The purpose of this research was to describe the learning implementation, students activities, the student's science literacy ability, learning outcame, and response of students to the implementation of techno-ecopreneurship-based student worksheets on thermochemical topic. This research used pre-experimental design with one group pretest-posttest design. The targets of this study were 34 students in XI grade science in Senior High School 3 Sidoarjo. Data collection methods were observation, test, and questionnaire. The research showed the following results: (1) the syntax implementation of guided inquiry learning model is 86.5% and 88.5% with a very good category; (2) The activities of students during the learning process were said to be implemented well because the percentage of relevant student activities time is greater compared to the student activities which were not relevant, in which relevant student activity in first meeting was 83.5% and in second meeting was 90.5%; (3) Student learning outcomes at the pretest 0% was complete, and 100% was incomplete but at the posttest 78.78% is complete and 21.22% is incomplete; (4) The results of students scientific literacy ability have increased from pretest to posttest that is 18 to 74 with an N-gain value of 0.55; (5) Students gave positive responses to the implementation of techno-ecopreneurship-based student worksheet on thermochemical topic to train scientific literacy ability.
Keterampilan karir dan hidup, keterampilan inovasi dan belajar, serta penguasaan media informasi dan teknologi adalah keterampilan yang dijadikan pemerintah Indonesia sebagai kerangka kerja dalam pembelajaran abad 21. Salah satu prinsip pembelajaran yang digunakan yakni dengan menggunakan kemudahan teknologi informasi dan komunikasi untuk menunjang efektifitas dan efisiensi pembelajaran. Penggunaan media pembelajaran berbasis Android merupakan salah satu penerapan gaya belajar abad ke21. Fun dan Enjoy adalah dua kata yang menjadi kunci dalam pembelajaran yang efektif . Permainan dalam kegiatan belajar mengajar memiliki manfaat salah satunya adalah dapat menciptakan pembelajaran yang efektif, kreatif dan mandiri. Penelitian ini bertujuan mendeskripsikan keefektifan media permainan Zuper Abase yang dikembangkan. Metode penelitian yang digunakan adalah metode pengembangan dengan mengadaptasi model milik Borg dan Gall yang terdiri atas 10 tahap, namun hanya sampai tahapan uji coba awal (preliminary field testing). Hasil penelitian menunjukkan media permainan Zuper Abase efektif digunakan sebagai media pembelajaran karena mencapai kriteria ketuntasan klasikal yakni sebesar 93,94% jumlah peserta didik yang tuntas. serta sebanyak 85% peserta didik mengalami kenaikan hasil belajar dengan katagori sedang dan tinggi. Kata kunci: efektivitas, zuper abase game, Android, kelayakan klasikal, peningkatan hasil belajar. Career and life skills, learning and innovation skills, and Information media and technology skills are the three skills that Indonesian government uses as a framework for 21st century learning. One of the learning principles that used information and communication technology to improve the efficiency and effectiveness of learning. Using Android based learning media is one of the applications of learning styles in 21st century. Fun and Enjoy are two words that are the keys to effective learning. Games in teaching and learning activities have benefits, which is to create effective, creative and independent learning. Method of this research by adapting Borg and Gall's development model which consists of 10 stages, but in this research was limited until the initial field testing stage. The results of this study show that, the Zuper Abase game media is effectively used as a learning media because it reaches the classical completeness criteria, which is 93.94% of the total number and 85% of students had an increase in learning outcomes in the medium and high categories. Key words: effectivity, zuper abase game, android, classical completeness, increase in learning outcomes.
Salah satu keterampilan abad-21 adalah information media and technology skills. Dalam penerapankurikulum 2013 ini mengacu pada Permendikbud nomor 22 tahun 2016 tentang standar proses pendidikandasar dan menengah. Salah satu prinsipnya adalah menggunakan teknologi informasi dan komunikasiuntuk meningkatkan efisiensi serta efektivitas pembelajaran. Media pembelajaran berbasis androidmerupakan salah satu penerapan gaya belajar abad ke-21. Implementasi mobile phone di sekolah dapatmenguntungkan sebab perangkat tersebut telah dikenal secara umum oleh peserta didik. Permainan terdiridari sekumpulan peraturan yang membangun situasi bersaing dari dua hingga beberapa orang maupunkelompok dengan memilih strategi yang dibangun untuk memaksimalkan kemenangan. Pembelajaranmenggunakan permainan pasti memiliki manfaat juga. Kepraktisan suatu media memililiki kualitaskepraktisan yang tinggi jika pengguna mempertimbangkan media tersebut dapat digunakan dan realitanyamudah untuk menggunakannya. Penelitian ini menggunakan model R&D (Research and Development)Borg dan Gall hanya sampai tahap uji coba awal (preliminary field testing. Sasaran penelitian iniadalah peserta didik SMA Negeri 3 Sidoarjo sebanyak 33 orang dengan jenjang kelas XI MIPA. Mediapermainan zuper abase dapat dikatakan praktis yang ditunjukkan dengan perolehan skor respon pesertadidik yang telah menggunakan media permainan yakni sebesar 78,3670%.Kata kunci: kepraktisan, permainan zuper abase, android, respon peserta didik.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.