cover
Contact Name
Andrian Saputra
Contact Email
-
Phone
+6285768233166
Journal Mail Official
jpmipa@fkip.unila.ac.id
Editorial Address
Building G, 2nd Floor, Mathematics and Science Education Majors, Faculty of Teacher Training and Education
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Pendidikan MIPA
Published by Universitas Lampung
ISSN : 14112531     EISSN : 26855488     DOI : http://dx.doi.org/10.23960/jpmipa
Core Subject : Education, Social,
Jurnal Pendidikan MIPA (e-ISSN: 2685-5488; p-ISSN: 1411-2531) is a peer-reviewed scientific journal that published twice a year on June an December. The journal published by Faculty of Teacher Training and Education, University of Lampung in Collaboration with Himpunan Evaluasi Pendidikan Indonesia Provinsi Lampung. Scope of the interest are the articles in the field of mathematics and science (physics, chemistry, biology) education.
Articles 322 Documents
Molecular Simulation Assisted Discovery Learning to Improve Higher Order Thinking Skills in Chemical Equilibrium Concepts Lisa Tania; Andrian Saputra
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: The purpose of this study is to describe the effectiveness of discovery learning assisted by molecular simulation to improve higher order thinking skills in chemical equilibrium materials. The method used in this study was a quasi-experimental with the matching only pretest postest control group design. The population were all students of XI MIA MAN 1 Bandar Lampung in the academic year 2019 2020. The sample was XI MIPA 5 as an experimental class and XI MIPA 6 as a control class obtained by purposive sampling technique. The data analysis technique used was the t test. The results showed the n gain average of students high level thinking skills in the molecular simulation assisted learning class were 0.78 with high criteria, whereas in the control class was 0.58 with medium criteria. The t test results showed  students n-gain in the experiment class was significantly higher than control class. It can be concluded that the discovery learning model assisted by molecular simulations was effective in improving students higher order thinking skills.Keywords: chemical equilibrium, discovery learning models, higher order thinking skills, molecular simulation Abstrak: Penelitian ini bertujuan untuk mendeskripsikan efektivitas model pembelajaran discovery berbantuan simulasi molekul dalam meningkatkan keterampilan berpikir tingkat tinggi pada materi kesetimbangan kimia.  Penelitian ini menggunakan metode kuasi eksperimen dengan desain penelitian the matching only pretest-postest control group design Populasi dalam penelitian ini yaitu, seluruh siswa kelas XI MIA MAN 1 Bandar Lampung tahun ajaran 2019 2020.  Sampel dalam penelitian yaitu kelas XI MIA 5 sebagai kelas eksperimen dan XI MIA 6 sebagai kelas kontrol yang dihasilkan dengan menggunakan teknik purposive sampling.  Teknik analisis data yang digunakan adalah uji perbedaan dua rata-rata dengan uji t.  Hasil penelitian menunjukan rata-rata nilai n-gain keterampilan berpikir tingkat tinggi siswa pada kelas pembelajaran discovery berbantuan simulasi molekul sebesar 0,78 berkriteria tinggi, sedangkan pada kelas pembelajaran menggunakan metode ceramah sebesar 0,58 berkriteria sedang. Hasil uji t menunjukkan n-gain pada eksperimen lebih tinggi secara signifikan daripada kelas kontrol.  Berdasarkan hasil penelitian dapat disimpulkan bahwa model pembelajaran discovery berbantuan simulasi molekul efektif untuk meningkatkan keterampilan berpikir tingkat tinggi siswa.Kata kunci: model pembelajaran discovery, kesetimbangan  kimia, keterampilan berpikir tingkat tinggi, simulasi molekul.DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp315-323
Analysis of the Effect of Blended Learning Model on Employee Class Students Learning Motivation Decky Antony Kifta; Afif Rahman Riyanda; Wakhinuddin Simatupang; Mukhlidi Muskhir; Dedy Irfan
