Learning activities are currently carried out online from home in order to prevent the spread of Covid-19. Appropriate learning alternatives are needed for students in times of pandemics. The purpose of this research is to develop e-modules of ecosystem materials that are expected to support the improvement of student learning outcomes during the Covid-19 pandemic. This research was conducted in January-July 2021 using the Research and Development (R&D) method in the ADDIE model. The client's goal of the product was tested on a limited basis to 27 class X students. The instruments used in this study are media feasibility validation sheets, learning outcome tests to measure the effectiveness of e-modules and questionnaires of student responses to developed media. The results showed that E-modules that have been developed and validated by experts get a very decent category as a learning medium with a value of 92.85% and e-modules developed can improve student learning outcomes. The conclusion obtained that the e-modules developed are feasible and effectively used as teaching materials to help students in the learning process. Abstrak. Kegiatan pembelajaran pada saat ini dilaksanakan secara daring dari rumah dalam rangka pencegahan penyebaran Covid-19. Dibutuhkan alternatif pembelajaran yang tepat bagi siswa di masa pandemi. Tujuan penelitian ini yaitu mengembangkan bahan ajar e-modul materi ekosistem yang diharapkan dapat menunjang peningkatkan hasil belajar siswa disaat pandemi Covid-19. Penelitian ini dilaksanakan pada bulan Januari-Juli 2021 dengan menggunakan metode Research and Development (R&D) menggunakan model ADDIE. Sasaran klien dari produk hasil penelitian ini diujicobakan secara terbatas kepada siswa kelas X dengan jumlah 27 orang. Instrument yang digunakan dalam penelitian ini berupa lembar validasi kelayakan media, tes hasil belajar untuk mengukur efektivitas e-modul dan angket respon siswa terhadap media yang dikembangkan. Hasil penelitian menunjukkan bahwa E-modul yang telah dikembangkan dan divalidasi oleh ahli mendapat kategori sangat layak sebagai media pembelajaran dengan nilai 92,85% dan e-modul yang dikembangkan dapat meningkatkan hasil belajar siswa. Kesimpulan yang didapat bahwa e-modul yang dikembangkan layak dan efektif digunakan sebagai bahan ajar untuk membantu siswa dalam proses pembelajaran.
ABSTRAKBelajar merupakan suatu upaya yang dilakukan seseorang untuk memperoleh suatu perubahan tingkah laku sebagai hasil pengalamannya sendiri dalam interaksi dengan lingkungannya. Adapun tujuan dari penelitian ini yaitu 1).mengkaji penguasaan konsep mahamahasiswa dengan model pembelajaran inkuiri berbasis praktikum melalui lesson study pada konsep respirasi. 2) Mengkaji aktivitas mahasiswa terhadap penggunaan model pembelajaran inkuiri berbasis praktikum melalui lesson study pada konsep respirasi. Metode kuasi eksperimen dengan disain one shot case study. Sampel penelitian yaitu mahasiswa kelas A dan kelas B semester I Program Studi Pendidikan Biologi FKIP, Universitas Pakuan Bogor sebanyak 45 orang. Penelitian ini dilakukan pada mata kuliah praktikum Biologi Umum dengan materi Respirasi. Instrumen yang digunakan untuk mengukur penguasaan konsep menggunakan soal essai ditambah dengan lembar observasi ketika proses pebelajaran. Hasil penelitian menunjukkan bahwa pembelajaran inkuiri melalui praktikum berbasis lesson study sangat efektif dalam meningkatkan penguasaan konsep sistem respirasi dan aktivitas mahasiswa pada saat proses pembelajaran. Hal ini dilihat dari banyaknya nilai mahasiswa yang melebihi batas ketuntasan sebanyak 80%. Saran agar dosen dapat menerapkan kegiatan laboratorium berbasis inkuiri pada materi lain.Kata kunci: Inkuiri, Praktikum, Penguasaan Konsep ABSTRACTLearning is an efforts done by someone to achieve a change in behavior as a result of his/her own interaction with the environment. This research is aimed at 1). Studying students’ mastery concept using inquiry learning model through practicum based lesson study on respiration concept. 2). Studying students’ activity through the use of inquiry learning model through practicum based lesson study on respiration concept. Quasi experiment method with one shot case study is used in this research. The sample is 45 students form class A and B of the first semester of Biology Study Program Faculty of Teachers Training and Education Sciences Pakuan University Bogor. The research was conducted on general biology practicum, discussing respiration system material. Instrument used in measuring mastery concept are essay test item and observational sheet to check the finding during teaching learning process. The result shows that inquiry learning through practicum with lesson study based is very effective in improving mastery concept of respiration system and students activity during teaching learning process. It can be seen from students’ score which mostly higher than mastery limit around 80%. It is suggested that lecturer can apply laboratories activity inquiry based on other materials. Keyword: Inquiry, Practicum, Concept Mastery
The teaching and learning process certainly requires interesting media and does not tend to be boring. For this reason, it is necessary to use media that can attract students' interest by using electronic pocket book media. This study aims to determine the quality of electronic pocket books and determine the effectiveness of electronic pocket book media. This development research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The analysis stage is an analysis of the needs of students. The design stage is the making of an electronic pocket book media design. The Development stage is an assessment of the feasibility of experts, namely material experts, media experts and teachers at SMA PGRI 1 Bogor. The Implementation stage is an assessment of the feasibility of the media and the Evaluation stage is a measurement of development achievement. The results showed the feasibility level of electronic pocketbook media, according to material experts, electronic pocketbooks were included in the appropriate category, while according to high school biology teachers and students, electronic pocketbooks were included in the very feasible category. The results of the analysis of student learning motivation before and after using the media were obtained, this showed a significant difference between before and after using the media, so it can be concluded that the electronic pocket book learning media can increase students' learning motivation.
