Pub Date : 2024-05-03DOI: 10.22219/raden.v4i1.31919
Fadhlan Muchlas Abrori, Adi Nur Cahyono, Z. Lavicza
The development of learning media research evolves rapidly in design-based research (DBR). However, most of the research in this area concentrated on media implementation and media format. In this paper, we explain one side rarely discussed: the process of designing media pre-implementation. This research uses the designer’s log as core data that notes the essential things during the discussion between media designers and practitioners. This study depicts two case studies when researchers (as media designers) and teachers (as practitiones) were developing comics with socioscientific issues (SSI) content. This research employed a case studies approach, using the designer’s log in three meetings with teachers. The data analysis of the designer’s log focused on three criteria: analysis, comics-building, and teaching activities development. The main themes identified as results in this study were the student experience in comics, previous content related to SSI, comics form, SSI content in comics, and classroom activities. This study also presented designer log examples highlighting our discussion with teachers to explain teachers’ consideration in designing comics with SSI content. From this study, we offer recommendations, especially regarding DBR. Firstly, future researchers need to be aware not only of the final DBR product but also of the product design process; secondly, in preparing media (in this paper, comics), determining content needs to be considered together between designers and teachers from student conditions, culture, and school background.
{"title":"Designer's log in planning the development of comics with socioscientific issues content: Case studies","authors":"Fadhlan Muchlas Abrori, Adi Nur Cahyono, Z. Lavicza","doi":"10.22219/raden.v4i1.31919","DOIUrl":"https://doi.org/10.22219/raden.v4i1.31919","url":null,"abstract":"The development of learning media research evolves rapidly in design-based research (DBR). However, most of the research in this area concentrated on media implementation and media format. In this paper, we explain one side rarely discussed: the process of designing media pre-implementation. This research uses the designer’s log as core data that notes the essential things during the discussion between media designers and practitioners. This study depicts two case studies when researchers (as media designers) and teachers (as practitiones) were developing comics with socioscientific issues (SSI) content. This research employed a case studies approach, using the designer’s log in three meetings with teachers. The data analysis of the designer’s log focused on three criteria: analysis, comics-building, and teaching activities development. The main themes identified as results in this study were the student experience in comics, previous content related to SSI, comics form, SSI content in comics, and classroom activities. This study also presented designer log examples highlighting our discussion with teachers to explain teachers’ consideration in designing comics with SSI content. From this study, we offer recommendations, especially regarding DBR. Firstly, future researchers need to be aware not only of the final DBR product but also of the product design process; secondly, in preparing media (in this paper, comics), determining content needs to be considered together between designers and teachers from student conditions, culture, and school background. ","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":" 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141129784","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 : 2024-03-27DOI: 10.22219/raden.v4i1.32277
Khusnul Fatimah, Rima Damayanti, Sri Wahyuni, Dyah Werdiningsih, I. Imrotin
The availability of interactive-based student worksheets that also take into account differences in learning styles is necessary to address the challenges of the digital era in teaching short story writing. This research aims to develop Student Worksheets (LKPD) based on Gofin (Interactive Google Form) for short story text learning with the application of a differentiated approach that is suitable for interests, abilities, and learning styles. This developmental research adapts the ADDIE model and carries out three steps, namely analysis, design, and development. The implementation and evaluation steps are conducted in subsequent research. The research results indicate that this LKPD is highly suitable and engaging with a material validity rate of 87%, media validity of 83%, and student response of 96%. This LKPD is designed to accommodate differences in students' learning styles (kinesthetic, auditory, visual) so that learning objectives can be maximally achieved.