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: Blended learning is a learning approach that combines online educational materials with traditional classroom-based methods. The traditional learning model requires the physical presence of lecturers and students, especially those trying to take further education with the employee class program, because they have to manage their time between study, work and even family. This study evaluates how the effect of using the blended learning model on the student's motivation to learn in the employee class. The study uses quantitative method with quasi experimental design. The design which utilizes one-group pretest-posttest with control group design, namely a research design that contains a pretest, before blended learning is carried out, and posttest after blended learning is carried out. The results of the study show that there is significant effectiveness of using the blended learning model compared to traditional towards the motivation of the employee class students.Keywords: blended learning, learning motivation, employee class students. Abstrak: Model pembelajaran campuran adalah pendekatan pembelajaran yang menggabungkan materi pendidikan daring dengan metode kelas berbasis tradisional. Model pembelajaran tradisional membutuhkan kehadiran fisik dosen dan mahasiswa, terutama mahasiswa yang khusus mengambil pendidikan lanjutan dengan program kelas karyawan, karena harus membagi waktu antara kuliah, kerja dan bahkan keluarga. Penelitian ini bertujuan untuk mengetahui bagaimana efek penggunaan model pembelajaran campuran terhadap motivasi belajar mahasiswa kelas karyawan. Penelitian ini menggunakan metode kuantitatif dengan quasi desain eksperimen. Desain dalam penelitian ini menggunakan one-group pretest posttest dengan desain control group, yaitu penelitian desain yang berisi pretest yaitu sebelum dilakukan pembelajaran campuran dan posttest setelah dilakukan pembelajaran itu. Hasil studi menunjukkan adanya pengaruh efektivitas yang signikan pada penggunaan model pembelajaran campuran terhadap motivasi mahasiswa yang mengambil kelas karyawan.Kata kunci: pembelajaran campuran, motivasi belajar, mahasiswa kelas karyawan. DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp226-234
Development of Android-Based Interactive Learning Media on Listening, Imitating, and Reciting Materials for PAUD Students Novi Hendri Adi; Okta Veza; Wakhinuddin Simatupang; Dedy Irfan; Mukhlidi Muskhir; Afif Rahman Riyanda; Della Daphiza
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: At the Al Quran-based PAUDQ An Najah, they are required to innovate in learning activities during the pandemic. The learning media used in PAUDQ An Najah still uses paper media, so teachers have difficulty providing material during the pandemic. Researchers feel the need to develop android-based interactive learning media to improve the quality of learning during the Covid19 pandemic. The purpose of this study is to develop interactive learning media for the introduction of android-based Arabic vocabulary to assist teachers in the teaching process and to assist the role of parents in providing learning guidance to their children. The method used is Multimedia Development Life Cycle (MDLC), which has concept, design, material collecting, assembly, testing and distribution stages. This research produces interactive learning media applications that can be operated on parents' smartphones to support online learning. The conclusion of this study is that android-based interactive learning media is feasible to be applied to PAUDQ An Najah.Keywords: Interactive Learning Media, MDLC, Android, PAUDAbstrak: Pada PAUDQ An Najah yang berbasiskan Al Quran dituntut untuk berinovasi dalam kegiatan belajar pada masa pandemic. Media pembelajaran yang digunakan pada PAUDQ An Najah masih menggunakan media kertas, sehinga guru kesulitan memberikan materi pada masa pandemic. Peneliti merasa perlu mengembangkan media pembelajaran interaktif berbasis android untuk meningkatkan kualitas belajar selama masa pandemi Covid19. Tujuan penelitian ini mengembangkan media pembelajaran interaktif pengenalan kosa kata bahasa arab berbasis android guna membantu guru dalam proses mengajar serta membantu peranan orang tua dalam memberikan bimbingan belajar kepada anaknya. Metode yang digunakan Multimedia Development Life Cycle (MDLC), memiliki tahapan concept, design, material collecting, assembly, testing dan distribution. Penelitian ini menghasilakan aplikasi media pembelajaran interaktif yang dapat operasikan pada smartphone orang tua untuk mendukung pembelajaran daring. Kesimpulan dari penelitian ini media pembelajaran interaktif berbasis android layak untuk diterapkan pada PAUDQ An Najah.Kata kunci: Media Pembelajaran Interaktif, MDLC, Android, PAUD.DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp279-291
Learning Amid The Covid 19 Pandemic What is The Attitude Towards Science of Middle School Students Heri Setiawan; Andi Suhandi; Diana Rochintaniawati
