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Contact Name
Arie Widodo
Contact Email
arie.widodo@kemdikbud.go.id
Phone
-
Journal Mail Official
arie.widodo@kemdikbud.go.id
Editorial Address
Jl. Mangkurejo, Ds. Kwangsan, Sedati - Sidoarjo
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Kab. sidoarjo,
Jawa timur
INDONESIA
Kwangsan: Jurnal Teknologi Pendidikan
ISSN : 23389184     EISSN : 26224283     DOI : 10.31800
Core Subject : Education,
Kwangsan: Jurnal Teknologi Pendidikan is a journal aims to be a peer-reviewed platform and an authoritative source of information. We publish original research papers, review articles and case studies focused on 5 areas of educational technology as well as related topics. All articles are peer-reviewed by at least one peer-reviewers. Jurnal Kwangsan is published online and printed twice in a year. July and December. The scope of Jurnal is innovative works on Learning System Design, the development, implementation, assessment, management, research papers, and case studies of educational technology, which are effective in giving positive contributions to schools and educational institutions
Arjuna Subject : -
Articles 168 Documents
THE EFFECTIVENESS OF ICT UTILIZATION ON COGNITIVE ACHIEVEMENT IN THE VOCATIONAL EDUCATION DURING THE COVID-19 OUTBREAK IN INDONESIA Yudha Aditya Fiandra; nFn Ambiyar; M Giatman; nFn Usmeldi; Nurhasan Syah
Kwangsan: Jurnal Teknologi Pendidikan Vol 9, No 2 (2021): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v9n2.p259--272

Abstract

In the current Covid-19 transition period, it is very necessary to use innovative vocational learning models in digital models. The number of vocational learning models using ICT as the main tool during the pandemic needs to be studied further on how the model is implemented and its effectiveness. The problem that arises is that we do not know whether the use of ICT tools in vocational learning is effectively used. This study aims to empirically verify the effectiveness of ICT in vocational education learning during the Covid-19 transition period. Meta-Analysis is used as a method to conduct this research. There are 30 latest articles reviewed during the year of 2020 to 2021. All articles are classified based on the author, year of publication, the ICT device or application used, and the results of the post-test experimental and control classes. The results are obtained after the calculation using the effect size (ES) formula. The calculation results show that the learning using ICT as a tool during the Covid-19 pandemic has a high effect (1.28) on cognitive achievement in vocational education. The conclusion of this study is that ICT-assisted learning has a high level of effectiveness and is suitable for learning in the vocational field. Then, the dominant multimedia device or application used in the vocational learning in Indonesia is the computer technology network and it is the most widely used for the application of ICT in learning.
EFEKTIVITAS PEMBELAJARAN GEOMETRI MOLEKUL MENGGUNAKAN MOBILE VIRTUAL REALITY (MVR) UNTUK MENINGKATKAN KEMAMPUAN VISUOSPASIAL Ainun Nisa; Kusumawati Dwiningsih
Kwangsan: Jurnal Teknologi Pendidikan Vol 9, No 2 (2021): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v9n2.p220--236