{"title":"Development of GOFIN (Google form interactive)-based on the short story worksheet with differentiated learning approach","authors":"Khusnul Fatimah, Rima Damayanti, Sri Wahyuni, Dyah Werdiningsih, I. Imrotin","doi":"10.22219/raden.v4i1.32277","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32277","url":null,"abstract":"The availability of interactive-based student worksheets that also take into account differences in learning styles is necessary to address the challenges of the digital era in teaching short story writing. This research aims to develop Student Worksheets (LKPD) based on Gofin (Interactive Google Form) for short story text learning with the application of a differentiated approach that is suitable for interests, abilities, and learning styles. This developmental research adapts the ADDIE model and carries out three steps, namely analysis, design, and development. The implementation and evaluation steps are conducted in subsequent research. The research results indicate that this LKPD is highly suitable and engaging with a material validity rate of 87%, media validity of 83%, and student response of 96%. This LKPD is designed to accommodate differences in students' learning styles (kinesthetic, auditory, visual) so that learning objectives can be maximally achieved.","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"42 9","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140377134","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 : 2024-03-26DOI: 10.22219/raden.v4i1.32262
Rindi Wahyuni, A. W. Subiantoro
Health literacy plays a pivotal role in shaping an individual's adoption of a healthy lifestyle, particularly among students transitioning into adolescence and adulthood. Hence, integrating health literacy into educational curricula is imperative. For instance, the study of the human kidney excretory system, which necessitates the use of measuring instruments, can serve as a platform to enhance students' health literacy skills within the realm of biology education. This study was conducted to develop and determine the feasibility of human kidney health literacy instruments. The research method used in this study is ADDIE development research which consists of 5 stages, including (1) preliminary needs analysis (2) product design (3) Development (4) Implementation, and (5) evaluation. The trial results stated that the instrument was feasible to use with a linguist assessment of 9.8% very feasible category, and a material expert of 91% very feasible category. The empirical validity test was conducted with a limited trial to 47 students of Al-Azhar 9 Yogyakarta High School and the results showed that 92% of the items were declared valid with a high reliability value of 0.7. This study produced 16 statement items on the attitude aspect, 6 items on the knowledge aspect, and items on the skill aspect. The total question items produced in this study were 24 question items that were valid and feasible to use as a tool to improve the quality of education.
{"title":"Developing of health literacy instrument on human kidney for senior high school student","authors":"Rindi Wahyuni, A. W. Subiantoro","doi":"10.22219/raden.v4i1.32262","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32262","url":null,"abstract":"Health literacy plays a pivotal role in shaping an individual's adoption of a healthy lifestyle, particularly among students transitioning into adolescence and adulthood. Hence, integrating health literacy into educational curricula is imperative. For instance, the study of the human kidney excretory system, which necessitates the use of measuring instruments, can serve as a platform to enhance students' health literacy skills within the realm of biology education. This study was conducted to develop and determine the feasibility of human kidney health literacy instruments. The research method used in this study is ADDIE development research which consists of 5 stages, including (1) preliminary needs analysis (2) product design (3) Development (4) Implementation, and (5) evaluation. The trial results stated that the instrument was feasible to use with a linguist assessment of 9.8% very feasible category, and a material expert of 91% very feasible category. The empirical validity test was conducted with a limited trial to 47 students of Al-Azhar 9 Yogyakarta High School and the results showed that 92% of the items were declared valid with a high reliability value of 0.7. This study produced 16 statement items on the attitude aspect, 6 items on the knowledge aspect, and items on the skill aspect. The total question items produced in this study were 24 question items that were valid and feasible to use as a tool to improve the quality of education.","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"106 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140380659","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 : 2024-03-26DOI: 10.22219/raden.v4i1.32325
Nuril Huda, Windi Setiawan, H. Haerussaleh
Independent learning facilitates students in improving their competencies according to the challenges of the current era. However, learning in schools often does not empower students to become independent learners. This research aims to find out whether the application of blended learning with the Science Technology Society (STS) approach can increase student independence in learning or not. This research is quantitative. The sample for this research was students from the informatics engineering and communication science study program at Dr Soetomo University. The instrument used in this research was a questionnaire. Questionnaires are used to find out information about independence. Data analysis involved conducting normality and homogeneity tests, followed by an independent sample test. The results of the analysis suggest an influence of blended learning with an STS approach on learning independence in higher education (t = 21.246, p < 0.001), implying the potential effectiveness of integrating STS principles into educational practices to foster greater autonomy among students.
