40 research outputs found
ANALISIS LITERASI KIMIA PESERTA DIDIK PADA PEMBELAJARAN LARUTAN ELEKTROLIT DAN NONELEKTROLIT DENGAN PENDEKATAN ETNOPEDAGOGI
Tujuan penelitian ini adalah mengembangkan dan menerapkan model pembelajaran
etnopedagogi dalam pembelajaran kimia untuk menganalisis literasi kimia dan
identitas budaya pada materi larutan elektrolit dan nonelektrolit. Penelitian ini
dilaksanakan di SMA Negeri 5 Palembang pada semester genap tahun ajaran
2020/2021 dengan subjek penelitian terdiri atas 36 peserta didik kelas X IPA 1.
Penelitian dilakukan dengan menggunakan metode analisis kualitatif dengan
mengumpulkan data melalui observasi, reflektif jurnal, wawancara guru, laboran,
dan peserta didik, serta tes literasi kimia. Pembelajaran kimia dilakukan dengan
pendekatan etnopedagogi yang terdiri atas lima tahap, yaitu self-identification,
content integration, collaboration, dialogue, dan reflection. Selanjutnya tahapan
pembelajaran tersebut dilakukan analisis literasi kimia peserta didik. Hasil analisis
literasi kimia peserta didik menunjukkan bahwa pada aspek gagasan ilmiah umum
mereka dapat melakukan penyelidikan ilmiah terhadap produk budaya Palembang
dengan mengidentifikasi, mengajukan pendapat untuk menjelaskan fenomena, dan
berusaha membuat generalisasi temuan melalui identifikasi uji daya hantar listrik
larutan elektrolit dan nonelektrolit pada produk budaya tersebut. Pada aspek
pengetahuan kimia peserta didik menjelaskan pengaruh fenomena makroskopis
terhadap daya hantar larutan, menyelidiki dinamika proses reaksi ionisasi larutan
garam, dan menjelaskan proses kimia yang terjadi pada uji elektrolit produk budaya
Palembang. Aspek kimia dalam konteks menjelaskan fenomena daya hantar listrik
pada larutan elektrolit dan nonelektrolit yang terdapat pada produk budaya
Palembang melalui bukti-bukti ilmiah serta memahami relevansi dan kegunaan
larutan elektrolit dalam produk budaya. Pada aspek keterampilan belajar tingkat
tinggi peserta didik mampu bertanya mengenai fenomena dalam uji elektrolit
sederhana dan berusaha mencari informasi dalam berdiskusi tentang larutan
elektrolit dan nonelektrolit. Pada aspek afektif peserta didik menunjukkan minat
mengenai isu kimia yang dikaitkan pada produk budaya Palembang dengan
menganalisis dan memberikan solusi terhadap suatu permasalahan. Berdasarkan tes
literasi kimia peserta didik secara keseluruhan menunjukkan sebanyak 14% peserta
didik mencapai level sangat baik, 81% peserta didik mencapai level baik, 5%
peserta didik mencapai level cukup, dan tidak ada peserta didik yang mecapai lebel
kurang baik dan kurang baik sekali. Hasil literasi peserta didik yang meningkat
menyebabkan pembelajaran menjadi kontekstual dan bermakna walaupun selama
pembelajaran berlangsung secara daring.
The purpose of this study was to develop and apply an ethnopedagogical learning
model in chemistry learning to analyze chemical literacy and cultural identity on
electrolyte and nonelectrolyte solutions learning materials. This research was
conducted at SMA Negeri 5 Palembang in the even semester of the 2020/2021
academic year with the research subject consisting of 36 students of class X IPA 1.
