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Description of students' science process skills on density material 学生对密度材料科学加工技能的描述
Pub Date : 2020-10-08 DOI: 10.21831/jipi.v6i2.33862
T. Tanti, D. A. Kurniawan*, Aziza Putri Ningsi
Physics is one of the subjects related to various scientific concepts in which some of its applications can be found in everyday life. Thus in the learning of physics required special skills, namely science process skills. Science process skills have two categories, basic science process skills, and integration science processes. The researcher conducted research that aims to measure the ability of students' science process skills on static fluid material by using an observation sheet that matches the indicators of science process skills. The research method used is a mixed-method (mix methods) while the design used is sequential explanatory, which combines quantitative and qualitative research in a sequence using the quantitative method and then the quantitative method. From the results of interviews and observations, it can be seen that the science process skills of students at Adhyaksa 1 Junior High School in Jambi are classified as good.
物理学是与各种科学概念相关的学科之一,在日常生活中可以找到它的一些应用。因此在学习物理时需要特殊技能,即科学过程技能。科学过程技能有两类,基础科学过程技能和综合科学过程。研究人员进行了一项研究,旨在通过使用与科学过程技能指标相匹配的观察表来衡量学生对静态流体材料的科学过程技能的能力。所使用的研究方法是混合方法(混合方法),而所使用的设计是顺序解释的,它将定量和定性研究结合在一个序列中,使用定量方法,然后使用定量方法。从访谈和观察的结果可以看出,占碑Adhyaksa 1初中学生的科学过程技能被归类为良好。
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引用次数: 3
Pengembangan multimedia interaktif dalam membantu pembelajaran fisika di era Covid-19 互动多媒体发展,帮助学习物理在Covid-19
Pub Date : 2020-10-08 DOI: 10.21831/jipi.v6i2.31985
Prima Warta Santhalia, Elisabet Clara Sampebatu
Pendemi covid 19 mengharuskan semua jenjang pendidikan melakukan pembelajaran daring. Akan tetapi banyak pendidik yang masih kesulitan dalam memilih dan menggunakan platform yang sesuai dengan pembelajaran fisika terutama pada materi prinsip bernaoulli. Upaya untuk mengatasi hal tersebut salah satunya melalui pemanfaatan media pembelajaran yang bersifat audio visual dalam bentuk multimedia interaktif. Tujuan dari penelitian pengembangan ini adalah mengembangkan multimultimedia interaktif fisika pokok bahasan prinsip bernoulli. Penelitian pengembangan ini menggunakan model pengembangan 4D. Pengumpulan data dilakukan dengan menggunakan instrumen berupa kuesioner dan soal tes pemahaman konsep terhadap 36 siswa kelas XI MIPA 2 di SMA Katolik Rajawali Makassar. Untuk mengukur tingkat pemahaman konsep siswa dilakukan dengan membandingkan hasil pretes dan posttes. Instrumen tes yang digunakan berupa tes uraian. Hasil validasi ahli menunjukan bahwa multimedia pembelajaran yang dikembangkan layak untuk di uji coba. Hasil Uji coba menunjukkan bahwa multimedia pembelajaran yang kembangkan sangat praktis dan layak digunakan. Sedangkan untuk kemampuan pemahaman konsep siswa mengalami peningkatan yang ditunjukan dengan nilai N- gain yang diperoleh mencapai 0,50 yang berada dalam kategori medium atas. Hal ini berarti bahwa multimedia pembelajaran yang dikembangkan secara efektif dapat meningkatkan pemahaman konsep fisika siswa. Penelitian lanjutan diharapkan dapat mengembangkan multimedia interaktif pada materi lainnya sehingga banyak tersedia multimedia pembelajaran interaktif yang dapat digunakan oleh siswa untuk meningkatkan pemahaman konsep fisika siswa. Abstract COVID 19 requires all levels of education to do online learning. However, many educators still find it challenging to choose and use a platform suitable for learning physics, especially in Bernoulli's principle. One of the efforts to overcome this is to use audiovisual learning media in interactive multimedia. This development research aims to develop interactive multimedia subject matter of the Bernoulli principle. This development research uses the 4D development model. In this research, the development stage is limited to the development stage because of time and cost limitations. Data were collected using instruments in the form of questionnaires and concept understanding test