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PENGARUH MODEL CHILDREN LEARNING IN SCIENCE (CLIS) DENGAN BANTUAN MEDIA WORDWALL UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS IPA SISWA KELAS V SEKOLAH DASAR : Penelitian Quasi Eksperimen Pada Mata Pelajaran IPA di Kelas V SDN Setia Mulya 02 di Kabupaten Bekasi
Kemampuan berpikir kritis merupakan keterampilan penting abad ke-21 yang harus dikembangkan sejak jenjang sekolah dasar, khususnya dalam pembelajaran Ilmu Pengetahuan Alam (IPA). Namun, hasil studi menunjukkan bahwa kemampuan berpikir kritis siswa di Indonesia masih tergolong rendah, terutama karena pendekatan pembelajaran yang masih berpusat pada guru dan kurang mendorong keterlibatan aktif siswa. Untuk menjawab tantangan tersebut, penelitian ini bertujuan untuk mengetahui pengaruh model Children Learning in Science (CLIS) berbantuan media Wordwall terhadap kemampuan berpikir kritis siswa kelas V sekolah dasar dalam pembelajaran IPA. Penelitian ini menggunakan metode kuasi eksperimen dengan desain Nonequivalent Control Group Design. Subjek penelitian terdiri dari dua kelas, yakni kelas eksperimen yang menerapkan model CLIS berbantuan media Wordwall, dan kelas kontrol yang menggunakan model Discovery Learning. Instrumen penelitian berupa tes kemampuan berpikir kritis berdasarkan lima indikator: elementary clarification, basic support, inference, advanced clarification, dan strategies and tactics. Hasil penelitian menunjukkan bahwa model CLIS berbantuan Wordwall mampu meningkatkan kemampuan berpikir kritis siswa secara signifikan dibandingkan pembelajaran konvensional. Peningkatan terlihat pada seluruh indikator berpikir kritis. Dengan demikian, integrasi model CLIS dan media Wordwall merupakan alternatif strategi pembelajaran yang efektif dalam menumbuhkan kemampuan berpikir kritis sejak dini.
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Critical thinking is a key 21st-century skill that should be developed from an early age, especially in elementary science learning. However, studies show that Indonesian students’ critical thinking abilities remain low, mainly due to teacher-centered approaches that limit active student engagement. To address this issue, this study aims to examine the effect of the Children Learning in Science (CLIS) model assisted by Wordwall media on the critical thinking skills of fifth-grade elementary students in science learning. This research employed a quasi-experimental method using a Nonequivalent Control Group Design. The study involved two groups: the experimental class using the CLIS model with Wordwall media and the control class applying the Discovery Learning model. The critical thinking test used in the study was based on five indicators: elementary clarification, basic support, inference, advanced clarification, and strategies and tactics. The results indicate that the CLIS model combined with Wordwall significantly improved students’ critical thinking skills compared to conventional learning approaches. Improvements were evident across all five critical thinking indicators. Therefore, the integration of the CLIS model and interactive digital media such as Wordwall serves as an effective instructional strategy to foster students’ critical thinking skills at the elementary level
ANALISIS LEARNING OBSTACLES PADA MATERI LUAS DAERAH SEGITIGA TERKAIT KEMAMPUAN KONEKSI MATEMATIS
Penelitian ini bertujuan untuk memberikan salah satu solusi berupa desain didaktis dalam memperbaiki proses pembelajaran pada materi luas daerah segitiga berdasarkan learning obstacle yang telah ditemukan pada penelitian ini. Metode yang digunakan pada penelitian ini yaitu metode kualitatif dengan pendekatan studi kasus. Data yang diperoleh pada penelitian ini berupa hasil tes siswa pada materi luas daerah segitiga terkait kemampuan koneksi matematis, wawancara, serta studi dokumen. Subjek penelitian ini merupakan siswa kelas VII yang telah mempelajari materi luas daerah segitiga. Berdasarkan hasil analisis yang diperoleh, learning obstacles pada materi luas daerah segitiga terkait kemampuan koneksi matematis, menghasilkan siswa mengalami ketiga learning obstacle. Pertama yaitu ontogenic obstacle karena kurangnya motivasi belajar siswa, siswa belum menguasai hitungan dasar yaitu perkalian dan pembagian, serta siswa yang masih menanamkan konsep alas selalu di bawah dan tinggi ke atas. Kedua epistemological obstacle dikarenakan siswa tidak mampu menyelesaikan soal yang tidak rutin. Ketiga didactical obstacle diakibatkan sumber ajar pada buku sumber tidak memuat materi luas daerah segitiga, sehingga siswa hanya mengandalkan ingatannya terkait rumus luas daerah segitiga. Media pembelajaran yang digunakan berisi latihan soal rutin yang kurang bervariasi dengan bangun segitiga yang standar. Berdasarkan learning obstacles yang ditemukan, dirancang sebuah desain didaktis sebagai salah satu solusi untuk mengurangi learning obstacle yang ditemukan, namun tidak menutup kemungkinan setelah diimplementasikan akan ditemukan learning obstacle baru.
