Jurnal Pendidikan MIPA
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Permaculture Gamification as Innovative Learning Strategy to Enhance Students’ Collaboration Competency
Collaboration is a core competency to promote effective teamwork and prepare students for success in both academic and professional environments. Permaculture gamification learning has the potential to enhance students' collaboration competency. Permaculture is an artificial ecosystem that encourages sustainable agricultural practices. There is a noticeable gap in the literature on integrating gamification into permaculture learning to improve students' collaboration skills. Therefore, this study aims to investigate the students’ collaboration competency improvement through the application of permaculture gamification as a learning strategy on ecosystem topics. This study used a quantitative research method with nonequivalent (pretest and posttest) control-group design. There are experimental group and control group, both groups take a pretest and posttest but only experimental group receives the treatment. The sample in this study consisted of 50 students from one high school in the city of Bandung. The students in the control group followed the regular learning process in the classroom. Meanwhile, the students in the experimental group followed the permaculture gamification learning. The instruments used in this study were collaboration assessment tools, including self-assessment, peer assessment, and observation rubric. Statistical t-test applied to analyze di difference on students collaboration competency outcomes after treatment. The N-Gain value was calculated to evaluate the effectiveness of the treatment to improve students’ collaboration competency. The t-test results showed that there is a significant difference in students’ collaboration competency between the two groups (p = 0.04). Permaculture gamification learning significantly improved students’s collaboration competency (p < 0.05). Based on the N-Gain value, permaculture gamification learning has a higher impact on students’ collaboration competency (N-Gain = 0.56) compared to the regular learning strategy (N-Gain = 0.40). It can be concluded that permaculture gamification learning can effectively improve students’ collaboration competency. Keywords: permaculture gamification, collaboration competency, ecosystem
Development of STEM-Based Interactive Multimedia as an Effort to Increase Student Learning Motivation in Biology Learning
This study aims to develop a interactive multimedia based on STEM that was valid, practical and effective, to able improve motivation Students in biology learning. The study employs the method of research and development. The research model is model 4D (define, design, development, and dissemination). Based on validity test, the interactive multimedia based on STEM was categorized as very valid with 95,6 % by a materials expert and was categorized as very valid with 85% by a media expert. Based on practicality test, the interactive multimedia practically used with 77 % practicality level by educators response and verry practically with 77, 94% by students response. Based the questionnaire motivation students was very effective with 79,07%. From these result, the develop interactive multimedia was very valid, very practical, and very effective to improve motivation learners in biology learningKeywords: stem, interactive multimedia, motivation, biology learningDOI: http://dx.doi.org/10.23960/jpmipa/v24i1.pp384-39
Measuring Learners’ Scientific Literacy Skills using Contextual Environmental Issues
Learners' science literacy skills in science learning activities become an important ability for learners to face the times. The ability of learners to respond to contextual topics can show the qualifications of their science literacy skills. The research conducted aims to describe the science literacy skills of students at the Islamic Junior High School level on environmental issues that occur around them. Through descriptive quantitative method, the researcher presents the results of students' science literacy ability in working on contextual questions based on environmental issues along with supporting and inhibiting factors in supporting learning activities. The study involved 25 students at one of the Islamic Junior High School in Jombang. Based on the analysis of the profile of students' science literacy skills at one of the Islamic Junior High School in Jombang, it was found that the general average score of science literacy skills of grade 7 students was 44.72 in the low category. There are several factors that cause the low science literacy skills of these students, including interest in learning, learning strategies, and learning facilities that still need to be optimised. Keywords: science literacy, environmental, contextual issue. DOI: http://dx.doi.org/10.23960/jpmipa/v25i4.pp1648-166
The Moderating Effect of Computational Thinking and Multirepresentation on the Relationship of Academic Resilience and Biology Literacy in Indonesian High School Students
Academic resilience helps students overcome learning challenges and stay motivated in understanding complex biology materials. Computational thinking skills enable students to break down complex biology problems logically and structured, while the use of multirepresentations such as diagrams and graphs facilitates the understanding of abstract concepts. Biological literacy has a very important urgency for students because it plays a role in equipping them with the ability to understand, analyze, and apply biological concepts in everyday life. In the era of globalization and rapid development of science, biological literacy is an important basis for making intelligent decisions, especially related to environmental, health, and sustainability issues. The objective of this study is to investigate the influence of academic resilience on the biological literacy of students by means of computational thinking and multirepresentations. It is hypothesized that