, measuring, classification, communication, making inferences, making predictions, and integrated skills in the form of interpreting data, controlling variables, making operational definitions, and formulating hypotheses, and carrying out experiments. In general, research skills include the skills of designing, implementing, and reporting the results of research. The purpose of this study was to improve the research skills of undergraduate students in the Biology Education Study Program in Region III Cirebon. This research uses quantitative descriptive methods. Data analysis techniques using descriptive statistics. Research instruments using tests and questionnaires. Samples are taken at random. The results of this study are the average mastery level of researching design skills reached 51.3%, carrying out research amounting to 55.21%, and reporting research results of 62.82%. Research skills were not given training while learning, only 43.8% of practicum supervisors provided research skills. The conclusion of the study shows that the research skills of undergraduate students of Biology Education Study Program in Region III Cirebon are still classified in the inadequate category.
{"title":"Keterampilan meneliti yang dimiliki mahasiswa prodi pendidikan biologi se-wilayah III Cirebon","authors":"Djohar Maknun, Ria Yulia Gloria, Jajang aisyul Muzakki","doi":"10.21831/jipi.v6i1.28251","DOIUrl":"https://doi.org/10.21831/jipi.v6i1.28251","url":null,"abstract":"Keterampilan meneliti meliputi keterampilan dasar, yaitu observasi, mengukur, klasifikasi, komunikasi, membuat inferensi, membuat prediksi, dan keterampilan terintegrasi berupa menafsirkan data, mengendalikan variabel, membuat definisi operasional, dan merumuskan hipotesis, dan melaksanakan eksperimen. Secara umum keterampilan meneliti meliputi keterampilan merancang, melaksanakan, dan melaporkan hasil penelitian. Tujuan penelitian ini untuk meningkatkan keterampilan meneliti mahasiswa S-1 Program Studi Pendidikan Biologi Se-wilayah III Cirebon. Penelitian ini menggunakan metode deskriptif kuantitatif. Teknik analisis data menggunakan statistik deskriptif. Instrumen penelitian menggunakan tes dan kuesioner. Sampel diambil secara acak sederhana. Hasil penelitian ini adalah rataan tingkat penguasaan keterampilan meneliti merancang tercapai sebesar 51,3%, melaksanakan penelitian sebesar 55,21%, dan melaporkan hasil penelitian 62,82%. Keterampilan meneliti kurang diberikan pelatihan pada saat pembelajaran, hanya 43,8% dosen pembimbing praktikum yang memberikan pembekalan keterampilan meneliti. Kesimpulan penelitian menunjukkan bahwa keterampilan meneliti mahasiswa S-1 Prodi Pendidikan Biologi Se-wilayah III Cirebon masih tergolong dalam kategori kurang. Research skills held by biology education study program students in region III Cirebon AbstractResearch skills include basic skills, namely observation, measuring, classification, communication, making inferences, making predictions, and integrated skills in the form of interpreting data, controlling variables, making operational definitions, and formulating hypotheses, and carrying out experiments. In general, research skills include the skills of designing, implementing, and reporting the results of research. The purpose of this study was to improve the research skills of undergraduate students in the Biology Education Study Program in Region III Cirebon. This research uses quantitative descriptive methods. Data analysis techniques using descriptive statistics. Research instruments using tests and questionnaires. Samples are taken at random. The results of this study are the average mastery level of researching design skills reached 51.3%, carrying out research amounting to 55.21%, and reporting research results of 62.82%. Research skills were not given training while learning, only 43.8% of practicum supervisors provided research skills. The conclusion of the study shows that the research skills of undergraduate students of Biology Education Study Program in Region III Cirebon are still classified in the inadequate category.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44112017","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}