Abstract

Chemistry is a branch of science that encourages various advances in various fields. However, the characteristics of chemistry which have complex concepts make it difficult for class X high school students to understand chemistry. Thus, the problem that is the focus of discussion in this study is how to overcome the low visuospatial skills of high school students in class X, so that students can understand complex concepts in chemistry. This study uses the research design and development of the 4D Thiaganrajan modified 3D Ibrahim method. This study aims to determine the effectiveness of Mobile Virtual Reality (MVR)-based molecular geometry learning media in improving visuospatial skills. The effectiveness of the MVR-based molecular geometry learning media is stated based on the interpretation of the N-Gain score. The results showed an increase in the percentage of correct answers on the posttest by 32.15% with a significance level ranging from 0.57-1 in the medium to high category. In this regard, the use of MVR-based molecular geometry learning media is said to be effective because it can improve students' visuospatial skills. That is, MVR-based molecular geometry learning media can help students to comprehensively represent molecular geometry sub-materials.AbstrakKimia merupakan salah satu cabang ilmu pengetahuan yang mendorong berbagai kemajuan di berbagai bidang. Namun, karakteristik ilmu kimia yang memiliki konsep kompleks membuat peserta didik SMA kelas X sulit memahami ilmu kimia. Dengan demikian, masalah yang menjadi fokus pembahasan di dalam penelitian ini adalah Bagaimana cara mengatasi visuospasial skills peserta didik SMA kelas X yang tergolong rendah, agar peserta didik mampu memahami konsep kompleks dalam ilmu kimia.   Penelitian ini menggunakan desain penelitian dan pengembangan metode 4D Thiaganrajan modifikasi 3D Ibrahim. Penelitian ini bertujuan untuk mengetahui efektivias media pembelajaran geometri molekul berbasis Mobile Virtual Reality (MVR) dalam meningkatkan visuospasial skills. Efektivitas media pembelajaran geometri molekul berbasis MVR dinyatakan berdasarkan interpretasi skor N-Gain. Hasil penelitian menunjukkan peningkatan persentase jawaban benar pada postest sebesar 32,15% dengan tingkat signifikansi berkisar antara 0,57-1 pada kategori sedang sampai dengan tinggi. Dalam kaitan ini, pemanfaatan media pembelajaran geometri molekul berbasis MVR dikatakan efektif karena dapat meningkatkan visuospasial skills peserta didik. Artinya, media pembelajaran geometri molekul berbasis MVR dapat membantu peserta didik untuk merepresentasikan submateri geometri molekul secara komprehensif.
KESIAPAN GURU DALAM MENGIMPLEMENTASIKAN BUKU PANDUAN PEMBELAJARAN PASCA BENCANA Jaka Warsihna; Ence Oos M Anwas; Zulfikri Anas; Fauzy Rahman Kosasih; Zulmi Ramdani; Andi Amri
Kwangsan: Jurnal Teknologi Pendidikan Vol 9, No 2 (2021): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v9n2.p142--152

Abstract

Disasters that occur in an area result in the interruption of the learning process there frequently. It is caused by the damage to facilities and infrastructure or the psychological condition of the affected community that has not recovered. It becomes the background of the importance of post-disaster learning guidebooks. This study aims to see the readiness of teachers in implementing post-disaster learning. A total of 71 teachers selected using purposive sampling participated in filling out the teacher readiness questionnaire. On the one hand, the results showed that most teachers were ready to implement the learning guidebook. On the other hand, teachers should consider readiness factors more specifically because these are supposed to improve their performance in post-disaster learning.AbstrakBencana yang terjadi di suatu daerah seringkali mengakibatkan terputusnya proses pembelajaran di lokasi tersebut. Hal ini disebabkan baik karena rusaknya fasilitas sarana dan prasarana atau belum membaiknya kondisi psikologis orang-orang yang terdampak. Hal inilah yang kemudian melatar-belakangi pentingnya buku panduan pembelajaran pasca bencana. Studi ini bertujuan untuk melihat kesiapan guru dalam mengimplementasikan pem-belajaran pasca bencana. Sebanyak 71 orang guru yang dipilih dengan menggunakan purposive sampling berpartisipasi dalam pengisian kuesioner kesiapan guru. Hasil penelitian menunjukkan bahwa mayoritas guru sudah siap untuk meng-implementasikan buku panduan pembelajaran tersebut. Di sisi lain, guru harus mempertimbangkan faktor-faktor kesiapan secara lebih khusus karena ini dianggap akan meningkatkan performa mereka dalam melakukan pembelajaran pasca bencana.
INTERAKSI DAN IMPLIKASINYA TERHADAP OPTIMALISASI CAPAIAN KOMPETENSI PEMBELAJARAN DARING Muhammad Ridha
Kwangsan: Jurnal Teknologi Pendidikan Vol 9, No 2 (2021): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v9n2.p153--166

