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KAJIAN KESIAPAN GURU MATA PELAJARAN MATEMATIKA, BAHASA INDONESIA, DAN IPA SMP DALAM IMPLEMENTASI KURIKULUM 2013 DI KOTA SEMARANG Widiyatmoko, Arif; Pristiwati, Rahayu; Hidayah, Isti
Jurnal Penelitian Pendidikan Vol 32, No 2 (2015)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v32i2.5061

Abstract

The attainment of education in Indonesia is low. It can be seen from the measurement results of PISA 2013, which measures the ability of Mathematics, Reading, and Science for students in Junior High School education age. Meanwhile, in 2014 the implementation of Curriculum 2013 will be implemented 100% in class VII and VIII. How is the readiness of Junior High School teachers in Mathematics, Bahasa Indonesia, and Science regarding to the implementation of Curriculum 2013 in 2014? This study aimed to describe the understanding of junior high school teachers in Mathematics, Bahasa Indonesia, and Science to the 2013 curriculum, an innovative learning process, as well as authentic assessment in Semarang city. The study was designed as a descriptive study with a sample of teachers in Mathematics, Bahasa Indonesia, and Science (public and private) in the Semarang taken proportionally based on the accreditation status of A, B, and C. The statistical analysis that will be used is simple statistic equipped with the descriptive analysis of narrative. Research steps to be carried out are: sampling, research instruments development, data collection, data analysis, and results. The results indicated an understanding of 2013 curriculum by Junior High School teachers. It showed good result (score 3.7), understanding of the innovative learning process in using 2013 curriculum by Junior High School teachers showed good result (score 3.9), Junior High School teachers’ understanding of the authentic assessment showed considerable good result (score of 3.6), and Junior High School teachers in Bahasa Indonesia subjects, science and mathematics attitudes toward the implementation of curriculum 2013 showed good results. It can be seen from the average score of 3.8 with good categories on the questionnaire analysis. Most of teachers’ attitudes toward the implementation of 2013 curriculum indicated positive respond. On the other hand, factor of teacher readiness toward the implementation of 2013 curriculum still needs to be improved.Keywords: implementation of Curriculum 2013
PENERAPAN STUDY VISIT UNTUK MENINGKATKAN KEMAMPUAN MAHASISWA DALAM MENGEMBANGKAN TEKNOLOGI TEPAT GUNA BIDANG PENDIDIKAN Parmin, Parmin; Widiyatmoko, Arif
Jurnal Penelitian Pendidikan Vol 28, No 2 (2011)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v28i2.5633

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The team’s findings pengampu lecturer in learning suggests that students when given an assignment to create / modify props / lab science experience difficulties. Most students collect assignments product is not the work itself or the group, but the Internet search results. From the assessment results of the assignment, less than 30% of students who scored ≥ 75 so that if no immediate action is taken, the course learning objectives IPA Professional Development Teacher is not reached. Research purposes to improve the ability of students in developing appropriate technology fields Science Education. The study was conducted in a class action Prodi Science Education with the goal of student rombel 2, which amounted to 25 people. Results showed students have been able to create or modify props / lab science well, evidenced from the appraisal report containing a draft study visit product design with a range of scores obtained between 82 to 91 and from assessments of products that have made students more than 70% have earned a good category. The conclusions of this research is the ability of students in developing appropriate technology education can be improved through the implementation of study visit.
KEEFEKTIFAN MODEL PEMBELAJARAN SEARCH, SOLVE, CREATE, AND SHARE (SSCS) TERHADAP KETERAMPILAN BERPIKIR KRITIS SISWA Hatari, Niki; Widiyatmoko, Arif; Parmin, Parmin
Unnes Science Education Journal Vol 5 No 2 (2016): July 2016
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v5i2.13144

