An in-depth knowledge of the periodic table is one of the most fundamental keys to understand the basic principles of chemistry. Memorizing and understanding the systemic chemical elements is one optional strategy to study the position of each element in the periodic table. However, memorization strategies are generally tricky for students and are not "long term memory". Therefore, it is necessary to have alternative learning that can help understand chemical elements with "long term memory." In this case, the researchers present a modification of the UNO card game called "Chemuno" with the advantages of combining a chemistry triangle approach that implemented chemicals in daily life. Such formulated game is carried out to kindly understand elements of the periodic table and recognize the groups and periods of each element. The development of the current research uses the 4D model with restrictions on the development stage. The game "Chemuno-based Chemistry Triangle" is thereby declared valid with a percentage of 92.5% and practically with a percentage of 96.86%. The use of such game is limited to schools used as trial sites yet it can be used in other schools with the similar students' characteristics.
Science learning which has lesson of concern makes students still not wholly able to develop their knowledge. This study aims to determine and explain the students level of science process skills using creative problem solving (CPS) models for students in practical activities and discussions. This research was conducted in the second semester of class XI IPA4 State Senior High School 1 Kampar in the 2018/2019 academic year. The selected material is solubility and solubility product (Ksp). Which designed by One Shoot Case Study without a comparison group using a sample of 34 students. The research instrument consisted of observation sheets, essay tests, and interviews used to determine the level of students' science process skills. Based on the data obtained, it shows that the highest aspect of students' science process skills is observing. Judging from the observation sheet on practicum activities, the average percentage is 77.82%. The lowest aspect of science process skills is the theoretical aspect which is only 61.29%. In comparison, the observation in discussion activities without practicum is also the highest aspect of observing with a percentage of 79 .99% and the lowest on the theoretical aspect of 69.98% and 88.88% based on post-test questions with good categories. Overall, the results of data analysis showed that the students' science process skills were good.Keywords: Science Process Skill, Creative Problem Solving (CPS), Solubility and its ProductABSTRAKPembelajaran sains yang memiliki pengajaran yang membuat siswa masih belum sepenuhnya bisa mengembangkan pengetahuannya. Penelitian ini bertujuan untuk mengetahui dan menjelaskan tingkat keterampilan proses sains siswa dengan penggunaan model creative problem solving (CPS) terhadap siswa pada kegiatan praktikum dan diskusi. Penelitian ini dilakukan di semester dua kelas XI IPA4 SMA Negeri 1 Kampar pada tahun ajaran 2018/2019. Materi yang dipilih yaitu kelarutan dan hasil kali kelarutan (Ksp). Dimana desainnya One Shoot Case Study tanpa kelompok pembanding dengan menggunakan sampel sebanyak 34 siswa. Instrumen penelitian terdiri dari lembar observasi, tes esai dan wawancara yang digunakan dalam mengetahui tingkat keterampilan proses sains siswa. Berdasarkan data yang diperoleh, menunjukkan bahwa aspek keterampilan proses sains siswa tertinggi adalah mengamati. Dilihat dari lembar observasi kegiatan praktikum rata-rata persentasinya adalah 77,82%. Aspek keterampilan proses sains terendah yaitu aspek berhipotesis yang hanya sebesar 61,29%. Sebagai perbandingan, observasi pada kegiatan diskusi tanpa praktikum yang tertinggi juga pada aspek mengamati dengan persentasi sebesar 79,99% dan terendah pada aspek berhipotesis sebesar 69,98% dan 88,88% berdasarkan soal post-test dengan kategori baik. Secara keseluruhan, hasil analisis data didapatkan bahwa keterampilan proses sains siswa baikKata Kunci: Keterampilan Proses Sains, Creative Problem Solving (CPS), Kelarutan dan Hasil Kali Kelarutan (Ksp)
Minat belajar peserta didik imbas terhadap kegiatan serta akibat belajar peserta didik, dan pemilihan contoh pula sangat penting pada pembelajaran sebab dapat memberi pengaruh atas minat belajar murid pada pembelajaran. Tujuan penelitian ini artinya buat memahami minat belajar peserta didik memakai Discovery Learning di materi sistem periodik unsur pada Sekolah Menengan Atas Cendana Pekanbaru. Penelitian ini dilakukan di tahun ajaran 2022/2023 pada SMA Cendana Pekanbaru. Metode yang dipakai pada penelitian ini yakni deskriptif kuantitatif menggunakan sampel 30 peserta didik. Instrumen yang dupergunakan merupakan angket, wawancara serta observasi menggunakan indikator minat belajar yakni, keterlibatan murid, ketertarikan murid, perhatian murid serta perasaan senang murid. Hasil analisis data menghasilkan bahwa 22 peserta didik dalam kategori sangat tinggi dengan persentase 73% serta 8 peserta didik dalam kategori tinggi dengan persentase 27%. Empat indikator yg di uji menunjukkan bahwasanya keterlibatanpeserta didik 87%, perhatian peserta didik 87,7%, ketertarikan peserta didik 85,6% serta perasaan senang peserta didik 88,5%.