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: This article aims to find out the attitude toward science of students during online learning in the midst of the Covid 19 pandemic which is reviewed based on the TOSRA indicator. The method used in this study is a descriptive method. The sample used in the study amounted to 55 students of MTs Negeri 2 Bolaang Mongondow. The study was conducted by spreading the 4-point science attitude scale instrument to students as many as 20 statement items. The results showed that the indicators enjoyment of science lessons, leisure interest in science, further study in the field of science, and career interest in science got an average score of 77.38 in the excellent category, 74.54 in the high category, 68.36 in the high category, and 65.72 in the high category. While the overall average value at 71.38 is in the high category. Thus, it can be concluded that the attitude toward science of students in the midst of the covid 19 pandemic is in a good category. The results also showed that the TOSRA indicator is effectively used to measure students' attitudes toward science.Keyword: learning in a time of pandemic, distance learning, attitude toward science.Abstrak: Artikel ini bertujuan untuk mengetahui attitude toward science siswa selama pembelajaran daring di tengah  pandemi Covid 19 yang ditinjau berdasarkan indikator TOSRA. Metode yang digunakan dalam penelitian ini adalah metode deskriptif. Sampel yang digunakan dalam penelitian berjumlah 55 siswa MTs Negeri 2 Bolaang Mongondow. Penelitian dilakukan dengan menyebarkan instrumen science attitude scale skala 4-poin kepada siswa sebanyak 20 item pernyataan. Hasil penelitian menunjukan bahwa indikator Enjoyment of science lessons, Leisure interest in science, Further study in the field of science, dan Career interest in science  mendapatkan rata-rata skor secara berturut-turut 77,38 pada kategori sangat baik, 74,54 pada kategori tinggi, 68,36 pada kategori tinggi, dan 65,72 pada kategori tinggi. Sedangkan nilai rata-rata keseluruhan di dapat 71,38 berada pada kategori tinggi. Sehingga dengan demikian, dapat disimpulkan bahwa attitude toward science siswa di tengah pandemi covid 19 berada dalam kategori baik. Hasil penelitian juga menunjukan bahwa indikator TOSRA efektif digunakan untuk mengukur attitude toward science siswa.Kata kunci: belajar di masa pandemi, pembelajaran jarak jauh, attitude toward science. DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp188-197
Development of Interactive Java Language Learning Module in Object Oriented Programming Subjects Army Trilidia Devega; Dedy Irfan; Wakhinuddin Simatupang; Mukhlidi Muskhir; Muhammad Ikram Jasman
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
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Abstract: The purpose of this research is to develop interactive learning modules that can help students in independent learning and are valid, practical, and effective. This research was carried out using the Research and Development (R and D) development research method with a 4D (four D) development model. The instrument used in this study was a questionnaire used to measure validity and practicality. Meanwhile, to measure the effectiveness of using a test instrument in the form of multiple choice questions. The results showed that the interactive learning module was declared valid with a validity value of 0.88 based on the validation of three media validators and in terms of material validity it was declared valid with a value of 0.89 from two teachers who taught object oriented programming (OOP). The interactive learning module is stated to be very practical based on the responses of teachers and students. This shows that the interactive learning module is declared to be effectively used as one of the teaching materials in learning in improving student learning outcomes.Keywords: interactive learning module, object oriented programming, research and development. Abstrak: Tujuan dari penelitian ini adalah untuk mengembangkan modul pembelajaran interaktif yang bisa membantu siswa dalam belajar mandiri serta valid, praktis, dan efektif. Penelitian ini dilaksanakan menggunakan metode penelitian pengembangan Research and Development (R dan D) dengan model pengembangan 4D (four D). Instrumen yang digunakan pada penelitian ini berupa angket yang digunakan untuk mengukur validitas dan praktikalitas. Sedangkan untuk mengukur efektifitas menggunakan instrumen tes berupa soal pilihan ganda. Hasil penelitian menunjukan bahwa modul pembelajaran interaktif dinyatakan valid dengan nilai kevalidan 0,88 berdasarkan validasi dari tiga orang validator media dan dari segi kevalidan materi dinyatakan valid dengan nilai 0,89 dari dua orang guru yang mengajar object oriented programming (OOP). Modul pembelajaran interaktif dinyatakan sangat praktis berdasarkan respon guru dan siswa. Hal ini menunjukan bahwa, modul pembelajaran interaktif dinyatakan efektif digunakan sebagai salah satu bahan ajar dalam pembelajaran dalam meningkatkan hasil belajar siswa. Kata kunci: modul pembelajaran interaktif, object oriented programming, penelitian dan pengembanganDOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp235-244