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Abstrak Tujuan dari penelitian ini adalah untuk mengetahui keefektifan model pembelajaran Search, Solve, Create, and Share (SSCS) menggunakan pendekatan problem solving terhadap keterampilan berpikir kritis siswa. Keterampilan berpikir kritis dapat dikembangkan melalui pembelajaran dengan menggunakan pendekatan pemecahan masalah. Desain yang digunakan dalam penelitian ini adalah quasi experiment dengan nonequivalent control group design. Hasil tes keterampilan berpikir kritis siswa setelah pembelajaran pada kelas eksperimen meningkat sebesar 0,59, sedangkan pada kelas kontrol meningkat sebesar 0,34. Hasil tersebut menunjukkan bahwa kelas eksperimen lebih baik dibandingkan kelas kontrol. Keterampilan berpikir kritis siswa menunjukkan adanya perbedaan yang signifikan antara kelas eksperimen dan kontrol dengan perhitungan nilai Z=5,01. Berdasarkan hasil penelitian ini dapat disimpulkan bahwa model pembelajaran Search, Solve, Create, and Share efektif terhadap keterampilan berpikir kritis siswa. Abstract The aims of this research is to know the effectiveness of the learning model Search, Solve, Create, and Share (SSCS) using problem solving approach toward critical thinking skills. Critical thinking skills can be developed through learning by using problem solving approach. The design used in this study was quasi experiment with nonequivalent control group design. The results of tests of critical thinking skills of students in experiment group after learning increased 0.59, while in the control group after learning increased 0.34. The results showed that the experiment group is better than control group. Critical thinking skills students showed a significant difference between experiment and control group with the calculation of the value of z = 5.01. Based on this research, it can be concluded that the model of learning Search, Solve, Create, and Share is effective towards critical thinking skills.
Pengaruh Media Kokami terhadap Keterampilan Berpikir Kreatif dan Aktivitas Belajar Tema Bahan Kimia Istiqomah, Febriana; Widiyatmoko, Arif; Wusqo, Indah Urwatin
Unnes Science Education Journal Vol 5 No 2 (2016): July 2016
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v5i2.11913

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Abstrak___________________________________________________________________Komunikasi yang kurang lancar membawa akibat terhadap pesan yang disampaikan oleh guru, maka dari itu dukungan media sangat dibutuhkan dalam pembelajaran. Salah satu media pembelajaran IPA yang dapat diaplikasikan di kelas yaitu media Kokami. Pembelajaran menggunakan media Kokami melalui permainan dan diskusi antar kelompok mengakibatkan kemampuan kognisi siswa akan lebih dominan, selain itu akan menghidupkan aktivitas belajar di kelas. Penelitian ini bertujuan untuk mengetahui pengaruh media Kokami terhadap keterampilan berpikir kreatif dan aktivitas belajar siswa pada tema bahan kimia dalam kehidupan. Penelitian ini merupakan penelitian eksperimen dengan jenis quasi experimental design. Penelitian dilaksanakan di SMP Negeri 32 Semarang dengan subjek penelitian siswa kelas VIII. Hasil uji perbedaan rata-rata keterampilan berpikir kreatif diperoleh thitung= 3,853 sedangkan ttabel= 1,671 sehingga rata-rata nilai keterampilan berpikir kreatif kelas eksperimen lebih besar dari kelas kontrol. Perbedaan rata-rata aktivitas belajar didapatkan hasil thitung= 3,937 sedangkan ttabel= 1,671 sehingga rata-rata nilai aktivitas belajar kelas eksperimen lebih besar dari kelas kontrol. Media Kokami berpengaruh kuat terhadap keterampilan berpikir kreatif dengan rb=0,632 dan media Kokami berpengaruh sedang terhadap aktivitas belajar dengan rb=0,522. Abstract_______________________________________________________________The use of instructional media in a learning activity is necessary because one of its purposes is to help some unclear communication between teacher and students. Hence Kokami is one of media that can be used through games and discussions to improve students’ cognitive abilities and learning activities in the classroom. This research aims to determine the effect of Kokami media towards students’ creative thinking skill and learning activities on the theme material of chemicals in life. This was an experimental research with quasi-experimental design. It was conducted at SMP Negeri 32 Semarang with eighth grade students as research subjects. The result of the difference in means of creative thinking skills obtained tcount = 3.853, while ttable = 1.671 so it means that the means of creative thinking skills of experiment group is higher than the control group. The means difference of learning activity obtained tcount = 3.937, while ttable = 1.671 so it means that the means of learning activity experiment group is higher than the control group.  Therefore it can be concluded that Kokami media strongly influence students’ creative thinking skills with rb = 0.632 and moderately influence students’ learning activities with rb = 0.522. 
EFEKTIVITAS PENGGUNAAN MEDIA AUDIOVISUAL PADA PEMBELAJARAN ENERGI DALAM SISTEM KEHIDUPAN PADA SISWA SMP Wahyuni, Tri; Widiyatmoko, Arif; Akhlis, Isa
Unnes Science Education Journal Vol 4 No 3 (2015): December 2015
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v4i3.8848

