scholarly journals Developing Students’ Research Skills with Adapted Primary Literature

2021 ◽  
Vol 4 (2) ◽  
pp. 121
Author(s):  
Toni Hidayat ◽  
Nuryani Rustaman ◽  
Parsaoran Siahaan

There is a gap between the quantity and quality of research in Indonesia. It is assumed that the research skills of the researchers are still low. Meanwhile, research skills development still relies on the higher education level. Efforts are needed to develop research skills from an early age. This study aims to examine the use of APL in the authentic science approach to develop research skills of junior high school students. The quasi-experimental method was carried out by inviting 81 students from two classes of 7th grade in a state middle school in Bandung, Indonesia. They analyzed three Adapted Primary Literatures with the jigsaw and NHT models. Before and after learning, students took research skills tests. The research instrument has passed the validity and reliability tests. Descriptive and inferential analyses were done. The results of data analysis indicate that the use of APL in the authentic science approach in both learning models can develop students' research skills. Furthermore, the jigsaw model is more recommended to use. This study recommends the use of APL as a science learning resource to develop students' research skills as a beginning to introduce the scientific method.

Author(s):  
Faiz Hasyim ◽  
Tjipto Prastowo ◽  
Budi Jatmiko

<p class="16">Covid-19 spurs teachers to carry out online learning. This study aimed to analyze the improvement of students' critical thinking skills through online learning based on Android-based PhET Simulation. This research was Quasi-Experimental using one group pre-test and post-test design involving 27 students of class VIII who program science subjects at MTs Alif Laam Miim Surabaya, Indonesia. The research instrument used critical thinking skills tests that have met valid and reliable requirements. Before and after learning activities, students were given a pre-test and a post-test. The data collected was analyzed descriptively quantitatively. The results showed that there was an increase in students' critical thinking skills with an average N-gain of 0.57, in the medium category. The highest N-gain was achieved in the "interpretation" indicator, which is 0.83 in the high category and the lowest in the "analysis" indicator, which is 0.39 in the moderate category. This study concluded that learning science by using an Android-based PhET Simulation can improve the critical thinking skills of junior high school students.</p>


Author(s):  
Jeki Jeki ◽  
Suyatmin Suyatmin ◽  
Indria Susilawati

Abstrack: This study aims to determine the effect of the circuit activity model of the game on squat style long jump learning in grade VII (seven) junior high school students Ella Hilir.This type of research is quasi-experimental with one group pretest posttest design. The method used in this research is the circuit activity model game method. The results of the pretest and posttest of t table have a significance value of 0.00 or smaller than 0.05 which means that there are differences in the learning of the basic technique of long jump squat style on students between before and after treatment. In the table one sample test looks average for before getting treatment = 57.91 and after getting treatment = 82.08. This means that the average value before receiving treatment is lower than after receiving treatment. With an inrease in the average value of = 24,17.Based on the results of the analysis shows that "There is a significant influence of the method of the model of circuit activity games on squat style long jump learning in Ella Hilir 2 Public Middle School.Keywords: Model Method of Activity Circuit Games, Learning outcomes of the basic techniques of long jump squat style.Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh model permainan aktivtas circuit terhadap pembelajaran lompat jauh gaya jongkok pada siswa kelas VII (tujuh) SMP Negeri 2 Ella Hilir. Jenis penelitian ini adalah eksperimen semu dengan rancangan one group pretest posttest design. Metode yang di gunakan dalam penelitian ini adalah metode model permainan aktivitas circuit. Hasil pretest dan posttest dari t tabel terdapat nilai signifikasinya sebesar 0,00 atau lebih kecil dari 0,05 artinya menunjukan bahwa ada perbedaan pada pembelajaran teknik dasar lompat jauh gaya jongkok pada siswa antara sebelum dan sesudah mendapat perlakuan. Pada tabel one sample test terlihat nilai rata-rata untuk sebelum mendapat perlakuan = 57,91 dan sesudah mendapat perlakuan = 82,08. Artinya nilai rata-rata sebelum mendapat perlakuan lebih rendah dari sesudah mendapat perlakuan. Dengan peningkatan nilai rata-ratanya yaitu sebesar = 24, 17.Berdasarkan hasil analisis menunjukkan bahwa Terdapat pengaruh yang signifikan dari metode model permainan aktivitas circuit terhadap pembelajaran lompat jauh gaya jongkok di sekolah SMP Negeri 2 Ella Hilir.Kata kunci: Metode Model Permainan Aktivitas Circuit, Hasil pembelajaran teknik dasar lompat jauh gaya jongkok.