This study aims to provide a solution in the form of a didactic design to improve the learning process in the subject of triangle area based on the learning obstacles identified in this study. The method used in this study is a qualitative method with a case study approach. The data obtained in this study are in the form of student test results on the subject of triangle area related to mathematical connection skills, interviews, and document studies. The subjects of this study were seventh-grade students who had studied the material on the area of a triangle. Based on the analysis results obtained, the learning obstacles in the material on the area of a triangle related to mathematical connection skills resulted in students experiencing three learning obstacles. The first was an ontogenic obstacle due to a lack of student motivation to learn, students not yet mastering basic calculations, namely multiplication and division, and students still instilling the concept that the base is always at the bottom and the height is at the top. Second, an epistemological obstacle because students are unable to solve non-routine problems. Third, a didactic obstacle caused by the teaching materials in the textbook not containing the material on the area of a triangle, so students only rely on their memory of the formula for the area of a triangle. The learning media used contains routine practice problems that are not varied with standard triangular shapes. Based on the learning obstacles identified, a didactic design was developed as one solution to reduce the identified learning obstacles; however, it is possible that new learning obstacles may emerge after implementation
ANALISIS KINERJA JARINGAN FIBER TO THE HOME (FTTH) DENGAN TEKNOLOGI GPON DI PERUMAHAN BUMI JAYA INDAH
Tingginya kebutuhan internet cepat dan stabil mendorong pengembangan jaringan optik andal, seperti teknologi Gigabit Passive Optical Network (GPON) pada sistem Fiber to the Home (FTTH). Teknologi ini mampu mengirimkan data berkecepatan tinggi langsung ke rumah pengguna, namun kinerjanya bergantung pada kondisi teknis jaringan. Penelitian ini menganalisis kinerja FTTH di Perumahan Bumi Jaya Indah, Kabupaten Purwakarta, dengan tiga parameter utama: Power Link Budget, Rise Time Budget, dan Bit Error Rate (BER) sesuai standar PT Telkom. Metode yang digunakan meliputi pengukuran lapangan dengan Optical Power Meter (OPM), simulasi menggunakan Optisystem, dan perhitungan teoritis. Hasil pengukuran menunjukkan Power Link Budget tertinggi -18,213 dBm dan terendah -22,26 dBm, masih di bawah batas maksimum -28 dBm. Nilai Rise Time Budget berkisar 0,2719 - 0,2760 ns, sedangkan simulasi menghasilkan BER sangat rendah pada rentang {10}^{-31} hingga {10}^{-34}, menunjukkan transmisi optimal. Perbandingan metode menunjukkan konsistensi performa jaringan. Penelitian ini berkontribusi dalam evaluasi performa jaringan FTTH dan memberikan dasar teknis untuk pengembangan infrastruktur jaringan optik di kawasan perumahan.