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Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan medai audiovisual terhadap minat dan hasil belajar siswa SMP kelas VIII tema energi dalam sistem kehidupan. Populasi dalam penelitian ini adalah semua kelas VIII SMP N 2 Sulang, sampel penelitian adalah siswa kelas VIII A dan VIII C diambil dengan teknik purposive sampling. Jenis penelitian ini adalah Quasi Eksperimental Design dengan desain Nonequivalent Control Group Design. Hasil penelitian menunjukkan bahwa rata-rata minat kelas eksperimen sebesar 83,37% sedangkan rata-rata kelas kontrol sebesar 79,02%. Siswa yang diajar dengan menggunakan media audiovisual rata-rata minat belajarnya lebih tinggi dibanding dengan rata-rata minat kelas kontrol. Dengan minat belajar yang tinggi tentu memiliki hasil belajar yang tinggi pula. Hal ini ditunjukkan dengan rata-rata hasil belajar kelas eksperimen lebih tinggi dibanding dengan rata-rata belajar kelas kontrol. Kelas eksperimen memiliki rata-rata hasil belajar sebesar 83,82 sedangkan rata-rata hasil belajar kelas kontrol sebesar 78,43. Sama halnya dengan ketuntasan klasikal kelas eksperimen lebih tinggi dibanding kelas kontrol. Berdasarkan hasil analisis rata-rata minat belajar siswa diperoleh t hitung sebesar 1,98 dan t tabel sebesar 1,68. Berdasarkan  rata-rata hasil belajar siswa diperoleh hasil t hitung sebesar 1,965 dan t tabel sebesar 1,68 sehingga dapat disimpulkan dari kedua analisis di atas bahwa  penggunaan media ausio visual efektif terhadap minat belajar siswa dan hasil belajar siswa. This study aims to determine the effectiveness of the use of audio-visual media against interest and student learning outputs junior class VIII theme of energy in living systems. Population in this research is all class VIII SMP N 2 Sulang, samples were students of class VIII A and VIII C is taken by purposive sampling technique. The design of this study was Quasi Experimental Design with design Nonequivalent Control Group Design. The results showed that the average interest of 83.37% experimental class while the average grade of 79.02% control. Students are taught using audio-visual media interest in learning on average higher than average interest in the control class. With a high learning interest certainly has a high learning outputs as well. This is indicated by the average results of experimental class learning higher than the average of the control class learning. Experimental class has an average of learning outputs of 83.82 while the average learning outputs control class is 78.43. Similarly, the classical completeness experimental class is higher than the control class. Based on the average results of the analysis of student interest earned of 1.98 t and t table at 1.68. Based on the average results of student learning results obtained t calculate equal to 1.965 and t table at 1.68 so it can be inferred from the above analysis that the use of audiovisual media effective against the interest of student learning and student learning outputs.
PENGARUH MODEL PEMBELAJARAN ROLE PLAYING PADA HASIL BELAJAR SISWA SMP KELAS VII TEMA GLOBAL WARMING DAN DAMPAKNYA BAGI EKOSISTEM Sutiyani, Sri; Nurhayati, Sri; Widiyatmoko, Arif
Unnes Science Education Journal Vol 4 No 3 (2015): December 2015
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v4i3.8837