{"title":"The influence of blended learning using the science technology society approach on learning independence","authors":"Nuril Huda, Windi Setiawan, H. Haerussaleh","doi":"10.22219/raden.v4i1.32325","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32325","url":null,"abstract":"Independent learning facilitates students in improving their competencies according to the challenges of the current era. However, learning in schools often does not empower students to become independent learners. This research aims to find out whether the application of blended learning with the Science Technology Society (STS) approach can increase student independence in learning or not. This research is quantitative. The sample for this research was students from the informatics engineering and communication science study program at Dr Soetomo University. The instrument used in this research was a questionnaire. Questionnaires are used to find out information about independence. Data analysis involved conducting normality and homogeneity tests, followed by an independent sample test. The results of the analysis suggest an influence of blended learning with an STS approach on learning independence in higher education (t = 21.246, p < 0.001), implying the potential effectiveness of integrating STS principles into educational practices to foster greater autonomy among students.","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"122 14","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140379913","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 : 2024-03-10DOI: 10.22219/raden.v4i1.32204
Lutfi Cahya Kurniawan, Indah Wahyuni
Mathematics learning poses several challenges, making the utilization of technology, particularly e-worksheets, a promising solution to offer a more interactive learning experience and bolster student success. This research aims to describe the validity, practicality, and effectiveness of using Engineering Design Process (EDP)-based e-worksheets in composition function material in high school. The research subjects are 35 eleventh graders at SMAN 1 Tegaldlimo, Banyuwangi, East Java. The Research and Development (R&D) utilized the ADDIE model and collected data through observation, interviews, and tests. The results of expert validation approval obtained a score of 83.33%, which indicates valid or reasonable to use but requires slight updates. The practical results obtained from the analysis of student questionnaires were 76.69%. The pretest and post-test values are analyzed using the Wilcoxon Test with a significance value of < 0.05. The utilization of EDP-based e-worksheets significantly influences composition function material in high school. The N-Gain score shows the mean value was 70.09 %, which is categorized as high (quite effective). Developing e-worksheets based on feedback from teachers and students, as well as further studies on their long-term influence on student learning outcomes, is needed.
{"title":"Development of e-worksheet based on engineering design process for composition function material","authors":"Lutfi Cahya Kurniawan, Indah Wahyuni","doi":"10.22219/raden.v4i1.32204","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32204","url":null,"abstract":"Mathematics learning poses several challenges, making the utilization of technology, particularly e-worksheets, a promising solution to offer a more interactive learning experience and bolster student success. This research aims to describe the validity, practicality, and effectiveness of using Engineering Design Process (EDP)-based e-worksheets in composition function material in high school. The research subjects are 35 eleventh graders at SMAN 1 Tegaldlimo, Banyuwangi, East Java. The Research and Development (R&D) utilized the ADDIE model and collected data through observation, interviews, and tests. The results of expert validation approval obtained a score of 83.33%, which indicates valid or reasonable to use but requires slight updates. The practical results obtained from the analysis of student questionnaires were 76.69%. The pretest and post-test values are analyzed using the Wilcoxon Test with a significance value of < 0.05. The utilization of EDP-based e-worksheets significantly influences composition function material in high school. The N-Gain score shows the mean value was 70.09 %, which is categorized as high (quite effective). Developing e-worksheets based on feedback from teachers and students, as well as further studies on their long-term influence on student learning outcomes, is needed.","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"63 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140255788","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 : 2024-03-08DOI: 10.22219/raden.v4i1.32253
S. Sucipto, Windi Setiawan, Ahmad Hatip
Problem-solving ability is one of the competencies that individuals must have as a provision to face increasingly complex problems. This study aims to determine the effect of the application of the Collaborative Learning (CL) model on the problem-solving ability of civic education based on the cognitive style of students. This study applies the quantitative research paradigm with a quasi-experimental design. The research subjects were 162 students selected by cluster random sampling technique from two private universities in Surabaya, Indonesia. Data collection techniques use Cognitive Style Inventory (CoSI) and Problem Solving Inventory (PSI). The data were analyzed using an independent sample t test technique with SPSS software. The results showed that the application of the CL model had a significant effect on the problem-solving ability of civic education in students. The field independent (FI) cognitive style shows higher problem-solving ability than the field dependent (FD) in both the application of the CL model and the Cooperative Learning (CpL) model. In the learning process, it is recommended that educators apply the CL model as an alternative in improving the problem-solving ability of civic education by paying attention to the cognitive style of students.
