The Effect of Virtual Lab (VL) Game-Based Guided Inquiry Learning on Students’ Science Literacy in Indonesia

Rangga Alif Faresta, Mega Safana, Rizal M. Suhardi
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Abstract

Indonesian students consider studying science as a challenging subject. They regarded science as a difficult subject to be perceived. Consequently, Indonesian students showed a low result in science performance. The inquiry learning method incorporated in the virtual lab has been used to tackle this issue. However, there is a crucial debate that both teacher and students are not familiar with this integration. Therefore, the aims of this systematic review is to investigate the effect of virtual lab based on Inquiry learning on students’ science literacy. This systematic literature method was used to provide evidence from many literatures related to virtual lab and science literacy. This provided an overview of current knowledge of virtual lab effectiveness on student’s science literacy and insight into the methodological developments in this field of research. The result indicates that virtual lab can improve students’ science literacy. There are three factors to support this findings. First, virtual Lab provides students on learning with a deeper understanding of scientific concepts and critical thinking. Second, virtual Lab provides more interactive and engaging learning experience for students. Third, virtual Lab enhanced collaboration among students, teachers and researchers that improved the learning experience
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虚拟实验室(VL)游戏引导探究学习对印尼学生科学素养的影响
印尼学生认为学习科学是一门具有挑战性的学科。他们认为科学是一门难以理解的学科。因此,印尼学生的科学成绩较低。在虚拟实验室中引入研究性学习方法来解决这一问题。然而,有一个关键的争论,即教师和学生都不熟悉这种整合。因此,本系统综述的目的是探讨基于研究性学习的虚拟实验室对学生科学素养的影响。本文采用系统文献法对虚拟实验室与科学素养相关的文献进行实证分析。本文概述了虚拟实验室对学生科学素养的影响,并深入了解了这一研究领域的方法学发展。结果表明,虚拟实验室能够提高学生的科学素养。有三个因素支持这一发现。首先,虚拟实验室让学生在学习中对科学概念有了更深的理解和批判性思维。第二,虚拟实验室为学生提供了更多互动和吸引人的学习体验。第三,虚拟实验室增强了学生、教师和研究人员之间的协作,改善了学习体验
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