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    231 research outputs found

    Analysis of Science Subject Evaluation Instruments in Elementary Schools based on Stimulus Types and Cognitive Process Dimensions

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    Students' critical thinking skills in Indonesia are still low, even though these skills are needed in the 21st century. Critical thinking skills must be learned at an early age. One of the ways to teach it is through subject evaluation instruments that are arranged based on higher-order thinking skills. So it is important to know the quality of the evaluation instrument made by the teacher. This study aims to analyze the evaluation instrument made by the teacher based on the type of stimulus and dimensions of cognitive processes. This was quantitative and qualitative descriptive research. Sampling data used the purposive sampling technique. Data was presented in the form of a percentage and then described. A qualitative test was conducted to identify the form of stimulus used in each item. Identifying the dimensions of cognitive processes used sheets based on Bloom's taxonomy. The results of this study indicate that most of the questions do not use a stimulus (> 75%) and are at the level of remembering (> 55%). Based on the results of the analysis, it is concluded that the teacher evaluation instrument is still poor. Training to formulate evaluation instruments for teachers needs to be done.Students' critical thinking skills in Indonesia are still low, even though these skills are needed in the 21st century. Critical thinking skills must be learned at an early age. One of the ways to teach it is through subject evaluation instruments that are arranged based on higher-order thinking skills. So it is important to know the quality of the evaluation instrument made by the teacher. This study aims to analyze the evaluation instrument made by the teacher based on the type of stimulus and dimensions of cognitive processes. This was quantitative and qualitative descriptive research. Sampling data used the purposive sampling technique. Data was presented in the form of a percentage and then described. A qualitative test was conducted to identify the form of stimulus used in each item. Identifying the dimensions of cognitive processes used sheets based on Bloom's taxonomy. The results of this study indicate that most of the questions do not use a stimulus (> 75%) and are at the level of remembering (> 55%). Based on the results of the analysis, it is concluded that the teacher evaluation instrument is still poor. Training to formulate evaluation instruments for teachers needs to be done

    The Influence of the R2L Learning Model on the Material of the Human Digestive System on Students’ Scientific Literacy

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    2018 PISA results show that Indonesia is ranked 71st out of 77 countries in the world. While Indonesia has been successful in increasing the access of 15-year-olds to the school system, greater efforts are still needed to educate them so that the percentage of low-achieving students is kept as low as possible. Based on the results of observations made, students' scientific literacy at SMP Negeri in Bukittinggi is still relatively low. This research was a quasi-experimental study with a non-equivalent control group design which aims to determine the scientific literacy profile of students using the Reading to Learn (R2L) model. The R2L model has a main focus on teaching students to read texts and then gain a deeper understanding of the contents of the reading and rewriting what they have learned (note-taking). Based on the results of statistical analysis, the data is normally distributed and homogeneous so that a parametric test (T-test) is carried out. The results of the calculation of the T-test obtain a value of 0.05, thus H0 is rejected and H1 is accepted. This shows that there is an influence of the Reading to Learn (R2L) model on the digestive system material on the scientific literacy skills of junior high school students.2018 PISA results show that Indonesia is ranked 71st out of 77 countries in the world. While Indonesia has been successful in increasing the access of 15-year-olds to the school system, greater efforts are still needed to educate them so that the percentage of low-achieving students is kept as low as possible. Based on the results of observations made, students' scientific literacy at SMP Negeri in Bukittinggi is still relatively low. This research was a quasi-experimental study with a non-equivalent control group design which aims to determine the scientific literacy profile of students using the Reading to Learn (R2L) model. The R2L model has a main focus on teaching students to read texts and then gain a deeper understanding of the contents of the reading and rewriting what they have learned (note-taking). Based on the results of statistical analysis, the data is normally distributed and homogeneous so that a parametric test (T-test) is carried out. The results of the calculation of the T-test obtain a value of 0.05, thus H0 is rejected and H1 is accepted. This shows that there is an influence of the Reading to Learn (R2L) model on the digestive system material on the scientific literacy skills of junior high school students

    Application of Game-Assisted Problem-Based Learning to Improve Critical Thinking Skills and Learning Motivation of Students