questions on 36 students of class XI MIPA 2 at Catholic High School Rajawali Makassar. To measure the level of understanding of student concepts is done by comparing the pretest and post-test results. The test instrument used was a description test. The results of expert validation show that advanced learning multimedia is worthy of a trial. The trial results show that the developed learning multimedia is efficient and feasible to use. As for the ability to understand, the concept of students has increased as indicated by the value of N-gain obtained reached 0.50, which is in the medium category. This means that multimedi
彭达·科维德19号要求所有的教育专业都要进行在线学习。然而,许多教育工作者在选择和使用与物理学习相关的平台上仍有困难,尤其是在伯纳乌利原则材料上。通过互动多媒体的视听利用来解决这个问题。这项开发的目的是开发一种多多媒体互动物理主题伯努利原理。这些开发研究使用4D开发模型。数据收集是通过使用问卷工具和对36名天主教鹰望伽萨天主教高中MIPA 2班的学生进行的概念理解测试来完成的。通过比较介质和介质的结果来衡量学生对概念的理解水平。用于描述测试的仪器。专家验证结果表明,发达的多媒体学习值得进行测试。测试结果表明,发展的多媒体学习是实用的,值得使用。然而,为了理解概念,学生的概念能力增加了分数的N-增益,分数达到了0。50,这是中介质的顶级类别。这意味着有效开发的多媒体学习可以提高学生对物理概念的理解。未来的研究有望在其他材料中发展互动性多媒体,使学生可以利用许多互动学习媒体来增进对学生物理概念的理解。拒绝科维19要求在线学习的所有课程。However,许多教育家仍然发现很难选择一个可行的学习物理平台,特别是在Bernoulli的原则中。解决这个问题的一个方法是利用视听学多媒体互动学习媒介。这项发展研究的多媒体互动研究涉及伯努利原则问题。这种开发研究采用了4D开发模型。在这项研究中,开发阶段是有限的,因为时间和成本限制。数据是基于来自天主教鹰队的36个学生MIPA 2班的问题和理解测试问题收集的。对学生的了解程度是由预先测试和后测试结果完成的。所使用的测试是一个描述测试。先进的多媒体学习值得试验。开发多媒体学习的试验证明是可行和可行的。为了理解的能力,学生的概念增加了,被捕获的n增益物质的价值增加了0.50,这是在媒体上的猜测。这意味着多媒体学习开发效果可以培养学生对物理概念的理解。更深层次的研究预计将在其他材料上创建互动性多媒体。这样一来,有许多相互作用的多媒体学习可以利用这些学生来培养根深蒂固的物理观念。
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引用次数: 8
Tren penelitian educational game untuk peningkatan kreativitas: Sebuah sistematic review dari literatur 教育游戏研究促进创造力的趋势:文献综述
Pub Date : 2020-10-03 DOI: 10.21831/JIPI.V6I2.38419
Novia Novia, A. Permanasari, R. Riandi, I. Kaniawati
Tren penelitian educational game untuk peningkatan kreativitas siswa: Sebuah systematic review dari literatur ANONYMOUS Abstrak : Paper ini memetakan berbagai perspektif tentang game edukasi dan pengaruhnya terhadap kreativitas serta menyatukan pemikiran terbaru di bidang ini. Tujuan utama penelitian ini adalah untuk mengetahui apakah penggunaan teknologi berupa educational game dapat meningkatkan kreativitas siswa dalam pembelajaran di kelas. Tinjauan Sistematis ini menggunakan 20 publikasi yang berasal indexed journal antara tahun 2011 hingga 2020 untuk menyoroti fokus bidang penelitian ini. Metode yang digunakan dalam penelitian ini adalah systematic review dengan pedoman Kitchenham terhadap studi penggunaan educational game untuk meningkatkan kreativitas siswa. Hasil penelitian ini menunjukkan bahwa penggunaan educational game memiliki efek aktif dalam memperkuat pemikiran kreatif siswa. Studi ini memberikan saran tentang bagaimanakah metode untuk meningkatkan kreativitas, memotivasi, dan meningkatkan hasil belajar serta mendemonstrasikan pembelajaran dengan educational game . Studi ini memberikan sebuah pandangan untuk peneliti, desainer game, pengembang di bidang educational game dan kreativitas. Research trend on the educational game to improve students’ creativity: A systematic review of literature Abstract : This paper maps different perspectives on educational games and their impact on creativity and brings together the latest thinking in this area. The main objective of this study was to determine whether the use of technology in the form of educational games could increase student creativity in classroom learning. This Systematic Review uses 20 publications from indexed journals between 2011 and 2020 to highlight the focus of this research area. The method used in this study is a systematic review of Kitchenham's guidelines on the study of the use of educational games to increase student creativity. The results of this study indicate that the use of educational games has an active effect in strengthening students' creative thinking. This study provides suggestions on how to increase creativity, motivate, and improve learning outcomes as well as demonstrate learning with educational games. This study provides a view for researchers, game designers, developers in the fields of educational games and creativity.
