Penelitian ini bertujuan untuk mendeskripsikan minat siswa terhadap matematika dan hubungannya dengan metode pembelajaran dan efikasi diri. Populasi dari penelitian ini adalah seluruh siswa sekolah menengah pertama di Bandarlampung. Penelitian deskriptif kuantitatif ini mempelajari 691 siswa yang dipilih menggunakan teknik stratified random sampling. Data dalam penelitian ini berupa data minat siswa terhadap matematika (Y), data implementasi metode pembelajaran (X1), dan data efikasi diri siswa (X2) yang diperoleh menggunakan teknik non-tes berupa angket. Data dianalisis menggunakan analisis korelasi dan regresi linier berganda dengan . Hasil analisis data menunjukkan bahwa: (i) secara umum 22,58% siswa memiliki minat terhadap matematika dengan kategori tinggi, 76,56% dengan kategori sedang, dan 0,86% dalam kategori rendah; (ii) terdapat hubungan positif yang sangat kuat antara variabel implementasi metode pembelajaran dan efikasi diri secara bersama-sama terhadap variabel minat dengan nilai r = 0,844; (iii) terdapat hubungan positif yang cukup kuat antara implementasi metode pembelajaran dengan minat terhadap matematika bila peran efikasi diri tidak berubah (tetap) dengan r = 0,505; (iv) terdapat hubungan positif yang cukup kuat antara efikasi diri dengan minat terhadap matematika bila peran implementasi metode tidak berubah (tetap) dengan r = 0,585; dan (v) persamaan model regresi liniernya adalah Y = 22,788+0,972 X1+0,932 X2.
Low reading interest in high school students and the use of information and communication technology (ICT) are still not well integrated into learning. This is due to the lack of interesting biology textbooks and students’ habits in using gadgets for entertainment such as social media and games. For this reason, a solution to these problems is the development of pop-up books and virtual reality (VR) videos. This research uses the Research and Development method adapted from Borg and Gall by involving media and content experts for feasibility testing. The pop-up book and VR video evaluation were then carried out, the results showed feasibility without revision of 67% and some product revision suggestions. The results also showed the product responses to habits of mind (HoM) which included in the excellent category (3.7) from 100 students and 30 teachers even though preliminary test with a sample of high school graduates was still in the good category (3.2). Also, aspects of creative thinking are best between self-regulation and critical thinking. So, the implications of this research are pop-up book and VR videos are suitable as learning media also very good for improving students’ ha bits of mind.
The student’s scientific literacy is vital in improving students’ awareness of several issues. This study was intended to describe the effect of the SETS learning approach combined with Vee Diagram on students’ scientific literacy especially on Environmental Pollution Material. This study used a nonequivalent pretest-posttest control group design. The survey involved 60 students who were selected using cluster random sampling technique. The quantitative data, in terms of pretest, posttest, and N-gain scores were analyzed using Independent-sample t-test at the 5% significance level. The results showed that, based in the N-gain scores, the experiment class was classified in moderate category and the control class belonged to low category. This means that the SETS learning approach combined with Vee Diagram influence student’s scientific literacy on Environmental Pollution Material. Therefore, this combination is recommended to be implemented in class to enhance students' scientific literacy skills.
Penelitian ini bertujuan untuk menentukan pengaruh media puzzle terhadap berpikir kritis peserta didik. Populasi penelitian adalah seluruh peserta didik kelas VII di SMP Muhammadiyah 3 Bandar Lampung berjumlah 192 orang. Sampel penelitian adalah peserta didik dari 2 kelas yaitu kelas VII A dan VII B yang dipilih dari populasi dengan teknik purposive sampling. Instrumen penelitian menggunakan lembar pretes-postes. Desain yang digunakan yaitu nonequivalent control group design. Analisis data yang digunakan Uji t- test pada taraf signifikansi 5% yang menunjukkan hasil nilai sig. (2-tailed) 0,00 < 0,05 yang berarti n-Gain rata-rata hasil belajar kemampuan berpikir kritis peserta didik antara kelas eksperimen dan kelas kontrol berbeda signifikan. Hal tersebut disebabkan oleh penggunaan media puzzle, karena peserta didik dilatih untuk berpikir kritis melalui media puzzle saat proses pembelajaran berlangsung. Dengan demikian, diketahui bahwa menggunakan media puzzle dapat berpengaruh terhadap kemampuan berpikir kritis peserta didik.
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