Journal of Science Learning
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    131 research outputs found

    Using Physics Education Technology as Virtual Laboratory in Learning Waves and Sounds

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    This research was intended to analyze the use of Physics Education Technology (PhET) as a virtual laboratory in learning waves and sounds. The analysis was in terms of the implementation of waves on a string student activity as a lesson plan, the profile of students’ cognitive, and the profile of science laboratory environment. The method which is used in this research was a descriptive method with methodological triangulation as the research design. The sample was taken on the convenient situation at grade 8 in an international school in Bandung. According to the analysis of the result, the waves on a string student activity can be adopted as the lesson plan with several recommendation to be improved such as in part A, changing some sentences in the data table, changing some settings in obtaining data activity, and adding clear example in determining the base and peak point in measuring the height of wave at start and at the end. Moreover in part B, adding clear instruction on how to use the ruler to measure the wavelength, and changing the picture to obtain the data of wavelength with the picture of simulation with the instructed setting are important. In part C, it needs to add the instruction to do the practice session together with the teacher and to add the instruction to make the starting point in counting the wave similar in each trial. The use of Physics Education Technology (PhET) as a virtual laboratory in learning waves and sounds shows the favorable result on both the cognitive aspect and science laboratory environment

    Edmodo as Web-Based Learning to Improve Student’s Cognitive and Motivation in Learning Thermal Physics

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    This research aims to investigate the use of Edmodo as web-based learning in learning thermal physics in junior high school. The analysis of this research focused on students’ cognitive and motivation in the classroom. The method used in this research was quasi-experiment with the pretest-posttest design. One class taken as a sample in this research comes from one of an international school in Padalarang. The quantitative data of this research was gained through the objective test (pretest-posttest) based on Bloom's Taxonomy and questioner of motivation based on ARCS Motivational Design. Data processing was done by SPSS 20.0. The result of this research shows that there is an improvement of student cognitive C2 until C5 after learning using Edmodo. The average score in pretest was 45.89 and improve to 72.63. The result of normalized gain was 0.49, it included as a medium improvement. Edmodo also increases student motivation in learning thermal physics

    Learning Electricity using Arduino-Android based Game to Improve STEM Literacy

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    The STEM is an interdisciplinary approach provided learning atmosphere where students can use science, technology, engineering and math in daily life. The aim of the STEM is educating the students to be STEM Literate. This research goal was to implement STEM learning on electricity using Arduino-Android Game based experiment to 8th-grade students. STEM Learning was chosen as an approach in this research by the consideration that it was developed through Android Game, YWRobot, and Arduino Uno experiment lesson plan and worksheet. The analysis of this research was focused on the effect of STEM learning implementation through lesson plan and worksheet to 8th-grade students’ STEM Literacy on electricity topic. The method used in this research was pre-experimental with one group pretest-posttest design. The data of this research was obtained from the STEM Literacy objective test (pretest and posttest) based on Allan Zollman. Then the data were analyzed based on each aspect of STEM Literacy such as science, technology, engineering, and mathematics. The result shows that the value of  from students’ STEM Literacy pretest-posttest are -0.06, -0.12, -0.06, -0.87 for science, technology, engineering and mathematics literacy respectively. The result implies that STEM Learning implementation was less optimal to improve science, mathematics, technology and engineering literacy. The reason was because STEM Learning implementation was not implement in continuously. Therefore, science, technology, engineering, and technology literacy regarding electricity topic are emphasized less optimally

    The Effect of Predict-Observe-Explain (POE) Strategy on Students’ Conceptual Mastery and Critical Thinking in Learning Vibration and Wave

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    Scientific learning in schools requires not only students’ ability to understand concept, but also critical thinking abilities of the students. However, the current scientific learning process is still focused on only cognitive aspects. Therefore, a teaching model or strategy that is able to support students to understand concept as well as develop students’ critical thinking abilities is needed. One of the existing needed strategies is Predict-Observe-Explain (POE). The aim of this research is to identify the effects of Predict-Observe-Explain (POE) strategy on students’ conceptual mastery and critical thinking in learning vibration and wave. The method that was used in this research was weak experiment and the design was one-group pretest-posttest. The population of this research was 8th grader students in a junior high school in Bandung. The sample of the research was 18 students. The technique that was used was purposive sampling. The results of the research were: There was enhancement in students’ conceptual mastery, indicated by average normalized gain of 0,29; There was enhancement in students’ critical thinking abilities from level 1,30 (challenged thinker) to 2,07 (beginning thinker). Students can easily predict, observe and explain waves concept have difficulties on transversal waves and longitudinal waves concepts. For the next research it is recommended that Predict-Observe-Explain (POE) is to be tried on motion, electricity and ecosystem

    The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics

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    The integrated knowledge should be implemented to face the 21st-century era. Beside the integrated knowledge, mastery the concept and creativity also must be involved in order to enhance the quality of education. Thus, this research was aimed to investigate the effect of STEAM-Based Learning on Students’ Concept Mastery and Creativity in learning Light and Optics. The method that used was a mixed method with convergent parallel design. The population in this research was 8th-grade students in private junior high school in West Bandung and the sample was one class of 8th grade. The school implemented Indonesian Curriculum 2013 in the teaching-learning process. The sampling techniques were convenience sampling. The number of participants in this research was 27 students. The quantitative data in this research was obtained through an objective test. The objective test was made based on Bloom’s Taxonomy revision by Anderson. The qualitative data was obtained through the creativity rubric adopted from Creative Product Semantic Scale (CPSS) developed by O’Quinn and Bessemer. The dimension that was in creativity is novelty, resolution, and elaboration and synthesis. According to the research, students’ concept mastery improved as much as 0.78 with category high improvement after the implementation of STEAM-Based Learning. For students’ creativity achievement, in every dimension gained different result: 1) Novelty is categorized into good with 75.6%, 2) Resolution is categorized into good with 77.8%, and 3) Elaboration and synthesis are categorized into enough with 65.3 %. Overall, students’ concept mastery and creativity in the implementation of STEAM-Based Learning in learning light and optic is categorized as good