2021 ◽  
Vol 10 (1) ◽  
pp. 121-126
Author(s):  
I. U. Wusqo ◽  
M. Khusniati ◽  
S. D. Pamelasari ◽  
A. Laksono ◽  
D. Wulandari

This study aims to examine the effects of digital science scrapbook on students’ science visual literacy. Digital science scrapbook was designed to teach junior high school students, and the instrument was designed to measure the level of visual literacy before and after the treatment. This study employed a quasi-experimental one-group pretest-posttest design. The population was junior high school students. The convenience sampling method was chosen to carry out the pilot study on 25 students in SMP 9 Salatiga. The visual literacy course was based on the ACRL Visual Literacy Competency Standards. The differences in visual literacy levels were measured through 30 items of the visual literacy test. After conducting paired sample t-test on the data, differences between pretest and posttest were found. From the findings, significant differences in pretest and posttest scores were found. It can be concluded that digital science scrapbook is effective to train digital literacy in science. The novelty of this research is the use of digital science scrapbook on students’ science visual literacy.


EDUSAINS ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 114-121
Author(s):  
Rosita Putri Rahmi Haerani

AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan Dunia Digital!” educational gaming application that has been developed by author in previous studies. This weak experimental study collected pretest and posttest results to determine students' mastery of concepts before and after Intervention. Normalized Gain of the pretest and posttest are assumed to be the effect of the intervention. The results show a low increasing mastery of concept by students who learned by playing game, so this study stated that learning science by using instructional video game media are still not able to facilitate mastery of concept of students.Keywords: interactive media; video game; mastery of conceptsAbstrakDalam dunia pendidikan, banyak penelitian empiris telah berhasil menunjukkan bukti bahwa video game memiliki potensi dalam meningkatkan hasil belajar siswa, tetapi kontroversi besar masih ada pada literatur mengenai pengaruh game yang sebenarnya. Dibutuhkan lebih banyak bukti untuk meyakinkan pendidik dan peneliti mengenai nilai aktual dan efisiensi pembelajaran menggunakan video game. Penelitian ini dilakukan untuk mengetahui penggunaan game dalam pembelajaran untuk meningkatkan penguasaan konsep tentang Interaksi makhluk hidup dengan lingkungan siswa SMP.  Game yang digunakan dalam penelitian ini adalah game yang berjudul “Selamatkan Dunia Digital!” yang telah dikembangkan oleh peneliti pada penelitian sebelumnya. Penelitian ini merupakan penelitian eksperimen semu, dengan desain The one-Group Prettest-Posttest Design untuk memperoleh gambaran penguasaan konsep siswa sebelum dan sesudah perlakuan. Peningkatan nilai pada pretest dan posttest diasumsikan merupakan efek dari perlakuan. Hasil penelitian ini menunjukkan bahwa peningkatan nilai N-gain rata-rata siswa masih dalam kategori rendah, dan pencapaian skor posttest rata-rata siswa juga masih rendah, sehingga dapat disimpulkan bahwa pembelajaran IPA dengan menggunakan media pembelajaran media video game masih belum dapat memfasilitasi penguasaan konsep IPA siswa pada konsep Interaksi Makhluk Hidup dengan Lingkungan.Kata Kunci: media pembelajaran interaktif; video game; penguasaan konsep Permalink/DOI: http://dx.doi.org/10.15408/es.v8i2.1576


2017 ◽  
Vol 5 (2) ◽  
Author(s):  
Hikmah Naturasari ◽  
Fenny Roshayanti ◽  
Atip Nurwahyunani

