Journal of Science Learning
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The Effect of Documentary Films on Preservice Science Teachers’ Views of Nature of Science
Understanding the nature of science, one of the most important dimensions of scientific literacy, is regarded as an absolute necessity in science education. To teach students the nature of science, science teachers should emphasize the nature of science in the classrooms. This is possible through the training of science teachers with knowledge of the nature of science. In this study, documentary films were used to teach preservice science teachers about the nature of science. This study aims to investigate the effect of nature of science course conducted with documentary films on preservice science teachers’ views of nature of science. The study, in which the experimental design was used, was conducted with 30 preservice teachers in nature of science and history of science courses. Throughout the courses, documentary films were watched, and nature of science aspects of the documentary films was discussed. The Views of Nature of Science Questionnaire (VNOS-C) was used as pre-test and post-test, and the data were analyzed with SPSS. As a conclusion, preservice science teachers’ views regarding the nature of science were enhanced after the implementation
The Comparison of Student Creative Thinking Skill using CBL Implemented in STEM Education and Combined with PSL Worksheet in Indonesian School
The main goal of this study is to present the effectiveness improvement of student’s creative thinking skills using CBL implemented in STEM education and CBL combined with worksheet PSL. The STEM education perspective used in this study is a separate science discipline (Physics) that incorporates other disciplines. The research method used in this study is a quantitative method with a quasi-experimental research design. The research includes a pre-test-post test control group design. The subjects of the research consist of forty-five students in 10th grade of one of the vocational schools. The instrument used in this study is an essay test consisting of four questions with indicators of fluency, flexibility, and originality. The enhancement of students’ creative thinking skills is known by analyzing normalized gain (g) on the experimental group and control group. A non-parametric test and Cohen’s Kappa test were used to examine differences improvement of student’s creative thinking skills with the IBM Statistics SPSS 20.00 program at .05 significant levels. As a result of the research, it was found that CBL implemented in STEM education has a higher improvement for students of creative thinking skills than CBL combined with worksheet PSL. CBL implemented in STEM education also has a major impact on improvement of students’ creative thinking skills
The Effect of The Science Web Module Integrated on Batik’s Local Potential Towards Students’ Critical Thinking and Problem Solving (Thinking Skill)
The 21st-century learning paradigm requires teachers to provide teaching materials that can develop students' thinking skills. This research aims to determine the effect of the web module science integrated local batik potential toward the thinking ability of seventh-grade students of junior high school. The research method used was quasi-experimental design with a posttest-only design. The instrument used is about thinking skill. The data analysis technique is a Kruskal Wallis test and Effect Size. The results of the research showed that there were differences in students' thinking skill between the experimental class and the control class, as indicated by the Kruskal Wallis test, gives significant results. Web science module integrated with local batik potential has a significant influence on students' thinking skill as indicated by Cohen's effect size score of 0.8. The results of this research can be used to provide insights to science teachers create innovative learning materials to make students more interested in learning science and practicing thinking skills of students
Development of Smart Content Model-based Augmented Reality to Support Smart Learning
Augmented Reality (AR) is an optical technology that combines virtual objects or worlds into real worlds like in real time and increases user perceptions and interactions with the real world. Information conveyed by virtual objects helps users carry out activities (tasks) in the real world. The convenience offered makes AR technology can be used for various fields, including education, such as the development of materials or learning media. Augmented reality in its development is more comfortable, cheaper, and can be widely implemented in various multimedia needs. This research is a study of the development of multimedia based on augmented reality to produce dynamic learning materials or media in supporting the concept of smart learning. This research provides multimedia models of mathematics for circles, ellipses, parabola, and hyperbole based on augmented reality to create more dynamic learning as smart learning. Multimedia is produced according to operational standards and meets content standards based on media experts, content, and users. Multimedia-based augmented reality math is easy to operate, helps, and increases understanding and increases student motivation
Role-Play Simulation for Assessing Students’ Creative Skill and Concept Mastery
This study treats students by role-play simulation for learning the human circulatory system. Creative skill and concept mastery to be assessed aspects at the end of learning. The method used in this research is the quasi-experimental method. The sample was taken by cluster random sampling technique with the population of students in 8th grade at one of Junior High School in Bandung. The samples in the experimental class n=24 and control class n= 24.the data obtained using the rubric of creative skill consist of process and product. For treatment in experiment class, implemented the role play while for the control class conducted the group discussion. This study aims to examine the effect of role-playing on students’ concept mastery and creative skills. The data result of students’ concept mastery was taken by pretest and posttest. The result of students’ concept mastery was indicated by mean of posttest score in the experimental class, which is implemented the role play is higher than the control class, 79.50 64.00, respectively. Creative skills in the process that will be seen during the implementation of the role play and creative skills in product measured by the scenario of the role play. This research indicated that role play could be implemented in the teaching-learning process. The research findings show that there is a significant effect of role-playing on students’ concept mastery and lead students to be skillfully creative
Examination of Prospective Science Teachers’ Levels of Designing Project Directed to National Support Programs: A Profile of Turkey
