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Journal : Jurnal Penelitian Pendidikan IPA (JPPIPA)

The Potential Interactive Digital Teaching Material on Cell Metabolism as a Bridge of Cognitive Processes Toward Student Learning Achievement Cita Tresnawati; Adi Rahmat; Taufik Rahman; Kusnadi Kusnadi
Jurnal Penelitian Pendidikan IPA Vol 10 No 3 (2024): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i3.6398

Abstract

Education in the era of digital technology has become a challenge for teachers and lecturers in how this technology can develop comprehensive knowledge and global insight. The purpose of this study is to improve learning achievement through the cognitive process of students in cell metabolism lectures using Interactive Digital Teaching Material (IDTM). The study involved 40 Biology Education students who were taking the third semester at one of the Private Universities in Bandung, West Java. The implementation of lectures and instruments to measure students' cognitive processes is based on the framework of the 1992 Marzano Learning Dimension. The results of the analysis showed that the N-gain value of Acquire and Integrate Knowledge and Extend and Refine Knowledge obtained a percentage of (28%-26%) on low criteria. While Using knowledge with a percentage of N-gain value (32%) on medium criteria. These results illustrate that IDTM facilitates students to train their cognitive processes toward better learning achievement
Using Gamification-based Program to Increase Student Creativity Skills in Sustainable Development Topics Zuliande Zidan; Saefudin Saefudin; Kusnadi Kusnadi; Asyah Dwi Hastika
Jurnal Penelitian Pendidikan IPA Vol 10 No 5 (2024): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i5.6737

Abstract

Creativity skills are one of the essential skills to face the VUCA World. Improving creativity skills is hampered by the large number of students and learning conditions that are less demanding of the creative process in the class. This research aims to measure the effectiveness of the Botanical Eco-gamification program to improve creativity skills. The ADDIE research approach was used to redesign the Botanical Eco-gamification program so that it can improve creativity skills. This research produced test instruments, e-LAD and questionnaires to measure creativity skills in the program. The instrument developed has been proven valid and reliable for measuring originality, divergent thinking, convergent thinking and mental flexibility skills. The results of program implementation show that students' creativity skills have increased from before treatment in the sufficient category (54.2) to the good category (71.16) with the N-Gain achievement being categorized as medium (0.37). The majority of students (55.71%) reached mastery level after being given treatment. Almost all students (76.29%) stated that the program was good for improving creativity skills. Further research is needed to examine other 4cs competencies, ESD competencies, mastery learning and student's engagement in the Botanical Eco-gamification program