students' capacity to surmount intricate biology learning obstacles is enhanced by their high academic resilience. This study examines the correlation between academic resilience, computational thinking, multirepresentations, and biological literacy in high school pupils in Mataram City, Indonesia, utilizing quantitative methods and Structural Equation Modeling (SEM) analysis. The findings indicated that academic resilience has a substantial impact on the biological literacy of students (p < 0.05), both directly and through the mediation of computational thinking abilities and the use of multirepresentations. Computational thinking assists students in the deconstruction of intricate biological problems, while multirepresentations, such as diagrams and graphs, facilitate comprehension of abstract biological concepts. This study underscores the significance of fostering academic resilience, computational thinking, and visual representations in order to enhance students' biological literacy, thereby facilitating the development of more effective and adaptive biology learning strategies. Keywords: academic resilience, biology literacy, computational thinking, multirepresentation, students
Challenge-Based Learning in Probability: Developing Digital Teaching Materials for High School Students
This study aims to develop digital teaching materials on probability using the Challenge-Based Learning (CBL) model that meets the criteria of being valid, practical, and potentially effective. This is motivated by the low level of difficulty students face in understanding abstract probability material and the lack of interesting and effective learning resources. The development of these teaching materials is expected to provide an innovative solution to overcome the limitations of existing learning resources, particularly in mathematics learning, such as those related to probability. The research used a Research and Development (R&D) approach following the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. Instruments used included expert validation questionnaires, student learning outcome tests, and student response questionnaires. This research trial was conducted on class X students of SMA Negeri 4 Palembang. Data were analyzed both descriptively and quantitatively to assess the quality and impact of the developed materials. The validation results show that the digital teaching materials fall into the “highly valid” category with an average score of 88.66%. The practicality assessment based on student response questionnaires obtained an average score of 89.67% and was categorized as “highly practical”. Data collection on learning outcomes was conducted through pretest and posttest learning assessments. Data analysis included normality tests, N-Gain tests to determine the extent of learning improvement, and paired t-tests to determine the significance of differences. The t-test results yielded a Sig. (2-tailed) value of 0.000 less than 0.05, indicating a significant difference between the pretest and posttest scores. The N-Gain test yielded a value of 0.77, categorized as high. The developed product not only meets quantitative criteria but also contributes pedagogically by increasing students' active engagement in the learning process. The integration of the CBL model and digital media enhances students' motivation, participation, and understanding of abstract mathematical concepts. By utilizing Flip PDF software, teaching materials are converted into interactive e-book formats that are more engaging and accessible. This product is worthy of broader application in mathematics education at the high school level. Keywords: digital teaching materials, challenge-based learning, flip PDF professional, probability
Enhancing Scientific Literacy under the PISA 2025 Framework: A Comparative Study of SQ3R and Discovery Learning Models
Scientific literacy is a crucial skill for students to understand scientific phenomena and make informed decisions based on evidence. However, many Indonesian students still struggle with these skills, indicating unresolved issues in the classroom implementation of scientific literacy. This study aims to address this issue by examining the effectiveness of the SQ3R (Survey, Question, Read, Recite, and Review) learning model in improving junior high school students' scientific literacy skills compared to the Discovery Learning learning model. The research design was a quasi-experimental design with a control group, and a pretest and posttest were administered. This study involved 60 eight-grade students at SMPN 1 Mertoyudan. The experimental group consisted of 30 students who received instruction using the SQ3R method, while the control group consisted of 30 students who used the Discovery Learning method. Scientific literacy skills were measured using 13 questions, which were tested for validity and reliability (α=0.935) based on the PISA 2025 science competency framework. Pretest and posttest data were analyzed using N-Gain scores and independent sample t-tests. The study showed that the SQ3R group demonstrated greater improvement in scientific literacy skills than the Discovery Learning group. The experimental group’s average score jumped from 38 on the pretest to 83 on the posttest, with an N-Gain of 0.72, which is considered high. Meanwhile, the control group’s score rose from 36 to 70, with an N-Gain of 0.52, which is considered moderate. An independent-samples t-test confirmed a significant difference between the two groups (p < 0.001). This study shows that the SQ3R learning model is superior to Discovery Learning in improving students’ scientific thinking, reading comprehension, and critical evaluation of information, essential components of scientific literacy. The structured SQ3R approach encourages active student participation and a regular observation process, making it an effective strategy for improving scientific literacy at the junior high school level. Keywords: scientific literacy, junior high school, SQ3R, science competency, reading strategy.