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The high demand for fast and stable internet has driven the development of reliable optical networks, such as Gigabit Passive Optical Network (GPON) technology in Fiber to the Home (FTTH) systems. This technology is capable of delivering high-speed data directly to users' homes, but its performance depends on the technical condition of the network. This study analyzes the performance of FTTH in the Bumi Jaya Indah Residential Area, Purwakarta Regency, using three main parameters: Power Link Budget, Rise Time Budget, and Bit Error Rate (BER) in accordance with PT Telkom standards. The methods used include field measurements with an Optical Power Meter (OPM), simulations using Optisystem, and theoretical calculations. Measurement results show the highest Power Link Budget of -18.213 dBm and the lowest of -22.26 dBm, still below the maximum limit of -28 dBm. The Rise Time Budget values ranged from 0.2719 to 0.2760 ns, while simulations yielded extremely low BER values in the range of 10-31 to 10-34, indicating optimal transmission. Comparisons between methods demonstrated consistent network performance. This study contributes to the evaluation of FTTH network performance and provides a technical foundation for the development of optical network infrastructure in residential areas
AN EXPLORATION OF CULTURAL ELEMENTS AND VALUES IN KOREAN STORYBOOKS: Semiotic Analysis
This research explored how cultural elements and values are represented in Korean storybooks for Korean language learners. The objectives of this study are to: 1. Identify Korean and non-Korean cultural elements depicted in Korean language storybooks for Korean language learners; 2. Identify Korean and non-Korean cultural values depicted in Korean language storybooks for Korean language learners. The analysis was conducted using Roland Barthes' semiotic approach. Based on the analysis results, 62 cultural elements and 50 cultural values were found for Korean culture. Meanwhile, for non-Korean culture, 35 cultural elements and 51 cultural values were found. The first finding related to Korean culture was its cultural elements, namely 6 cultural categories, including: monuments; groups of buildings; sites; social practices, rituals, and celebrations; knowledge and practices about nature and the universe; and traditional craftsmanship. Related to cultural values, 5 categories were found, including: time; human relations with nature; human relations with each other; behavioral motives; and human nature. The second findings related to non-Korean culture were cultural elements, namely 5 cultural categories, including: monuments; groups of buildings; sites; knowledge and practices about nature and the universe; and traditional craftsmanship. Regarding cultural values, five categories were identified as the same category found in Korean culture. Based on these findings, it can be seen that despite the author being a foreigner and not a native Korean speaker, Korean culture is still prominently featured in the book Short Stories in Korean for Intermediate Learners. The novelty in this study compared to previous studies are: 1. There is a combination of cultural elements and cultural values that create a more in-depth analysis; 2. The use of semiotic analysis for more specific findings; 3. Storybooks with authors who are not a native
PENGEMBANGAN ANIMASI AUDIO VISUAL BERBASIS APLIKASI PADA MATERI KEKAYAAN BUDAYA INDONESIA KELAS IV SEKOLAH DASAR: Penelitian Design and Development pada Pembelajaran IPAS Kelas IV di SDN 169 Pelita
Penelitian ini bertujuan untuk mengembangan media pembelajaran berupa animasi audio visual berbasis aplikasi pada materi kekayaan budaya Indonesia bagi siswa kelas IV Sekolah Dasar. Latar belakang pada penelitian ini didasari oleh kebutuhan akan media pembelajaran yang interaktif dan menyesuaikan era teknologi, serta mengenalkan budaya yang hampir terkikis melalui materi kekayaan budaya Indonesia. Hal tersebut juga didasarkan oleh analisis yang telah dilakukan melalui wawancara, yang mana hasil analisis tersebut menjelaskan bahwa dibutuhkan media digital yang interaktif untuk pembelajaran. Penelitian ini menggunakan metode design and development (D&D) tipe 1 yang dikembangkan oleh Richey and Klein, yang meliputi tahapan analisis, desain, pengembangan, validasi, uji coba terbatas, serta evaluasi. Produk media dikembangkan dalam bentuk aplikasi interaktif berisi animasi, kuis, dan permainan. Hasil validasi ahli materi dengan persentase sebesar 94% , ahli bahasa sebesar 94,29%, dan ahli media sebesar 84,62%, hal ini menunjukkan bahwa media yang dikembangkan termasuk dalam kategori “sangat baik” untuk digunakan. Hasil uji coba kepada siswa dan guru juga menunjukkan respon positif dan membantu pemahaman siswa terhadap materi kekayaan budaya Indonesia. Hasil uji coba respon siswa memperoleh hasil persentase sebesar 82,29% dan respon guru sebesar 93,33% Dengan demikian, animasi audio visual berbasis aplikasi ini dinilai media yang layak dan membantu pemahaman siswa serta membantu guru dalam kebutuhan media di era teknologi.