{"title":"The effectiveness of collaborative learning on civic education problem-solving abilities based on cognitive styles","authors":"S. Sucipto, Windi Setiawan, Ahmad Hatip","doi":"10.22219/raden.v4i1.32253","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32253","url":null,"abstract":"Problem-solving ability is one of the competencies that individuals must have as a provision to face increasingly complex problems. This study aims to determine the effect of the application of the Collaborative Learning (CL) model on the problem-solving ability of civic education based on the cognitive style of students. This study applies the quantitative research paradigm with a quasi-experimental design. The research subjects were 162 students selected by cluster random sampling technique from two private universities in Surabaya, Indonesia. Data collection techniques use Cognitive Style Inventory (CoSI) and Problem Solving Inventory (PSI). The data were analyzed using an independent sample t test technique with SPSS software. The results showed that the application of the CL model had a significant effect on the problem-solving ability of civic education in students. The field independent (FI) cognitive style shows higher problem-solving ability than the field dependent (FD) in both the application of the CL model and the Cooperative Learning (CpL) model. In the learning process, it is recommended that educators apply the CL model as an alternative in improving the problem-solving ability of civic education by paying attention to the cognitive style of students.","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"24 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140258120","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 study investigated the use of U-Dictionary and Google Translate in translating English Speech into the Indonesian language. This study aimed to test whether U-Dictionary outperforms Google Translate in translating English Speech into Indonesian. The true experimental design was applied to examine the result of the translation from U-Dictionary and Google Translate. Two raters assessed the translation result from U-Dictionary and Google Translate using a translation scoring rubric (In the "Equal Variances Assumed" section, the two-tailed significance value is 0.000, which is less than 0.05). The result showed that U-Dictionary didn’t outperform Google Translate in translating English Speech into Indonesian. On the contrary, Google Translate outperformed U-Dictionary Google Translate in translating English Speech into the Indonesian language. Here, the source language is English and the target language is Indonesian language. The result strongly suggests that Google Translate app is more effective than U-Dictionary in translating English to Indonesian in relating topics such as biography, daily life, and culture of certain community. The further research is expected to investigate the efficacy of Google Translate towards U-Dictionary in different scope of discourse like economic, politic, law, and etc. Moreover, the future research may compare among Machine Translation (MT) or among translation apps.
