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Designer's log in planning the development of comics with socioscientific issues content: Case studies 设计者在规划开发具有社会科学问题内容的漫画时的日志:案例研究
Pub Date : 2024-05-03 DOI: 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. 
在以设计为基础的研究(DBR)中,学习媒体研究发展迅速。然而,该领域的大多数研究都集中在媒体实施和媒体形式上。在本文中,我们将解释很少被讨论的一个方面:媒体实施前的设计过程。本研究以设计者日志为核心数据,记录了媒体设计者与从业人员讨论过程中的重要事项。本研究描述了研究人员(作为媒体设计者)和教师(作为实践者)在开发具有社会科学问题(SSI)内容的漫画时的两个案例研究。本研究采用了个案研究的方法,使用了设计者在与教师的三次会面中的日志。对设计者日志的数据分析侧重于三个标准:分析、漫画创作和教学活动开发。本研究确定的主要成果主题包括:学生在漫画中的体验、以往与 SSI 相关的内容、漫画形式、漫画中的 SSI 内容以及课堂活动。本研究还提供了设计者日志实例,重点介绍了我们与教师的讨论情况,以解释教师在设计包含 SSI 内容的漫画时的考虑因素。通过本研究,我们提出了一些建议,特别是关于 DBR 的建议。首先,未来的研究人员不仅需要了解 DBR 的最终产品,还需要了解产品的设计过程;其次,在准备媒体(本文中为漫画)时,内容的确定需要设计师和教师从学生条件、文化和学校背景等方面共同考虑。
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引用次数: 0
Development of GOFIN (Google form interactive)-based on the short story worksheet with differentiated learning approach 开发 GOFIN(谷歌互动表格)--以短篇小说工作表为基础,采用差异化学习方法
Pub Date : 2024-03-27 DOI: 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.
要应对数字时代短篇小说写作教学的挑战,就必须提供基于互动的学生作业单,同时考虑到学习风格的差异。本研究旨在开发基于 Gofin(交互式谷歌表单)的学生工作表(LKPD),用于短篇小说文本学习,并采用适合兴趣、能力和学习风格的差异化方法。这项开发性研究采用 ADDIE 模型,分为分析、设计和开发三个步骤。实施和评估步骤将在后续研究中进行。研究结果表明,这套长效学习策略设计方案非常适合学生的学习和参与,其材料效度为 87%,媒体效度为 83%,学生回应率为 96%。该学习方案的设计考虑到了学生学习风格(动觉、听觉、视觉)的差异,从而最大限度地实现了学习目标。
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引用次数: 0
Developing of health literacy instrument on human kidney for senior high school student 开发高中生人体肾脏健康知识工具
Pub Date : 2024-03-26 DOI: 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.
健康素养对个人养成健康的生活方式起着举足轻重的作用,尤其是对即将步入青春期和成年的学生而言。因此,将健康素养纳入教育课程势在必行。例如,人体肾脏排泄系统的研究需要使用测量仪器,它可以作为一个平台,在生物教育领域提高学生的健康素养技能。本研究旨在开发人体肾脏健康素养工具并确定其可行性。本研究采用的研究方法是 ADDIE 开发研究法,包括 5 个阶段:(1)初步需求分析(2)产品设计(3)开发(4)实施(5)评估。试用结果表明,该工具的使用是可行的,语言学家的评估结果为 9.8% 非常可行,材料专家的评估结果为 91% 非常可行。对日惹爱资哈尔第九中学的 47 名学生进行了有限的经验效度测试,结果显示 92% 的项目有效,信度值高达 0.7。本研究产生了 16 个态度方面的陈述项目、6 个知识方面的项目和技能方面的项目。本研究共编制了 24 个问题项目,这些项目有效且可行,可用作提高教育质量的工具。
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引用次数: 0
The influence of blended learning using the science technology society approach on learning independence 利用科技社会方法开展混合式学习对学习自主性的影响
Pub Date : 2024-03-26 DOI: 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.