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Hasil observasi dan wawancara di SMP N 1 Rembang diperoleh informasi bahwa siswa kurang berpartisipasi aktif dalam pembelajaran sehingga hasil belajar siswa rendah. Bertolak dari hal tersebut, maka diperlukan adanya suatu variasi pembelajaran yang menarik, inovatif dan lebih mengaktifkan siswa. Salah satu model pembelajaran yang dapat mengaktifkan siswa yaitu model pembelajaran bermain peran (role playing). Penelitian ini bertujuan untuk mengetahui apakah model role playing berpengaruh terhadap hasil belajar pada tema global warming dan dampaknya bagi ekosistem pada siswa kelas VII serta besarnya pengaruhnya. Desain dari penelitian ini adalah desain control group pretest posttest. Sampel dalam penelitian ini adalah kelas VII A (kelas eksperimen) dan VII E (kelas kontrol) SMP N 1 Rembang. Metode pengumpulan data dalam penelitian adalah metode dokumentasi, metode tes, metode observasi serta metode angket. Pengaruh penerapan model pembelajaran role playing dapat dilihat dari peningkatan hasil pretest dan postest dengan N-gain secara klasikal sebesar 0,54 (kategori sedang). Besarnya pengaruh yang diukur dengan korelasi biseria (rb) sebesar 0,695 (kategori kuat) dan koefisien determinasi (KD) sebesar 48,34%. Rata-rata nilai afektif kelas eksperimen sebesar 91,7%, sedangkan kelas kontrol sebesar 88%. Rata-rata nilai psikomotorik kelas eksperimen sebesar 89,8% dan kelas kontrol sebesar 88,3%. Hasil keseluruhan nilai aspek afektif dan psikomotorik kelas ekperimen lebih besar daripada kelas kontrol. Hasil angket respon siswa yaitu 31 siswa memberi tanggapan baik dari jumlah 32 siswa.Berdasarkan hasil penelitian dapat disimpulkanmodel role playing tema global warmingdan dampaknya bagi ekosistem berpengaruh positif terhadap hasil belajar kognitif siswa sebesar 48,34% serta berpengaruh positif terhadap hasil belajar afektif dan psikomotorik siswa. Based on observations and interviews in SMP N 1 Rembang obtained information that students are less actively participate in the learning so they get low score. Starting from this, it is necessary to have a variety of interesting learning, innovative and make students active. One of learning model that can make students active is role playing learning model. This study aims to determine whether role playing learning model effect on learning result of theme of global warming and its effect on research ecosystem in grade VII and how many the effect is. The design of this research was a pretest-posttest control group design. Sample is class VII A (experimental class) and VII E (grade control) SMP N 1 Rembang. For the data collection, this research used documentation methods, test methods, observation method and questionnaire result. Influence of Role Playing Learning Model can be seen from the increase in pretest and posttest results with the classical N-gain was 0.695 (medium category). The result of its effect as measured by the correlation biseria (rb) is 0.695 (strong category) and the coefficient of determination (KD) is 48.34%. The average score of affective is 91.7% of experimen class, while control class is 88%. The average score of psychomotor experiment class is 89,8% and 88,3% of the control class. The overall results affective and psychomotor aspects score of experiment class is higher than control class. The result of student questionnaire respon towards learning process using role playing models is 31 students give a good response from 32 students. Conclusion on the research is model of role playing learning model of theme of global warming and its effects on ecosystem give positive effect on cognitive learning results is 48.34% and give positive effect in affective and psycomotor.
PENGEMBANGAN MEDIA EDUKATIF SCIENCE-POLY BERBASIS PROBLEM BASED LEARNING (PBL) PADA TEMA ENERGI DALAM KEHIDUPAN Najah, Nailatun; Widiyatmoko, Arif
Unnes Science Education Journal Vol 4 No 2 (2015): July 2015
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v4i2.7939