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This study aims to develop learning media in the form of application-based audio-visual animations on the subject of Indonesian cultural richness for fourth-grade elementary school students. The background of this study is based on the need for interactive learning media that adapts to the technological era, as well as introducing almost eroded culture through the subject of Indonesian cultural richness. This is also based on the analysis that has been conducted through interviews, where the results of the analysis explain the need for interactive digital media for learning. This study uses the design and development (D&D) type 1 method developed by Richey and Klein, which includes the stages of analysis, design, development, validation, limited trials, and evaluation. The media product was developed in the form of an interactive application containing animations, quizzes, and games. The validation results from material experts with a percentage of 94%, linguists with 94.29%, and media experts with 84.62%, this indicates that the developed media is included in the "very good" category for use. The results of trials with students and teachers also showed a positive response and helped students' understanding of the subject of Indonesian cultural richness. The results of the student response trial obtained a percentage of 82.29% and the teacher response was 93.33%. Thus, this application-based audio-visual animation is considered a suitable medium and helps students' understanding and helps teachers with media needs in the technological era
RANCANG BANGUN SISTEM PEMBELAJARAN SEKAPAI (SCAFFOLDING WITH AI) BERBASIS CHAT GENERATIVE PRE-TRAINED TRANSFORMER (GPT)
Penelitian ini bertujuan untuk merancang dan mengembangkan sebuah sistem pembelajaran berbasis kecerdasan buatan yang diberi nama SEKAPAI (Scaffolding with AI). Sistem ini mengintegrasikan prinsip pedagogis scaffolding dengan kemampuan generatif ChatGPT untuk menciptakan pengalaman belajar yang lebih personal dan adaptif. Pendekatan yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan menggunakan model 4D (Define, Design, Develop, Test) yang secara sistematis mengevaluasi setiap tahap pengembangan. Prototipe yang dikembangkan berbasis web terdiri dari tiga modul utama, yaitu Solution Assessment (SA), Code Assessment (CA), dan Free Interaction (FI). Setiap modul dirancang untuk memberikan dukungan yang terstruktur dan kontekstual, dengan tujuan meminimalisasi ketergantungan pengguna terhadap AI serta mendukung pengembangan keterampilan berpikir komputasi secara lebih mendalam. Hasil pengujian fungsional menggunakan metode black-box menunjukkan bahwa seluruh modul berfungsi sesuai dengan yang diharapkan, memberikan umpan balik yang tepat waktu, dan mampu memenuhi tujuan pedagogis yang telah ditetapkan. Berdasarkan temuan ini, SEKAPAI dapat dianggap sebagai prototipe awal sistem pembelajaran berbasis AI yang didasarkan pada prinsip-prinsip pedagogis yang eksplisit dan adaptif, yang dapat dikembangkan lebih lanjut dalam berbagai konteks pendidikan di masa depan.
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This study aims to design and develop an intelligent learning system named SEKAPAI (Scaffolding with AI), which integrates pedagogical scaffolding principles with the generative capabilities of ChatGPT to create a more personalized and adaptive learning experience. The research adopts a Research and Development (R&D) approach, utilizing the 4D model (Define, Design, Develop, Test), which systematically evaluates each stage of the development process. The web-based prototype consists of three main modules: Solution Assessment (SA), Code Assessment (CA), and Free Interaction (FI). Each module is designed to provide structured and contextual support while minimizing the users' reliance on AI, and to promote the development of computational thinking skills in a deeper manner. Functional testing using black-box methods revealed that all modules performed as expected, delivering timely feedback and successfully achieving the pedagogical goals set forth. Based on these findings, SEKAPAI can be considered an initial prototype of an AI-based learning system grounded in explicit pedagogical principles and adaptability, which can be further developed in various educational contexts in the future
PENGARUH MODEL PROBLEM BASED LEARNING TERHADAP KETERAMPILAN MEMBACA PEMAHAMAN SISWA KELAS V SD: Studi Quasi Eksperimen terhadap Siswa Kelas v pada Pembelajaran Bahasa Indonesia