The study was conducted using qualitative analysis methods by collecting data
through observation, reflective journals, interview with teachers, laboratory
assistants, and students, as well as a chemical literacy test. Chemistry learning is
carried out using an ethnopedagogical approach which consists of five stages,
namely self-identification, content integration, collaboration, dialogue, and
reflection. Furthermore, the learning stage is carried out by analyzing the chemical
literacy of students. The results of the chemical literacy analysis of students showed
that in the aspect of general scientific ideas they can conduct scientific
investigations of Palembang cultural products by identifying, submitting opinions
to explain phenomena, and trying to generalize findings through identification of
the electrical conductivity test of electrolyte and nonelectrolyte solutions on these
cultural products. In the aspect of chemistry knowledge, students explained the
effect of macroscopic phenomena on the conductivity of the solution, investigate
the dynamics of the ionization reaction process of salt solution, and explained the
chemical processes that occur in the electrolyte test of Palembang culture products.
The chemical aspect in the context of explaining the phenomenon of electrical
conductivity in electrolyte and nonelectrolyte solutions found in Palembang cultural
products through scientific evidence and understanding the relevance and
usefulness of electrolyte solutions in cultural products. In the aspect of high-level
learning skills, students were able to ask questions about phenomena in simple
electrolyte tests and try to find information in discussions about electrolyte and
nonelectrolyte solutions. In the affective aspect, students showed interest in
chemical issues associated with Palembang cultural products by analyzing and
providing solutions to a problem. Based on the overall chemical literacy test of
students, it shows that 14% of students achieved a very good level, 81% of students
reached a good level, 5% of students reached a sufficient level, and none of the
students achieved a bad and not very good level. Increased student literacy results
cause learning to be contextual and meaningful even during online learning
Makna Etis dan Estetis pada Tari Tradisional Aceh, Betawi, Bali, Kalimantan, Sulawesi, dan Papua
Discussions about ethical and aesthetic meaning in art, especially traditional dance will always be an interesting study to discuss amidst technological developments and globalization. This research aims to examine and describe the ethical, ethical, and aesthetic values of traditional Indonesian dance consisting of the regions of Aceh, Java, Kalimantan, Bali, Sulawesi, and Papua. The problem discussed in this research is what is the ethical and aesthetic meaning of traditional dance in Indonesia? This type of research is qualitative using a descriptive-analytical approach. The use of this qualitative method can provide more comprehensive knowledge results because it emphasizes process and meaning. Data collection in this research was carried out by interviews with dance maestros, cultural figures, choreographers, and dance academics. This research can provide a comprehensive understanding of the diversity of Indonesian traditional dance to expand the scope of knowledge of arts and culture. The results of this research show that traditional dances from the six selected regions have similarities in terms of geography, themes, and clothing. In general, the birth of traditional dance in these six regions was created from two regions, namely the coast and the mountains. Three big themes are usually raised in traditional dance, namely ritual, war, and entertainment. Clothing in the six selected regions has different characteristics. This difference has of course been regulated by the traditions and customs of the people who believe in it so that it becomes an ethic and aesthetic in a dance performance
Pengembangan Aplikasi Mobile Learning Berbasis Augmented Reality Materi Bangun Ruang
Mobile learning as an alternative to today\u27s adaptive learning services by the development of science and technology offers convenience, speed, flexibility, and attractiveness. In addition, the use of learning media is increasingly diverse and interactive, one of which is currently emerging is the use of augmented reality (AR) technology. It is necessary to develop a mobile learning application based on augmented reality for the material contained in the Mathematics Education II course at the PGSD FKIP Study Program at the Open University so that the material is easy to understand. The formulation of the research problem is how to develop the application. The purpose of this research is to develop to conduct a feasibility test of the application. The benefit of this research is knowing the steps taken in developing the application. The research method used is research and development (R&D) with a quantitative descriptive research approach with a questionnaire as a data collection technique. The stages of research and development are by the theory proposed by Borg & Gall. This research focuses on the application development section which consists of two stages. The first stage is the initial trial to create the content and appearance of the application. The second stage is the feasibility of the application according to language, material, and media experts. The results of this study are the quality and feasibility of a mobile learning application based on augmented reality building materials.
