The purpose of this study is to determine differences in student's learning achievement consisting of learning outcomes and science process skills. This research was conducted in a special school for girls and used two experimental classes, namely experimental class-1 and experimental-2 class. The experimental class-1 is the class applied by PjBL with a brain-based STEAM approach, while the experimental class-2 is a class that uses PjBL with the STEAM approach without brain-based. This research is a quasi-experimental study with a nonequivalent pretest-posttest control group design. The data analysis technique used is the T-test. The brain-based learning activities applied in this study are listening to music, drinking water, doing a brain gym, working on crossword puzzles, and group determination based on the dominance of students' brains. The results showed that the average value of the N-Gain score of student learning outcomes in the experimental class-1 was 80,72. Student learning outcomes experimental class-2 is 73,12. In science process skills, the experimental class-1 students had an average N-Gain score of 72,50, while the experimental-2 class was 60,88. The conclusion is the experimental class 1 students have higher learning achievement than students in the experimental class 2.
Siswa akan mencapai tujuan pembelajaran dengan baik apabila sarana pembelajaran di sekolah memadai. Salah satu cara untuk mengatasi minimnya sarana yaitu dengan mengembangkan media berbasis Pop Up Book. Pop Up Book merupakan buku yang menampilkan satu objek berupa gambar yang bergerak pada saat halamannya dibuka. Tujuan penelitian ini yaitu untuk mengetahui kelayakan media Pop Up Book serta respon siswa terhadap media pembelajaran berbasis Pop Up Book. Penelitian ini dilakukan di MTs Raudhatut Thalibin Kolor Sumenep dengan populasi siswa sebanyak 26 orang. Jenis penelitian adalah Research and Development (R&D) dengan menggunakan model 4D Thiagarajan yang terdiri dari (define, design, develop, dan desseminate). Instrumen penelitian yang digunakan yaitu instrumen validasi materi, instrumen validasi desain, instrumen validasi format, dan angket respon siswa. Data hasil penelitian yaitu (1) kelayakan media Pop Up Book dilihat dari hasil validasi materi, validasi desain, dan validasi format memperoleh nilai rata-rata sebesar 91,25% dengan kategori sangat layak; dan (2) respon siswa sebesar 98,96% dengan kategori sangat baik.
Penelitian uji kelayakan media uriscrap ini bertujuan untuk mengetahui kelayakan media uriscrap berdasarkan teknik penilaian dalam model pengembangan model 4D yang terdiri dari aspek materi dan bahasa, aspek media dan desain, dan aspek format. Metode penelitian yang digunakan merupakan penelitian dan pengembangan dengan mengikuti prosedur dalam model pengembangan 4D. Teknik pengumpulan data yang digunakan merupakan instrumen penelitian dengan analisis data kuantitatif. Hasil kelayakan yang diperoleh terhadap uji kelayakan media uriscrap berdasarkan aspek materi dan bahasa sebesar 91,11%; aspek media dan desain sebesar 93,33%; dan aspek format sebesar 97,22% dengan kriteria sangat layak untuk masing-masing aspek. Uji kelayakan media uriscrap menunjukkan kriteria sangat layak sehingga media uriscrap ini layak untuk diuji cobakan sebelum nantinya dapat digunakan sebagai media pembelajaran dalam proses pembelajaran IPA kelas VII SMP.
Problems experienced by students of class VII SMPN 5 Sumenep namely the science practicum instructionsdoes not contain the components clearly and completely. This makes students do not understand the activities practicum performed. The purpose of this research is to know the feasibility of science practicum instructionsbased on coastal community culture, and student and science teacher's response to the practicum instructions. This research is a research and development (Research and Development) by using Sugiyono development model (2018). The subjects of this study were 12 students of class VII SMPN 5 Sumenep selected at random with 3 students on product simulation test and 9 students on the trial of product usage. The results of feasibility of the science practicum instructionsbased on the culture of coastal communities were averaged at 74% with the criteria deserved for the content of the product and 92.7% for the average product display with very deserved criteria. The student's response is obtained on average 100% for product simulation phase and 96,9% on trial of product usage, with the same category that is very good. IPA teachers' responses to the science practicum instructions based on coastal societies culture are included in the excellent category with an average of 100%.
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