提高学生创造力的教育游戏研究趋势:对文献ANONYMOUS的系统回顾摘要:本文从不同角度阐述了教育游戏及其对创造力的影响,并汇集了该领域的最新思想。本研究的主要目的是了解教育游戏技术的使用是否能提高学生在课堂上的创造力。该系统浏览使用2011年至2020年间索引期刊中的20篇出版物来隐藏该研究领域的焦点。本研究中使用的方法是与Kitchenham恋童癖者对使用教育游戏增强学生创造力的研究进行系统回顾。研究结果表明,教育游戏的使用对增强学生的创造性思维具有积极作用。这项研究提出了如何提高创造力、激励和改善学习成果,并通过教育游戏展示学习。这项研究深入了解了研究人员、游戏设计师、教育游戏开发商和创造力。提高学生创造力的教育游戏研究趋势:文献综述摘要:本文从不同角度阐述了教育游戏及其对创造力的影响,并汇集了该领域的最新思想。本研究的主要目的是确定以教育游戏的形式使用技术是否可以提高学生在课堂学习中的创造力。这篇系统综述使用了2011年至2020年间索引期刊的20篇出版物来突出这一研究领域的重点。本研究中使用的方法是对Kitchenham关于使用教育游戏提高学生创造力的研究指南的系统回顾。研究结果表明,教育游戏的使用对增强学生的创造性思维具有积极作用。这项研究为如何提高创造力、激励和改善学习成果以及通过教育游戏展示学习提供了建议。本研究为教育游戏和创意领域的研究人员、游戏设计师、开发人员提供了一个视角。
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引用次数: 4
Analisis kesiapan mahasiswa jurusan pendidikan fisika menggunakan e-learning dalam situasi pandemi Covid-19 分析物理教育专业学生在Covid-19大流行情况下使用e-learning
Pub Date : 2020-06-01 DOI: 10.21831/jipi.v6i1.31562
Bayu Setiaji, Pri Ariadi Cahya Dinata
Efektivitas dari penerapan e-learning di perguruan tinggi pada situasi pandemi Covid 19 dipengaruhi beberapa faktor. Faktor yang paling penting adalah kesiapan mahasiswa menggunakan ­e-learning dalam proses perkuliahan. Tujuan dari penelitian ini adalah untuk mengetahui tingkat kesiapan mahasiswa pendidikan fisika dalam menggunakan e-learning . Dengan mengetahui tingkat kesiapan mahasiswa, dosen dan pemangku kebijakan dapat mempersiapkan kebijakan pengembangan lebih lanjut. Metode yang digunakan adalah survei. Kesiapan mahasiswa menggunakan e-learning diukur dengan menggunakan angket kesiapan mahasiswa. Angket kesiapan mahasiswa yang dikembangkan berdasarkan pada instrumen model Aydin dan Tasci. Angket kesiapan mahasiswa ini memiliki 25 pernyataan dengan 4 indikator. 75 mahasiswa pendidikan fisika dilibatkan dalam penelitian ini. Hasil pengisian angket dianalisis dengan menggunakan metode suksesif interval kemudian dikategorikan ke dalam skala penilaian kesiapan e-learning . Hasil penelitian menunjukkan bahwa mahasiswa Jurusan Pendidikan Fisika UNY termasuk dalam kategori siap pada 3 indikator dan tidak siap pada 1 indikator. Hal ini dapat dijadikan evaluasi bagi para dosen dan pemangku kebijakan agar kesiapan mahasiswa dapat lebih ditingkatkan.  Analysis of e-learning readiness on physics education students during Covid-19 pandemic Abstract The effectiveness of e-learning implementation in University during Covid-19 Pandemic is depending on several factors. The most important factor is the readiness of students using e-learning in the studying process. The aim of this research is to know physics education student’s readiness in using e-learning. By knowing student’s e-learning readiness, lecturer and stakeholders would be able to prepare further development of e-learning. The method in this research is survey method. Student’s e-learning readiness is measured by using student’s e-learning readiness questionnaire. This questionnaire is developed based on Aydin and Tasci Model. This questionnaire has 25 statements and 4 indicators. 75 students involved in this research. The results are analyzed using successive interval method then categoryzed using e-learning readiness scale. The results show that Physics Education Students of UNY are ready in 3 indicators and not ready in only 1 indicator. This result could be an evaluation for lecturers and stakeholders to increase student’s e-learning readiness.