Keterampilan membaca pemahaman siswa khususnya di pembelajaran Bahasa Indonesia penting untuk dikuasai oleh siswa. Kesulitan menerima materi oleh siswa diduga karena penggunaan model pembelajaran yang konvensional sehingga tidak mebuat siswa merasa tertarik dan bergairah dalam mempelajari membaca pemahaman. Hal tersebut menjadikan penelitian ini untuk mengetahui pengaruh dari model Problem Based Learning guna memecahkan masalah tersebut. Adapun tujuan dari penelitian ini yaitu: 1) untuk mengetahui peningkatan kemampuan keterampilan membaca pemahaman yang belajar menggunakan model Problem Based Learning lebih tinggi atau lebih rendah dari siswa yang belajar menggunakan model konvensional ; dan 2) untuk mengetahui pengaruh model Problem Based Learning terhadap peningkatan keterampilan membaca pemahaman siswa di sekolah dasar. Penelitian ini menggunakan metode kuasi eksperimen dengan desain non-equivalent, yakni dengan memberikan pre-test dan post-test kepada kedua kelompok di pembelajaran membaca pemahaman. Penelitian ini melibatkan 61 siswa di SD Negeri 2 Karangampel Kidul Indramayu. Berdasarkan hasil penelitian diperoleh kesimpulan; 1) Peningkatan kemampuan membaca pemahaman siswa yang mendapat pembelajaran dengan model Problem Based Learning lebih baik daripada siswa yang mendapat pembelajaran konvensional yang ditinjau secara keseluruhan; 2) Terdapat pengaruh antara penerapan dengan model Problem Based Learning terhadap peningkatan kemampuan membaca pemahaman siswa yakni sebesar 38,52 %
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Students' reading comprehension skills, particularly in Indonesian language learning, are essential for them to master. Difficulties in understanding the material are suspected to stem from the use of conventional teaching models, which fail to engage students or spark their interest in reading comprehension. This issue prompted the present study to examine the effect of the Problem-Based Learning (PBL) model as a solution. The objectives of this study are: (1) to determine whether the improvement in reading comprehension skills of students taught using the PBL model is higher or lower than those taught using conventional models; and (2) to examine the influence of the Problem-Based Learning model on improving students’ reading comprehension skills in elementary school.This study employed a quasi-experimental method with a non- equivalent control group design, in which both groups were given pre-tests and post-tests in reading comprehension learning. The study involved 61 students from SD Negeri 2 Karangampel Kidul, Indramayu. Based on the research findings, the following conclusions were drawn: (1) the improvement in students’ reading comprehension skills who were taught using the Problem-Based Learning model was better than those taught using the conventional model, when viewed holistically; and (2) there is a significant effect of the Problem-Based Learning model on improving students’ reading comprehension skills, with a contribution of 38.52%
PENGARUH PENGGUNAAN E-MODUL PERUBAHAN IKLIM BERMUATAN NILAI ISLAMI TERHADAP KETERAMPILAN PEMECAHAN MASALAH DAN NILAI RELIGIUS SISWA
Penelitian ini bertujuan untuk memperoleh informasi mengenai penggunaan e-modul perubahan iklim bermuatan nilai islami terhadap dan nilai religius siswa dan untuk meningkatkan keterampilan pemecahan masalah. Keterampilan pemecahan masalah merupakan komtensi krusial yang perlu dikembangkan, sementara nilai religius dapat menjadi motivasi internal lbagi siswa untuk peduli terhadap isu lingkungan. Pembelajaran dilakukan dengan menggunaan e-modul yang penyajiannya disesuaikan dengan sintaks Problem Based Learning (PBL) untuk mendukung peningkatan keterampilan pemecahan masalah siswa. e-modul ini menyajikan permasalahan perubahan iklim seperti pemanasan global, dampak gas rumah kaca, dan dimuat ayat-ayat Al-Qur’an dan hadis terkait materi yang relevan. Metode penelitian yang digunakan adalah Pre-Experimental dengan desain One Group Pretest-Posttest. Kedua nilai tersebut dianalisis secara statistika yaitu dicari nilai N-gain untuk didapatkan nilai peningkatannya. Partisipan dalam penelitian ini berjumlah 26 orang siswa kelas X. Data keterampilan pemecahan masalah sisswa diperoleh dari hasil pretest dan posttest dan nilai religius siswa diperoleh dari skor penilaian di akhir pembelajaran. Hasil penelitian didapatkan bahwa penggunaan e-modul perubahan iklim bermuatan nilai islami dengan penyajian materi yang disesuaikan dengan sintaks PBL dapat meningkatkan keterampilan pemecahan masalah siswa dengan kategori sedang. Didapatkan rata-rata nilai pre-test secara keseluruhan sebesar 71,79 dan rata-rata nilai posttest sebesar 87,98 dengan nilai N-Gain keseluruhan 0,6153 yang termasuk ke dalam kategori sedang. Sementara itu, nilai religius siswa setelah menggunakan e-modul diperoleh hasil rata-rata keseluruhan sebesar 84,9 dan termasuk ke dalam kategori religius atau kategori tinggi. Adapun respons siswa terhadap penggunaan e-modul meliputi aspek isi, kegrafikan, dan didaktik sebesar 80% dan termasuk kategori sangat positif.