ABSTRACTThis research is motivated by the low achievement of sciencem literacy of Indonesian students in the participation of the study of The Programe for International Student Assessment (PISA) held every three years by The Organization for Economic Co-operation and Development (OECD). This study aims to determine the quality of science literacy profile of junior high school students. The sample amounted to 356 students of SMP class IX, taken using proportionate stativeied random sampling technique. The Method is test and interview. The tests given using questions obtained from the OECD published PISA issue were published in 2009 specifically for matters related to science content. The results showed that the Literacy Quality of Science Profile of Junior High School Students in Pati Regency belong to low category with percentage of 55%. In the category of moderate percentage obtained by 45% and no students who fall into the high category. As for the achievement of the value of each level, the highest ability of students in answering science literacy questions in the level 1 questions with a total of 49.43 moderate categorized, and the lowest ability of students in answering the questions of science literacy is in level questions 6th with a total of 13.48 is low categorized. The conclusion is the quality of science literacy profile of junior high school students in Pati District is low. Keywords: Profil Quality, Science Literation, SMP Student, ABSTRAKPenelitian ini dilatarbelakangi oleh rendahnya capaian literasi sains siswa Indonesia pada partisipasi studi The programe for International Student Assessment (PISA) yang diselenggarakan setiap tiga tahun sekali oleh The Organization for Economic Co-operation and Development (OECD). Penelitian ini bertujuan untuk mengetahui profil kualitas literasi sains siswa SMP se-Kabupaten Pati. Sampel dalam penelitian ini berjumlah 356 siswa SMP kelas IX se-Kabupaten Pati yang diambil dengan menggunakan teknik proportionate statified random sampling. Metode pengambilan data menggunakan metode tes dan wawancara. Tes yang diberikan menggunakan soal PISA yang dipublikasikan oleh OECD diterbitkan tahun 2009 khusus untuk soal-soal yang berkaitan dengan konten sains, serta sudah diterjemahkan ke dalam Bahasa Indonesia. Hasil penelitian menunjukkan bahwa Profil Kualitas Literasi Sains Siswa SMP se-Kabupaten Pati tergolong dalam kategori rendah dengan persentase sebesar 55%. Pada  kategori sedang diperoleh persentase sebesar 45% dan tidak ada siswa yang masuk dalam kategori tinggi. Pencapaian nilai setiap levelnya, kemampuan tertinggi siswa dalam menjawab soal literasi sains terdapat pada soal level 1 dengan jumlah nilai 49,43 berkategori sedang, dan kemampuan terendah siswa dalam menjawab soal literasi sains terdapat pada soal level 6 dengan jumlah nilai 13,48 berkategori rendah. Sehingga disimpulkan bahwa profil kualitas literasi sains siswa SMP se-Kabupaten Pati tergolong rendah. Kata Kunci: profil kualitas, literasi sains, siswa SMP


2019 ◽  
Vol 4 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Ugi Supriatna ◽  
Achmad Samsudin ◽  
Ridwan Efendi

The misconception of the Solar System topic is still found in students so that it becomes one of the obstacles in the learning process. The purpose of this study is to analyze the effectiveness of the implementation of Predict-Observe-Explain-Apply (POEA) learning to change the junior high school students' conception in the Solar System topic. Quasi-experimental research with the non-equivalent control group design was conducted in one of the private junior high schools in Bandung city. Samples were selected based on the test of the average significance of the pretest score of the population. Furthermore, 30 students of the experimental class and 32 students of control class were selected. The research instrument, which consisted of 15 four-tier diagnostic test questions about Solar System were used to collect data before and after treatment. The tests were analyzed quantitatively by using the Mann-Whitney statistical test to determine the significance of the difference in the acceptable conception changes (Acceptable Change) of students in the experimental class with changes in the conception of students in the control class. The results of the research show that the implementation of POEA learning is significantly more effective than POE learning in changing the conception of Solar System topic. The findings of this study can be an alternative for junior high school teachers in planning learning about the Solar System, especially in an effort to change students' misconception about the Solar System.


Author(s):  
Tomoko Nishimura ◽  
Manabu Wakuta ◽  
Kenji J. Tsuchiya ◽  
Yuko Osuka ◽  
Hideo Tamai ◽  
...  

School climate is a significant determinant of students’ behavioral problems and academic achievement. In this study, we developed the Japan School Climate Inventory (JaSC) to see whether it measures school climate properly. To do so, we investigated whether or not the measurement with JaSC varies across sub-groups of varying grade and of gender and examined the relationship between the perception of school climate and the psychological and behavioral traits at individual levels in a sample of Japanese elementary and junior high school students (n = 1399; grade 4–9). The results showed that the measurement was consistent, since single-factor structures, factor loadings and thresholds of the items were found not to vary across sub-groups of the participants. The participants’ perception of school climate was associated positively with quality of life, especially in school (β = 0.152, p < 0.001) and associated negatively with involvement in ijime (bullying) as “victim” and “bully/victim” (β = −0.098, p = 0.001; β = −0.188, p = 0.001, respectively) and peer relationship problems (β = −0.107, p = 0.025). JaSC was found to measure school climate consistently among varying populations of Japanese students, with satisfactory validity.


2014 ◽  
Vol 12 (1) ◽  
Author(s):  
Roberto G. Sagge Jr.