Keywords: mobile learning, augmented reality, application, learning media, geometr
Improving the Spatial Ability of Distance Learning Students on the Material of Three-Dimensional Shapes through Mobile Learning Applications Based on Augmented Reality
This research develops a mobile learning application that produces a feasible and attractive product to be used as a learning resource. Then, the product was tested quantitatively on users to determine the product's readiness and its relationship to increasing the user's spatial abilities. This research is a continuing research that has been carried out previously regarding the development of ABRAR (Application of three-dimensional shapes with Augmented Reality) application (Anam et al., 2022). The product has been validated by content and media experts and has received positive feedback from student users. Data was collected in Nusa Tenggara: Regional Offices of UT Mataram and UT Kupang, involving 3.098 Elementary Education Study Program students. The sample size consisted of 310 respondents, determined using the Lemeshow formula. The product produced from this research is an augmented reality-based mobile learning application that serves as a learning resource. The results of the mobile learning media trial developed were interpreted as very positive. It shows that using mobile learning in geometry subjects provides a positive response and increases motivation in the learning process. In addition, the implementation of mobile learning in spatial ability has shown a 30% improvement in imagining the position of three-dimensional shapes. It indicates that mobile learning has influenced the respondents' spatial ability. Respondents can visualize three-dimensional shapes from a certain point of view by utilizing augmented reality (AR) technology. Furthermore, based on the feasibility test results, the resulting mobile learning meets the criteria of being excellent and feasible to use as a geometry learning medium. The result of the research is mobile learning application so that it can be applied for distance education with requirements has an Android application system and easy to connect the internet. Thus, the ABRAR application can support learning anytime and anywhere, improve understanding of the material, and improve students' spatial abilities
An Ethnopedagogical Approach: The Design of AR-Based Mobile Learning of Molecular Geometry in Chemistry
Learning media plays an important role in supporting the learning process of chemistry, especially in the topic of molecular geometry, to enable the delivery of material more concretely and to facilitate understanding of concepts by students. To address this, there is a necessity to develop a mobile learning application based on augmented reality specifically for molecular geometry material. The process of making this application refers to the Borg & Gall (2003) development model. This model consists of 10 phases, summarized into three main parts: design, development, and evaluation. This research specifically focuses on the initial stage, namely the design stage. The research method used is research and development (R&D). This implementation plan consists of two stages: data collection through needs analysis by distributing questionnaires to students and needs analysis from a professional perspective through interviews and literature research. The result of this research is an application design with content and functionality suitable for developing augmented reality-based mobile learning materials on molecular geometry in chemistry education
Efektivitas Gim Edukasi Berbasis Virtual Reality dengan Pendekatan Etnomatematika Luti Gendang Batam dalam Meningkatkan Motivasi Belajar Siswa SD
This study aims to measure the effectiveness of a Virtual Reality (VR)-based educational game developed with an ethnomathematics approach to improving elementary school students\u27 learning motivation. This approach is rooted in R&D following the ADDIE paradigm, with a focus on the implementation and evaluation stages. A one-group pretest-posttest research design was used for this study. The research subjects were 30 fifth-grade students at an elementary school, who participated in learning using SIVIRA: Social Arithmetic Virtual Reality Application media. Data were collected through a learning motivation questionnaire covering intrinsic and extrinsic aspects, and supplemented by learning observations. The analysis results showed a significant increase in students\u27 learning motivation scores from pre-test (M = 2.94) to post-test (M = 3.79), with a t (29) value = 8.54 and p < 0.001. The effectiveness value based on Cohen\u27s d was 1.56 (high category). Improvements occurred in both intrinsic and extrinsic motivation equally. In conclusion, this study shows that students\u27 learning motivation can be significantly improved through the use of VR learning materials that incorporate local culture. This approach can be widely used to teach basic mathematics.