Pub Date : 2020-04-29DOI: 10.21831/jipi.v6i1.27761
Dewi Ekaputri Pitorini, S. Suciati, Joko Ariyanto
Penelitian bertujuan untuk mengetahui ada atau tidaknya perbedaan kemampuan argumentasi ilmiah tertulis siswa melalui model pembelajaran Inkuiri Terbimbing dengan Inkuiri Terbimbing dipadu Dialog Socrates. Penelitian ini menggunakan metode quasi experimental research dengan desain penelitian posttest only with nonequivalent group design. Populasi dalam penelitian ini adalah seluruh siswa kelas XI IPA SMA Negeri A Karanganyar Tahun Pelajaran 2018/2019. Teknik pengambilan sampel yang digunakan adalah cluster random sampling. Sampel dalam penelitian ini adalah kelas XI IPA 1 sebagai kelas eksperimen 1 dengan model pembelajaran Inkuiri Terbimbing dan kelas XI IPA 2 sebagai kelas eksperimen 2 dengan model pembelajaran Inkuiri Terbimbing dipadu Dialog Socrates. Teknik pengumpulan data menggunakan teknik tes dan teknik non tes. Uji hipotesis yang digunakan adalah uji t. Hasil penelitian menunjukkan bahwa nilai rata-rata argumentasi ilmiah tertulis kelas eksperimen 2 lebih tinggi yaitu 74,44 dibandingkan dengan kelas eksperimen 1 yaitu 65,99. Hasil uji t menunjukkan bahwa thitung>ttabel (4,675>1,99444), artinya terdapat perbedaan kemampuan argumentasi ilmiah tertulis siswa yang signifikan antara kelas eksperimen 1 dan kelas eksperimen 2. Simpulan penelitian ini adalah bahwa ada perbedaan kemampuan argumentasi ilmiah tertulis siswa melalui model pembelajaran Inkuiri Terbimbing dengan Inkuiri Terbimbing dipadu Dialog Socrates. Students' argumentation skills: A comparison between the guided-inquiry learning model and the Socrates dialogue-integrated guided-inquiry learning model AbstractThe research aimed to determine whether there was a difference in students’ written scientific argumentation skills through Guided Inquiry learning model and Guided Inquiry learning model integrated with Socratic Dialogue. The research was quasi-experimental research. The research design used was posttest only with nonequivalent group design. The population in this research were all students of class XI IPA of SMA Negeri A Karanganyar academic year 2018/2019. The sampling technique used in this research was cluster random sampling. The sample in this study was class XI IPA 1 as the experimental class 1 with the Guided Inquiry learning model and class XI IPA 2 as the experimental class 2 with the Guided Inquiry learning model combined with Socrates Dialogue. The data collection technique used was test technique and non-test technique. The hypothesis test used was t-test. The results of the research showed that the average scientific written argument for the experimental class 2 was higher at 74.44 compared to the experimental class 1 at 65.99. The t-test results show that tcount>ttable (4,675> 1,99444), meaning that there were significant differences in students' written scientific argumentation skills between the experimental class 1 and the experimental class 2. The conclusion of this study was that there was a difference in students' written scientific argumentation skill
研究的目的是通过学生的辅导学习模式,通过苏格拉底的对话,来确定学生的书面科学推理能力的差异。本研究采用了quasi实验研究方法与posttest研究设计只有非equivalent group设计。采用的抽样技术是随机抽样集群。本研究的样本为第一年科学1班,实验模式为2班,实验模式为2班,实验模式为苏格拉底对话。数据收集技术采用测试技术和非测试技术。所使用的假设测试是t.研究结果表明,书面科学考核班2比实验课74.44高,而实验班1比65.99高。t测试结果显示,thitung> t表(4.675 >1,99444),这意味着在实验1班和实验2班之间,学生的书面科学推理能力存在显著差异。本研究的结论是,学生的书面科学推理能力与苏格拉底对话的指导模式不同。学生之间argumentation技能:一个不那么可怜《guided-inquiry学习模型与苏格拉底dialogue-integrated guided-inquiry学习AbstractThe research aimed模型有个重大无论是在百万学生不同的科学技能通过Guided argumentation就读探究学习模型和Guided一起探究学习模型集成一个对话。研究是准实验研究。研究设计只在不熟悉的小组设计下发表。这项研究的人口是SMA Negeri A kar申请亚学年2018/2019的全部学生。这项研究中使用的技术样本是随机抽样。人们使用的数据收集技术是一项技术和非测试技术。人们使用的假设测试是t测试。研究的结果表明,对2班实验的平均知识写作论点在65.99与1班比较高。t测试结果显示的是tcount>ttable(4.675 > 1,99444),这意味着在students的文章中,在实验一年级和实验二年级之间有显著的差异。这项研究的结论是,在学生写作、科学推理与苏格拉底对话的基质学习模式之间存在着不同的差异。