{"title":"Analyzing the differences: U-dictionary and google translate's English-to-Indonesian speech translation","authors":"Suhartawan Budianto, Devito Andharu, Ratna Kartini","doi":"10.22219/raden.v4i1.32316","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32316","url":null,"abstract":"This study investigated the use of U-Dictionary and Google Translate in translating English Speech into the Indonesian language. This study aimed to test whether U-Dictionary outperforms Google Translate in translating English Speech into Indonesian. The true experimental design was applied to examine the result of the translation from U-Dictionary and Google Translate. Two raters assessed the translation result from U-Dictionary and Google Translate using a translation scoring rubric (In the \"Equal Variances Assumed\" section, the two-tailed significance value is 0.000, which is less than 0.05). The result showed that U-Dictionary didn’t outperform Google Translate in translating English Speech into Indonesian. On the contrary, Google Translate outperformed U-Dictionary Google Translate in translating English Speech into the Indonesian language. Here, the source language is English and the target language is Indonesian language. The result strongly suggests that Google Translate app is more effective than U-Dictionary in translating English to Indonesian in relating topics such as biography, daily life, and culture of certain community. The further research is expected to investigate the efficacy of Google Translate towards U-Dictionary in different scope of discourse like economic, politic, law, and etc. Moreover, the future research may compare among Machine Translation (MT) or among translation apps.","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"61 7","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140264427","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 : 2024-03-04DOI: 10.22219/raden.v4i1.32126
A. Abbassyakhrin, P. Setyosari, Siti Zubaidah, S. Sulton
In educational settings, the metacognitive skills and critical thinking abilities of students often show room for improvement. This research aims to find out the influence of gamification methods and academic ability on metacognitive skills and critical thinking ability of high school students in Biology subjects. The independent variable in this research is the application of the Gamification method and a different method, namely the Synchronous-asynchronous method. The moderator variable is the difference in students' academic ability. The dependent variables are metacognitive and critical thinking skills. The instrument used to collect data is a test question developed to measure metacognitive and critical thinking skills. The study comprised two distinct stages. Firstly, the Dick & Carey development steps were used for development research. Secondly, a quasi-experiment was conducted using a 2x2 factorial design with 62 students divided into two groups. The research data was analyzed using the MANOVA statistical analysis technique. Based on the research results, it can be recommended that the Gamification learning method needs to be applied in the classroom with attention to the student's academic abilities.
{"title":"Gamification and academic ability impact on students' meta-cognition and critical thinking skills","authors":"A. Abbassyakhrin, P. Setyosari, Siti Zubaidah, S. Sulton","doi":"10.22219/raden.v4i1.32126","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32126","url":null,"abstract":"In educational settings, the metacognitive skills and critical thinking abilities of students often show room for improvement. This research aims to find out the influence of gamification methods and academic ability on metacognitive skills and critical thinking ability of high school students in Biology subjects. The independent variable in this research is the application of the Gamification method and a different method, namely the Synchronous-asynchronous method. The moderator variable is the difference in students' academic ability. The dependent variables are metacognitive and critical thinking skills. The instrument used to collect data is a test question developed to measure metacognitive and critical thinking skills. The study comprised two distinct stages. Firstly, the Dick & Carey development steps were used for development research. Secondly, a quasi-experiment was conducted using a 2x2 factorial design with 62 students divided into two groups. The research data was analyzed using the MANOVA statistical analysis technique. Based on the research results, it can be recommended that the Gamification learning method needs to be applied in the classroom with attention to the student's academic abilities. ","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140266221","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 : 2024-02-28DOI: 10.22219/raden.v4i1.32182
Dede Nurhidayah, Anggi Tias Pratama
This research aimed to describe the character of project-based learning that uses e-worksheets with the integration of Pancasila values. This qualitative descriptive research uses interview techniques, observation, and literature study in data collection. Based on the observation results, each feature of the Pancasila student profile dimension was reflected in the learning syntax with the expected development criteria. The project-based learning is beneficial in developing the Character of Pancasila through the student strengthening project. Characteristics of project-based learning include: (1) independently, from planning, preparation, and manufacture to product presentation; (2) full responsibility for the project created; (3) involving peers, teachers, parents, and even the community; (4) train students' critical and creative thinking skills; and (5) space for dissemination of ideas. The Pancasila learner profile's dimensions are reflected in the electronic learner worksheet, within each project-based learning syntax presented in learning activities. The syntax for project-based learning includes (1) basic questions; (2) designing project planning; (3) developing a schedule; (4) monitoring project activity and development; (5) testing results; and (6) evaluating the learning experience. By following this syntax, students are expected to develop the dimensions of the Pancasila learner profile, which include: (1) believing in and fearing God, and having noble character; (2) embracing global diversity; (3) working collaboratively; (4) being independent; (5) critical reasoning; and (6) being creative.
