<p class="5abstrak">Lemahnya argumentasi ilmiah mahasiswa dalam pembelajaran telah banyak menjadi perhatian, terutama dalam hal mengevaluasi dan mengkonstrak permasalahan dan solusinya. Penelitian ini bertujuan untuk mengetahui bagaimana profil keterampilan argumentasi ilmiah mahasiswa pada mata kuliah Anatomi Tumbuhan. Penelitian ini merupakan penelitian deskriptif untuk mendapatkan gambaran keterampilan argumentasi mahasiswa semester 3 di Prodi Pendidikan Biologi FKIP UNS melalui tugas tertulis yang diberikan. Penilaian argumentasi mahasiswa mengacu pada Toulmin’s Argumentation Pattern (TAP) yang memuat komponen <em>claim, evidence, reasoning dan rebuttal</em>. Hasil penelitian menunjukkan bahwa kemampuan argumentasi ilmiah mahasiswa Pendidikan Biologi FKIP UNS masih tergolong rendah, dibuktikan dengan skor rerata <em>claim</em> sebesar 52%, <em>evidence</em> sebesar 42%, <em>reasoning</em> sebesar 15% dan <em>rebuttal</em> sebesar 10%. Temuan ini akan dijadikan dasar bagi penelitian lanjutan mengenai model dan strategi pembelajaran inovatif yang dapat meningkatkan kemampuan argumentasi dan penalaran ilmiah terutama bagi calon guru biologi.</p>
This study aims to develop virtual laboratory learning media based on discovery learning of the immune system and to determine the feasibility of a virtual laboratory learning media based on discovery learning of the immune system. This study is a research and development adopting the 4-D device development model. In this study the design of the 4-D development was modified into 3 steps (3-D) namely Define, Design, and Develop. The study was conducted at one of the state high schools in Sragen Regency. The research subjects were divided into two, namely limited trial subjects and field trials determined using simple random sampling. The data was analized by using qualitative and quantitative techniques. The results of the study stated that virtual laboratory media based on discovery learning of immune system was created by using adobe animate CC 2017 with a design concept writing, images, animation, and video with characteristics of discovery learning models and virtual laboratory media based on discovery learning of immune system feasible to be used in learning based on validity tests from several experts with a very valid level of validity.
This type of research is quasi-experimental research that aims to 1) Determine the influence of problem-based learning (PBL) and Double Loop Problem Solving (DLPS) learning models on improving students' problem-solving ability. 2) Knowing the difference in the problem-solving ability of students with high creative and low creative thinking abilities. 3) Knowing the interaction of PBL and DLPS models with the ability to think creatively about problem solving. The population used in this study was grade VII students of state junior high schools in Lamongan Regency for the 2021/2022 academic year. The samples in this study consisted of 4 classes. The experimental class uses 1 PBL model for as many as two classes, and the experimental class 2 DLPS models for as many as two classes. Data collection using problem-solving ability test instruments and creative thinking test instruments. Hypothesis testing of the study using a two-way anava test with the study's results 1) There was no influence of the PBL and DLPS learning models on improving students' problem-solving ability. 2) there are differences in the problem-solving ability of students with high and low creative thinking abilities. 3) there is no interaction of the PBL and DLPS models with the ability to think creatively about students' problem-solving abilities.