Mathematics is taught in isolation from other subjects and often lacks creative or artistic flair; hence, students often get bored and do not pay attention in class. This study ascertained the effects of background music on students’ achievement, habits of mind, test anxiety, and disposition. The instrument used were the researcher-made mathematics achievement test, test anxiety rating scale, and disposition rating scale which underwent validation through a panel of experts. The result showed that the pretest mean scores in mathematics achievement of all the three groups were “low.” The pretest mean scores in habits of mind of the three groups were “not developed.” The pretest mean scores in test anxiety of groups A and B were both “moderate” while group c was “high.” The pretest mean scores in disposition to music of groups A and c were both “partially liked” while group B was “liked.” As observed, all the background music used had an impact on the improvement of the students’ scores in mathematics. The results of the study served as bases for the development of music-enhanced mathematics program. Keywords - Mathematics Education, music, habits of mind, test anxiety, disposition, quasi-experimental design, Philippines


Author(s):  
Dhiar Rachma Diyanthi ◽  
Melia Dewi Judiasri ◽  
Dianni Risda

AbstrakPenelitian ini dilatar belakangi oleh kurangnya kesempatan siswa untuk berbicara saat pembelajaran bahasa Jepang. Setengah dari sampel menyatakan bahwa selama ini kurang mendapatkan kesempatan berbicara bahasa Jepang dalam pembelajaran bahasa Jepang. Padahal saat ini siswa dituntut untuk dapat berbicara dan berkomunikasi secara global. Dan kemampuan berbicara adalah implementasi dari materi-materi pelajaran bahasa Jepang yang telah dipelajari. Untuk mengatasi masalah tersebut, peneliti mengujicobakan metode cooperative learning tipe inside-outside circle dalam pembelajaran bahasa Jepang terhadap siswa XII IPA 2 SMA Pasundan 2 Bandung. Tujuan dari dilaksanakannya pembelajaran dengan metode ini adalah agar siswa mampu untuk berbicara dengan bahasa Jepang secara aktif dan menguji efektivitas dari metode tersebut.Penelitian ini menggunakan metode eksperimen kuasi (pre-test and post-test one group). Teknik pengambilan sampling dengan cara random sampling. Populasi dalam penelitian ini adalah seluruh siswa SMA Pasundan 2 Bandung dan sampelnya adalah 16 orang siswa kelas XII IPA 2 sebagai kelas eksperimen. Instrumen dalam penelitian ini adalah tes dan angket.Dari hasil analisa data tes diperoleh nilai t-hitung sebesar 4,205. Dan dengan db 15 pada tahap signifikansi 5% diperoleh t-tabel sebesar 2,13 dan signifikansi 1% diperoleh t-tabel  sebesar 2,95. Karena nilai t-hitung  >  t-tabel , maka Hk diterima.  Hal tersebut berarti terdapat perbedaan yang signifikan pada kemampuan berbicara siswa sebelum dan sesudah diterapkannya metode cooperative learning tipe inside-outside circle. Hal tersebut diperkuat dengan hasil angket yang menyatakan bahwa lebih dari setengah responden merasakan pengaruh penerapan metode cooperative learning tipe inside-outside circle terhadap kemampuan berbicara bahasa Jepang. Keyword: kemampuan berbicara, metode cooperative learning tipe inside-outside circleAbstractThis research was motivated by the lack of opportunity to speak Japanese during the class. 50% of the sample stated that they are have a small opportunity to speak Japanese during learning Japanese. Yet, in this time students are required to be able to talk and communicate globally. And the ability to speak is the implementation of Japanese language lessons. To overcome these problems, researcher tested the method of cooperative learning type of inside-outside circle in learning the Japanese language to students XII IPA 2 SMA Pasundan 2 Bandung. The purpose of the implementation of learning with this method is the students are able to speak japanese actively and to test the effectiveness of the method. This research uses a quasi experimental (pre-test and post-test one group). Sampling technique by means of random sampling. The population in this study were all high school students of SMA Pasundan 2 Bandung and the sample was 16 students of class XII IPA 2 as the experimental class. Instruments for this research is a test and questionnaire. From the analysis of obtained data, value t-count of 4,205. And with 15 db at this stage of the 5% significance was obtained t-table by 2.13 and 1% significance obtained t-table by 2.95. Because the value of t count> t-table, then Hk accepted. This means that there are significant differences in their speaking ability before and after the implementation of cooperative learning type of inside-outside circle. This is reinforced by the results of a questionnaire which states that more than half of the respondents feel the effect of the application of cooperative learning type of inside-outside circle of the ability to speak Japanese. Keyword: speaking ability, cooperative learning method type of inside-outside circle


2018 ◽  
Vol 4 (1) ◽  
pp. 30-35
Author(s):  
Imamah Yulinawati ◽  
Khairul Bariyyah ◽  
Devi Permatasari

This development research aims to produce an academic stress scale to measure the stress level of students who have high validity and reliability. So that it can facilitate counselors in helping students with academic stress problems. This development research uses a method or strategy developed by Borg and Gall involving 300 students. The sample of this study were junior high school students aged 13-16 years who were selected with cluster random sampling technique, Pearson Product Moment data analysis, Cronbach Alpha, normality test and factor analysis. This development research resulted in academic stress instruments consisting of 31 valid items and 15 correlating factors. So that the final results of this academic stress inventory can be used to measure students' academic stress levels.


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