This study explored the use of islamic-based e-module on climate change its impact on students' religious values, and to improve problem-solving skills. Problem-solving skills are crucial competencies that need to be developed, while religious values can serve as internal motivation for students to care about environmental issues. The e-module was designed using a problem-based learning (PBL) approach, incorporating verses from the Qur'an and hadiths related to climate change issues like global warming. The research method used was a pre-experimental design with a one-group pretest-postest design. Both values were analyzed statistically to determine the N-gain value, indicating the level of students’ problem solving skills improvement. The participants in this study consisted of 26 tenth-grade students. Data on students’problem-solving skills were obtained from pretest and posttest results, while students’ religious values were obtained from assesment scores at the ened of the learning process. The research results indicate that the use of an e-module on climate change with islamic values and content representation aligned with the PBL syntax can enhance students’ provblem-solving skills to a moderate level. The overall average pretest score was 71,79, and the posttest score was 87,98, with an overall N-Gain value of 0,6153, which falls into the moderate category. Meanwhile, students’ religious values after using the e-module yielded an overall average score of 84,9, falling into religious or high category. Students’ responses to the use of the e-module, including aspects of content, graphics, andidactics, were 80% and fell into the very positive category
PROFIL ASESMEN EPISTEMIK SAINS UNTUK KOMPETENSI MENYELIDIKI, MENGEVALUASI, DAN MENGGUNAKAN INFORMASI ILMIAH DALAM PENGAMBILAN KEPUTUSAN DAN TINDAKAN PADA PEMBELAJARAN BIOLOGI SMA
Penelitian ini bertujuan untuk menganalisis dan menghasilkan profil asesmen epistemik sains yang berfokus pada kompetensi menyelidiki, mengevaluasi, dan menggunakan informasi ilmiah dalam pengambilan keputusan dan tindakan pada pembelajaran biologi. Metode penelitian menggunakan metode deskriptif dengan pendekatan kuantitatif. Subjek penelitian terdiri dari 225 siswa kelas X dan XI dari sekolah berakreditasi A, B, dan C di kota Bandung dan Cimahi yang memiliki pengalaman mengikuti pembelajaran berbasis kerja ilmiah. Instrumen penelitian berupa kuesioner skala 1–4, disebarkan melalui Google Form dan kertas. Data dianalisis menggunakan statistik deskriptif dan disajikan dalam bentuk grafik dan tabel. Hasil menunjukkan bahwa pengalaman belajar epistemik lebih sering dilakukan di sekolah berakreditasi A dan B, namun masih jarang di sekolah berakreditasi C. Siswa berakreditasi A menonjol dalam pemeriksaan sumber informasi, siswa berakreditasi B aktif menghubungkan data dengan argumen, sedangkan siswa berakreditasi C cenderung menyusun pendapat berdasarkan pengalaman pribadi. Meskipun demikian, beberapa aspek masih jarang dilakukan di semua akreditasi, seperti penggunaan informasi terbaru, mempertimbangkan kredibilitas penulis, menemukan kesalahan informasi, mengkritik argumen berdasarkan bukti, membenarkan keputusan dengan data ilmiah, berkontribusi dalam diskusi dengan solusi, serta mengaitkan pelajaran biologi dengan masalah nyata. Kondisi ini menunjukkan bahwa keterampilan evaluatif terhadap sumber informasi masih rendah. Sementara itu, pengalaman asesmen epistemik umumnya sering dilakukan dengan bentuk penugasan berupa laporan praktikum dan esai. Sumber informasi paling banyak digunakan dari situs web. Kendala yang dihadapi meliputi kesulitan mencari informasi relevan, keterbatasan waktu, dan minimnya umpan balik. Siswa mengharapkan adanya panduan yang jelas, waktu yang memadai, dan umpan balik informatif untuk meningkatkan kualitas asesmen epistemik.
