This study aimed to examine the effect of interactive multimedia on problemsolving skills based on gender. The sample was chemistry education students in IKIP Mataram that consisted of 10 males and females' students each. This study was pre-experimental research with a pretest-posttest one group design. Data collection was obtained by tests and interviews. The test of the problem-solving, in the form of the essay, was divided into three types, namely conceptual, algorithm, and conceptual-algorithm problems. Problem-solving was measured following the stages of Polya's problem-solving, namely understanding the problem, devising a plan, carrying out the plan, and looking back. The interview was conducted to gain more insight into their problem solving skill. Data were analyzed statistically using independent sample t-test and normalized gain scores (N-gain). The results of the analysis of the initial data obtained a significant value of 0.809, which indicated there was no difference between the problem-solving skills of male and female students. Meanwhile, the final data analysis obtained a significant value of 0.034 which means there was a difference between the problem-solving skills of the students. This furthermore showed that the use of interactive multimedia in chemistry learning increased the problem-solving skills of male better than the female. Moreover, male students' problem-solving skills were higher than the females in all types of problems and at all stages of problem-solving. Due to interactive multimedia, the conceptual understanding and learning motivation of students is enhanced.
Most of the students had difficultyin understanding the concept of chemistry which is abstract and cannot connect the concepts studied with the phenomena in everyday life.This is because the instructional media and learning models used by the teacher do not pay attention to submicroscopic representations and do not link chemistry with the environment around students.This study aims to develop Chemical Interactive Multimedia (CIM) based on PBL (Problem Based Learning) to improve students' Generic Science Skills (GSS). PBL-based CIM was developed on the concept of salt hydrolysis in a tutorial format. This study was a Research and Development using the ADDIE design. The research procedure consists of five stages, namely Analyze, Design, Development, Implementation, and Evaluation. The PBL-based CIM effectiveness test against the GSS of MA Darul Habibi NW Paok Tawah students was carried out at the implementation stage using a one-group pretest-posttest design. The instrument used was in the form of a questionnaire to obtain eligibility data and student responses, as well as a description test to obtain KGS data. CIM based on PBL feasibility data will be analyzed using a five-scale absolute norm, student responses were analyzed descriptively, and GSS data were analyzed using a normalized gain score (N-gain). The validation results show that PBL-based MIK has an average score of 92% which means it was very feasible.The limited trial of 12 students stated that PBL-based CIM met the aspects of appearance, readability, language, and ease of use very well.The results of PBL-based CIM trials in learning can increase students' GSS which is indicated by an average N-gain score of 58% in the moderate category.Therefore, it can be concluded that PBL-based MIK was successfully developed in the very feasible category and could improve students' GSS.
Pembelajaran IPA banyak menyajikan masalah-masalah yang ada dikehidupan sehari-hari misalkan peristiwa pencemaran lingkungan. Setiap orang membutuhkan keterampilan berpikir tingkat tinggi untuk menghadapi setiap masalah dengan baik. Salah satu bentuk keterampilan berpikir tingkat tinggi adalah keterampilan berpikir kritis. Model yang dapat melatih keterampilan berpikir kritis adalah model discovery learning. Tujuan penelitian ini untuk mengetahui pengaruh model discovery learning terhadap keterampilan berpikir kritis siswa SMP pada materi pencemaran lingkungan. Jenis penelitian ini adalah quasi experimental dengan desain Posttest-only Nonequivalent Control Group Design. Populasi penelitian ini adalah semua kelas VII SMPN 4 Praya Tengah Tahun Pelajaran 2014/2015 yang terdiri atas 2 kelas. Sampel diambil dengan tekhnik sampling jenuh sehingga semua populasi dijadikan sampel. Data hasil penelitian dianalisis menggunakan uji-t pada taraf signifikansi 5 % dengan bantuan SPSS 16.0 For Windows. Hasil analisis diperoleh nilai signifikan data keterampilan berpikir kritis sebesar 0,034. Hal ini menunjukkan bahwa ada pengaruh model discovery learning terhadap keterampilan berpikir kritis siswa pada materi pencemaran lingkungan.