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    The majority of student learning processes in schools have not encouraged students to improve critical thinking process skills. In fact, it is important for students to have these skills to deal with complex problems in the future, so that learning strategies are needed to improve these skills. This classroom action research aims to improve students' critical thinking skills and learning motivation in game-assisted PBL learning. This research consisted of two cycles consisting of the planning, implementation, and reflection stages. The research subjects were 27 students of class X-11 State Senior High School 1 Batu. The data were obtained from the results of the pre-test and post-test for each learning cycle. The treatment in this study was the PBL learning model with the help of games. The dependent variable used was critical thinking skills and student learning motivation as measured using the critical thinking indicator guide according to Anderson. The results of this study indicate an increase in students' critical thinking skills and learning motivation obtained from the analysis of test results and observations. This shows that PBL is effectively implemented and can equip students with certain skills.The majority of student learning processes in schools have not encouraged students to improve critical thinking process skills. In fact, it is important for students to have these skills to deal with complex problems in the future, so that learning strategies are needed to improve these skills. This classroom action research aims to improve students' critical thinking skills and learning motivation in game-assisted PBL learning. This research consisted of two cycles consisting of the planning, implementation, and reflection stages. The research subjects were 27 students of class X-11 State Senior High School 1 Batu. The data were obtained from the results of the pre-test and post-test for each learning cycle. The treatment in this study was the PBL learning model with the help of games. The dependent variable used was critical thinking skills and student learning motivation as measured using the critical thinking indicator guide according to Anderson. The results of this study indicate an increase in students' critical thinking skills and learning motivation obtained from the analysis of test results and observations. This shows that PBL is effectively implemented and can equip students with certain skills

    Effects of Flipping STEM Classroom Learning Model Assisted by Live Worksheet on Students' Science Literacy on Concept of Heat Transfer Material

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    Despite the importance of scientific literacy for learning, Indonesian students typically lack adequate literacy skills. The goal of this study is to determine whether teaching methods that use live worksheets and the flipping stem class paradigm can aid students in developing their scientific literacy. A quantitative quasi-experimental research design was used for this investigation. All pupils in class XI IPA 1–5 at a high school in Serang District made up the study's population. Class XI IPA 1 served as the experimental class for this study, and class XI IPA 2 served as the control class. Pretest, posttest, and student response questionnaires were the instruments used in this study. The posttest findings revealed that the experimental class outperformed the control class in terms of average score. This is demonstrated by utilizing the t-test to assess the outcome of the final test, where the values of t-count> t-table are 5.56>2.00. The control class's N-Gain scores 0.52 in the medium category and the experiment class 0.76 in the high category. According to the results of the student response survey, learning was put to good use in 87.1% of cases. According to the research, teaching with live worksheet while having the class turn around can enhance students' reading abilities, particularly in physics classes on heat transfer materials.Despite the importance of scientific literacy for learning, Indonesian students typically lack adequate literacy skills. The goal of this study is to determine whether teaching methods that use live worksheets and the flipping stem class paradigm can aid students in developing their scientific literacy. A quantitative quasi-experimental research design was used for this investigation. All pupils in class XI IPA 1–5 at a high school in Serang District made up the study's population. Class XI IPA 1 served as the experimental class for this study, and class XI IPA 2 served as the control class. Pretest, posttest, and student response questionnaires were the instruments used in this study. The posttest findings revealed that the experimental class outperformed the control class in terms of average score. This is demonstrated by utilizing the t-test to assess the outcome of the final test, where the values of t-count> t-table are 5.56>2.00. The control class's N-Gain scores 0.52 in the medium category and the experiment class 0.76 in the high category. According to the results of the student response survey, learning was put to good use in 87.1% of cases. According to the research, teaching with live worksheet while having the class turn around can enhance students' reading abilities, particularly in physics classes on heat transfer materials

    Application of the Project-Based Learning Model to Improve Students' Creative Thinking Skills on Thermodynamics Material

