Penelitian ini bertujuan untuk mengetahui kelayakan dan ketertarikan dari media pembelajaran praktikum virtual berbasis aplikasi android pada konsep materi hewan invertebrata. Penelitian ini merupakan penelitian pengembangan (R&D) yang mengadopsi model pengembangan Thiagrajan, S., dkk. Menggunakan teknik pengumpulan data non tes berupa angket pakar/ahli media, ahli materi, dan ahli bahasa dan angket respon respon siswa. Hasil penilaian kelayakan media pembelajaran praktikum virtual berbasis androis oleh pakar/ahli media 71,7% dengan kriteria layak, penilain ahli materi 91,5% dengan kriteria sangat layak, penilaian ahli bahasa 89,5% dengan kriteria sangat layak,. Hasil respon siswa sebesar 77% dalam kategori menarik. Berdasarkan hasil penelitian ini bahwa penegembangan media pembelajaran praktikum virtual berbasis android pada konsep hewan invertebrata dapat dijadikan salah satu alternatif pembelajaran biologi khususnya dalm kegiatan praktikum, serta meningkatkan berpikir kreatif siswa. Kata Kunci : praktikum virtual, media pembelajaran, berpikir kreatif, hewan invertebrata.
Student learning activities that are less conducive, passive in asking questions and answering questions from problems raised by teachers, difficult to express ideas or ideas of problem solving and the learning process provided, and have not been oriented to develop students' critical thinking skills.The purpose of this study is to determine the feasibility, find out the increase in students' critical thinking skills, and to find out students' responses to the application of RPG maker MV based mobile learning applications in the learning ecosystem. The research method used is Quasi-Experimental, the design used in this study is Quasi-Experimental Design with Randomized Control-Group Pretest-Postest. The data obtained in this study consisted of qualitative data, namely the results of observations of student activities during learning and student questionnaire responses to the application of mobile learning applications based on RPG maker MV, and quantitative data namely the results of students' critical thinking abilities. The results showed (1) the implementation of the RPG maker MV based mobile learning application has moderate criteria, (2) the application of the RPG maker MV based mobile learning application can improve students 'critical thinking skills, (3) students' responses to the use of RPG maker based learning mobile applications MV in ecosystem learning has very good criteria.
Komodias ikan air tawar seperti ikan lele salah satu permintaan pasar yang cukup ringgi. Budidaya ikan lele dilakukan di desa jerukleueut Sindangwangi Kabupaten Majalengka. Tujuan dari kegiatan ini untuk meningkatkan pengetahuan dan produksi ikan lele dengan menggunakan sistem bioflok. Budidaya ikan lele dengan sistem bioflok merupakan salah satu sistem dengan memanfaatkan mikroorganisme didalmnya yang bermanfaat sebagai makan tambahan berupa gumpalan berbagai jenis organisme seperti jamur, bakteri, algae, protozoa, cacing, dan lain lain. Benih ikan lele dengan metode bioflok bobot awal rata-rata 3,29 gram dan panjang 7,3 cm dan setelah dipelihara 40 hari memiliki berat rata-rata 12,35 gram dan panjang rata-rata 13,1 cm. Peningkatan berat yang dialami yaitu 9,06 gram dan peningkatan panjang 5,8 cm. Sementara itu, pada media tanpa bioflok, benih lele yang memiliki berat awal rata-rata 3,10 gram dan panjang 7,3 cm, setelah 40 hari terjadi peningkatan menjadi 9,75 gram dan panjang 11,5 cm. Dengan demikian terjadi peningkatan berat mencapai 6,65 gram dan peningkatan panjang 4,2 cm.
Integrating science with other disciplines like technology and mathematics supports early childhood have awareness and interest in science and affects their overall school performance further down in their education. The integration is commonly referred to as STEM which is an acronym of science (S), technology (T), engineering (E), and mathematics (M). STEM Education is provided to achieve educational aims that prepare people for future life and the workforce. However, designing a STEM-based learning process needs more attention, moreover carried out in early childhood. This study investigates preparing lesson plan early childhood pre-service teachers teaching STEM through play. The study used the phenomenology approach, qualitative data collection through observation, questionnaires, and interviews. The study involved pre-service early childhood teachers semester VII which has experienced the learning process of the Field Teaching Practices. The results showed that pre-service early childhood teachers when designing learning through games had an awareness that early childhood would provide a greater understanding of science concepts than children who teach science through direct instruction. Further findings show that designing the process of learning science through enjoyable experiences is a very important approach to promote students’ understanding of developing kindergarten science concepts.
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