{"title":"Kemampuan argumentasi siswa: Perbandingan model pembelajaran inkuiri terbimbing dan inkuiri terbimbing dipadu dialog Socrates","authors":"Dewi Ekaputri Pitorini, S. Suciati, Joko Ariyanto","doi":"10.21831/jipi.v6i1.27761","DOIUrl":"https://doi.org/10.21831/jipi.v6i1.27761","url":null,"abstract":"Penelitian bertujuan untuk mengetahui ada atau tidaknya perbedaan kemampuan argumentasi ilmiah tertulis siswa melalui model pembelajaran Inkuiri Terbimbing dengan Inkuiri Terbimbing dipadu Dialog Socrates. Penelitian ini menggunakan metode quasi experimental research dengan desain penelitian posttest only with nonequivalent group design. Populasi dalam penelitian ini adalah seluruh siswa kelas XI IPA SMA Negeri A Karanganyar Tahun Pelajaran 2018/2019. Teknik pengambilan sampel yang digunakan adalah cluster random sampling. Sampel dalam penelitian ini adalah kelas XI IPA 1 sebagai kelas eksperimen 1 dengan model pembelajaran Inkuiri Terbimbing dan kelas XI IPA 2 sebagai kelas eksperimen 2 dengan model pembelajaran Inkuiri Terbimbing dipadu Dialog Socrates. Teknik pengumpulan data menggunakan teknik tes dan teknik non tes. Uji hipotesis yang digunakan adalah uji t. Hasil penelitian menunjukkan bahwa nilai rata-rata argumentasi ilmiah tertulis kelas eksperimen 2 lebih tinggi yaitu 74,44 dibandingkan dengan kelas eksperimen 1 yaitu 65,99. Hasil uji t menunjukkan bahwa thitung>ttabel (4,675>1,99444), artinya terdapat perbedaan kemampuan argumentasi ilmiah tertulis siswa yang signifikan antara kelas eksperimen 1 dan kelas eksperimen 2. Simpulan penelitian ini adalah bahwa ada perbedaan kemampuan argumentasi ilmiah tertulis siswa melalui model pembelajaran Inkuiri Terbimbing dengan Inkuiri Terbimbing dipadu Dialog Socrates. Students' argumentation skills: A comparison between the guided-inquiry learning model and the Socrates dialogue-integrated guided-inquiry learning model AbstractThe research aimed to determine whether there was a difference in students’ written scientific argumentation skills through Guided Inquiry learning model and Guided Inquiry learning model integrated with Socratic Dialogue. The research was quasi-experimental research. The research design used was posttest only with nonequivalent group design. The population in this research were all students of class XI IPA of SMA Negeri A Karanganyar academic year 2018/2019. The sampling technique used in this research was cluster random sampling. The sample in this study was class XI IPA 1 as the experimental class 1 with the Guided Inquiry learning model and class XI IPA 2 as the experimental class 2 with the Guided Inquiry learning model combined with Socrates Dialogue. The data collection technique used was test technique and non-test technique. The hypothesis test used was t-test. The results of the research showed that the average scientific written argument for the experimental class 2 was higher at 74.44 compared to the experimental class 1 at 65.99. The t-test results show that tcount>ttable (4,675> 1,99444), meaning that there were significant differences in students' written scientific argumentation skills between the experimental class 1 and the experimental class 2. The conclusion of this study was that there was a difference in students' written scientific argumentation skill","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48594986","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}
Pub Date : 2020-04-29DOI: 10.21831/jipi.v6i1.32307
L. Heliawati, I. Permana, Elvi Kurniasih
This study aims to analyze the effect of energy modules in life systems on religious values and communication skills. This type of research is a quasi-experimental study with a population of 40 students in grade 7 in SMPN 1 Rumpin, Bogor district. The research design used was a one-group pre-test and post-test. The data obtained were then analyzed using quantitative descriptive. The finding shows that the application of energy modules in living systems effectively internalizes the religious values of students based on the average n-gain of 0.49 which is included in the medium category. Students’ communication skills reach a good category with a score of 78%. The study concludes that the energy module in living systems effectively internalizes religious values and students’ communication skills.