Abstract

The COVID-19 pandemic has forced learning activities to be carried out online. This raises concerns about the quality of the competencies achieved. Many previous studies on online learning have been done. However, the focus of attention on the strategic role and the contribution of interaction to the learning outcomes is still very limited. This article aims to discuss two things. First, the strategic role of learning interactions in online learning, including the interaction of educators and students, the interaction of students with students, and interactions of students with digital learning content. Second, the theoretical implication of the learning interaction variable on efforts to optimize the quality of competency attainment in online learning. Based on the results of the literature review, it shows that learning interaction is a very essential variable in determining student competency achievement through active engagement in constructing knowledge and skills, as well as the meaning of online learning perceived by students. AbstrakPandemi COVID-19 menyebabkan aktivitas pembelajaran terpaksa harus dilaksanakan secara daring. Itu menyebabkan timbulnya kekhawatiran terhadap kualitas kompetensi yang dicapai. Penelitian-penelitian terdahulu pada pembelajaran daring sudah cukup banyak dilakukan. Meskipun demikian, fokus perhatian terhadap peran strategis dan kontribusi interaksi terhadap capaian hasil pembelajaran masih sangat terbatas. Artikel ini bertujuan untuk mendiskusikan dua hal. Pertama, peran strategis interaksi pembelajaran dalam pembelajaran daring, meliputi interaksi pendidik dan peserta didik, interaksi peserta didik dengan peserta didik dan interaksi peserta didik dengan konten pembelajaran. Kedua, implikasi teoritis variabel interaksi pembelajaran terhadap usaha optimalisasi kualitas capaian kompetensi pada pembelajaran daring. Berdasarkan hasil kajian pustaka menunjukkan bahwa interaksi pembelajaran merupakan variabel yang sangat esensial dalam menentukan capaian kompetensi pembelajaran melalui partisipasi aktif peserta didik dalam mengkonstruksi pengetahuan dan keterampilan, serta kebermaknaaan dan capaian pembelajaran  daring.
PENGEMBANGAN E-MODUL BERBANTUAN APLIKASI TEAM VIEWER DAN WHATSAPP UNTUK EFEKTIVITAS PRAKTIKUM JARAK JAUH DIMASA PANDEMI COVID-19 nFn Fathirma’ruf; Asmedy Asmedy; Budiman Budiman; M. Nur Imansyah
Kwangsan: Jurnal Teknologi Pendidikan Vol 9, No 2 (2021): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v9n2.p204--219

Abstract

This study aims to ensure the learning process (Practicum) during the Covid-19 pandemic through learning tools developed based on the ADDIE development model, the tools developed in this study have been valid through validity tests by 2 experts with an average validator score of 85.8% (categorized very valid). Effective through the effectiveness test by peer assessment of student practicum activities with an average observation score of 80, and student performance-based test results with a high category score of 9 students, while 3 students have been tested for practicality through a response questionnaire instrument students with an average score of 86.5 (very good category), the existence of the Practicum E-Modul whose implementation is supported by the TeamViewer Remote Desktop and WhatsApp utilities is considered able to overcome learning difficulties (Practicum) during the Covid-19 pandemic.AbstrakPenelitian ini bertujuan untuk menjamin proses pembelajaran (Praktikum) dimasa pandemic Covid-19 melalui perangkat pembelajaran yang dikembangkan berdasarkan model pengembangan ADDIE, perangkat yang dikembangkan dalam penelitian ini  telah Valid melalui uji Validitas oleh 2 orang pakar dengan rerata skor validator 85,8% (berkategori sangat valid). Efektif melalui uji Efektivitas oleh penilaian rekan sejawat terhadap aktivitas praktikum mahasiswa dengan rerata skor pengamatan sebesar 80, dan hasil tes berbasis kinerja mahasiswa dengan capaian skor yang berkategori tinggi sebanyak 9 orang mahasiswa, sedang sebanyak 3 orang mahasiswa, serta telah diuji kepraktisannya melalui instrument Angket respon mahasiswa dengan rerata skor sebesar 86,5 (berkategori sangat baik), keberadaan E-Modul Praktikum yang implementasinya didukung oleh utilitas TeamViewer Remote Desktop dan WhatsApp dianggap mampu mengatasi Kesulitan belajar (Praktikum) dimasa pandemic Covid-19.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS POTENSI LOKAL UNTUK PEMBELAJARAN PRAKARYA DAN KEWIRAUSAHAAN DI SMA Triana Rejekiningsih; Mochamad Kamil Budiarto; Sudiyanto Sudiyanto
Kwangsan: Jurnal Teknologi Pendidikan Vol 9, No 2 (2021): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v9n2.p167--185