Exploration of the Eleventh Graders Difficulties in Understanding Procedural and Declarative Knowledge in the Laboratory Experiment of Heat Transfer
The purpose of this study was to describe the factors that caused class XI students to have difficulty mastering procedural knowledge and declarative knowledge in heat experiments at Senior High School 1 Gowa. Pseudo-experiment with a population of 5 (five) class XI with a randomly selected sample of one class XI consisting of 50 students. The tests used procedural knowledge, declarative knowledge and valid and reliable questionnaires. Processing data using descriptive statistics. The findings of this study include that physics teachers do not practice declarative indicators, physics teachers do not practice procedural, the average score of declarative and procedural knowledge is medium and low respectively. The reason students have difficulty mastering procedural knowledge and declarative knowledge is because physics teachers rarely train and teach procedural knowledge and declarative knowledge, and students are rarely given the opportunity to develop their potential in the domains of low-level thinking and high-order thinking.Keywords: declarative knowledge, procedural knowledge, physics learning.DOI: http://dx.doi.org/10.23960/jpmipa/v24i1.pp359-37
Digital Teaching Materials using Comprehensive Mathematics Instruction Model for Interactive Mathematics Learning
The Ministry of Education and Culture found that the Covid-19 pandemic had caused a significant literacy and numeracy learning loss. The comprehensive mathematics instruction (CMI) model has a pedagogical prescription that is proven to be effective in improving students' mathematical thinking skills. This model can be developed into a digital teaching material that can support interactive learning. This study aims to build digital teaching materials using the CMI model that can support interactive mathematics learning. The research method used is research and development (R & D). The results of this study are in the form of a product named CMI Agent which is the result of the transformation of the CMI model teaching materials into LMS-based digital technology with interactive designs. Based on the studies that have been carried out, it is concluded that CMI Agent can support interactive mathematics learning. Keywords: comprehensive mathematics instruction, teaching materials, research and development. DOI: http://dx.doi.org/10.23960/jpmipa/v23i4.pp1777-178
Didactic Praxeological Analysis of Indonesian and Singaporean Mathematics Textbooks: Mathematical Practices in Transformation Geometry
This study aims to compare the contents of mathematics textbooks from Indonesia and Singapore, focusing on the activities of learning mathematics on transformation geometry material at the junior secondary level. We adopt the concept of didactic praxeology, which is a sub-theory of the Anthropological Theory of The Didactic (ATD). Using the ATD framework, our approach considers textbooks as empirical sources that can reveal knowledge that will be taught in the didactic transposition process. This study uses content analysis techniques with a qualitative approach. Textbooks are analyzed using praxeological analysis; types of tasks and techniques (praxis block) and technology and theory (logos block). The results of the didactic praxeological analysis show that there are differences in mathematical practices between the two textbooks. These differences can be used to complement the activity section in understanding the material. We further discuss our findings to outline the theoretical and methodological aspects of this study, which can potentially contribute to future research on textbooks in mathematics education. Keywords: ATD, praxeology, textbook, transformation geometry
GeoFun App: The Interactive Android-Based Learning Media in Curved Surface Geometry Learning
This study aims to develop Android-based learning media on the topic of curved surface geometry, named GeoFun App. The research method was a development research using the ADDIE model design. Participants in this study were ninth-grade students and mathematics teachers at one of the Islamic Junior High Schools (Madrasah Tsanawiyah) in East Lombok Regency, Indonesia, as well as two experts. The instruments used were media and material validation sheets, teacher and student response questionnaires, and learning outcome tests. Application validity analysis was conducted using Aiken’s V scale and the Likert scale. Absolute evaluation was used to test practicality, while the N-Gain method was applied to assess effectiveness. The research findings showed that the GeoFun App media met the validity criteria, with a validity score of 0.869 (material experts) and 0.844 (media experts), categorized as very valid. It achieved a practicality score of 60% from teachers (practical category) and 94.48% from students (very practical category). The result demonstrated an N-Gain of 76.3% and was categorized as effective. The GeoFun App possessed several unique superior characteristics, such as engaging assessments (quizzes, tests, and games), facilitating online and face-to-face learning, and integrating religious aspects (the use of Shalawat Nahdlatin and prayers on the initial display, as well as learning etiquette). Therefore, this study concluded that the GeoFun App met the criteria of validity, practicality, and effectiveness, as it was tailored to student needs and learning difficulties and was Android-based, making it familiar to students. The GeoFun App thus provides an alternative that teachers can use to optimize students’ mathematical competence in learning curved surface geometry. This study recommends that future research continue to enhance the application's compatibility so that it can be used on lower Android versions. Keywords: ADDIE model, curved surface geometry, GeoFun App