{"title":"Student communication skills from internalizing religious values to energy modules in life systems","authors":"L. Heliawati, I. Permana, Elvi Kurniasih","doi":"10.21831/jipi.v6i1.32307","DOIUrl":"https://doi.org/10.21831/jipi.v6i1.32307","url":null,"abstract":"This study aims to analyze the effect of energy modules in life systems on religious values and communication skills. This type of research is a quasi-experimental study with a population of 40 students in grade 7 in SMPN 1 Rumpin, Bogor district. The research design used was a one-group pre-test and post-test. The data obtained were then analyzed using quantitative descriptive. The finding shows that the application of energy modules in living systems effectively internalizes the religious values of students based on the average n-gain of 0.49 which is included in the medium category. Students’ communication skills reach a good category with a score of 78%. The study concludes that the energy module in living systems effectively internalizes religious values and students’ communication skills.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"6 1","pages":"126-134"},"PeriodicalIF":0.0,"publicationDate":"2020-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49160684","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}
Pub Date : 2020-04-29DOI: 10.21831/jipi.v6i1.30404
Danik Noor Utami, Nurfina Aznam
Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan LKPD IPA “Pesona Pantai Parangtritis” berbasis Learning Cycle 7E beserta efeknya terhadap critical thinking. Jenis penelitian yang digunakan adalah Penelitian pengembangan metode 4D yaitu define, design, develop, disseminate dengan menggunakan pretest-posttest control group design. Penilaan kelayakan produk dilakukan oleh ahli media dan ahli materi untuk mengetahui kevalidan, kepraktisan yang dilakukan oleh guru, dan keterbacaan peserta didik. Hasil penilian kelayakan oleh ahli materi, media, dan guru berturut-turut sebagai berikut 3,6; 3,56; 3,7 dengan skor maksimal adalah 4 (sangat valid). Uji keterbacaan mendapat nilai sebesar 3,5 dari skor maksimal 4 (sangat baik). Hasil gain skor ternormalisasi menunjukan peningkatan dalam pembelajaran dikelas eksperimen 0,86 tergolong tinggi dan kelas kontrol 0,66 tergolong rendah. Efektivitas penelitian menggunakan uji independentsample t testdengan nilai sig.(2-tailed) 0,000 kurang dari 0,05. Hasil uji menunjukan bahwa LKPD IPA “Pesona Pantai Parangtritis” berbasis Learning Cycle 7E efektif meningkatkan critical thinking peserta didik SMP N 1 Bantul. Development of science worksheet “Charm of Parangtritis Beach” based on the 7E learning cycle and its effect on critical thinking AbstractThis study aims to determine the feasibility and effectiveness of the Science Worksheet “charm of Parangtritis Beach” based on 7E Learning Cycle to improve critical thinking. This type of research is a 4D method development research that is defined, design, develop, disseminate using pretest-posttest control group design. The assessment of the feasibility of the product is carried out by media experts and material experts to find out the validity, practicality carried out by the teacher, and readability of students. The results of the assessment of eligibility by material experts, the media, and teachers are as follows 3.6; 3.56; 3.7 with a maximum score of 4 (very valid). Readability test gets a value of 3.5 from a maximum score of 4 (very good). Normalized score gain results showed an increase in learning in the experimental class 0.86 is high and the control class 0.66 is low. The effectiveness of the study used an independent sample t-test with a value of sig. (2-tailed) 0,000 less than 0.05. The test results show that Science worksheet based on 7E Learning Science Cycle integrated Local Potentials of Parangtritis Beach effective in improving students’ critical thinking.
