Indonesia is located in the ring of fire and frequently hit by tectonic earthquake. Education could be one of the strategic and effective efforts to reduce the earthquake risk. Therefore, there is a need to provide knowledge about the earthquake disaster mitigation, especially in elementary school, and to grow the "Safety Culture" in school. This paper focuses on how the integration of mobile learning application in elementary school could enhance the ability of disaster risk reduction especially for earthquake mitigation in Bengkulu, Indonesia. The type of research was Pre-Experimental Design with one-group pretest-posttest design. Data collection was a test of students' understanding of earthquake disaster mitigation that includes pre-disaster, disaster, and post disaster. The independent variable was learning to use mobile learning application. The dependent variable was students' understanding of earthquake disaster preparedness. The pre-test and post-test results show that the value of t (0.975) for two-tailed test on the distribution of student (t) dk is 58 and obtained t-table is 2,001 and the calculation t is -8.02; therefore, the null hypothesis is rejected. This implies that there is an influence of educational mobile application to the students for earthquake disaster mitigation. The experiment also shows that educational mobile application influences the students understanding about earthquake disaster preparedness. Thus, mobile learning application can be effective tools for earthquake education, because it displays the earthquake information in more interactive manner.
Penelitian ini bertujuan untuk meningkatkan kemampuan berpikir kreatif peserta didik kelas X SMA melalui LKPD Biologi berbasis creative problem solving pada materi pencemaran lingkungan. Jenis penelitian ini adalah penelitian dan pengembangan. Metode penelitian mengadopsi model penelitian desain Borg and Gall dengan4 tahapan. Subjek penelitian adalah 27 orang peserta didik kelas X MIPA 3 SMA Negeri 1 Bengkulu Tengah. Terdapat 2 variabel yaitu variabel bebas adalah LKPD berbasis creative problem solving, dan variabel terikat adalah kemampuan berpikir kreatif. Instrument yang digunakan untuk mengukur kemampuan berpikir kreatif berupa tes tertulis. Hasil penilaian validasi keseluruhan aspek bahan ajar LKPD yang dikembangkan memiliki kelayakan sangat baik dengan persentase 89,50%. Hasil posttest peserta didik setelah belajar menggunakan semua LKPD menunjukkan keberhasilan ditunjukkan oleh nilai rata-rata yaitu 81,25 dan telah mencapai KKM, dan perolehan ketuntasan kelas sebesar 85,18%. Dapat disimpulkan bahwa LKPD biologi berbasis creative problem solving layak dan efektif untuk digunakan pada pembelajaran di kelas X SMA.
Earthquake is one of the frequent natural disasters which is still unpredictable. Nevertheless, we can always be able to reduce and prevent its negative impacts by implementing earthquake disaster preparedness. This study aimed to examine the effect of an android-based earthquake game on Bengkulu City elementary school student’s knowledge about earthquake disaster preparedness. The subjects were fifth-grade elementary school students in Bengkulu City. The quasi-experiment research was conducted using Matching – Only Pre-test Post-test Control Group Design. Android-based earthquake game software used as a treatment in the experiment group. Data were collected using a multiple-choice test sheet instrument. The result found that the experiment group means knowledge about earthquake disaster preparedness was higher than the control group. It concluded that there was a significant difference between experiment group and control group. The advantages and limitations of the android-based earthquake game and its implication to earthquake disaster preparedness education discussed
This research is to precieve the learning outcomes and student responses to the applied models and applications. The type of research carried out was experimental research using a one group pretest-posttest design with the research subjects were 29 students of the fifth semester of 2019/2020 academic year who took Capita Selecta Chemistry Course. The data collection technique was carried out by means of test techniques, namely learning outcomes as seen from the pretest and posttest scores, as well as non-test techniques as seen from observation, interview and student response questionnaires to the application used via google form. The t test was carried out with the help of the SPSS 23 program. Based on the research conducted, there was an increase in student learning outcomes from a value of 65.172 (pretest average score) to 84.586 (posttest average score). The N-Gain score of 0.557 is included in the moderate category, indicating that there is a significant increase in student's critical thinking skills using the PjBL model and the Edmodo application. The results of the student response questionnaire stated that only 48.28% of students liked learning using the online/edmodo application. 51.72% of students still like direct/face-to-face learning. As many as 96.55% of students considered the Edmodo application to provide a new atmosphere in capita selecta lectures. The response to the edmodo application and the project model used was very good. Students are enthusiastic about the edmodo application because it has complete, interesting and easy to learn features. Project Based Learning (PjBL) learning model using the Edmodo application can be recommended to be applied by the lecture.
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