Covid - 19大流行情况下应用电子学习的有效性受到了几个因素的影响。最重要的因素是学生在大学过程中准备好使用电子学习。本研究的目的是了解学生在使用电子学习方面的物理教育准备水平。了解学生、讲师和决策者的准备水平可以为进一步的发展政策做准备。使用的方法是调查。学生使用电子学习是通过学生准备量规来衡量的。学生准备津贴是根据Aydin和Tasci的仪器开发的。这名学生的心理准备成绩为25项,其中有4项指示器。75名物理教育学生参与了这项研究。通过使用区间有效的充电方法分析成本,然后将其归类为e-learning准备评估量表。研究结果表明,UNY物理教育专业的学生属于3个指标的准备类别,1个指标的不足。这可以作为对讲师和政策制定者的评估,以提高学生的准备能力。分析物理教育教育在Covid-19潘德姆大学实施e-learning结果最重要的因素是学生在学习过程中使用电子学习的结果。这个研究的目的是利用e-learning来了解物理教育学生的重要性。通过了解学生的e-learning reation, lecturer和利益相关者将能够为e-learning的进一步发展做好准备。这个研究的方法。学生的e-learning reation被学生的e-learning问题提出。这个问题是基于Aydin和Tasci模型提出的。这个问题有25个陈述和4个个体。75名学生参与了这项研究。结果是用成功间隔的方法分析数据,然后对现有的方法进行比较。最新的物理教育研究表明,“未分配的学生”已经在3个独立的个体中准备好了,而不是只在1个个体中准备好了。这一建议可能是对学生不断学习的重要性的评估和利害关系。
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引用次数: 42
Application of PjBL with brain-based STEAM approach to improve learning achievement of students PjBL与基于大脑的STEAM方法在提高学生学习成绩中的应用
Pub Date : 2020-05-17 DOI: 10.21831/jipi.v6i1.29884
N. Badriyah, Anik Anekawati, Lutfiana Fazat Azizah
The purpose of this study is to determine differences in student's learning achievement consisting of learning outcomes and science process skills. This research was conducted in a special school for girls and used two experimental classes, namely experimental class-1 and experimental-2 class. The experimental class-1 is the class applied by PjBL with a brain-based STEAM approach, while the experimental class-2 is a class that uses PjBL with the STEAM approach without brain-based. This research is a quasi-experimental study with a nonequivalent pretest-posttest control group design. The data analysis technique used is the T-test. The brain-based learning activities applied in this study are listening to music, drinking water, doing a brain gym, working on crossword puzzles, and group determination based on the dominance of students' brains. The results showed that the average value of the N-Gain score of student learning outcomes in the experimental class-1 was 80,72. Student learning outcomes experimental class-2 is 73,12. In science process skills, the experimental class-1 students had an average N-Gain score of 72,50, while the experimental-2 class was 60,88. The conclusion is the experimental class 1 students have higher learning achievement than students in the experimental class 2.