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Pembelajaran IPA di SMP menggunakan KTSP disajikan secara terpadu, menekankan pada pengalaman langsung dan menyenangkan. Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan media edukatif science-poly berbasis Problem Based Learning (PBL) untuk meningkatkan hasil belajar dan kemampuan berpikir kritis peserta didik. Penelitian ini menggunakan metode Research and Development (R&D). Hasil penelitian di SMP Negeri 36 Semarang menunjukkan bahwa media science-poly berbasis PBL layak digunakan karena nilai kelayakan dari segi media 95,06% dan segi materi 94,44% dengan kriteria sangat layak. Hasil belajar kognitif menunjukkan peningkatan sedang yaitu 0,56 pada uji N-gain setelah itu diuji menggunakan uji t menunjukkan nilai thitung> ttabel (12,25>1,98) dikategorikan bahwa hasil belajar kognitif meningkat secara signifikan. Hasil belajar afektif dan psikomotorik juga mengalami peningkatan disetiap pertemuan. Kemampuan berpikir kritis peserta didik juga mengalami rerata peningkatan dari lima indikator sebesar 0,46 dengan menggunakan uji N-gain, hal ini menunjukkan kemampuan berpikir kritis peserta didik meningkat dengan kategori sedang. Dengan demikian, media edukatif science-poly berbasis PBL merupakan media yang layak dan efektif digunakan untuk meningkatkan hasil belajar peserta didik dan kemampuan berpikir kritis. Learning natural science at junior high school based on KTSP is presented integrally which emphasizes on direct experience and fun. This research aimed to determine the feasibility and effectiveness of science-poly educational media based on Problem Based Learning (PBL) to increase students’ achievement and critical thinking skill. The research used Research and Development (RnD) design. The result of the research at Junior High School 36 Semarang showed that science-poly educational media based Problem Based Learning (PBL) was feasible to be used because its feasibility from media aspect was 95.06% and from material validation was 94.44%. Cognitive learning achievement was analyzed by using N-gain test which showed medium improvement that was 0.56. After that, it was analyzed by using t-test which showed that t-value was higher than t-table (12.25>1.98). It could be said that students’ achievement improved significantly. Affective and psychomotor learning achievement also increased in each meeting. Critical thinking skills of students also gained average improvement based on five indicators which was 0.46 by using the N-gain test. This demonstrated a boost in critical thinking skills of students which was considered to be medium. Thereby, science-poly educational media based Problem Based Learning (PBL) was a viable and effective media to improve students’ achievement and critical thinking skills.
PENGEMBANGAN MEDIA SCIENCE CIRCUIT BERBASIS EDUTAINMENT PADA PEMBELAJARAN IPA TEMA OPTIK UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR SISWA Fitria, Roudlotul; Widiyatmoko, Arif
Unnes Science Education Journal Vol 4 No 1 (2015): February 2015
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v4i1.4986

Abstract

Berdasarkan observasi awal di SMP Negeri 2 Magelang  diperoleh pemanfaatan sumber belajar dan media pembelajaran IPA belum terpadu, siswa belum sepenuhnya aktif dalam pembelajaran serta pembelajaran masih berpusat pada guru. Berdasarkan permasalahan tersebut, penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa science circuit. Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan media science circuit berbasis Edutainment pada pembelajaran tema optik untuk meningkatkan minat dan hasil belajar siswa.  Penelitian ini menggunakan metode Research and Development (R&D). Prosedur penelitian ini meliputi identifikasi potensi dan masalah, pengumpulan data, desain produk, validasi desain produk, revisi desain, uji coba skala kecil, revisi produk 1, uji coba skala besar, revisi produk 2, uji pelaksanaan lapangan, dan produk final. Berdasarkan hasil penelitian, media science circuit berbasis edutainment dinyatakan layak dengan rata-rata persentase total validasi media sebesar 90% dengan kriteria sangat layak, validasi materi sebesar 95% dengan kriteria sangta layak. Penerapan media science circuit berbasis edutainment diperoleh hasil yang menunjukkan peningkatan hasil belajar dengan N-Gain sebesar 0,58 dengan kategori sedang. Minat belajar siswa juga meningkat dilihat dari hasil angket minat sebelum dan sesudah penerapan media science circuit. Peningkatan minat dan hasil belajar siswa menunjukkan bahwa penerapan media science circuit berbasis edutainment dinyatakan efektif. Based on the observation in SMP Negeri 2 Magelang, acquired that the utilization of learning source and media are yet integrated. The class are teacher centered, so then the students are became more inactive. According to these problems, the research is purposed to develop science  circuit as a learning media. This research in intent on knowing te expediency of the science circuit with Edutainment-based in learning of  optic topics, for increasing Students’ interest and learning result. This research is using Research and Development (R&D) method. The procedure was the identification of potential research and issues, data submission, design product, validation design, design revisions, small-scale trials, product 1 revision, a large-scale trials, product 2 revision, implementation scale trials and the final product. According to the research result, science circuit  with Edutainment- based is asserted as a proper media, which is the average of total score percentage is 90%. It also has a proper content of learning materials, which is the average of total score percentage is 95%. Both of these percentage show that science circuit is include in very properly category. Application of the science circuit with Edutainment-based was indicating the increasing of he learning result, with the N-Gain score is 0.58 (average category). Student’s interest were also increasing, which is pointed out in the questionnaire that given before and after applicating science circuit in the class. Increasing of students’ interest and the learning result are showing us that applicating the science circuit with Edutainment-based is effective to be used.
PENGEMBANGAN MEDIA PERMAINAN KARTU UNO UNTUK MENINGKATKAN PEMAHAMAN KONSEP DAN KARAKTER SISWA KELAS VIII TEMA OPTIK Estiani, Wahyu; Widiyatmoko, Arif; Sarwi, Sarwi
Unnes Science Education Journal Vol 4 No 1 (2015): February 2015
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v4i1.4974