自主学习有助于学生根据当今时代的挑战提高自己的能力。然而,学校的学习往往不能增强学生成为独立学习者的能力。本研究旨在了解应用科学与技术社会(STS)方法进行混合式学习能否提高学生的学习自主性。本研究为定量研究。本研究的样本是来自土友博士大学信息工程和通信科学专业的学生。本研究使用的工具是调查问卷。问卷用于了解有关独立性的信息。数据分析包括进行正态性和同质性检验,然后进行独立样本检验。分析结果表明,采用 STS 方法的混合式学习对高等教育中的学习自主性有影响(t = 21.246,p < 0.001),这意味着将 STS 原则融入教育实践以培养学生更大自主性的潜在有效性。
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引用次数: 0
Development of e-worksheet based on engineering design process for composition function material 开发基于工程设计流程的组成功能材料电子工作表
Pub Date : 2024-03-10 DOI: 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.
数学学习面临着诸多挑战,因此,利用技术,尤其是电子作业单,为学生提供更具互动性的学习体验并提高他们的学习成绩,是一个很有前景的解决方案。本研究旨在描述在高中使用基于工程设计过程(EDP)的电子作业单来编写函数材料的有效性、实用性和有效性。研究对象是东爪哇省班育万吉市 SMAN 1 Tegaldlimo 的 35 名十一年级学生。研究与开发(R&D)利用 ADDIE 模型,通过观察、访谈和测试收集数据。专家验证批准的结果为 83.33%,表明使用有效或合理,但需要稍作更新。学生问卷分析得出的实用结果为 76.69%。前测值和后测值采用 Wilcoxon 检验法进行分析,显著性值小于 0.05。基于 EDP 的电子作业单的使用对高中作文功能材料产生了重大影响。N-Gain 分数显示平均值为 70.09%,属于高(相当有效)。有必要根据教师和学生的反馈开发电子作业单,并进一步研究其对学生学习成果的长期影响。
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引用次数: 0
The effectiveness of collaborative learning on civic education problem-solving abilities based on cognitive styles 基于认知风格的协作学习对公民教育问题解决能力的影响
Pub Date : 2024-03-08 DOI: 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.
解决问题的能力是个人面对日益复杂的问题所必须具备的能力之一。本研究旨在根据学生的认知风格,确定协作学习(CL)模式的应用对公民教育问题解决能力的影响。本研究采用准实验设计的定量研究范式。研究对象是从印尼泗水的两所私立大学中通过整群随机抽样技术选出的 162 名学生。数据收集技术采用认知风格量表(CoSI)和问题解决量表(PSI)。 数据使用 SPSS 软件的独立样本 t 检验技术进行分析。结果表明,CL 模型的应用对学生公民教育的问题解决能力有显著影响。在应用 CL 模式和合作学习(CpL)模式的过程中,场独立(FI)认知风格比场依存(FD)认知风格表现出更高的问题解决能力。在学习过程中,建议教育者应用CL模式,通过关注学生的认知风格来提高公民教育的问题解决能力。
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引用次数: 0
Analyzing the differences: U-dictionary and google translate's English-to-Indonesian speech translation 分析差异:U-dictionary 和谷歌翻译的英印尼语语音翻译
Pub Date : 2024-03-05 DOI: 10.22219/raden.v4i1.32316
Suhartawan Budianto, Devito Andharu, Ratna Kartini
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.
本研究调查了使用 U-Dictionary 和 Google Translate 将英语语音翻译成印尼语的情况。本研究旨在测试 U-Dictionary 在将英语语音翻译成印尼语方面是否优于 Google 翻译。本研究采用真实实验设计来检验 U-Dictionary 和谷歌翻译的翻译结果。两名评分员使用翻译评分标准对 U-Dictionary 和谷歌翻译的翻译结果进行了评估(在 "假设等方差 "部分,双尾显著性值为 0.000,小于 0.05)。结果显示,在将英语语音翻译成印尼语方面,U-Dictionary 的表现并不优于谷歌翻译。相反,谷歌翻译在将英语语音翻译成印尼语方面优于 U-Dictionary 谷歌翻译。这里,源语言是英语,目标语言是印尼语。这一结果有力地表明,在将英语翻译成印尼语时,谷歌翻译应用程序比 U-Dictionary 更能有效地翻译与某些社区的传记、日常生活和文化等主题相关的内容。预计进一步的研究将调查在经济、政治、法律等不同范围的话语中,谷歌翻译相对于 U-Dictionary 的有效性。此外,未来的研究可能会对机器翻译(MT)或翻译应用程序进行比较。
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引用次数: 0
Gamification and academic ability impact on students' meta-cognition and critical thinking skills 游戏化和学术能力对学生元认知和批判性思维能力的影响
Pub Date : 2024-03-04 DOI: 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.   