Keywords: Educational Games; Learning Motivation; Virtual Reality; Ethnomathematics; Social Arithmeti
Development of Virtual Reality Games with an Ethnomathematics Approach of Batam Culture for Elementary School Social Arithmetic Materials
This research develops a virtual reality-based game with an ethnomathematics approach to Batam City culture in the form of Luti Gendang food in learning social arithmetic material in mathematics learning at the elementary school level. This product's development is significant because students are now a digitally native generation and are more interested in learning through technological media than traditional media. Using the ADDIE model as a basis, this research will focus on the development stage, which includes 3 steps, namely (1) initial product design in the form of making storyboards, making learning videos with Adobe Premiere Pro, designing image designs for VR displays, and making learning videos; (2) initial product development focuses on making VR games and conducting validation tests by experts covering the feasibility of material, media, and language to determine the feasibility of the media being developed, and (3) refining the initial product by making revisions and improvements based on the results of the validation test. The development findings demonstrate that: (1) The initial product design incorporates five key menus—VR Simulation, Material, Video, Quiz, and Info; (2) The expert evaluations of the product’s feasibility across media, language, and content aspects yielded average scores of 85.2, 80.8, and 83.1, respectively, classifying the product’s overall feasibility as excellent; and (3) Subsequent refinements were implemented based on expert validation and user testing feedback, specifically targeting interactivity enhancements, improvements to VR visual elements, and adjustments to in-VR narrations and directional cues
Integrasi Etnomatematika Dalam E-Comic Aritmatika Sosial, Eksplorasi Produk Budaya Makassar untuk Jenjang Sekolah Dasar
This research develops learning materials in the form of e-comics by utilizing ethnomathematics from Makassar culture, namely Jalangkote on social arithmetic material at the elementary school level with a self-paced instruction model. This research aims to explore how local cultural narratives can enrich mathematics content observing the feasibility and attractiveness of learning media. The research method employs the ADDIE Model, which is a three-stage process that encompasses design, development, and evaluation, for Research and Development (R&D). The development stage of this research is comprised of three phases, namely: (1) designing initial products (design) in the form of making storyboards and designing image designs for e-comic displays with Adobe premiere pro; (2) Development of initial products (development) in the form of validation evaluations by experts, which include the feasibility of material, media, and language, to ascertain the feasibility of the media being developed; and (3) perfecting initial products by making improvements to social arithmetic learning e-comics based on expert input. The results of this study have developed digital comics (e-comic) with an ethnomathematics approach on Social Arithmetic material for elementary school students declared valid according to expert standards. E-comic facilitates a more active learning experience with learning materials in an interesting and contextual environment.
Keywords: e-comic, ethnomathematics, social arithmetic, learning medi
Implementation of digital marketing in open and distance learning universities in Indonesia
In higher education, particularly within open and distance learning environments such as Universitas Terbuka, integrating digital marketing tools such as e-commerce, social media, and marketplaces is pivotal. These tools play a crucial role in enhancing brand awareness and engaging students. This study explores the strategic application of digital marketing in overcoming barriers traditionally associated with distance learning. A case study methodology was employed to provide an in-depth analysis of digital marketing practices at Universitas Terbuka, using thematic analysis to interpret data gathered from various digital marketing channels. The research identifies three primary facets of digital marketing implementation: search engine optimization, social media engagement, and video marketing. Key challenges include inadequate internet access, limited availability of technological devices, deficits in content creation skills, misalignment of human resources qualifications, and prohibitive advertising costs. This study offers insights into the effective use of digital marketing to improve accessibility and educational delivery in open universities
Identitas City Branding, Analisis Tampilan Identitas Daerah pada Cover Infografis Bekraf RI
The Creative Economic Agency of the Republic of Indonesia (Bekraf RI) has produced 57 infographics throughout 2016-2018 from Independent Assessment of Creative City/ District for Indonesia (PMK3I). One of the exciting parts of those infographics is the cover related to city branding's identity in developing the creative economy in an area. This study aims to determine what identities are displayed in city branding. This research used the theory of city image management by Kavaratzis. The methodology used is descriptive qualitative with content analysis techniques. The research data used are infographics cover of Creative Economic Agency of the Republic of Indonesia in Malang, Yogyakarta, and Jakarta. The data collection technique was carried out by in-depth interviews with informants who worked in the tourism sector government agencies and were native to those areas. In representing cities/regions in Indonesia, physical buildings, cultural products, and community characters are always connected to their local identity