Profile of Students Creative Thinking Skills and Implementation of Free Inquiry in Senior High School Putri Faatehah; Nurita Apridiana Lestari
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: This study aims to determine the profile of students creative thinking skills and the implementation of inquiry free in schools. The descriptive research design used a qualitative approach and involved 31 high school students. The data were obtained from interviews, tests, and questionnaires. The data collection instruments used were (1) interview instruments with teachers, (2) test question sheets with indicators of creative thinking skills, namely fluency, flexibility, originality, and elaboration, also (4) questionnaires. The results showed six students in the very creative, four in the creative, eight in the moderately creative, six in the less creative, and seven in the non creative. Creative thinking skills in each category are fluency by 63 percent, flexibility by 48 percent, originality by 45 percent, and elaboration by 35 percent. The research concludes that the inquiry free learning model can be applied in schools to help improve students' creative thinking skills, especially on the elaboration indicator.Keywords: creative thinking, free inquiry, linear motion.Abstrak: Penelitian bertujuan untuk mengetahui profil kemampuan berfikir kreatif siswa dan implementasi inquiry free di sekolah. Desain penelitian deskriptif digunakan dengan pendekatan kualitatif dan melibatkan 31 siswa SMA. Data dalam penelitian diperoleh dari hasil wawancara, tes, dan angket yang diberikan kepada siswa. Instrumen pengumpulan data yang digunakan yaitu (1) instrument wawancara dengan guru (2) lembar soal tes yang berisi pertanyaan dengan indikator keterampilan berfikir kreatif yaitu fluency, flexibility, originality, dan elaboration, serta (4) angket respon. Hasil penelitian menunjukkan enam siswa pada kategori sangat kreatif, empat siswa pada kategori kreatif, delapan siswa kategori cukup kreatif, enam siswa kategori kurang kreatif, dan tujuh siswa pada kategori tidak kreatif. Kemampuan berfikir kreatif setiap kategori yaitu kategori fluency sebesar 63 persen, kategori  flexibility sebesar 48 persen, kategori origionality sebesar 45 persen, dan kategori elaboration sebesar 35 persen. Kesimpulan penilitian adalah model pembelajaran free inquiry dapat diterapkan di sekolah untuk membantu meningkatkan kemampuan berfikir kreatif siswa khususnya pada indikator elaborasi.Kata kunci: berfikir kreatif, free inquiry, gerak linier.DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp292-304
Assessing the Acceptance of Blended Learning Implementation in Universitas Lancang Kuning using the Technology Acceptance Model Rizki Novendra; Ambiyar Ambiyar; Fadhilah Fadhilah; Syahril Syahril; Sutejo Sutejo; Yogi Ersan Fadrial
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: The Covid-19 pandemic has forced learning activities to be carried out online. In response to this, Universitas Lancang Kuning, which has implemented the Blended Learning application, wants to measure the level of use and understand the factors that influence the acceptance of the system in an agency. The study was conducted at the Unilak Fasilkom with 92 samples. Data obtained by distributing questionnaires based on indicators and variables of the technology acceptance modelling method. The results of this study indicate that the multiple regression analysis of the variables that have an influence on the real condition of information users is the variable Benefits of using information systems (X1), User Ease of Information Systems (X2), and User Attitudes towards Information Systems (X3) have a significant influence on real condition of information system users (Y). Meanwhile, the behavior of information system users (X4) has no effect. Keywords: technology acceptance model, blended learning, covid-19 pandemic.Abstrak: Pandemi Covid – 19 memaksa kegiatan belajar untuk dilaksanakan secara daring. Menanggapi hal tersebut Universitas Lancang Kuning yang telah menerapkan aplikasi pembelajaran Blendeed Learning ingin melakukan pengukuran terhadap tingkat penggunaannya dan memahami