Abstract

This study aims to develop interactive multimedia products based on local potential that are suitable for use in handcrafted learning and entrepreneurship in high schools. This research is a research and development (Research and Development) with a 4-D model (Define, Design, Develop, Disseminate) which takes place in Susukan 1 State Senior High School, Cirebon. The subjects of this study were 29 students, two educators and two media and material expert. The research instrument used a needs analysis questionnaire and observation sheet at the definition stage, then a questionnaire for validation of media experts, material experts, educators and students for the development stage. The result of this research and development is an interactive multimedia product that is suitable for learning craftsmanship and entrepreneurship. The research results show that students have a positive view of interactive multimedia development, besides that the results of developing interactive multimedia products based on local potential have gone through the validation and assessment stages of all media experts with a score of 4.6 (very good), material experts 4.8 ( very good), educators 4.3 (good), and students 4.2 (good), so that overall interactive multimedia products have met learning needs and are included in the appropriate category for use in the learning process of handcraft and entrepreneurship in high school.AbstrakPenelitian ini memiliki tujuan untuk mengmbangkan produk multimedia interaktif berbasis potensi lokal yang layak digunakan pada pembelajaran prakarya dan kewirausahaan di Sekolah Menengah Atas. Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model 4-D (Define, Design, Develop, Disseminate) yang mengambil lokasi di Sekolah Menengah Atas Negeri 1 Susukan, Kabupaten Cirebon. Subjek penelitian ini adalah 29 peserta didik, dua pendidik serta dua validator ahli media dan materi. Instrumen penelitian menggunakan angket analisis kebutuhan dan lembar observasi pada tahap pendefinisian, kemudian angket untuk validasi ahli media, ahli materi, pendidik serta peserta didik untuk tahap pengembangan. Hasil dari penelitian dan pengembangan ini adalah produk multimedia interaktif yang layak digunakan untuk pembelajaran prakarya dan kewirausahaan. Melalui hasil penelitian menunjukkan siswa memiliki pandangan yang positif terhadap pengembangan multimedia interaktif, disamping itu hasil pengembangan produk multimedia interaktif berbasis potensi lokal telah melalui tahapan validasi serta penilaian dari seluruh ahli media dengan skor 4,6 (sangat baik) , ahli materi 4,8 (sangat baik), pendidik 4,3 (baik), dan siswa 4,2 (baik), sehingga secara keseluruhan produk multimedia interaktif telah memenuhi kebutuhan pembelajaran serta termasuk dalam kategori layak untuk digunakan dalam proses pembelajaran prakarya dan kewirausahaan di SMA. 
ANALYZING THE DEVELOPMENT OF DIGITAL LITERACY FRAMEWORK IN EDUCATION: A SYSTEMATIC LITERATURE REVIEW Imas Istiani; Eva Fatimah; Ahmad Husain; Yuvita Yuvita; Anin Eka Sulistyawati; Sakina Sunmud
Kwangsan: Jurnal Teknologi Pendidikan Vol 11, No 1 (2023): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v11n1.p242--254

Abstract

The development of technology massively increase during covid-19. Then, a dozen beneficial invention in many sectors such as education race to be better forward. This research aims to suggest and map the domains of digital literacy in each previous research without any reduction of meaning and analyze the development of digital literacy in education. This research used a systematic literature review as a method to find the result, meaning that the researcher has a procedure to collect the previous research. The procedure is for the researcher to collect 200 papers from Scopus Database, Search by “Digital Literacy” and filter by the keyword "framework" and ”Education”. Then, it is reduced into only for digital literacy framework proposal. The result shows that communication, information, content creation, safety, and critical digital literacy still become a suitable domain around the framework. This research concluded that five domains above suggested to use in further research. AbstrakPerkembangan teknologi sangat pesat di masa covid-19. Kemudian, selusin penemuan bermanfaat di berbagai sektor seperti pendidikan berlomba menjadi lebih baik ke depan. Penelitian ini bertujuan untuk menyarankan dan memetakan domain literasi digital pada setiap penelitian sebelumnya tanpa adanya pengurangan makna dan menganalisis perkembangan literasi digital dalam pendidikan. Penelitian ini menggunakan sistematika literature review sebagai metode untuk menemukan hasil, artinya peneliti memiliki prosedur untuk mengumpulkan penelitian sebelumnya. Prosedurnya peneliti mengumpulkan 200 makalah dari Basis Data Scopus, Pencarian dengan “Melek Digital” dan menyaring dengan kata kunci “kerangka” dan “Pendidikan”. Kemudian direduksi menjadi proposal kerangka literasi digital saja. Hasilnya menunjukkan bahwa komunikasi, informasi, pembuatan konten, keamanan, dan literasi digital kritis masih menjadi domain yang sesuai di sekitar framework. Penelitian ini menyimpulkan bahwa kelima domain di atas disarankan untuk digunakan dalam penelitian selanjutnya.
PEMBELAJARAN DARING UNTUK MENDUKUNG IMPLEMENTASI MERDEKA BELAJAR KAMPUS MERDEKA (MBKM) Utari Dewi; Alim Sumarno; Lamijan Hadi Susarno
Kwangsan: Jurnal Teknologi Pendidikan Vol 10, No 1 (2022): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v10n1.p1--14