本研究的目的是确定学生的学习成就,包括学习成果和科学过程技能的差异。本研究在一所女子特殊学校进行,使用两个实验班,分别是实验班1和实验班2。实验类1是采用基于脑的STEAM方法使用PjBL的类,而实验类2是采用不基于脑的STEAM方法使用PjBL的类。本研究为准实验研究,采用非等效前测后测对照组设计。使用的数据分析技术是t检验。本研究采用的以大脑为基础的学习活动有:听音乐、喝水、做脑力体操、做填字游戏、基于学生大脑优势的小组决定。结果表明:实验1班学生学习成果N-Gain得分平均值为80,72。实验二班学生学习成果为73,12。在科学过程技能方面,实验1班学生的平均N-Gain得分为72,50分,实验2班学生的平均N-Gain得分为60,88分。实验1班学生的学习成绩高于实验2班学生。
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引用次数: 12
Keterampilan meneliti yang dimiliki mahasiswa prodi pendidikan biologi se-wilayah III Cirebon 井里汶III生物教育学生的科学技能
Pub Date : 2020-05-06 DOI: 10.21831/jipi.v6i1.28251
Djohar Maknun, Ria Yulia Gloria, Jajang aisyul Muzakki
Keterampilan meneliti meliputi keterampilan dasar, yaitu observasi, mengukur, klasifikasi, komunikasi, membuat inferensi, membuat prediksi, dan keterampilan terintegrasi berupa menafsirkan data, mengendalikan variabel, membuat definisi operasional, dan merumuskan hipotesis, dan melaksanakan eksperimen. Secara umum keterampilan meneliti meliputi keterampilan merancang, melaksanakan, dan melaporkan hasil penelitian. Tujuan penelitian ini untuk meningkatkan keterampilan meneliti mahasiswa S-1 Program Studi Pendidikan Biologi Se-wilayah III Cirebon. Penelitian ini menggunakan metode deskriptif kuantitatif. Teknik analisis data menggunakan statistik deskriptif. Instrumen penelitian menggunakan tes dan kuesioner. Sampel diambil secara acak sederhana. Hasil penelitian ini adalah rataan tingkat penguasaan keterampilan meneliti merancang tercapai sebesar 51,3%, melaksanakan penelitian sebesar 55,21%, dan melaporkan hasil penelitian 62,82%. Keterampilan meneliti kurang diberikan pelatihan pada saat pembelajaran, hanya 43,8% dosen pembimbing praktikum yang memberikan pembekalan keterampilan meneliti. Kesimpulan penelitian menunjukkan bahwa keterampilan meneliti mahasiswa S-1 Prodi Pendidikan Biologi Se-wilayah III Cirebon masih tergolong dalam kategori kurang. Research skills held by biology education study program students in region III Cirebon AbstractResearch skills include basic skills, namely observation, measuring, classification, communication, making inferences, making predictions, and integrated skills in the form of interpreting data, controlling variables, making operational definitions, and formulating hypotheses, and carrying out experiments. In general, research skills include the skills of designing, implementing, and reporting the results of research. The purpose of this study was to improve the research skills of undergraduate students in the Biology Education Study Program in Region III Cirebon. This research uses quantitative descriptive methods. Data analysis techniques using descriptive statistics. Research instruments using tests and questionnaires. Samples are taken at random. The results of this study are the average mastery level of researching design skills reached 51.3%, carrying out research amounting to 55.21%, and reporting research results of 62.82%. Research skills were not given training while learning, only 43.8% of practicum supervisors provided research skills. The conclusion of the study shows that the research skills of undergraduate students of Biology Education Study Program in Region III Cirebon are still classified in the inadequate category.
研究技能包括基本技能,即观察、测量、分类、沟通、推断、预测,以及解释数据、控制变量、进行操作定义、破坏假设和进行实验的综合技能。一般来说,研究技能包括设计、实施和报告研究结果的技能。本研究的目的是为了提高S-1学生的研究技能。本研究采用定量描述方法。使用描述性统计的数据分析技术。研究工具使用测试和凝聚。随机抽取样本。本研究的结果分别为51.3%、55.21%和62.82%。学习时对学习技能的培训较少,仅占提供学习技能的实际指导剂量的43.8%。研究表明,井里汶第三区生物教育S-1级学生的技能仍属于这一类。第三地区井里汶生物教育研究项目学生的研究技能[UNK]摘要研究技能包括基本技能,即观察、测量、分类、沟通、推断、预测,以及解释数据、控制变量、进行操作定义和制定假设的综合技能,-并进行实验。一般来说,研究技能包括设计、实施和报告研究结果的技能。本研究旨在提高井里汶三区生物教育研究项目本科生的研究技能。本研究采用定量描述的方法。使用描述性统计的数据分析技术。使用测试和问卷的研究工具。样本是随机抽取的。本研究的结果是,研究设计技能的平均掌握水平达到51.3%,开展研究的比例为55.21%,报告研究结果的比例为62.82%。研究技能没有在学习中得到培训,只有43.8%的实习导师提供了研究技能。研究结论表明,井里汶三区生物教育研究生的研究技能仍属于不足类。
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引用次数: 4
Kemampuan argumentasi siswa: Perbandingan model pembelajaran inkuiri terbimbing dan inkuiri terbimbing dipadu dialog Socrates 学生的论证能力:苏格拉底对话中主导墨水学习模式与混合墨水学习模式的比较
Pub Date : 2020-04-29 DOI: 10.21831/jipi.v6i1.27761
Dewi Ekaputri Pitorini, S. Suciati, Joko Ariyanto