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    Creative thinking skills are high-level abilities that must be possessed by students in this globalization era. Creative thinking skills can be developed through learning that can involve students directly in the learning process. The Project-based learning model is a learning model that can involve students actively in the learning process. This study aims to determine the effect of the Project-Based Learning (PjBL) learning model to improve students' creative thinking skills on thermodynamics material. The population of this study was all XI IPA classes at SMAN 1 Pandeglang. The research sample was 30 students in class XI IPA 8 as the experimental class and 31 students in class XI IPA 1 as the control class. The research method used is a quantitative. This type of research is a quasi-experimental research design with a pretest-posttest nonequivalent control group design. The instruments used in this study were essay test questions with indicators of creative thinking ability, student response questionnaires, and observation sheets of learning implementation. The results of this study indicate an increase in learning outcomes (posttest) resulting in an N-gain calculation with a score of 0.62 for the experimental class which is higher than the score of 0.27 for the control class. With the help of the SPSS application version 26, it produces a prerequisite test that show the data is normally distributed and has the same/homogeneous variance. The results of the hypothesis test (t-test) using the Independent Sample T-Test test, the results show that there is an influence using the project-based learning (PjBL) model on students' creative thinking skills with a significance value of 0.000. This concludes that the project-based learning learning model can improve and influence students' creative thinking skills on thermodynamic material.Creative thinking skills are high-level abilities that must be possessed by students in this globalization era. Creative thinking skills can be developed through learning that can involve students directly in the learning process. The Project-based learning model is a learning model that can involve students actively in the learning process. This study aims to determine the effect of the Project-Based Learning (PjBL) learning model to improve students' creative thinking skills on thermodynamics material. The population of this study was all XI IPA classes at SMAN 1 Pandeglang. The research sample was 30 students in class XI IPA 8 as the experimental class and 31 students in class XI IPA 1 as the control class. The research method used is a quantitative. This type of research is a quasi-experimental research design with a pretest-posttest nonequivalent control group design. The instruments used in this study were essay test questions with indicators of creative thinking ability, student response questionnaires, and observation sheets of learning implementation. The results of this study indicate an increase in learning outcomes (posttest) resulting in an N-gain calculation with a score of 0.62 for the experimental class which is higher than the score of 0.27 for the control class. With the help of the SPSS application version 26, it produces a prerequisite test that show the data is normally distributed and has the same/homogeneous variance. The results of the hypothesis test (t-test) using the Independent Sample T-Test test, the results show that there is an influence using the project-based learning (PjBL) model on students' creative thinking skills with a significance value of 0.000. This concludes that the project-based learning learning model can improve and influence students' creative thinking skills on thermodynamic material

    Problem Based Learning to Improve Creative Thinking Skills and Technological Literacy on Virus Material

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    Creative thinking skills and technological literacy are important skills possessed by students in the 21st century. However, many students are still poorly trained these skills, so they need learning strategy that can improve them. This classroom action research aims to improve creative thinking skills and technological literacy through the application of PBL. The method used is Stephen Kemmis and Robyn McTaggart (2007) model, includes planning, acting, observing and reflecting stages in each cycle. The research subjects were 34 students of class X-10 State Senior High School 1 Batu. The results obtained in the form of the average value of creative thinking skills in the precycle of 55.37%, cycle I of 73.97%, while in cycle II of 84.19%, while the average score of technological literacy in the precycle of 66.43, cycle I of 75.62, while in cycle II of 87.68. This shows that the application of PBL can improve creative thinking skills and technological literacy in students of Class X-10 State Senior High School 1 Batu. The implication of this research is that the application of PBL develops problem solving skills, creative thinking in formulating solutions, and being able to utilize the role of technology appropriately so that students can continue to adapt in the digital era.Creative thinking skills and technological literacy are important skills possessed by students in the 21st century. However, many students are still poorly trained these skills, so they need learning strategy that can improve them. This classroom action research aims to improve creative thinking skills and technological literacy through the application of PBL. The method used is Stephen Kemmis and Robyn McTaggart (2007) model, includes planning, acting, observing and reflecting stages in each cycle. The research subjects were 34 students of class X-10 State Senior High School 1 Batu. The results obtained in the form of the average value of creative thinking skills in the precycle of 55.37%, cycle I of 73.97%, while in cycle II of 84.19%, while the average score of technological literacy in the precycle of 66.43, cycle I of 75.62, while in cycle II of 87.68. This shows that the application of PBL can improve creative thinking skills and technological literacy in students of Class X-10 State Senior High School 1 Batu. The implication of this research is that the application of PBL develops problem solving skills, creative thinking in formulating solutions, and being able to utilize the role of technology appropriately so that students can continue to adapt in the digital era

    Development of Electronic Handouts Using Numerical Literacy-Based Mathemagics Methods for Learning in the Digital Era