faktor-faktor yang mempengaruhi di terimanya sistem pada suatu instansi. Penelitian dilaksanakan pada Fasilkom Unilak dengan 92 sampel. Data diperoleh dengan menyebarkan angket yang berdasarkan indicator serta variable dari metode technology acceptance modelling. Hasil dari penelitian ini menyaakan bahwa analisis regreasi berganda variabel yang memiliki pengaruh terhadap kondisi nyata pengguna informasi adalah variabel Manfaat penggunaan sistem informasi (X1), Kemudahan Pengguna Sistem Informasi (X2), dan Sikap Pengguna Terhadap Sistem Informasi (X3) memiliki pengaruh yang signifikan terhadap kondisi nyata pengguna sistem informasi (Y). Sedangkan perilaku pengguna sistem informasi (X4) tidak memiliki pengaruh.Kata kunci: technology acceptance model, blended learning, TAM, pandemic covid-19.DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp198-205
Investigation on Teachers Perception of Augmented Reality as Interactive Media for Science Learning Ulfa Dwiyanti; Agus Setiabudi; Eka Cahya Prima
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: This article aims to find out the teacher's perception of Augmented Reality (AR) as an interactive science learning medium that can stimulate students' curiosity, passion and motivation, especially in the era of Covid 19 learning where learning is limited. This article used qualitative methods with a descriptive approach. The subjects in this study were 10 junior high school teachers with different grade levels in the city of Makassar. The study data was obtained using questionnaires sent via google form links with 20 question items. The results showed that indicator method used of science lessons, media used od science lesson, knowledge of AR media, fesibility AR media as science lesson, got an average score of 70 with excellent categories, 83 with excellent categories, 62 with Good categories, and 80 in excellent categories. So it can be said by applying AR media to Science materials believed to be able to foster the spirit and motivation of students so as to create an effective learning atmosphere.Keywords: teachers’ perception, augmented reality, covid-19 pandemic. Abstrak: Artikel ini bertujuan untuk mengetahui persepsi guru mengenai  Augmented Reality (AR) sebagai media pembelajaran Science yang bersifat interaktif yang dapat menstimulus rasa ingin tahu, semangat dan motivasi siswa, khususnya di era pembelajaran Covid-19 yang pembelajarannya  terbatas. Artikel ini menggunakan metode kualitatif dengan pendekatan deskriptif. Subjek dalam penelitian ini 10 guru SMP dengan tingkat kelas yang berbeda  di kota Makassar. Data penelitian ini didapatkan dengan menggunakan kuesioner yang dikirimkan melalui link google form dengan 20 item pertanyaan. Hasil penelitian menunjukkan bahwa indicator method used of science lessons, media used od science lesson, knowledge of AR media, fesibility AR media as science lesson, mendapatkan rata rata skor 70 dengan kategori sangat baik, 83 dengan kategori sangat baik, 62 dengan kategori Baik, dan 80 pada kategori sangat baik. Sehingga dapat dikatakan dengan menerapkan media AR pada materi Sains dipercaya mampu menumbuhkan semangat dan motivasi siswa sehingga dapat menciptakan suasana pembelajaran yang efektif.Kata kunci: persepsi, augmented reality, pandemi covid-19. DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp245-255
Education Sustainable Development Integrated Organic Waste Management to Improve Students Sustainability Literacy Vivit Nurhikmah Havita; Ida Hamidah; Siti Sriyati
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: This article aims to explore a startegi in the form of the implementation of organic waste management to create sustainable skills and mindsets. The method used in this study is the weak method of experimentation. Instruments used in research in the form of instruments about 15 questions are tested before and after learning. The sample used in this study as many as 32 students in one of the junior high schools in Pandeglang. The results showed an increase between the pretest and postest student results with a significance level of 0.00 which showed that there was an influence between sustainable development education integrated organic waste management and improved sustainability literacy.  