In science learning like biology, metacognitive skill needs to be developed. Inquiry-based learning is a learning which may train students' metacognitive skill. This research aimed to: (1) determining the effectiveness of inquiry-based learning in training students' metacognitive skill, and (2) examining the influence of gender difference on the students' metacognitive skills after given the inquiry-based learning. This research used a 4-D research and development model, and one group pre-test and post-test design was applied for the effectiveness trial. The subject of this research was 70 students (35 male and 35 female) of class X Mathematics and Natural Science of Public Senior High School 01 Manokwari, Indonesia. This research employs lesson plan, student worksheet, students' book, expert-validated achievement test and focus group discussion as its instruments. The metacognitive skill data were obtained from metacognitive skill rubric. The data were analyzed using paired sample t-test and independent sample t-test. It was found that inquiry-based learning effectively trains students' metacognitive skill, and there is no significant difference between male students' metacognitive skill with that of female students. Further researches may examine the difference of male and female students' metacognitive skill based on grade, age or personality taught using inquiry-based learning.
Critical thinking (CT) in biology is important for future learners. The examination results from previous studies are complemented by the author's initial findings showing that students' CT is not well developed. This research develops comic books as Augmented Reality (AR) markers to raise students' CT. ADDIE model is used in this research. The scaletest was limited to twenty rural high school students. Validation sheets, CT tests, and questionnaires were used to collect data. The research results show that comic books and AR are valid based on expert evaluation. Limited scale trial of moderate improvement in student CT (n-gain = 0.38). 75% of students' CT has developed well at the end of the lesson. There is a significant difference between pre- CT and post-CT (p < 0.05). Students respond excellently to the use of comic books as AR markers in learning. This research concludes that comic books and AR are valid and their use in learning during a pandemic can improve students' CT. Recommendations for future research are trials on a large scale to determine the strong effectiveness of using comic books as AR markers.
This research aims to determine the difference in student achievement that used problem solving learning model and conventional learning model. The type of research was quasi experimental. The research was conducted at SMP N 11 Manokwari. The sampling technique used purposive sampling. A number of the sample the control group of 31 students and the experimental group of 30 students. Data analysis used independent t-test at significant level 0,05 with help of SPSS 22 for Windows program. The results showed that there was a difference in the student achievement (P = 0,000 <0.05), where the N-Gain value of experimental group was 0.4 and the control group was 0.3. The conclusion, there is a difference in the improvement of student achievement, where the students who learn by using the problem solving learning model higher the improvement of student achievement compared to the students who learn by using the conventional learning model.
This study's purpose of find the inquiry-based learning effect on the metacognitive skills of high school students. This study uses a quasi-experimental method with a pre-test and post-test design. The sample size is 65 science students at a high school in Manokwari. Data analysis using the Mann Whitney test. The results showed Sig 0.00 <0.05, which means differences in metacognitive skills in the experimental and control groups. It can be concluded that there is an effect of inquiry-based learning on students' metacognitive skills.
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