<div class="grammarly-disable-indicator"> </div><div class="grammarly-disable-indicator"> Observation skill is one of the fundamental science process skills should mastered by students in the primary level. In fact, due to the lack of experiences of observation, high school students in the observed class showed the low level of observations skills. This study was three cycles-collaborative action research aims to improve the observation skills of high school students in biology through the implementation of guided inquiry learning integrated with a series of observation activities. The participants were 30 students of grade 11 of one public high school in Karanganyar, Indonesia. Six indicators of observation skills were used to assess the performance of students. In the pre-cycle stage, students showed relatively moderate performance on two aspects, e.g., identifying the differences and similarities of objects (45.83), and using of multiple senses to observe (45.83). But, they performed low in uses the apparatus correctly (4.17). On the skills of classifying the differences or the similarities, they scored 25, and for collecting relevant data they got 29.17 in average. After three iterative cycles, all indicators have increased significantly. </div><div class="grammarly-disable-indicator"> </div>
This study aims to determine the validity and practicality of guided inquiry-based e-modules accompanied by virtual laboratories on digestive system materials to empower critical thinking skills. The type of research used is research and development (R&D), by applying the Borg and Gall development model consisting of 10 steps and grouped in four stages including: preliminary study stage, development, testing, and deployment. This study is limited to e-modules validity and practicality testing. The instruments used are the validity and practicality questionnaires. The assessment of the results of the validity and practicality questionnaire is interpreted with the likert scale. Based on the analysis of the data obtained the following results: 1) Test validity by material experts, learning device experts, media experts, and education practitioners obtained a value in a row that is, 85.30%, 95.40%, 88.30%, and 93.20% with very good category, 2) Practicality tests by small-scale student groups, large-scale student groups, and biology teachers from 3 schools obtained consecutive grades, i.e., 87.60%, 89.50%, and 90.00% with very good category. Based on the validity and practicality tests, it can be concluded that the e-modules developed are valid and practical to use
Critical thinking ability is a way of thinking to determine the right decision or action by logically considering things related to information. Therefore, it is necessary to update what supports learning activities, such as updating the suitable media by utilizing technological sophistication. This study aims to determine the validity and practicality of the discover learning e-module on environmental changes to empower critical thinking skills. This research type uses the ADDIE model development (Analysis, Design, Development Implementation, Evaluation). This study is limited to testing the validity and practicality of the e-module. The instrument used is a validity and practicality questionnaire. Assessment of the results of the validity and practicality of the questionnaire was interpreted with a Likert scale. Based on data analysis, the results of the validity test by material experts, and media experts, obtained an average score of 89% and 92%, respectively, in the very good category. And on the test of education, practitioners by teachers and students obtained an average value of 91% and 88%, which fall into the very good category. Based on the validity test and practicality test, it can be concluded that the e-module developed is valid and practical for use in further research
Penelitian ini bertujuan untuk menganalisis tingkat keterampilan berpikir kreatif materi aditif dan adiktif. Subjek penelitian adalah siswa kelas VIII SMP di salah satu sekolah di Kabupaten Ngawi. Penelitian ini merupakan penelitian deskriptif kualitatif dengan metode tes. Tes terdiri dari dua belas soal dengan empat aspek keterampilan berpikir kreatif yaitu fluency, flexibility, originality dan elaboration. Tes dilakukan online selama pandemi covid-19 menggunakan google form. Hasil penelitian menunjukkan bahwa persentase keterampilan berpikir kreatif siswa adalah: fluency (28,02%), flexibility (24,43%), originality (37,36%), dan elaboration (27,59%). Berdasarkan hasil penelitian diperoleh rata-rata kemampuan berpikir kreatif siswa sebesar 29,35%. Hal ini menunjukkan bahwa tingkat keterampilan berpikir kreatif siswa pada materi aditif dan adiktif selama pandemi Covid-19 tergolong rendah. Oleh karena itu, diperlukan pengembangan dalam desain pembelajaran ataupun bahan ajar yang dapat meningkatkan kemampuan berpikir kreatif siswa
<p>Penelitian ini membahas berbagai literatur tentang model <em>Double Loop Problem Solving</em> (DLPS) sebagai solusi ketika mengembangkan kemampuan siswa SMP dalam memecahkan permasalahan. Instrumen dalam penelitian ini menggunakan tes wawancara untuk guru dan siswa kelas VII SMPN 3 Singosari. Berdasarkan wawancara memperlihatkan kemampuan siswa tergolong rendah ketika memecahan masalah. Terlihat dari prilaku siswa yang pasif ketika proses pembelajaran berlangsung. Kebanyakan siswa berasumsi materi IPA adalah materi yang sulit dipahami, dan membosankan. Hal tersebut terjadi karena siswa ketika proses pembelajaran berlangsung hanya mendengarkan saat guru menjelaskan dan tidak terlibat langsung dalam mengkaji materi yang dipelajari. Guru dalam proses pembelajaran telah menyesuaikan kurikulum 2013 dengan menerapkan model pembelajaran <em>discovery learning</em>, tetapi pada prosesnya guru hanya berceramah ketika menjelaskan materi. Metode yang digunakan adalah studi literatur dan wawancara. Berdasarkan hasil studi literatur dibutuhkan solusi untuk mengatasi masalah tersebut adalah dengan penerapan model pembelajaran<em> Double Loop Problem Solving</em>.</p>
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