Penelitian ini bertujuan untuk menggambarkan persepsi guru terhadap implementasi kurikulum 2013 dalam kegiatan pembelajaran biologi. Metode yang digunakan adalah metode deskriptif. Sampel penelitian terdiri atas 12 orang guru biologi Madrasah Aliyah di Kota Bogor yang ditentukan dengan teknik purposive sampling. Data tentang persepsi guru dijaring melalui kuesioner dan wawancara. Data yang dikumpulkan selanjutnya dianalisis dengan analisis deskriptif. Hasil penelitian menunjukkan bahwa semua partisipan (100%) menyetujui adanya implementasi kurikulum 2013 disekolah serta mengakui tentang kelebihan yang terdapat dalam kurikulum 2013, namun hanya sebagian (50%) dari partisipan yang mampu menerapkannya dalam kegiatan pembelajaran secara konsisten. Hal ini disebabkan karena partisipan mengalami kesulitan dalam merancang RPP dan penilaian berdasarkan kurikulum 2013, serta kesulitan dalam melaksanakan proses penilaian pada aspek kognitif, psikomotor, dan afektif, sehingga partisipan juga mengalami kesulitan dalam menyusun rapor kurikulum 2013. Temuan ini mengindikasikan bahwa sosialiasi dan pelatihan tentang kurikulum 2013 saja belum cukup, tetapi perlu adanya program pendampingan yang konsisten terhadap guru-guru sehingga mereka dapat mengimplementasikan kurikulum 2013 dalam proses belajar mengajar secara konsisten.Kata kunci: Persepsi Guru, Kurikulum 2013, Pembelajaran BiologiABSTRACTThis study aimed to describe teachers' perceptions of the implementation of the curriculum 2013 in biology learning activities. This study used a descriptive method. The research samples consisted of 12 biology teachers of Madrasah Aliyah in Bogor City which was determined by purposive sampling technique. Data on teachers' perceptions were collected by questionnaires and interviews. The data collected then analyzed by descriptive analysis. The results showed that all participants (100%) approved that the implementation of the curriculum 2013 in school and acknowledged the advantages of curriculum 2013, but only some of the participants (50%) were able to apply it in a biology learning activity consistently. This was because participants have difficulty in designing lesson plan and assessment based on the curriculum 2013, as well as difficulties in carrying out the assessment process on cognitive, psychomotor and affective aspects so that participants also have difficulty in preparing students' report. These findings indicated that the socialization and training on the curriculum 2013 were not enough, but there needs to be a consistent mentoring program for teachers so that they can implement the curriculum 2013 in the learning process consistently.Keywords: Teachers' Perception, Curriculum 2013, Biology Learning
AbstrakBiologi merupakan mata pelajaran yang dianggap relatif sulit oleh kebanyakan siswa dan cenderung membosankan, untuk itu perlunya penggunaan media pembelajaran yang dapat menarik minat siswa dengan pembelajaran yang menyenangkan. Salah satunya adalah media permainan. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa Games Moneter (Monopoly Vertebrata) sebagai media pembelajaran siswa. Penelitian dilaksanakan pada bulan Januari hingga Juni 2020. Metode yang digunakan adalah penelitian dan pengembangan model 4-D (Define, Design, Development, dan Disseminate) dengan data berupa data kualitatif dan kuantitatif. Penelitian dilakukan hingga tahap Development atau hanya pada tahap pengembangan media dengan penilaian 10 validator yang meliputi 5 orang dosen dan 5 orang guru Biologi SMA. Hasil penelitian didapat bahwa media Games Moneter (Monopoly Vertebrata) dikategorikan sangat valid dan layak digunakan dalam kegiatan pembelajaran dengan persentase nilai dari 10 validator sebesar 91,5%. Kata kunci: Media Pembelajaran, Biologi, Games Moneter
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