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Berdasarkan hasil wawancara yang dilaksanakan kepada guru IPA di SMPN 22 Semarang diketahui bahwa lebih dari 75% siswa memperoleh nilai IPA belum melampaui kriteria ketuntasan minimal (KKM). Kegiatan belajar mengajar yang dilaksanakan belum menggunakan kurikulum 2013. Mata pelajaran IPA diampu oleh guru bidang studi, karena dasar pendidikan dan pengalaman guru bukan dari bidang studi IPA. Pembelajaran dilaksanakan belum mengoptimalkan media yang tersedia dan belum berpusat pada siswa sehingga kegiatan di dalam kelas membosankan. Kegiatan pembelajaran yang tidak berpusat pada siswa mengakibatkan penanaman nilai karakter rendah. Media yang dikembangkan adalah media permainan kartu UNO. Desain penelitian ini yaitu penelitian pengembangan (Research and Development). Terdapat dua tahap dalam penelitian ini, yaitu pengembangan media permainan kartu UNO dan tahap untuk menguji efektivitas yang dilaksanakan di kelas. Data diperoleh dari angket, tes hasil belajar, observasi, dan dokumentasi. Validasi dari ahli materi didapatkan nilai 94,2% dan ahli media didapatkan nilai 90,8%. Hasil penelitian menunjukkan media permainan kartu UNO efektif dilaksanakan di kelas yang ditunjukkan dengan ketuntasan klasikal hasil belajar mencapai 79,31%, uji gain 0,56. Berdasarkan hasil observasi didapatkan karakter rasa ingin tahu siswa mendapatkan nilai 88,51%, kerja sama 87,36%, mandiri 83,91%, dan komunikatif 88,51% dengan kriteria membudaya. Sehingga media permainan kartu UNO dapat mengembangkan karakter siswa. Based on interview to the science teacher in SMP N 22 Semarang known that there are more than 75% students got score under minimum score criteria. The 2013 curriculum had not used by the school. Learning process had not implemented integratedly because teacher’s basic knowledge was only on one field study (biology or physics). The using of media in science learning had not been optimal. Students did not learning actively made students character in low quality. the media was made was UNO Card Game Media with theme optic. The design of this research was Research and Development (R & D). This research had two phases, that were development of UNO card game media and research to know the effectiveness of media. The data was collected by questionnaire, evaluation test, observation, and documentation. UNO Card Game Media had been assessed by validator of content and media. The score was gotten by validator of content was 94.2%, from validator of media was 90.8%. This research shown that UNO Card Game Media was effective used in science learning that showed by minimal score criteria get 79.31%, gain test 0.56. Based on the observation of character, the curiousity got score 88.51%, team work got score 87.36%, independency got 83.91% and communicative ability 88.51%, was included in culturized criteria. Thus UNO Card Game Media was able to develop student character.
PENGEMBANGAN LKS BERBASIS EDUCATION GAME PADA TEMA ROKOK DAN KESEHATAN Hastuti, Annis Aulia; Mustikaningtyas, Dewi; Widiyatmoko, Arif
Unnes Science Education Journal Vol 3 No 3 (2014): December 2014
Publisher : Department of Integrated Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang in Collaboration with Perkumpulan Pendidikan IPA Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/usej.v3i3.4263