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    This research is motivated and conducted to address the problem of low numeracy literacy among students and the limited electronic-based learning media with game-based methods. The urgency of this research is crucial because low numeracy literacy can affect students' ability to solve mathematical problems in their daily lives and the future. The lack of engaging learning media can also affect students' interest in learning. Therefore, this study aims to develop an electronic Mathemagic handout based on numeracy literacy. The development model used in this research is the DDD-E model. The developed handout product has been validated twice by material and media validators. After revising it based on their suggestions and inputs, the average validation score obtained is 87.1%. These results indicate that the developed electronic Mathemagic handout based on numeracy literacy meets the perfect validation criteria. The solution offered by this research is to develop an engaging mathematical learning media using game-based methods to improve students' numeracy literacy. It is hoped that the electronic Mathemagic handout based on numeracy literacy can help increase students' interest and learning ability in mathematics. As a result, students can be more confident and have sufficient ability to solve mathematical problems in their daily lives and the future. The study implies that educators and policymakers can consider implementing the electronic Mathemagic handout in their teaching methods to enhance students' numeracy, literacy, and interest in mathematics. Additionally, the study underscores the importance of using innovative and engaging approaches in teaching to foster a love for learning and improve academic outcomes. This research is motivated and conducted to address the problem of low numeracy literacy among students and the limited electronic-based learning media with game-based methods. The urgency of this research is crucial because low numeracy literacy can affect students' ability to solve mathematical problems in their daily lives and the future. The lack of engaging learning media can also affect students' interest in learning. Therefore, this study aims to develop an electronic Mathemagic handout based on numeracy literacy. The development model used in this research is the DDD-E model. The developed handout product has been validated twice by material and media validators. After revising it based on their suggestions and inputs, the average validation score obtained is 87.1%. These results indicate that the developed electronic Mathemagic handout based on numeracy literacy meets the perfect validation criteria. The solution offered by this research is to develop an engaging mathematical learning media using game-based methods to improve students' numeracy literacy. It is hoped that the electronic Mathemagic handout based on numeracy literacy can help increase students' interest and learning ability in mathematics. As a result, students can be more confident and have sufficient ability to solve mathematical problems in their daily lives and the future. The study implies that educators and policymakers can consider implementing the electronic Mathemagic handout in their teaching methods to enhance students' numeracy, literacy, and interest in mathematics. Additionally, the study underscores the importance of using innovative and engaging approaches in teaching to foster a love for learning and improve academic outcomes.&nbsp

    Implementation of Pascal's Law Learning Media with a Scientific Approach to High School Physics Learning

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    Physics learning is inseparable from experiments. Some teachers have not been able to provide experimental tools in schools. One of the materials that requires experimental tools is Pascal's Law. The solution provided is in the form of developing a Pascal's law experimental tool using the R & D method. The development is using the ADDIE model which consists of the stages of analysis, design, development, implementation, and evaluation. The aim of this research is to investigate the results of the implementation of the Pascal's law experimental tool. Data collection instruments with pre-test, post-test, student worksheet, and student response questionnaires. The sample was taken from one class of 20 class 11 physics students at West Java. The questions on the pre-test and student worksheet totaled 7 items and 10 questions respectively. The student response questionnaire consisted of four aspects, namely aspects of ease of use, attractiveness, efficiency, and suitability of the material. Overall, the indicators totaled 11 items which were distributed using Google Form to students. The results of the analysis show that there is a change in the results of the students' pre-test and post-test with an N-Gain of 0.24 (low category). The results of the student response questionnaire analysis are 79.51%. This indicates that the tools developed are practical and can be used in learning physics, especially Pascal's law. Future research is expected to be able to see a comparison of student learning outcomes using the Pascal's law experimental tool directly with a virtual experiment with PhET.Physics learning is inseparable from experiments. Some teachers have not been able to provide experimental tools in schools. One of the materials that requires experimental tools is Pascal's Law. The solution provided is in the form of developing a Pascal's law experimental tool using the R & D method. The development is using the ADDIE model which consists of the stages of analysis, design, development, implementation, and evaluation. The aim of this research is to investigate the results of the implementation of the Pascal's law experimental tool. Data collection instruments with pre-test, post-test, student worksheet, and student response questionnaires. The sample was taken from one class of 20 class 11 physics students at West Java. The questions on the pre-test and student worksheet totaled 7 items and 10 questions respectively. The student response questionnaire consisted of four aspects, namely aspects of ease of use, attractiveness, efficiency, and suitability of the material. Overall, the indicators totaled 11 items which were distributed using Google Form to students. The results of the analysis show that there is a change in the results of the students' pre-test and post-test with an N-Gain of 0.24 (low category). The results of the student response questionnaire analysis are 79.51%. This indicates that the tools developed are practical and can be used in learning physics, especially Pascal's law. Future research is expected to be able to see a comparison of student learning outcomes using the Pascal's law experimental tool directly with a virtual experiment with PhET

