Biological literacy is the individual's ability to determine the prior knowledge to understand the terms, concepts, procedural, benefits, and relationships of biological sciences in life. This study aims to measure students' biological literacy skills. This study approach was conducted descriptively, with grades, levels, and material indicators utilized to assess biological literacy skills. The population in this study was students from grade X Mathematics and Natural Sciences, Baitul Qurro Islamic Senior High School, with a sample size of 44 students drawn from the overall population. The instrument employed was a multiple-choice with up to 15 items about viruses related concepts. The data were analyzed descriptively. The results of this study revealed that 50% of students have low biology literacy skills. The highest percentage of students' biological literacy skills was found in indicator 4 (interpreting the role of viruses in life), 61%, while the lowest was in indicator 3 (analyzing virus replication), with 42%. The percentage of students' literacy skills in each level of biological literacy was highest at the structural level, with 58%, while the lowest was at the nominal level, with 44%. The low level of student biological literacy indicates that research is needed to find the right strategy to improve biological literacy skills in learning.
<p><strong><em>Abstract.</em></strong> <em>Many teachers still have not integrated STEAM-PjBL in learning. Students who are accustomed to conventional learning and have never operated a microscope as a tool in understanding science material. STEAM-PjBL learning is the right solution in facilitating and providing space for students to be able to overcome these problems, STEAM-PjBL is also a place to hone students' abilities and skills to face the demands of the current modernization era. The purpose of this activity is to introduce, implement and integrate STEAM-PjBL in science learning. The population in this activity is all 8th grade students of SMP 3 Karangmojo and the subject of the activity is class 8 B with a total of 30 people. The activity will be held on July 15, 2022. The stages of STEAM-PjBL integration consist of Reflection, Research, Discovery, Application and communication. The activities that have been carried out have given positive results, 80% of students "strongly agree" that learning science with the STEAM-PjBL model on the "simple microscope" project is interesting, fun, fosters enthusiasm, gives its own satisfaction in learning, makes it easier for students to understand the material and demands participation active students</em></p><p><em><br /></em></p><p><strong>Abstrak.</strong> Banyak guru yang masih belum mengintegrasikan STEAM-PjBL dalam pembelajaran. Siswa yang terbiasa dengan pembelajaran konvensional dan belum pernah mengoperasikan mikroskop sebagai salah satu alat dalam memahami materi IPA. Pembelajaran STEAM-PjBL merupakan solusi tepat dalam memfasilitasi dan memberikan ruang kepada siswa untuk dapat mengatasi masalah tersebut, STEAM-PjBL juga menjadi wadah dalam mengasah kemampuan dan keterampilan siswa untuk menghadapi tuntutan era modernisasi saat ini. Tujuan dari kegiatan ini adalah untuk mengenalkan, menerapkan dan mengintegrasikan STEAM-PjBL pada pembelajaran IPA. Populasi pada kegiatan ini adalah seluruh siswa kelas 8 SMP 3 Karangmojo dan subjek kegiatannya adalah kelas 8 B dengan jumlah 30 orang. Kegiatan dilaksanakan pada 15 juli 2022. Tahapan integrasi STEAM-PjBL terdiri atas Reflection, Research, Discovery, Application dan communication. Kegiatan yang telah dilakukan memberikan hasil yang positif, 80% siswa “sangat setuju” bahwa pembelajaran IPA dengan model STEAM-PjBL pada proyek “mikroskop sederhana” menarik, menyenangkan, menumbuhkan semangat, memberikan kepuasan tersendiri dalam belajar, mempermudah siswa memahami materi dan menuntut partisipasi aktif siswa.</p>
This study aimed to improve student achievement through song-based multimedia and animated videos on viral material. This type of research is (R&D) adapting the ADDIE model. The population is class X SMA IT Baitul Qurro South Tangerang, sampling using non-probability sampling with saturated sampling technique where the entire population is a sample of 45 students. Learning achievement is measured using instruments that have been validated by experts (teachers and biology lecturers) using essays (C1- C6) for cognitive tests, questionnaires for affective tests, and observation sheets for psychomotor tests. The test was conducted before (pretest) and after (posttest) learning. Data analysis used the average score, percentage, and N-gain. The data obtained were analyzed by normality and homogeneity tests. The results obtained indicate that song-based multimedia and animated videos can improve student achievement with an average N-gain, namely: Cognitive domain of 56.8% (quite effective); The affective domain is 57% (quite effective), and the psychomotor domain is 75% (quite effective).
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