Penelitian bertujuan untuk mengetahui ada atau tidaknya perbedaan kemampuan argumentasi ilmiah tertulis siswa melalui model pembelajaran Inkuiri Terbimbing dengan Inkuiri Terbimbing dipadu Dialog Socrates. Penelitian ini menggunakan metode quasi experimental research dengan desain penelitian posttest only with nonequivalent group design. Populasi dalam penelitian ini adalah seluruh siswa kelas XI IPA SMA Negeri A Karanganyar Tahun Pelajaran 2018/2019. Teknik pengambilan sampel yang digunakan adalah cluster random sampling. Sampel dalam penelitian ini adalah kelas XI IPA 1 sebagai kelas eksperimen 1 dengan model pembelajaran Inkuiri Terbimbing dan kelas XI IPA 2 sebagai kelas eksperimen 2 dengan model pembelajaran Inkuiri Terbimbing dipadu Dialog Socrates. Teknik pengumpulan data menggunakan teknik tes dan teknik non tes. Uji hipotesis yang digunakan adalah uji t. Hasil penelitian menunjukkan bahwa nilai rata-rata argumentasi ilmiah tertulis kelas eksperimen 2 lebih tinggi yaitu 74,44 dibandingkan dengan kelas eksperimen 1 yaitu 65,99. Hasil uji t menunjukkan bahwa thitung>ttabel (4,675>1,99444), artinya terdapat perbedaan kemampuan argumentasi ilmiah tertulis siswa yang signifikan antara kelas eksperimen 1 dan kelas eksperimen 2. Simpulan penelitian ini adalah bahwa ada perbedaan kemampuan argumentasi ilmiah tertulis siswa melalui model pembelajaran Inkuiri Terbimbing dengan Inkuiri Terbimbing dipadu Dialog Socrates. Students' argumentation skills: A comparison between the guided-inquiry learning model and the Socrates dialogue-integrated guided-inquiry learning model AbstractThe research aimed to determine whether there was a difference in students’ written scientific argumentation skills through Guided Inquiry learning model and Guided Inquiry learning model integrated with Socratic Dialogue. The research was quasi-experimental research. The research design used was posttest only with nonequivalent group design. The population in this research were all students of class XI IPA of SMA Negeri A Karanganyar academic year 2018/2019. The sampling technique used in this research was cluster random sampling. The sample in this study was class XI IPA 1 as the experimental class 1 with the Guided Inquiry learning model and class XI IPA 2 as the experimental class 2 with the Guided Inquiry learning model combined with Socrates Dialogue.  The data collection technique used was test technique and non-test technique. The hypothesis test used was t-test. The results of the research showed that the average scientific written argument for the experimental class 2 was higher at 74.44 compared to the experimental class 1 at 65.99. The t-test results show that tcount>ttable (4,675> 1,99444), meaning that there were significant differences in students' written scientific argumentation skills between the experimental class 1 and the experimental class 2. The conclusion of this study was that there was a difference in students' written scientific argumentation skill
研究的目的是通过学生的辅导学习模式,通过苏格拉底的对话,来确定学生的书面科学推理能力的差异。本研究采用了quasi实验研究方法与posttest研究设计只有非equivalent group设计。采用的抽样技术是随机抽样集群。本研究的样本为第一年科学1班,实验模式为2班,实验模式为2班,实验模式为苏格拉底对话。数据收集技术采用测试技术和非测试技术。所使用的假设测试是t.研究结果表明,书面科学考核班2比实验课74.44高,而实验班1比65.99高。t测试结果显示,thitung> t表(4.675 >1,99444),这意味着在实验1班和实验2班之间,学生的书面科学推理能力存在显著差异。本研究的结论是,学生的书面科学推理能力与苏格拉底对话的指导模式不同。学生之间argumentation技能:一个不那么可怜《guided-inquiry学习模型与苏格拉底dialogue-integrated guided-inquiry学习AbstractThe research aimed模型有个重大无论是在百万学生不同的科学技能通过Guided argumentation就读探究学习模型和Guided一起探究学习模型集成一个对话。研究是准实验研究。研究设计只在不熟悉的小组设计下发表。这项研究的人口是SMA Negeri A kar申请亚学年2018/2019的全部学生。这项研究中使用的技术样本是随机抽样。人们使用的数据收集技术是一项技术和非测试技术。人们使用的假设测试是t测试。研究的结果表明,对2班实验的平均知识写作论点在65.99与1班比较高。t测试结果显示的是tcount>ttable(4.675 > 1,99444),这意味着在students的文章中,在实验一年级和实验二年级之间有显著的差异。这项研究的结论是,在学生写作、科学推理与苏格拉底对话的基质学习模式之间存在着不同的差异。
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引用次数: 11
Student communication skills from internalizing religious values to energy modules in life systems 学生的沟通技巧,从内化宗教价值观到生命系统中的能量模块
Pub Date : 2020-04-29 DOI: 10.21831/jipi.v6i1.32307
L. Heliawati, I. Permana, Elvi Kurniasih
This study aims to analyze the effect of energy modules in life systems on religious values and communication skills. This type of research is a quasi-experimental study with a population of 40 students in grade 7 in SMPN 1 Rumpin, Bogor district. The research design used was a one-group pre-test and post-test. The data obtained were then analyzed using quantitative descriptive. The finding shows that the application of energy modules in living systems effectively internalizes the religious values of students based on the average n-gain of 0.49 which is included in the medium category. Students’ communication skills reach a good category with a score of 78%. The study concludes that the energy module in living systems effectively internalizes religious values and students’ communication skills.
