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ETHNOSCIENCE STUDY OF RUMAH GADANG: THE RECONSTRUCTION OF INDIGENOUS SCIENCE INTO SCIENTIFIC KNOWLEDGE Nurul Annisa; Skunda Diliarosta
SEMESTA: Journal of Science Education and Teaching Vol 4 No 1 (2021): Science Education Journal, Forth Edition
Publisher : Pendidikan IPA, FMIPA, UNP

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Abstract

Rumah Gadang is a traditional Minangkabau house. The design of Rumah Gadang was made by Minangkabau’s ancestors using the Indigenous Sciences of that era. The intend of this study was to reconstruct the Indigenous Sciences of Rumah Gadang into scientific knowledges that has been widely known today. The expected benefit of this study was to classify the scientific knowledges of Rumah Gadang so as to increas the wealth of Indonesia Ethnoscience. The method of this study was qualitatif descriptive. The study was conducted in Istano Baso Pagaruyuang Batusangkar, West Sumatra. The data were collected through direct observations and document study about Rumah Gadang, in-dept interviews, and also scientific literature about Rumah Gadang. The data were analyzed using the ethnoscience approach. The conclusion was that there were the content of scientific knowledges in the Rumah Gadang which were categorized into 4 fields of science, they were: The Pythagorean Theorem, Substance Pressure, Seismology, and Substance Properties.
DEVELOPMENT OF WEISMANN GAME ON THE CONCEPT OF BREEDING SYSTEMS IN PLANTS AND ANIMALS AS A MEDIA FOR INDEPENDENT EVALUATION OF JUNIOR HIGH SCHOOL STUDENT Nurul Annisa; Tuti Lestari
SEMESTA: Journal of Science Education and Teaching Vol 4 No 2 (2021): Science Education Journal
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (651.271 KB)

Abstract

The intend of this study is to develop a valid and practical educational game. Expected this game can give rise to create a pleasurable atmosphere in the evaluation process of the concept of the breeding system in plants and animals in grade 9. The game is named “Weismann”, derived from the name of the scientist who originated the germplasm theory, August Friedrich Leopold Weismann. This research belongs to the type of Research and Development. The instruments used in this study were interview questionnaires, validation questionnaires, and practicality questionnaires. The data source came from the results of interviews with science teachers and students, the results of products assessments by experts, as well as the practicality test scores for the use of games by teachers and junior high school students. Based on study, two results could be stated. First, the educational game “Weismann” is in the very valid category with a value of 91.2. Second, the use of the “Weismann” educational game according to teachers and students is in the very practical category with values of 95.0 and 83.7, respectively. It could be inferenced that the educational game “Weismann” based on Google Sites, the concept of the breeding system of plants and animals in grade 9 is valid and practically to used in science learning.
DEVELOPMENT OF WEISMANN GAME ON THE CONCEPT OF BREEDING SYSTEMS IN PLANTS AND ANIMALS AS A MEDIA FOR INDEPENDENT EVALUATION OF JUNIOR HIGH SCHOOL STUDENT Nurul Annisa
SEMESTA: Journal of Science Education and Teaching Vol 5 No 1 (2022): Journal Of Science Education
Publisher : Pendidikan IPA, FMIPA, UNP

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Abstract

The intend of this study is to develop a valid and practical educational game. Expected this game can give rise to create a pleasurable atmosphere in the evaluation process of the concept of the breeding system in plants and animals in grade 9. The game is named “Weismann”, derived from the name of the scientist who originated the germplasm theory, August Friedrich Leopold Weismann. This research belongs to the type of Research and Development. The instruments used in this study were interview questionnaires, validation questionnaires, and practicality questionnaires. The data source came from the results of interviews with science teachers and students, the results of products assessments by experts, as well as the practicality test scores for the use of games by teachers and junior high school students. Based on study, two results could be stated. First, the educational game “Weismann” is in the very valid category with a value of 91.2. Second, the use of the “Weismann” educational game according to teachers and students is in the very practical category with values of 95.0 and 83.7, respectively. It could be inferenced that the educational game “Weismann” based on Google Sites, the concept of the breeding system of plants and animals in grade 9 is valid and practically to used in science learning.
ETHNOSCIENCE ANALYSIS OF RUMAH GADANG CONSTRUCTION BASED ON MINANGKABAU NATURAL LOCAL WISDOM Nurul Annisa
SEMESTA: Journal of Science Education and Teaching Vol 5 No 2 (2022): Journal Of Science Education
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/semesta.v5i2.52

Abstract

The construction of the Minangkabau traditional home is distinctive. The gadang house was built with local wisdom, which can be related to the Minangkabau traditional community's understanding of how to interact with nature. This essay examines the components and modifications of Rumah Gadang's construction culture system from the perspectives of ethnoscience and community wisdom. The Gadang House, which serves as the King's Palace, is the subject of the research, and the methodology utilized is descriptive qualitative with direct surveys to the field utilizing interview techniques. The results of the study show that the construction and spatial arrangements in the Rumah Gadang building are very closely related to the local wisdom of the Minangkabau people and also the application of science elements in its construction.