JOURNAL OF SCIENCE EDUCATION AND PRACTICE
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    78 research outputs found

    THE VALIDITY OF DIGITAL COMIC TO TRAIN METACOGNITIVE SKILLS ON REACTION RATE

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    This research aims to determine the level of validity of digital comic media on reaction rate to practice developed metacognitive skills. This research is Research Development (RD) with the ADDIE model, through 5 stages, namely analyze, design, development, implement, and evaluate which is limited to the development stage. The instrument used to determine the level of validity is a validation sheet assessed by two chemistry lecturers and one chemistry teacher. The level of validity is obtained based on the value mode of the assessment results of three validators. Based on the results of the validation that has been carried out, the digital comic developed received a score of 4 which is categorized in each aspect of both content and construct which is categorized as valid. So it can be concluded that the digital comics developed are suitable for testing with students

    NEEDS ANALYSIS OF GAMIFICATION MODELS IN THE DIGESTIVE SYSTEM LESSON TO IMPROVE STUDENTS' CRITICAL THINKING SKILLS AND SCIENCE PROCESS SKILL

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    The human digestive system is one of the essential Biology learning materials so that in understanding it requires high-level skills and in-depth thinking. In general, current learning still often uses conventional learning methods and media so that it is considered less effective in improving students' critical thinking skills and science process skills. Gamification is considered as one of the innovative learning media that can be a solution to improve high-level skills because gamification involves students actively and can increase student motivation in learning Biology This study aims to analyze the needs of gamification learning media for MTS Al-Inayah Bogor schools on human digestive system material which is designed in such a way as to improve students' science process skills and critical thinking skills. This research uses the development research model (R&D) with the ADDIE approach, this research focuses on the analysis stage. The purpose of this study was to analyze the needs of gamification media on human digestive system material to improve students' critical thinking skills and science process skills. Data collection techniques use purpose sampling techniques using student needs instruments using a Likert scale (5 points) through a survey of 72 students in class VIII MTS and 10 Biology teachers. While qualitative data was obtained through interviews with 10 teachers. The results of this study show 91% of classroom learning still uses conventional methods. Learning media that uses game elements is only about 9%, but respondents stated that this media is not enough to improve critical thinking skills. Only 8% have just used gamification, especially in human digestive system material. About 82% stated that they really need gamification learning media to improve students' critical thinking skills and science process skills. This research can be a strong basis for developing gamification media according to the needs of science learning in schools

    BIBLIOMETRIC INSIGHTS INTO ASSESSMENT PRACTICES IN THE MERDEKA CURRICULUM: IDENTIFYING OPPORTUNITIES FOR NEW ASSESSMENT DEVELOPMENT

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    The Merdeka Curriculum in Indonesia represents a transformative educational reform emphasizing holistic student development. However, conventional assessment methods have proven inadequate in comprehensively evaluating these desired learning outcomes. This study employs bibliometric analysis to systematically examine the research landscape surrounding the multiple assessment in the context of Merdeka Curriculum. Through data mining from the Google Scholar database spanning 2018 to 2023, the findings reveal a significant gap between the substantial academic interest in multiple assessments, as evidenced by 2,727 citations from 660 publications, and the limited number of studies (92 articles with 187 citations) explicitly focused on developing new assessment instruments. Keyword analysis further highlighted the under representation of terms like "assessment instrument" and "development," signaling a need for intensified research efforts in this domain. The study's findings underscore the urgent necessity for developing innovative assessment tools that transcend traditional knowledge-based testing methods. These new assessments hold the potential to elevate the quality of education in Indonesia, better preparing students to navigate the complexities of the 21st century global landscape

    ANALYZING ATTITUDES TOWARDS SCIENCE AND RELIGION BETWEEN NATIONAL AND ISLAMIC SCHOOLS IN INDONESIA: A CASE STUDY

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    Given that Muslims make up the majority in Indonesia, students' perspectives on science are influenced by their religious beliefs. This research aims to analyze the differences in attitudes toward science and religion between national and Islamic schools. This study employed a survey method to look at the views of students in national and Islamic schools. Two groups comprise the 420 Indonesian secondary school students that comprise the research sample: 212 students from national schools and 208 from the renowned "Pesantren" Islamic school in Kota Bandung, West Jawa. The result of this study shows factors with significant differences in general aspects between national school with 3.5 and islamic school with 3.8. The aspect that show significant differences are competitiveness, critical thinking, religiosity, trust in scientists, interest in doing science, extrinsic motivation for science, general value of science, awareness of environmental issues, science self-concept, science removing the need for God, compatibility between science and religion, and perceptions of science lessons. Factors with no significant differences include attitudes toward theistic faith, creationism, the public value of science, and scientism. Additionally, there are some strengths and weaknesses between the national school and Islamic school, such as the time of the science lessons, lab equipment, internet access, etc. It could be concluded that national school and islamic school has strengths and weaknesses that related with science and religion.