While the acquisition of N Gain score of 46.87 percent with low category, 46.87 percent medium category and 6.25 percent in the high category. N Gain scores show less than optimal results, because some students get low N-Gain grades. Thus, this research can be concluded to be able to increase the sustainability literacy of students with low categories. Therefore, it needs to be re-studied for further research. The results of this study are also useful for anyone who wants to learn about sustainable lifestyles, especially in organic waste management.Keywords: science learning, sustainable development education, sustainability literacy.Abstrak: Artikel ini bertujuan untuk mengeksplorasi sebuah startegi berupa implementasi pengelolaan limbah organik untuk menciptakan keterampilan dan pola pikir yang berkelanjutan. Metode yang dipakai dalam penelitian ini yakni metode weak eksperimen. Instrument yang digunakan dalam penelitian berupa instrument soal sebanyak 15 soal yang  diujikan pada saat sebelum dan sesudah pembelajaran. Sampel yang digunakan dalam penelitian ini sebanyak 32 siswa disalah satu SMP dikabupaten Pandeglang. Hasil penelitian menunjukan terdapat peningkatan antara hasil pretest dan postest siswa dengan taraf signifikansi sebesar 0,00 yang menunjukan bahwa terdapat pengaruh antara pengelolaan limbah organic terintegrasi Pendidikan pembangunan berkelanjutan  dengan peningkatan  sustainability literacy.  Sedangkan  perolehan nilai NGain sebesar 46,87 persent  dengan kategori rendah, 46,87 persen kategori sedang dan 6,25 persen masuk dalam kategori tinggi. Perolehan nilai N Gain menunjukan hasil yang kurang optimal, karena sebagian siswa memperoleh nilai N Gain yang rendah. Sehingga dengan demikian, penelitian ini dapat disimpulkan mampu meningkatkan sustainability literacy siswa dengan kategori rendah. Oleh karena itu, perlu dipelajari kembali untuk penelitian lebih lanjut. Hasil dari penelitian ini juga bermanfaat untuk siapapun yang berkenan mempelajari tentang gaya hidup berkelanjutan khususnya dalam pengelolaan limbah organik.Kata kunci: pembelajaran IPA, pendidikan pembangunan berkelanjutan, literasi keberlanjutan.DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp262-269
Development of The Performance Assessment Based on Cassava Peel Waste Project to Measure Creative Thinking Skills of Junior High School Students Chansyanah Diawati; Fadiawati Noor; M. Mahfudz Fauzi Syamsuri
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : University of Lampung

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Abstract: This study aims to develop a performance assessment based on the cassava peel waste processing project. This research uses methods of research and development 4D models which are only carried out until the stage of develop. At the define stage, a literature study and a preliminary study are carried out. At the design stage, planning and preparation of the initial draft are carried out in the form of performance assessments. In the develop stage, two science education experts validated the suitability of the content and construction of the performance assessment instrument to Torrance’s framework of indicators creative thinking skills. The product of the validation results was then responded to the suitability of the content and construction aspects of the indicators of creative thinking skills by three science teachers. The results of expert validation and teacher responses indicate that the performance assessment instrument product is very suitable to be used to assess student performance in integrated science learning based on cassava peel waste treatment projects.Keywords: performance assessment, cassava peel waste project, creative thinking skills.Abstrak: Penelitian ini bertujuan untuk mengembangkan instrument asesmen kinerja berbasis proyek pengolahan limbah kulit singkong. Penelitian ini menggunakan metode penelitian dan pengembangan model 4D yang hanya dilakukan sampai tahap develop. Pada tahap define dilakukan studi literatur dan studi pendahuluan. Pada tahap desain, dilakukan perencanaan dan penyusunan draft awal dalam bentuk asesmen kinerja. Pada tahap develop, dua orang ahli Pendidikan IPA memvalidasi kesesuaian isi dan konstruksi instrumen asesmen kinerja terhadap indikator keterampilan berpikir kreatif Frame Work Torrance. Produk hasil validasi selanjutnya direspon aspek kesesuaian isi dan konstruksinya terhadap indikator keterampilan berpikir kreatif oleh tiga orang guru IPA. Hasil validasi ahli dan tanggapan guru menunjukkan bahwa produk instrumen asesmen kinerja sangat layak digunakan untuk menilai kinerja siswa dalam pembelajaran IPA terpadu berbasis proyek pengolahan limbah kulit singkong.Kata kunci: asesmen kinerja, proyek limbah kulit singkong, keterampilan berpikir kreatif.DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp305-311

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