Penelitian ini bertujuan untuk mengetahui pengaruh Media Animasi Submikroskopik (MAS) terhadap kemampuan representasi siswa pada setiap sub materi pokok larutan penyangga. Penelitian ini menggunakan nonequivalent pretest-posttest control group design. Hasil penelitian menunjukkan bahwa peningkatan (N-gain) kemampuan representasi siswa kelas eksperimen lebih tinggi (p=0,002) dibandingkan kelas kontrol. Selain itu, rata-rata N-gain kemampuan representasi siswa kelas eksperimen lebih tinggi daripada kelas kontrol pada setiap sub materi pokok. Konsep komponen larutan penyangga mengalami peningkatan tertinggi di kelas eksperimen (rata-rata N-gain = 81,21%). Konsep pH larutan penyangga mengalami peningkatan tertinggi di kelas kontrol (rata-rata N-gain = 76,42%). MAS memuat konsep larutan penyangga pada level submikroskopik dengan jelas sehingga dapat membantu siswa memahami konsep-konsep pada level makroskopik dan simbolik. Berdasarkan hasil penelitian ini disimpulkan bahwa MAS dapat meningkatkan kemampuan representasi siswa pada setiap sub materi pokok.
The aim of this study was to determine the characteristics, the feasibility practice and the effectiveness of developed module. This study used a model of development Nieveen began preliminary stages of research, prototyping stage, summative evaluation and systematic reflection and documentation. Validation of products was conducted by expert lecturers of chemistry and expert lecturers of media with the percentage of feasibility an average of 93.6% to the category of very feasible. The practice of module testing by the chemistry teachers and students of XII MIA grade and testing of learning plan. Trial by teachers got the average percentage of the feasibility is 94.75% categorized as very practice, testing students gained average percentage of the feasibility was 95% categorized as very practice. The precentage of learning plan was 95% categorized as very practice. The effectiveness of developed module obtained an average score of N-Gain students namely 0.4 categorized as moderate. Based on the percentage of feasibility and the effectiveness level, so it can be concluded that the Problem Based Learning (PBL) module oriented green chemistry in salt hydrolysis concept to improve the scientific literacy of students were feasible, practice, and effectively used to improve the scientific literacy of students.
Pandemi Covid-19 membuat sistem pembelajaran di kelas menjadi terbatas sehingga siswa dituntut untuk belajar lebih mandiri. Akan tetapi, sumber belajar memadai yang mendukung kemandirian belajar kimia di SMAN 1 Batulayar masih sangat kurang. Penelitian ini bertujuan untuk mengembangkan modul pembelajaran kontekstual terintegrasi Augmented Reality untuk meningkatkan keterampilan berpikir kritis siswa pada materi ikatan kimia. Penelitian ini termasuk metode Penelitian dan Pengembangan. Tahapan penelitian mengikuti desain pengembangan model ADDIE yang terdiri dari lima tahap, yaitu analisis (Analysis), desain (Design), pengembangan (Development), penerapan (Implementation), dan evaluasi (Evaluation). Subyek penelitian adalah siswa SMAN 1 Batulayar yang berjumlah 40 orang. Instrumen dalam penelitian ini adalah angket dan tes uraian. Data kelayakan modul dan tanggapan siswa diperoleh dari angket lalu dianalisis berdasarkan persentase, sedangkan data keterampilan berpikir kritis didapatkan dari tes uraian lalu dianalisis menggunakan paired sample t-test dan skor gain ternormalisasi (N-gain). Adapun hasil penelitian ini antara lain: 1) modul dinyatakan sangat layak dengan rerata skor 90%, 2) modul dapat meningkatkatkan keterampilan berpikir kritis siswa yang ditunjukkan oleh nilai signifikan 0,00 pada taraf kepercayaan 95% dan skor N-gain 58% dengan kategori sedang, dan 3) siswa memberikan tanggapan sangat baik terhadap proses pembelajaran menggunakan modul. Dengan demikian, modul pembelajaran kontekstual terintegrasi augmented reality telah berhasil dikembangkan.
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