This study aims to determine prospective science teachers’ levels of designing projects about The Scientific and Technological Research Council of Turkey, written in the abbreviation TUBITAK’s 2209-A “Support for University Students’ Research Projects” and their views on the process. The study was conducted with the participation of 67 prospective science teachers. Project proposal forms and reflective reports were used in the study, which was conducted in the pedagogical activity research method- in collecting the data. The data coming from the reflective reports were then put to content analysis. It was remarkable in consequence that the majority of the prospective teachers ’levels of designing projects were inadequate. The prospective science teachers stated that they had learned the stages of scientific projects in the process of project designing and that they also became skillful at collaborating, researching, problem-solving, writing in academic language, working in a planned manner and at communicatin
Determination of the Factors Affecting High School Students’ Preferences of and Satisfaction with Choosing Biology as an Elective Course
School subjects are divided into two as compulsory and elective courses. Compulsory courses are the basic courses that students must take in order to graduate, while elective courses are the ones that students are at liberty to take. In Turkey Biology course was taught as compulsory under the name of common courses in all levels of high schools. With the new amendment Biology is started to taught as elective under the name of “Advanced Biology” in Anatolian High Schools and “Biology Applications” in Science High Schools at grade eleven and twelve. This new development has brought to mind what the reasons are for choosing and not choosing biology. In order to reveal this aim 135 volunteered students were questioned from two different schools located in the northeastern Turkey. An open-ended question test was used for data collection. The information received from the students was subjected to content analysis. The factors that lead students to choose biology or not to choose biology are identified as future orientedness on both categories. Students want to change their decisions because of course related and exam-orientation reasons. Future studies can utilize larger samples, in terms of gender differences and in the contexts of other elective courses
The Development of Science Comic in Human Digestive System Topic for Junior High School Students
The science education approach has covered by using printed teaching media. One of the popular printed press that most accessible and may used in science education is a comic book. However, it is sometimes difficult to find the ideal and the appropriate comic books that can be used as the instructional tool of science education, because most of them are inappropriate for learning science and did not fit with the readers’ culture. The purpose of this study is to develop and evaluate the Science comic to contribute to science learning about Human Digestive System Topic (HDST) concepts. In this study, a science comic book was created and implemented to 92 students of year eight from three different junior high schools and three science teachers as a subject implementation development. Students’ responses through the questionnaire and students-teachers’ implementation test sheets evaluated through qualitative content analysis. The model used for this study is design and development. The result shows, most of the students agreed that science comic book helps them to learn through simplifying science concept and understanding the topic more accessible. The ideal science comic should also follow the right steps, appropriate aspects consisted, gain more science experience for both students and teachers to enjoy the learning process.HighlightsScience comic is one of effective printed teaching mediaHumour can be illustrated by the narrative to transfer the information of scienceScience comic can cover the need to communicate the fascination, joy, and utility of science
Development of Interactive E-Module Chemistry Magazine Based on Kvisoft Flipbook Maker for Thermochemistry Materials at Second Grade Senior High School
This investigation aims to develop an interactive e-module chemistry magazine-based teaching material based on Kvisoft Flipbook Maker on thermochemistry for Senior High School grade XI/MA level. The research design is a development research (Research and Development) with Plomp’s model. The object of the research is the e-module inter-addictive chemistry magazine based on Kvisoft Flipbook Maker. The data instrument collection is a validation sheet form that is given to four validators and user response sheets to two chemistry subject teachers and 30 students of Senior High School grade XI focusing on Science Class. The data analysis technique is by calculated the percentage score of the validation assessment and user response. The results revealed that the developed e-module interactive chemistry magazine based on Kvisoft Flipbook Maker filled out the valid criteria by the material validators based on content substance assessment aspect with a percentage 88.89% and learning design 97.22% and by the media validators based on display (visual communication) with a percentage96.88% and software utilization 100%. While the User responses based on the teachers' and students’ responses were in very good criteria with each score 92.61% and 86.80%
The Impact of Problem-Solving Model on Students’ Concept Mastery and Motivation in Learning Heat Based on Gender
This study investigated the impact of the problem-solving model on students’ concept mastery and motivation in learning heat based on gender. The method which was used in this research was quasi-experiment with pretest-posttest design in girls and boys class. Data are collected from girl class (N=16) and boys class (N=16) of a 7th grade in one of a Bilingual Boarding School in Bandung. The quantitative data of this research was obtained through the objective test, while the qualitative data was gained through a questionnaire. Students’ motivation is measured by Attention, Relevance, Confidence, and Satisfaction (ARCS) Model. On the other hand, students’ concept mastery is measured based on Bloom’s taxonomy cognitive level through the objective test and being analyzed by using statistical software Statistical Package for Social Science (SPSS) version 20.0 for Windows 8. The results show that overall concept mastery of girls and boys students have improved. However, girls students are higher achiever than boys. Overall, the problem-solving model makes an improvement in students’ concept mastery in both girls and boys. Thus, it indicates that the implementation of the problem-solving model in learning heat can improve students’ motivation and students’ conceptual understanding in secondary level