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.
The aim of this research was to get a valid computer-based Electrolyte Fisher game to develop problemsolving skill of students on electrolyte and nonelectrolyte solution topics so it could be used in learningactivity. The type of this research was development research by using 4D model with four stages includingdefine, design, develop, and disseminate, but the stages carried out in this research only until developmentstage. Validity was determined by two chemistry lecturers and one chemistry teacher. Research resultsproved that Electrolyte Fisher game was valid based on content validity percentage of 84.44% and constructvalidity percentage of 85.37%. There were three criteria assessed in content validity including thecorrectness of concepts in matter obtaining a percentage of 86.67%; the suitability of matter with learningobjectives obtaining 86.67%; and the suitability of game with problem-solving skill component obtaining80.00%. There were two criteria assessed in construct validity, namely the suitability of game with learningmedia requirements which included nine aspects obtaining percentage of 87.78% and the suitability ofdisplay quality in game which included three aspects obtaining 82.96%. Based on results of this researchshowed that the computer-based Electrolyte Fisher game to develop students’ problem-solving skill wasdeclared valid.Key words: electrolyte fisher game, problem-solving skill, electrolyte, and nonelectrolyte solution.
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