Abstract

The purpose of this study was to determine the effectiveness of bold learning tools for Model Development and Reality courses in the form of semester learning plans (RPS), media, and learning materials. This learning tool will be used by students who collaborate on student exchanges in order to support the implementation of Merdeka Belajar Kampus Merdeka (MBKM) in higher education. This development uses the ADDIE (Analyze, Design, Develop, Implement, and Evaluate) model. The results of the test using learning tools were declared very good by material experts (100%) and media experts (91.67%). Likewise with the results of trials conducted on students as user samples. Users say the results are very good (90%). Meanwhile, the effectiveness of this research product can be proven by the test scores achieved by the experimental class students. The results of the A test reached 86.4% of the experimental class students and 57.2% of the control class students. In conclusion, it can be stated that this product applies the principles used and is effectively used for bold learning. Considering that the resulting product is easily accessible and user friendly, it will be able to support the implementation of merdeka belajar kampus merdeka AbstrakTujuan penelitian ini adalah untuk mengetahui kelayakan dan keefektifan perangkat pembelajaran daring untuk mata kuliah Pengembangan Model dan Realia berupa rancangan pembelajaran semester (RPS), media, dan bahan pembelajaran. Perangkat pembelajaran ini akan digunakan secara daring oleh mahasiswa yang melakukan kerjasama pertukaran pelajar dalam rangka mendukung implementasi Merdeka Belajar Kampus Merdeka (MBKM) di Pendidikan tinggi. Pengembangan ini menggunakan model ADDIE (Analyze, Design, Develop, Implement, and Evaluate). Hasil uji kelayakan perangkat pembelajaran dinyatakan sangat baik oleh ahli materi (100%) dan ahli media (91,67%). Demikian juga dengan hasil uji coba yang dilakukan kepada mahasiswa sebagai sampel pengguna. Pengguna menyatakan hasilnya sangat baik (90%). Sedangkan keefektifan produk penelitian ini dapat dibuktikan dengan nilai hasil tes yang dicapai mahasiswa kelas experimen. Hasil tes nilai A dicapai 86,4% mahasiswa kelas eksperimen dan 57,2% mahasiswa kelas kontrol.  Sebagai kesimpulan dapat dikemukakan bahwa produk ini memenuhi kaidah-kaidah kelayakan dan efektif digunakan untuk pembelajaran daring. Mengingat produk yang dihasilkan ini mudah diakses dan user friendly maka akan dapat mendukung implementasi program merdeka belajar kampus merdeka.
MENINGKATKAN KETERLIBATAN SISWA MENGGUNAKAN ONLINE STUDENT RESPONSE SYSTEM : EKSPERIMEN Binti Lathifaturrohmah AJ; Nur Anita Yunikawati
Kwangsan: Jurnal Teknologi Pendidikan Vol 10, No 1 (2022): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v10n1.p89--111