本研究旨在分析生命系统中的能量模块对宗教价值观和沟通技能的影响。这类研究是一项准实验性研究,对象是茂物区SMPN 1 Rumpin的40名7年级学生。所采用的研究设计是一组前测和后测。然后使用定量描述性分析所获得的数据。研究结果表明,能量模块在生活系统中的应用有效地内化了学生的宗教价值观,平均n增益为0.49,属于中等类别。学生的沟通能力达到了一个良好的类别,得分为78%。研究得出结论,生活系统中的能量模块有效地内化了宗教价值观和学生的沟通技能。
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引用次数: 5
Pengembangan LKPD IPA “Pesona Pantai Parangtris” berbasis learning cycle 7E beserta efeknya terhadap critical thinking 基于学习周期 7E 的 IPA LKPD "Pesona Pantai Parangtris "的开发及其对批判性思维的影响
Pub Date : 2020-04-29 DOI: 10.21831/jipi.v6i1.30404
Danik Noor Utami, Nurfina Aznam
Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan LKPD IPA “Pesona Pantai Parangtritis” berbasis Learning Cycle 7E beserta efeknya terhadap critical thinking. Jenis penelitian yang digunakan adalah Penelitian pengembangan metode 4D yaitu define, design, develop, disseminate dengan menggunakan pretest-posttest control group design. Penilaan kelayakan produk dilakukan oleh ahli media dan ahli materi untuk mengetahui kevalidan, kepraktisan yang dilakukan oleh guru, dan keterbacaan peserta didik. Hasil penilian kelayakan oleh ahli materi, media, dan guru berturut-turut sebagai berikut 3,6; 3,56; 3,7 dengan skor maksimal adalah 4 (sangat valid). Uji keterbacaan mendapat nilai sebesar 3,5 dari skor maksimal 4 (sangat baik). Hasil gain skor ternormalisasi menunjukan peningkatan dalam pembelajaran dikelas eksperimen 0,86 tergolong tinggi dan kelas kontrol 0,66 tergolong rendah. Efektivitas penelitian menggunakan uji independentsample t testdengan nilai sig.(2-tailed) 0,000 kurang dari 0,05. Hasil uji menunjukan bahwa LKPD IPA “Pesona Pantai Parangtritis” berbasis Learning Cycle 7E efektif meningkatkan critical thinking peserta didik SMP N 1 Bantul. Development of science worksheet “Charm of Parangtritis Beach” based on the 7E learning cycle and its effect on critical thinking AbstractThis study aims to determine the feasibility and effectiveness of the Science Worksheet “charm of Parangtritis Beach” based on 7E Learning Cycle to improve critical thinking. This type of research is a 4D method development research that is defined, design, develop, disseminate using pretest-posttest control group design. The assessment of the feasibility of the product is carried out by media experts and material experts to find out the validity, practicality carried out by the teacher, and readability of students. The results of the assessment of eligibility by material experts, the media, and teachers are as follows 3.6; 3.56; 3.7 with a maximum score of 4 (very valid). Readability test gets a value of 3.5 from a maximum score of 4 (very good). Normalized score gain results showed an increase in learning in the experimental class 0.86 is high and the control class 0.66 is low. The effectiveness of the study used an independent sample t-test with a value of sig. (2-tailed) 0,000 less than 0.05. The test results show that Science worksheet based on 7E Learning Science Cycle integrated Local Potentials of Parangtritis Beach effective in improving students’ critical thinking.