在教育环境中,学生的元认知能力和批判性思维能力往往有待提高。本研究旨在找出游戏化方法和学习能力对高中生生物学科元认知技能和批判性思维能力的影响。本研究的自变量是游戏化方法和一种不同方法(即同步-异步方法)的应用。调节变量是学生学习能力的差异。因变量是元认知和批判性思维能力。用于收集数据的工具是为测量元认知和批判性思维能力而开发的测试题。研究包括两个不同的阶段。首先,采用 Dick & Carey 的开发步骤进行开发研究。其次,采用 2x2 因式设计进行准实验,将 62 名学生分为两组。研究数据采用 MANOVA 统计分析技术进行分析。根据研究结果,可以建议在课堂上应用游戏化学习方法,并关注学生的学习能力。
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引用次数: 0
Students’ e-worksheet based on project and Character of Pancasila through environmental issues: What are the characteristics? 学生电子作业纸:通过环境问题了解潘查希拉的项目和特点:有哪些特点?
Pub Date : 2024-02-28 DOI: 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.
本研究旨在描述使用电子工作表并融入潘查希拉(Pancasila)价值观的项目式学习的特点。这项定性描述性研究采用访谈、观察和文献研究等方法收集数据。根据观察结果,潘查希拉学生特征维度的每个特征都在学习句法中得到了体现,并达到了预期的发展标准。基于项目的学习有利于通过学生强化项目来发展潘查希拉的特征。项目式学习的特点包括(1) 从计划、准备、制作到产品展示都是独立完成的;(2) 对所创建的项目负全责;(3) 让同学、教师、家长甚至社区参与进来;(4) 训练学生的批判性和创造性思维能力;(5) 为传播想法提供空间。潘查希拉学习者档案的各个维度体现在电子学习者工作表中,体现在学习活动中呈现的每个基于项目的学习语法中。项目式学习的语法包括:(1) 基本问题;(2) 设计项目规划;(3) 制定时间表;(4) 监控项目活动和发展;(5) 检验结果;(6) 评估学习体验。通过这种综合方法,学生有望发展潘查希拉学习者特征的各个维度,其中包括(1) 信仰和敬畏上帝,具有高尚的品格;(2) 接受全球多样性;(3) 协作;(4) 独立;(5) 批判性推理;(6) 具有创造性。
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引用次数: 0
What increase students’ creative thinking skills? employing problem-based learning-digital mind map in biology learning 如何提高学生的创造性思维能力? 在生物学习中采用基于问题的学习--数字思维导图
Pub Date : 2024-02-26 DOI: 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.
由于 21 世纪生活的紧迫性,创造性思维已被广泛讨论。这些思维过程有助于人们处理日常生活中的情况和问题。本研究旨在分析中学生通过基于问题的学习与数字思维导图(PBL-DMM)进行创造性思维的情况。本研究在印度尼西亚西苏门答腊的索洛克中学进行。采用定量研究设计,对 60 名学生进行了 PBL-DMM 教学。创造性思维测试通过论文测试进行,共进行了三次。论文测试之前已通过专家鉴定,并对以前的学生进行了一次测试,以衡量实证有效性和可靠性。所有测试均被宣布为有效和可靠。治疗结果表明,学生的创造性思维在三次测试中均有所提高。这一结果说明,PBL-DMM 可以帮助学生在学习过程中促进其创造性思维。数字思维导图是组织学生概念、知识和信息的工具。
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引用次数: 0
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Research and Development in Education (RaDEn)
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