Penelitian ini bertujuan untuk mengetahui tingkat validitas dan praktikalitas webloog berbasis relating, experiencing, applying, cooperating, and transferring (REACT) pada materi laju reaksi. Penelitian ini menggunakan jenis penelitian Research and Development atau R&D dengan model pengembangan Borg & Gall. Objek dalam penelitian ini adalah webloog berbasis relating, experiencing, applying, cooperating, and transferring (REACT) pada materi laju reaksi. Subjek dalam penelitian ini adalah ahli materi, ahli media, guru kimia dan peserta didik kelas XI MIA Olimpiade MAN 1 Pekanbaru. Instrumen yang digunakan dalam penelitian ini adalah angket dengan menggunakan Rating scale. Analisis data dilakukan dengan teknik analisis deskriptif kuantitatif dan deskriptif kualitatif. Hasil dari penelitian ini yaitu pada tingkat validitas oleh ahli materi sebesar 95% (sangat valid) dan ahli media sebesar 84% (sangat valid), tingkat praktikalitas diperoleh sebesar 81,3% (sangat praktis), dan respon peserta didik sebesar 60% menyatakan sangat bagus, dan 40% menyatakan bagus. Berdasarkan hasil penelitian tersebut bahwa webloog berbasis relating, experiencing, applying, cooperating, and transferring (REACT) pada materi laju reaksi yang diujicobakan layak dan praktis sebagai sumber belajar disekolah. Kata Kunci: Webloog, REACT, Laju Reaksi
This research was instigated by student mental model that was not intact on Reaction Rate lesson. It aimed at analyzing and knowing student mental model through Two-Tier (TDM-Two-Tier) Mental Model Diagnostics Test instrument (TDM-Two-Tier) on Reaction Rate lesson at State Senir High School 2 Pekanbaru. This research was conducted at the first semester in the Academic Year of 2019/2020. It was Descriptive quantitative research. The data in this research were collected by Two-Tier (TDM-Two-Tier) Mental Model Diagnostics Test instrument, interview, and documentation. The collected data were analyzed by using Descriptive analysis. Purposive Sampling technique was used in this research. The samples of this research were 36 students at the eleventh grade of MIPA 2 of State Senior High School 2 Pekanbaru. The research findings showed that student mental model was not intact. It could be seen from the mean score of student mental model that was obtained from TDM-Two-Tier Diagnostics Test, Scientifically Correct (SC) of intact mental model or Scientifics was 47%, Partially Correct (PC) or partial mental model or alternative was 48%, students were able to understand the macroscopic level was 12%, symbolic level was 17% and submicroscopic level was 19% and Specific Misconception (SM) or misconception was 5%. Keywords: Mental Model, TDM-Two-Tier, Reaction Rate
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