    An Action Research on Enhancing Grade 10 Student Creative Thinking Skills using Argument-driven Inquiry Model in the Topic of Chemical Environment

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    A goal of the 21st-century education is to enhance students’ creative thinking skills as the basis for construction of innovations for developing countries. Generally, previous teaching tradition, teacher-centered approach, are used in many classrooms, however, failed the goal. Therefore, this study aims to promote Grade 10 Thai students’ creative thinking by implementing Argument-Driven Inquiry (ADI) through three cycles of action research. There are 31 students participated in the study. The student data are collected using learning journals, artifacts and informal interviews then analyzed with content analysis and method triangulation. The findings indicate that students have a progression in creative thinking. They can develop skills of curiosity, originality, fluency, imagination, elaboration, and flexibility respectively. As a recommendation, it is necessary that teaching for that success needs integrations among chemical environment, geography, and art

    Learning solar system using PhET simulation to improve students’ understanding and motivation

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    This research investigated the implementation of PhET simulation on students’ understanding and motivation in learning the Solar system. The method used in this research was quasi-experimental with matching pretest-posttest group design. The research conducted in one of private Junior High School located at Padalarang, Indonesia with a number of students (n=42). The sampling technique used was the purposive sampling to determine experimental group with PhET simulation in the learning science and control group without PhET simulation. The quantitative data of this research was obtained through the objective test on the mastery concept Solar system, while the qualitative data was detected through motivation rubric and questionnaire. The result shows that the students who learn the Solar system with PhET simulation have higher both improvement in conceptual understanding and motivation than without PhET simulation as teaching media. According to the analysis result, there is a moderate correlation between conceptual understanding and motivation with the learning Solar system in the use PhET simulation

    The Effect of Brainstorming on Students’ Creative Thinking Skill in Learning Nutrition

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    This research investigated the effect of brainstorming on students’ creative thinking skills in learning nutrition. The method that was used in this research is quasi-experimental with a pretest-posttest design. The sample was taken by purposive sampling technique where one group was assigned to the experimental group (n=25 students) and the other one group was assigned to the control group (n=25 students). The population was 7th-grade students in Islamic International School in Bandung. The quantitative data in this research was obtained from objective test and verbal TTCT (Torrance Test of Creative Thinking), while the qualitative data was obtained from observation sheet. The findings of the study showed that there are statistically significant differences between experimental and control group in creative thinking skills test with the score of 0.000. The result is in the favor of the experimental group, indicating the effectiveness of brainstorming in developing students’ creative thinking skills in learning nutrition

    Using Inquiry-based Laboratory Activities in Lights and Optics Topic to Improve Students’ Understanding about Nature of Science (NOS)

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    ABSTRACTThe aim of this study was to determine the effect of inquiry-based laboratory activities on the students’ understanding of the nature of science (NOS) in learning lights and optics topic. The method used in this research is quasi experiment. Sampling technique using cluster random sampling and the samples were taken from grade 8 in one of junior high school in Bandung. The sample was 45 students, consisting of the experimental class (n = 24 students) and the control class (n=21 students). The experimental class is taught by inquiry-based laboratory activities, while the control class is taught by non-inquiry laboratory activities. The result of this research shows that the experimental class got N-Gain of 0.60, while the control class got N-Gain of 0.44, and both classes proven to have statistically significant different improvement

    Solar Cell as Learning Multimedia to Improve Students’ Scientific Literacy on Science and Nanotechnology

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    This study aims to investigate solar cell as learning multimedia to improve students’ scientific literacy on science and nanotechnology. Specifically, it describes learning design, the characteristic of developed learning multimedia and the description of learning activities using solar cell as learning multimedia to improve students’ scientific literacy on science and nanotechnology. The method used in this research was Educational Research and Development that only consist of 3 stages. On the define stage, the research was conducted through literature review analysis, observation, and interview. On the design stage, the research was conducted through composing the instrument, developing solar cell as learning multimedia to improve students’ scientific literacy on science and nanotechnology and composing teaching learning design. On the develop stage, the research was conducted through teaching learning activities using solar cell as learning multimedia to improve students’ scientific literacy on science and nanotechnology. The research instruments were interview guideline, observation’s sheet, judgment’s sheet and questionnaire. Based on result and discussion, it can be concluded that learning design potentially improve students’ scientific literacy. It is relevant with learning material and in accordance with the competence aspect, attitude aspect, and STL learning model. The characteristics of learning multimedia containing science and nanotechnology on solar cell context are: can be used classically, not individually, student-centered oriented, presenting the learning material using concept approach and context oriented, presenting the superiority of photochemistry solar cell with nanotechnology, visualizing the redox reaction concept on solar cell, and presenting the concept through context description. The learning multimedia is used in all STL learning phases. It can be used by teacher to deliver the material in almost all phases of learning, while student use it when teacher give them instruction

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