The validity and effectivity of learning using STEAM module with biotechnology game

Provision of teaching materials in term of module can be an alternative to meet the learning needs of science. The study aimed at describing science module constructed based on Science, Technology, Engineering, Art and Mathematics (STEAM) equipped with valid and effective biotechnology games for lea...

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Main Authors: Hilya Wildana Sofia, Anjar Putro Utomo, Slamet Hariyadi, Bevo Wahono, Erlia Narulita
Format: Article
Language:English
Published: University of Muhammadiyah Malang 2020-03-01
Series:JPBI (Jurnal Pendidikan Biologi Indonesia)
Subjects:
Online Access:http://ejournal.umm.ac.id/index.php/jpbi/article/view/10979
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spelling doaj-05a10056a9514760a7225c105ea84ce12020-11-25T02:47:48ZengUniversity of Muhammadiyah MalangJPBI (Jurnal Pendidikan Biologi Indonesia)2442-37502527-62042020-03-01619110010.22219/jpbi.v6i1.109796372The validity and effectivity of learning using STEAM module with biotechnology gameHilya Wildana Sofia0Anjar Putro Utomo1Slamet Hariyadi2Bevo Wahono3Erlia Narulita4Postgraduate of Science Education, Faculty of Teacher Training and Education, University of Jember, Jl. Kalimantan No. 37, Jember, Jawa Timur 68121Study Program of Science Education, Faculty of Teacher Training and Education, University of Jember, Jl. Kalimantan No. 37, Jember, Jawa Timur 68121Postgraduate of Science Education, Faculty of Teacher Training and Education, University of Jember, Jl. Kalimantan No. 37, Jember, Jawa Timur 68121Graduate Institute of Science Education, National Taiwan Normal University, Taipei 11677Postgraduate of Science Education, Faculty of Teacher Training and Education, University of Jember, Jl. Kalimantan No. 37, Jember, Jawa Timur 68121Provision of teaching materials in term of module can be an alternative to meet the learning needs of science. The study aimed at describing science module constructed based on Science, Technology, Engineering, Art and Mathematics (STEAM) equipped with valid and effective biotechnology games for learning science in junior high school. This Research and Development (R&D) was developed using the 4D model (Thiagarajan). This research was conducted at MTsN (State of Islamic Secondary School) 2 Jember, involved 30 IX graders. The design used was one group pretest-posttest design as the test of effectiveness. This study used STEAM-based science module equipped with biotechnology games, test, and validation sheets as research instruments. The validation results by experts were converted into categories. The effectivity test data was analyzed using N-gain and paired samples t-test. The average of validation results of material, media, and users was 87.17 (very valid). The effectivity test results showed the increase of students’ cognitive learning outcome [N-gain value = 0.72 (high category), t(29) = 9.030, p < 0.05]. Therefore, the module developed is valid and effective in improving the learning of biotechnology science which means that the use of this module is recommended to be implemented in biotechnology learning process.http://ejournal.umm.ac.id/index.php/jpbi/article/view/10979steam modulebiotechnology gamecognitive learning outcome
collection DOAJ
language English
format Article
sources DOAJ
author Hilya Wildana Sofia
Anjar Putro Utomo
Slamet Hariyadi
Bevo Wahono
Erlia Narulita
spellingShingle Hilya Wildana Sofia
Anjar Putro Utomo
Slamet Hariyadi
Bevo Wahono
Erlia Narulita
The validity and effectivity of learning using STEAM module with biotechnology game
JPBI (Jurnal Pendidikan Biologi Indonesia)
steam module
biotechnology game
cognitive learning outcome
author_facet Hilya Wildana Sofia
Anjar Putro Utomo
Slamet Hariyadi
Bevo Wahono
Erlia Narulita
author_sort Hilya Wildana Sofia
title The validity and effectivity of learning using STEAM module with biotechnology game
title_short The validity and effectivity of learning using STEAM module with biotechnology game
title_full The validity and effectivity of learning using STEAM module with biotechnology game
title_fullStr The validity and effectivity of learning using STEAM module with biotechnology game
title_full_unstemmed The validity and effectivity of learning using STEAM module with biotechnology game
title_sort validity and effectivity of learning using steam module with biotechnology game
publisher University of Muhammadiyah Malang
series JPBI (Jurnal Pendidikan Biologi Indonesia)
issn 2442-3750
2527-6204
publishDate 2020-03-01
description Provision of teaching materials in term of module can be an alternative to meet the learning needs of science. The study aimed at describing science module constructed based on Science, Technology, Engineering, Art and Mathematics (STEAM) equipped with valid and effective biotechnology games for learning science in junior high school. This Research and Development (R&D) was developed using the 4D model (Thiagarajan). This research was conducted at MTsN (State of Islamic Secondary School) 2 Jember, involved 30 IX graders. The design used was one group pretest-posttest design as the test of effectiveness. This study used STEAM-based science module equipped with biotechnology games, test, and validation sheets as research instruments. The validation results by experts were converted into categories. The effectivity test data was analyzed using N-gain and paired samples t-test. The average of validation results of material, media, and users was 87.17 (very valid). The effectivity test results showed the increase of students’ cognitive learning outcome [N-gain value = 0.72 (high category), t(29) = 9.030, p < 0.05]. Therefore, the module developed is valid and effective in improving the learning of biotechnology science which means that the use of this module is recommended to be implemented in biotechnology learning process.
topic steam module
biotechnology game
cognitive learning outcome
url http://ejournal.umm.ac.id/index.php/jpbi/article/view/10979
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