Abstract

Low student engagement can be indicated by students who are passive during learning, are not interested in learning and lack of focus on learning. This can be addressed by the use of OSRS(Socrative and Clickers) to increase student engagement. The purpose of this study was to determine the influence and differences in student engagement between classes that use Socrative and classes that use Clickers. The "Pretest-Posttest Nonequivalent Multiple Group Design" design was used in this study, with data collection using questionnaires and data analysis using the ANCOVA test. The results of this study inform that the Socrative and Clickers platforms have a positive influence on student engagement. Although, student engagement between the Socrative class and the Clickers class did not differ significantly, student engagement in the Socrative class was 6.4% higher than the Clickers class which was 6.1%. Based on the results of the study, it can be concluded that the use of Socrative and Clickers can encourage student interaction and participation which leads to increased student engagement and has the potential to improve student learning assessment. Suggestions for future research are to be able to use larger samples and longer treatment times. AbstrakKeterlibatan siswa yang rendah dapat terindikasi dari siswa yang pasif saat pembelajaran, tidak tertarik dengan pembelajaran serta kurangnya focus pada pembelajaran. Hal tersebut dapat diatasi dengan penggunaan OSRS(Socrative dan Clickers) untuk dapat meningkatkan keterlibatan siswa. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh  serta perbedaan  keterlibatan siswa antara kelas yang menggunakan Socrative dan kelas yang menggunakan Clickers. Rancangan “Pretest-Posttest Nonequivalent Multiple Group Design” digunakan dalam penelitian ini, dengan pengumpulan data menggunakan kuesioner dan analisis data menggunakan uji ANCOVA. Hasil dari penelitian ini menginformasikan bahwa platform Socrative dan Clickers memiliki pengaruh positif terhadap keterlibatan siswa. Meskipun, keterlibatan siswa antara kelas Socrative dan kelas Clickers tidak berbeda secara signifikan, namun keterlibatan siswa di kelas Socrative sebesar 6,4% lebih tinggi dibandingkan dengan kelas Clickers yang sebesar 6,1%.  Berdasarkan hasil penelitian, dapat disimpulkan bahwa penggunaan Socrative dan Clickers dapat mendorong interaksi dan partisipasi siswa yang mengarah pada peningkatan keterlibatan siswa serta memiliki potensi untuk meningkatkan penilaian pembelajaran siswa. Saran untuk penelitian selanjutnya yaitu dapat menggunakan sampel yang lebih besar dan waktu perlakuan yang lebih panjang. 
THE DEVELOPMENT OF LEARNING MATERIALS PjBL-STEM TO IMPROVE STUDENTS’ SCIENTIFIC LITERACY SKILLS Siti Maghfirah; Muhammad Syukri; A Halim; Nurazidawati Mohammad Arsad
Kwangsan: Jurnal Teknologi Pendidikan Vol 11, No 1 (2023): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v11n1.p66--82

Abstract

This study aims to develop the learning materials based on the STEM approach through the PjBL model that is feasible used to improve students’ scientific literacy in physics learning. The study is a development study using the ADDIE model which consists of five stages of development, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were the students of grade 11th at SMA Negeri 5 Banda Aceh in the academic year 2019/2020. This study in the implementation stage used an experimental research design (quasi-experimental design) in which the model used was non-equivalent control group design by utilizing research instruments such as the questionnaire, validation questionnaire, and scientific literacy skills question test. The post-test results of students’ scientific literacy skills were then tested by using a t-test to investigate the differences between the experiment and control class. Based on the results of the study, the learning materials developed was feasibly used to improve students’ scientific literacy skill. AbstrakPenelitian ini bertujuan untuk mengembangkan perangkat pembelajaran berbasis pendekatan STEM melalui model PjBL yang layak digunakan untuk meningkatkan literasi sains siswa dalam pembelajaran fisika. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE yang terdiri dari lima tahap pengembangan, yaitu Analysis, Design, Development, Implementation, and Evaluation. Subjek penelitian ini adalah siswa kelas XI SMA Negeri 5 Banda Aceh. Uji lapangan pada tahap implementation menggunakan desaign penelitian eksperimen (quasi experimental design) model yang digunakan adalah non-equaivalent control group design. Instrumen penelitain berupa angket validasi, angket respon guru dan peserta didik serta soal tes kemampuan literasi sains. Hasil posttest kemampuan literasi sains peserta didik kemudian diuji menggunakan uji t untuk melihat perbedaan antara kelas eksperimen dan kelas kontrol. Berdasarkan hasil penelitian diketahui bahwa perangkat pembelajaran yang dikembangkan layak digunakan untuk meningkatkan kemampuan literasi sains peserta didik.

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