    Development of 3D Hologram Learning Media based on Holo-SDK for Multimeter Introduction

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    Through the growth of learning media, the application and development of 3D hologram technology have penetrated several industries, including education. Learning media from several studies have not been able to involve students effectively. This study aims to determine the development, feasibility, practicality, and effectiveness of the Holo-SDK for multimeter introduction learning media in Basic Electronics Engineering. The R&D method used the ADDIE development model (analysis, design, development, implementation, and evaluation) with a descriptive quantitative approach. The research instrument consisted of a questionnaire in the form of a validation and practicality instrument and a test in the form of an effectiveness instrument. The results show that 3D hologram media based on Holo-SDK is feasible, practical, and effective in improving student learning outcomes as indicated by the difference in test scores before and after using the media through the sample t-test and N-Gain test.Through the growth of learning media, the application and development of 3D hologram technology have penetrated several industries, including education. Learning media from several studies have not been able to involve students effectively. This study aims to determine the development, feasibility, practicality, and effectiveness of the Holo-SDK for multimeter introduction learning media in Basic Electronics Engineering. The R&D method used the ADDIE development model (analysis, design, development, implementation, and evaluation) with a descriptive quantitative approach. The research instrument consisted of a questionnaire in the form of a validation and practicality instrument and a test in the form of an effectiveness instrument. The results show that 3D hologram media based on Holo-SDK is feasible, practical, and effective in improving student learning outcomes as indicated by the difference in test scores before and after using the media through the sample t-test and N-Gain test

    Developing STEM-Integrated Interactive Multimedia to Improve Students' Data Literacy and Technology Literacy

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    Facing industry 4.0 literacy requires a role of literacy. One of the literacies that are suitable for answering the challenges of this era is data and technology literacy. The STEM approach is the learning approach used to address the challenges of the Industry 4.0 revolution. However, the actual conditions in the field describing the application of interactive multimedia by integrating STEM and integrating data and technology literacy in learning still need to be improved. The solution is to develop interactive multimedia by integrating STEM. This research aims to produce valid and practical interactive multimedia by integrating STEM to improve the data and technology of students. The Research & Development stage was completed until limited product testing. The data in this research was obtained from experts' validity and practical results from the students of class 11 science. The data collection instrument consisted of the validity sheet given to the experts and the practicality sheet given to the students of class 11 science. The analysis results show that the STEM-integrated interactive multimedia produced is valid and practical according to students. The second value is included in the very good category. Experts rationally state that interactive multimedia integrating STEM is valid regarding material substance, visual communication display, learning design, software usage, and assessment of STEM components. Students stated that the interactive multimedia presentation integrating STEM was practical regarding usability, ease of use, attractiveness, and clarity.Facing industry 4.0 literacy requires a role of literacy. One of the literacies that are suitable for answering the challenges of this era is data and technology literacy. The STEM approach is the learning approach used to address the challenges of the Industry 4.0 revolution. However, the actual conditions in the field describing the application of interactive multimedia by integrating STEM and integrating data and technology literacy in learning still need to be improved. The solution is to develop interactive multimedia by integrating STEM. This research aims to produce valid and practical interactive multimedia by integrating STEM to improve the data and technology of students. The Research & Development stage was completed until limited product testing. The data in this research was obtained from experts' validity and practical results from the students of class 11 science. The data collection instrument consisted of the validity sheet given to the experts and the practicality sheet given to the students of class 11 science. The analysis results show that the STEM-integrated interactive multimedia produced is valid and practical according to students. The second value is included in the very good category. Experts rationally state that interactive multimedia integrating STEM is valid regarding material substance, visual communication display, learning design, software usage, and assessment of STEM components. Students stated that the interactive multimedia presentation integrating STEM was practical regarding usability, ease of use, attractiveness, and clarity

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