该计划的目的是在学习周期 7E 的基础上,在批判性思维的基础上,实现 LKPD IPA "Pesona Pantai Parangtritis "计划的目标。4D 方法的应用包括定义、设计、开发、传播,并采用前测-后测对照组设计。通过媒体和材料制作产品,以获得价值、大师的指导,以及对用户的支持。通过材料、媒体和指导教师获得的分数分别为 3,6;3,56;3,7,而最高分数为 4(有效)。在最大值为 4 时,增益为 3.5(无效)。正常值增益为 0.86,对照值为 0.66。独立样本 t 检验的显著性(双尾)为 0.000,低于 0.05。在第 7E 学习周期基础上的 LKPD IPA "Pesona Pantai Parangtritis "可以提高学生的批判性思维能力。基于 7E 学习周期的科学工作表 "Parangtritis 海滩的魅力 "的开发及其对批判性思维的影响 摘要 本研究旨在确定基于 7E 学习周期的科学工作表 "Parangtritis 海滩的魅力 "对提高批判性思维的可行性和有效性。这类研究属于 4D 方法开发研究,即定义、设计、开发、传播,采用前测-后测对照组设计。由媒体专家和教材专家对产品的可行性进行评估,以了解产品的有效性、教师的实用性和学生的可读性。由材料专家、媒体和教师进行的合格性评估结果如下:3.6;3.56;3.7,最高分为 4(非常有效)。可读性测试结果为 3.5,最高分 4 分(非常好)。归一化分数收益结果显示,实验班的学习成绩提高了 0.86 分,是高分;对照班的学习成绩提高了 0.66 分,是低分。研究效果采用独立样本 t 检验,sig.(2-tailed) 0,000 小于 0.05。检验结果表明,基于 7E 学习科学周期的科学工作表综合了 Parangtritis Beach 的当地潜能,能有效提高学生的批判性思维能力。
{"title":"Pengembangan LKPD IPA “Pesona Pantai Parangtris” berbasis learning cycle 7E beserta efeknya terhadap critical thinking","authors":"Danik Noor Utami, Nurfina Aznam","doi":"10.21831/jipi.v6i1.30404","DOIUrl":"https://doi.org/10.21831/jipi.v6i1.30404","url":null,"abstract":"Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan LKPD IPA “Pesona Pantai Parangtritis” berbasis Learning Cycle 7E beserta efeknya terhadap critical thinking. Jenis penelitian yang digunakan adalah Penelitian pengembangan metode 4D yaitu define, design, develop, disseminate dengan menggunakan pretest-posttest control group design. Penilaan kelayakan produk dilakukan oleh ahli media dan ahli materi untuk mengetahui kevalidan, kepraktisan yang dilakukan oleh guru, dan keterbacaan peserta didik. Hasil penilian kelayakan oleh ahli materi, media, dan guru berturut-turut sebagai berikut 3,6; 3,56; 3,7 dengan skor maksimal adalah 4 (sangat valid). Uji keterbacaan mendapat nilai sebesar 3,5 dari skor maksimal 4 (sangat baik). Hasil gain skor ternormalisasi menunjukan peningkatan dalam pembelajaran dikelas eksperimen 0,86 tergolong tinggi dan kelas kontrol 0,66 tergolong rendah. Efektivitas penelitian menggunakan uji independentsample t testdengan nilai sig.(2-tailed) 0,000 kurang dari 0,05. Hasil uji menunjukan bahwa LKPD IPA “Pesona Pantai Parangtritis” berbasis Learning Cycle 7E efektif meningkatkan critical thinking peserta didik SMP N 1 Bantul. Development of science worksheet “Charm of Parangtritis Beach” based on the 7E learning cycle and its effect on critical thinking AbstractThis study aims to determine the feasibility and effectiveness of the Science Worksheet “charm of Parangtritis Beach” based on 7E Learning Cycle to improve critical thinking. This type of research is a 4D method development research that is defined, design, develop, disseminate using pretest-posttest control group design. The assessment of the feasibility of the product is carried out by media experts and material experts to find out the validity, practicality carried out by the teacher, and readability of students. The results of the assessment of eligibility by material experts, the media, and teachers are as follows 3.6; 3.56; 3.7 with a maximum score of 4 (very valid). Readability test gets a value of 3.5 from a maximum score of 4 (very good). Normalized score gain results showed an increase in learning in the experimental class 0.86 is high and the control class 0.66 is low. The effectiveness of the study used an independent sample t-test with a value of sig. (2-tailed) 0,000 less than 0.05. The test results show that Science worksheet based on 7E Learning Science Cycle integrated Local Potentials of Parangtritis Beach effective in improving students’ critical thinking.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"44 17","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141209448","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}