    IMPLEMENTATION OF LEARNING ENVIRONMENTAL POLLUTION MATTER WITH THE SSI-BASED EMODULE TO IMPROVE STUDENTS’ ENVIRONMENTAL LITERACY

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    This study aims to analyze the level of environmental literacy of students after using e-modules based on Socio Scientific Issues (SSI) on students' environmental pollution material through a survey method. The sample of this study was 26 students of MTs Yasti 1 Sukabumi. Data collection techniques were carried out using environmental literacy instruments adapted from Middle Schools Environmental Literacy Survey/Instrument (MSELS/I) questions made by NELA with modifications according to the context of environmental pollution. Data acquisition was transformed and interpreted using the NELA transformation method.The results showed that the SSI-based environmental literacy e-module was feasible to use in terms of feasibility (content, presentation and language), in terms of suitability for SSI and in terms of media with a percentage of 88%, 84% and 89% respectively. The CVI results related to the feasibility of the e-module are 0.995 (Valid). Learning using the SSI-based environmental pollution e-module can improve students' environmental literacy in the moderate category with an average N-Gain score of environmental literacy of 0.58. Student response to the SSI-based environmental pollution e-module is very good with an average percentage score of 91%. This research concludes that there is an increase in students' environmental literacy after using Socio Scientific Issues (SSI) based e-modules

    MEMORABLE MUSIC AND COGNITIVE DEVELOPMENT IN EMERGING ADULTHOOD: A SCIENTIFIC PERSPECTIVE

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    Music has a remarkable ability to influence mood, improve concentration and stimulate human emotions. In the context of a learning simulation involving reading, listening, writing and eating snacks, memorable music was found to have a positive impact on adult learners' cognitive processes. From a study involving three adult learners aged between 18-29 years old, purposive non-random sampling was used to ensure inclusion criteria as adult learners without hearing loss. The research used a qualitative study with data collected through interviews and observations and thematic analysis. This research shows that memorable music has a positive impact on adult learners' cognitive processes. The integration of music in learning improved participants' attention, memory and thinking. Understanding the complex interactions between music and cognitive processes provides valuable insights for psychological and biological understanding, contributing to effective applications in rehabilitation, treatment and education

    STUDENTS' ABILITY TO WORK ON MULTIPLE CHOICE SCIENCE QUESTIONS IN CLASS VII USING THE RASCH MODEL

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    This study aim to assess the ability of seventh-grade student to solve multiple choice science questions using the Rasch Model. A descriptive quantitative approach was employed, utilizing an instrument to consisting of 30 science questions aligned with the Kurikulum Merdeka. The sample comprised 75 junior high school students in Bandung City, selected through non probability sampling. The results indicated that participant 49 demonstrated the highest ability, whereas participants 15 and 22 as the lowest abilities. Question number 21 was identified as the most difficult, while question number 5 was the easiest. The Rasch Model revealed a high reliability of the questions, with a coefficient of 0.91. furthermore, the analysis indicated that question number 4,11,12,13,14,15, and 18 had low validity and should be discarded. Additionally, the Rasch Model was able to identify students who were potentially cheating during the test. These findings confirm that the Rasch Model is viable tool for evaluating the quality of test questions before they are administrated to students

    AN EXPLORATION OF DIVIDED ATTENTION IN YOUNG ADULTS DURING READING WITH MULTITASKING ACTIVITIES: A SCIENCE PERSPECTIVE

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    Multitasking activities, such as listening to liked and disliked songs and eating snacks, have an impact on young adults' focus while reading. Focusing on graduate students who engage in more activities, this study addresses the effects of multitasking on academic performance. In the digital age, prevalent multitasking behaviors can negatively impact work quality and mental health. This qualitative, experimental design study involved eight graduate students, aged 24-28 years old, from a university in Bandung. The participants were selected through purposive sampling, participating in two simulated sessions involving a reading task with multitasking activities. Data were collected through self-reported journals and analyzed descriptively. Findings showed that memorable songs were more distracting than disliked songs, while snacking also affected focus but to a lesser extent. These results support the theory that attention is a limited resource that must be managed efficiently. This research discusses the single pool and multiple pool models that explain how emotional and sensory distractions affect multitasking ability. Therefore, it is necessary to understand distraction factors in educational and professional contexts. Future research could involve in-depth interviews to gain deeper insights into strategies to maintain focus, improving our understanding of divided attention and multitasking, particularly in education

    EXPLORING COGNITIVE CONTROL PROCESSES OF YOUNG ADULTS IN MULTITASKING ACTIVITIES: A SCIENTIFIC PERSPECTIVE

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    Doing multiple activities at the same time is something that most people are familiar with. Therefore, the cognitive control process is an important cognitive mechanism in regulating and controlling human mental activity. This process involves the ability to process information, allocate cognitive resources, control attention, and make decisions. This research is a cognitive science study conducted through a simulation involving three young adults at a university in Bandung as participants. Each participant followed a structured simulation with the same rules. In an effort to collect data, the researcher collected data using a journaling method with self-report technique. This study aims to analyze the picture that occurs from the cognitive process in response to young adults multitasking activities. The cognitive control process has benefits to help individuals in doing several tasks at the same time so that it will save time and make activities run more effectively. Based on the results of this study, it was found that almost all young adults described complicated cognitive processes in multitasking activities and had difficulty completing the activity objectives to the fullest. However, through cognitive control, it was found that two subjects were finally able to complete the task by choosing one of the activities that should be done quickly and accurately in their thought process

    Implementation of Earth Structure Learning Applications Using Markerless Augmented Reality Using Surface Tracking Method

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    In science lessons at school there are materials that are taught, one of which is a lesson about the layers of the earth. As an alternative learning media, Augmented Reality technology is needed which can help teachers have a variety of learning media, so that they can accommodate the learning needs of students who have various types of learning characteristics. In this study the authors made augmented reality using markerless so that they could display or show how the structure of the earth's layers looks like seeing directly without markers or markers. Using EasyAR as a Software Development Kit (SDK) because it has many features and methods that can be used for creating augmented reality. 

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