{"title":"Students’ e-worksheet based on project and Character of Pancasila through environmental issues: What are the characteristics?","authors":"Dede Nurhidayah, Anggi Tias Pratama","doi":"10.22219/raden.v4i1.32182","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32182","url":null,"abstract":"This research aimed to describe the character of project-based learning that uses e-worksheets with the integration of Pancasila values. This qualitative descriptive research uses interview techniques, observation, and literature study in data collection. Based on the observation results, each feature of the Pancasila student profile dimension was reflected in the learning syntax with the expected development criteria. The project-based learning is beneficial in developing the Character of Pancasila through the student strengthening project. Characteristics of project-based learning include: (1) independently, from planning, preparation, and manufacture to product presentation; (2) full responsibility for the project created; (3) involving peers, teachers, parents, and even the community; (4) train students' critical and creative thinking skills; and (5) space for dissemination of ideas. The Pancasila learner profile's dimensions are reflected in the electronic learner worksheet, within each project-based learning syntax presented in learning activities. The syntax for project-based learning includes (1) basic questions; (2) designing project planning; (3) developing a schedule; (4) monitoring project activity and development; (5) testing results; and (6) evaluating the learning experience. By following this syntax, students are expected to develop the dimensions of the Pancasila learner profile, which include: (1) believing in and fearing God, and having noble character; (2) embracing global diversity; (3) working collaboratively; (4) being independent; (5) critical reasoning; and (6) being creative.","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"15 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140422165","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 : 2024-02-26DOI: 10.22219/raden.v4i1.32159
Zia Aulia Zaidin Putra, I. Ibrohim, H. Susilo, H. Suwono
Creative thinking has widely discussed due the urgency at the 21st century life. These thinking process helps people to tackling situation and problems in daily life. This study aimed to analyze the secondary students’ creative thinking through Problem-based Learning integrated with Digital Mind Map (PBL-DMM). This study was conducted at Solok Secondary High School, West Sumatra, Indonesia. Using quantitative research design, 60 students were taught by PBL-DMM. Creative thinking was testing by essay test in three times. The essay tests previously validated by the expert appraisal and once were testing to the former students to measure the empirical validity and reliability. All tests were declared valid and reliable. The result of the treatment was students’ creative thinking increase within three time of tests. This finding means that PBL-DMM can helps students to promote their creative thinking during the learning process. Digital mind map taking role as a tool to organize students’ concept, knowledge, and information.
{"title":"What increase students’ creative thinking skills? employing problem-based learning-digital mind map in biology learning","authors":"Zia Aulia Zaidin Putra, I. Ibrohim, H. Susilo, H. Suwono","doi":"10.22219/raden.v4i1.32159","DOIUrl":"https://doi.org/10.22219/raden.v4i1.32159","url":null,"abstract":"Creative thinking has widely discussed due the urgency at the 21st century life. These thinking process helps people to tackling situation and problems in daily life. This study aimed to analyze the secondary students’ creative thinking through Problem-based Learning integrated with Digital Mind Map (PBL-DMM). This study was conducted at Solok Secondary High School, West Sumatra, Indonesia. Using quantitative research design, 60 students were taught by PBL-DMM. Creative thinking was testing by essay test in three times. The essay tests previously validated by the expert appraisal and once were testing to the former students to measure the empirical validity and reliability. All tests were declared valid and reliable. The result of the treatment was students’ creative thinking increase within three time of tests. This finding means that PBL-DMM can helps students to promote their creative thinking during the learning process. Digital mind map taking role as a tool to organize students’ concept, knowledge, and information.","PeriodicalId":355944,"journal":{"name":"Research and Development in Education (RaDEn)","volume":"43 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140431296","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}