该计划的目的是在学习周期 7E 的基础上,在批判性思维的基础上,实现 LKPD IPA "Pesona Pantai Parangtritis "计划的目标。4D 方法的应用包括定义、设计、开发、传播,并采用前测-后测对照组设计。通过媒体和材料制作产品,以获得价值、大师的指导,以及对用户的支持。通过材料、媒体和指导教师获得的分数分别为 3,6;3,56;3,7,而最高分数为 4(有效)。在最大值为 4 时,增益为 3.5(无效)。正常值增益为 0.86,对照值为 0.66。独立样本 t 检验的显著性(双尾)为 0.000,低于 0.05。在第 7E 学习周期基础上的 LKPD IPA "Pesona Pantai Parangtritis "可以提高学生的批判性思维能力。基于 7E 学习周期的科学工作表 "Parangtritis 海滩的魅力 "的开发及其对批判性思维的影响 摘要 本研究旨在确定基于 7E 学习周期的科学工作表 "Parangtritis 海滩的魅力 "对提高批判性思维的可行性和有效性。这类研究属于 4D 方法开发研究,即定义、设计、开发、传播,采用前测-后测对照组设计。由媒体专家和教材专家对产品的可行性进行评估,以了解产品的有效性、教师的实用性和学生的可读性。由材料专家、媒体和教师进行的合格性评估结果如下:3.6;3.56;3.7,最高分为 4(非常有效)。可读性测试结果为 3.5,最高分 4 分(非常好)。归一化分数收益结果显示,实验班的学习成绩提高了 0.86 分,是高分;对照班的学习成绩提高了 0.66 分,是低分。研究效果采用独立样本 t 检验,sig.(2-tailed) 0,000 小于 0.05。检验结果表明,基于 7E 学习科学周期的科学工作表综合了 Parangtritis Beach 的当地潜能,能有效提高学生的批判性思维能力。
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引用次数: 11
Blended-flipped classroom learning for physics students with the topic of the photoelectric effect 以光电效应为主题的物理学生混合翻转课堂学习
Pub Date : 2020-04-29 DOI: 10.21831/jipi.v6i1.28109
A. Pattiserlihun, Stephanie Jessy James Setiadi
Blended-Flipped Classroom Learning is a learning method that combines blended learning with flipped classroom learning. This study aims to: (1). Design and implement Blended-Flipped Classroom Learning with the topic of Photoelectric Effect for Physics and Physics Education students in Modern Physics course; (2). Determine how the effect of Blended-Flipped Classroom Learning on student learning outcomes for the topic of Photoelectric Effect; (3). Determine students’ responses toward Blended-Flipped Classroom Learning for the topic of Photoelectric Effect. This research was descriptive and conducted at the Physics and Physics Education Department, Universitas Kristen Satya Wacana in the Modern Physics course. From the results of the research conducted it can be concluded that student learning outcomes after Blended-Flipped Classroom Learning were in the “high” and “very high” category, where most students (85.7%) were in the very high category. This result indicates that learning using Blended-Flipped Classroom Learning helps students to achieve optimal learning outcomes. Student responses to Blended-Flipped Classroom Learning were in the “good” category. It also shows that students' positive responses to the learning process can influence the optimization of their learning outcomes. This kind of learning model requires the teacher who acts as a facilitator, dynamist, evaluator and also justifier.
混合翻转课堂学习是一种将混合学习与翻转课堂学习相结合的学习方法。本研究旨在:(1)。在《现代物理》课程中,设计并实现了以光电效应为主题的物理与物理教育混合翻转课堂学习;(2) 。确定混合翻转课堂学习对光电效应主题学生学习结果的影响;(3) 。确定学生对光电效应主题的混合翻转课堂学习的反应。这项研究是描述性的,在瓦卡纳大学物理和物理教育系的现代物理课程中进行。从研究结果可以得出结论,混合翻转课堂学习后的学生学习成绩属于“高”和“非常高”类别,其中大多数学生(85.7%)属于非常高类别。这一结果表明,使用混合翻转课堂学习有助于学生获得最佳学习结果。学生对混合翻转课堂学习的反应属于“良好”类别。研究还表明,学生对学习过程的积极反应会影响他们学习结果的优化。这种学习模式需要教师充当促进者、能动者、评估者和辩护者。
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引用次数: 4
期刊
Jurnal Inovasi Pendidikan IPA
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