Abstract

Hasil observasi di SMP Islam Roudlotus Saidiyyah Semarang menunjukkan bahwa LKS sebagai salah satu bahan ajar yang digunakan belum menunjukkan adanya keterpaduan antara materi biologi dan kimia dan masih berpotensi untuk dikembangkan sehingga membuat siswa lebih tertarik untuk membaca dan mengerjakannya. Sehingga diperlukan LKS yang mampu menciptakan suasana belajar yang menyenangkan. Penelitian ini bertujuan untuk mengembangkan LKS berbasis education game pada tema rokok dan kesehatan untuk siswa SMP kelas VIII. Penelitian ini merupakan penelitian Research and Development (R&D). Hasil uji kelayakan dari pakar sebesar 88,06% termasuk dalam kategori sangat layak, uji keefektifan meliputi tingkat ketuntasan klasikal sebesar 90,9% dan persentase keaktifan sebesar 85,16% dengan kriteria sangat aktif, hasil tanggapan siswa dan guru termasuk dalam kriteria sangat baik. Hasil penelitian tersebut menunjukkan bahwa LKS berbasis education game yang telah dikembangkan dinyatakan layak dan efektif untuk digunakan dalam pembelajaran IPA pada tema rokok dan kesehatan.  The observation result in Islamic Junior High School of Roudlotus Saidiyyah Semarang showed that student worksheet as one of the teaching materials used was had not shown the integration of biological and chemical materials and still potentially to be developed in order that the students were more interested in reading and doing it. So, there was needed student worksheet that able to create fun learning condition. This study aimed to develop of student worksheet based educational game on the theme of cigarette and health for junior high school student class VIII. This study was a Research and Development (R & D). The result of the feasibility test of expert was 88.06 % included in the very feasible category, the effectiveness test included classical completeness rate was 90.9 % and the percentage of activity was 85.16 % with the very active criteria, the result of students’ and teachers’ responses was included in the criteria very well. The result of these study indicated that the student worksheet based educational game which had been developed was stated feasible and effective to be used in science teaching on the theme of cigarette and health.  
Co-Authors A.A. Ketut Agung Cahyawan W Abdul Jabbar Agung Laksono Agung Laksono Agus Yulianto Ana Riyanti, Ana Andin Vita Amalia Andreas Priyono Budi Prasetyo Ani Rusilowati Annis Aulia Hastuti, Annis Aulia Arif Billah, Arif Asy’syakurni, Nurul Afdhilla Asy’syakurni, Nurul Afdhilla Aulia Mutiara Sari, Aulia Mutiara Brendyani Eka Setyowati, Brendyani Eka Citradevi, Cindy Paramita Daffa Pramoda Budi Utama Dena Alseptina Bonitasya Desy Ria Pratama, Desy Ria Dewi Mustikaningtyas Dharis Dwi Apriliyanti, Dharis Dwi Diena Rufaida, Diena Dwi Rahmawati Edo Septianu, Edo Erni Suharini Ervian Arif Muhafid, Ervian Arif Febriana Istiqomah, Febriana Fita Fatimah, Fita Fitriatun Nuri Utami, Fitriatun Nuri Frieda Wijayanti, Frieda Haifah Nurul Hudaini Hartono Hartono Indah Urwatin Wusqo Isa Akhlis Isti Hidayah Kao Sovansophal Kartika Dwi Rahayu, Kartika Dwi Kharitsa, Itsna Syafi’ Kharitsa, Itsna Syafi’ Laela Shofiana, Laela Miranita Khusniati Muhamad Maftuh, Muhamad Muhamad Taufiq Muhamad Taufiq Murbangun Nuswowati Nailatun Najah, Nailatun Niki Hatari, Niki Noor Aini Habibah Novi Ratna Dewi Noviani Ambarwati, Noviani Nur Rahayu Utami Nurlaeli, Prita Dwi Nurul Huda Nuzul Andri Permana, Nuzul Andri Oky Ristya Trisnawati, Oky Ristya Panca Dewi Purwati, Panca Parmin Parmin Parmin Parmin Puji Rahayu Putut Marwoto Rahayu Pristiwati Ratna Setyowati, Ratna Raula Samsul Amarila, Raula Samsul Rifa' Atunnisa Riska Septianita Rosmeita Ayu Budiarti Roudlotul Fitria, Roudlotul Ruqiah Ganda Putri Panjaitan Saiful Ridlo Sarwi Sarwi, Sarwi Siti Herlina Dewi Sri Haryani Sri Nurhayati Sri Sutiyani, Sri SRI WARDANI Stephani Diah Pamelasari, Stephani Diah Sudarmin Sudarmin Sugianto Sugianto Sujiono Sujiono, Sujiono Sungkowo Edy Mulyono Suparmi Suparmi Titin Titin Tiyas Pratiwi, Tiyas tri wahyuni Wahyu Estiani, Wahyu Wiwi Isnaeni Woro Sumarni Yanitama, Arka