Penelitian ini bertujuan untuk mengembangkan media pembelajaran IPA terpadu berkarakter peduli lingkungan pada tema konservasi dengan pendekatan science-edutainment. Metode yang dipakai untuk mencapai tujuan yaitu melalui penelitian pengembangan (Development Research) yang diarahkan untuk mengembangkan media pembelajaran IPA terpadu berkarakter peduli lingkungan tema konservasi bagi siswa SMP, yang berupa puzzle, crossword maupun squareword berbasis TIK. Hasil penelitian ini menunjukkan bahwa hasil belajar IPA terpadu tema konservasi mengalami peningkatan. Secara keseluruhan peningkatan (gain) hasil belajar sebesar 0,85 yang artinya peningkatannya dengan kriteria tinggi. Rata-rata total skor indikator karakter peduli lingkungan adalah 93,75 yaitu telah menunjukkan kriteria membudaya (MK) dikalangan siswa.The aim of this research is to develop a character integrated science learning media on the theme of conservation with science edutainment approach. The method used to achieve the goal of development through Research and Development (R and D) is directed to develop media integrated science learning environment characterized by caring conservation theme for junior high school students, in the form of puzzles, crossword and ICT-based squareword. The results of this study indicate that the integrated science learning outcomes increased conservation theme. Overall of the improvement (gain) learning outcomes of 0.85, means increase with height criteria. The average total score of the indicator is 93.75 environmentally conscious characters that have shown entrenched criteria (MK) among students.
This study aims to produce digital-based storytelling teaching materials of natural science that can facilitate the students to be able to explore the object of science learning deeply and to improve their metacognitive ability. This research is development research. The samples used are four teachers and 40 junior high school students. The technique of gathering data employed a testing method, documentation study, and questionnaire. Validation is done to determine the feasibility of teaching materials. The research result of the improvement of students’ metacognitive ability is measured by using the testing method in the form of pretest and posttest. Pretest and posttest data were analyzed by N-gain and t-test of significance. The result of the research shows that the average percentage of validation result of media expert and material expert is 97,70% and 95,16%. According to experts, all developed products are very feasible to use. The results of metacognitive enhancement (N-gain) for levels 1 to 5 respectively were 0.36; 0.56; 0.49; 0.45 and 0.39. The results of significance test showed that the t-count 7.65 and t-table of 2.03 which that the mean improvement of the metacognitive ability of students is significant. Based on the results of this study, it can be concluded that the teaching materials based on digital storytelling are feasible to be used to improve students’ metacognitive ability.
Penelitian ini bertujuan untuk mengetahui karakteristik dan kelayakan alat peraga sederhana eye lens, serta untuk mengetahui apakah alat peraga sederhana eye lens dapat menumbuhkan keterampilan proses sains peserta didik. Metode yang digunakan pada penelitian ini menggunakan metode Research and Develompment yang dikemukakan oleh Sugiyono dan dibatasi sampai tahap pengembangan saja. Hasil validasi memperoleh persentase 95,37% untuk validasi materi dan 88,89% untuk validasi media dengan masing-masing kriteria sangat layak. Untuk uji coba pemakaian dilakukan pada 32 peserta didik kelas VIIIB SMP Negeri 5 Magelang, dengan hasil ketuntasan klasikal 87,5% yang menunjukkan alat peraga sederhana eye lens efektif digunakan dalam proses pembelajaran IPA. Kriteria keterampilan proses sains peserta didik setelah mengikuti pembelajaran dengan menggunakan alat peraga sederhana eye lens ialah sangat baik.This research aims to the characteristics and the feasibility of simple teaching aids eye lens, also to determine whether simple teaching aid eye lens can foster science process skill of learners. The research method in this study is Research and Development method from Sugiyono, this research is restricted until developmental stage only. The results of validation got percentage 95.37% for material validation and 88.89% for media validation with each of the criteria was very feasible. For the trial, 32 students from VIIIB SMP N 5 Magelang were given the treatment, with classical completeness results showed 87.5% which meant that this tool was effective to be used in the process of learning science. After receiving the treatment using eye lens, the results were very good. It can be concluded that there was an improvement of students science process skill by using eye lens.
Curriculum 2013 provides the opportunity for students to promote learning invites students to actively participate in learning activities, and fun for the learning activity. Lessons are taught by teachers also need to instill the character of the nation based on the principles of Pancasila. This is very important considering the development of information in the era of globalization led to the decline of morality in students, degradation students’ behaviour and identity of Indonesia. This study aimed to analyze the effectiveness of inquiry-based multicultural learning using traditional games in improving the student’s character. The results showed that the average grade higher than the grade experiment control with t-count at 16.0992 to 1.9944 T-Table (df = 70, α = 5%) therefore t-count > t-table then Ho is rejected and Ha accepted. It can be concluded from this study that multicultural education through inquiry-based traditional games can improve students’ character.
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