Pub Date : 2020-04-29DOI: 10.21831/jipi.v6i1.28109
A. Pattiserlihun, Stephanie Jessy James Setiadi
Blended-Flipped Classroom Learning is a learning method that combines blended learning with flipped classroom learning. This study aims to: (1). Design and implement Blended-Flipped Classroom Learning with the topic of Photoelectric Effect for Physics and Physics Education students in Modern Physics course; (2). Determine how the effect of Blended-Flipped Classroom Learning on student learning outcomes for the topic of Photoelectric Effect; (3). Determine students’ responses toward Blended-Flipped Classroom Learning for the topic of Photoelectric Effect. This research was descriptive and conducted at the Physics and Physics Education Department, Universitas Kristen Satya Wacana in the Modern Physics course. From the results of the research conducted it can be concluded that student learning outcomes after Blended-Flipped Classroom Learning were in the “high” and “very high” category, where most students (85.7%) were in the very high category. This result indicates that learning using Blended-Flipped Classroom Learning helps students to achieve optimal learning outcomes. Student responses to Blended-Flipped Classroom Learning were in the “good” category. It also shows that students' positive responses to the learning process can influence the optimization of their learning outcomes. This kind of learning model requires the teacher who acts as a facilitator, dynamist, evaluator and also justifier.
{"title":"Blended-flipped classroom learning for physics students with the topic of the photoelectric effect","authors":"A. Pattiserlihun, Stephanie Jessy James Setiadi","doi":"10.21831/jipi.v6i1.28109","DOIUrl":"https://doi.org/10.21831/jipi.v6i1.28109","url":null,"abstract":"Blended-Flipped Classroom Learning is a learning method that combines blended learning with flipped classroom learning. This study aims to: (1). Design and implement Blended-Flipped Classroom Learning with the topic of Photoelectric Effect for Physics and Physics Education students in Modern Physics course; (2). Determine how the effect of Blended-Flipped Classroom Learning on student learning outcomes for the topic of Photoelectric Effect; (3). Determine students’ responses toward Blended-Flipped Classroom Learning for the topic of Photoelectric Effect. This research was descriptive and conducted at the Physics and Physics Education Department, Universitas Kristen Satya Wacana in the Modern Physics course. From the results of the research conducted it can be concluded that student learning outcomes after Blended-Flipped Classroom Learning were in the “high” and “very high” category, where most students (85.7%) were in the very high category. This result indicates that learning using Blended-Flipped Classroom Learning helps students to achieve optimal learning outcomes. Student responses to Blended-Flipped Classroom Learning were in the “good” category. It also shows that students' positive responses to the learning process can influence the optimization of their learning outcomes. This kind of learning model requires the teacher who acts as a facilitator, dynamist, evaluator and also justifier.","PeriodicalId":30901,"journal":{"name":"Jurnal Inovasi Pendidikan IPA","volume":"6 1","pages":"71-78"},"PeriodicalIF":0.0,"publicationDate":"2020-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45868670","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}