This study aims to analyze and generate a profile of epistemic science assessment that focuses on the competencies of investigating, evaluating, and using scientific information in decision-making and action in biology learning. The research method used a descriptive method with a quantitative approach. The research subjects consisted of 225 students in grades 10 and 11 from schools accredited A, B, and C in the cities of Bandung and Cimahi who had experience participating in scientific work-based learning. The research instrument was a questionnaire scaled 1–4, distributed via Google Forms and paper. Data were analyzed using descriptive statistics and presented in graphs and tables. The results show that epistemic learning experiences are more frequent in schools accredited A and B, but are still rare in schools accredited C. Students with accreditation A excel in examining information sources, students with accreditation B actively connect data with arguments, while students with accreditation C tend to formulate opinions based on personal experience. However, several aspects are still rarely carried out across all accreditations, such as using the latest information, considering the credibility of the author, finding misinformation, criticizing arguments based on evidence, justifying decisions with scientific data, contributing to discussions with solutions, and linking biology lessons to real-world problems. This condition indicates that evaluative skills regarding information sources are still low. Meanwhile, epistemic assessment experiences are often conducted through assignments such as lab reports and essays. The most common source of information is websites. Challenges encountered include difficulty finding relevant information, time constraints, and minimal feedback. Students expect clear guidance, adequate time, and informative feedback to improve the quality of epistemic assessment
PENGARUH CASE BASED LEARNING BERMUATAN SDGs GOOD HEALTH AND WELL-BEING TERHADAP KETERAMPILAN PEMECAHAN MASALAH SISWA SMA PADA MATERI SISTEM EKSKRESI
Keterampilan pemecahan masalah siswa di Indonesia masih tergolong rendah. Padahal, keterampilan pemecahan masalah merupakan keterampilan yang dibutuhkan pada abad ke-21 dan kompetensi mendukung berkelanjutan. Penelitian ini bertujuan untuk menganalisis pengaruh Case Based Learning bermuatan SDGs Good Health and Well-being terhadap keterampilan pemecahan masalah siswa SMA pada materi sistem ekskresi. Metode penelitian yang digunakan adalah quasi experiment dengan desain penelitian non equivalent pretest-posttest control group design. Sampel penelitian terdiri dari kelas eksperimen dan kelas kontrol yang diperoleh melalui teknik convenience sampling. Instrumen penelitian meliputi soal uraian keterampilan pemecahan masalah siswa, lembar observasi keterlaksanaan pembelajaran dan angket respons siswa terhadap Case Based Learning bermuatan SDGs Good Health and Well-being pada materi sistem ekskresi. Hasil uji independent samples T-test menunjukkan nilai signifikansi 0,000<0,05, yang berarti terdapat perbedaan signifikan antara nilai posttest keterampilan pemecahan masalah siswa pada kelas eksperimen dan kelas kontrol. Perbedaan ini didukung dengan peningkatan skor N-Gain keterampilan pemecahan masalah siswa pada kelas eksperimen sebesar 0,68 dengan kategori sedang. Keterlaksanaan pembelajaran menunjukkan guru dan siswa telah melaksanakan pembelajaran yang menerapkan Case Based Learning bermuatan SDGs Good Health and Well-Being pada materi sistem ekskresi secara optimal. Respons siswa terhadap pembelajaran juga sangat baik, ditunjukkan melalui nilai rata-rata angket respons yang tinggi. hasil tersebut mengindikasikan bahwa terdapat pengaruh Case Based Learning bermuatan SDGs Good Health and Well-being terhadap keterampilan pemecahan masalah siswa pada materi sistem ekskresi.
Students problem solving skills in Indonesia remain relatively low, despite these skills being essential in the 21st century and serving as a key competency for sustainable development. This study aims to analyze the effect of Case Based Learning integrated with the SDG Good Health and Well-being on students problem solving skills in the excretory system topic. The research employed a quasi experimental method using a non equivalent pretest posttest control group design. The sample consisted of an experimental class and a control class selected through convenience sampling. Research instruments included problem solving essay tests, lesson implementation observation sheets, and student response questionnaires regarding Case Based Learning integrated with SDG Good Health and Well-being. Independent samples t-test results showed a significance value of 0.000<0.05, indicating a significant difference in posttest problemsolving scores between the experimental and control classes. This effect was supported by an N-Gain score improvement of 0.68 in the experimental class, categorized as moderate. Lesson implementation data confirmed that both teachers and students optimally applied Case Based Learning integrated with SDG Good Health and Well-being, while student responses to the learning process were highly positive, as reflected by a high mean questionnaire score. These findings indicate that Case Based Learning integrated with SDG Good Health and Well-being positively influences students problem solving skills in the excretory system topic