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ANALISIS RESPON MAHASISWA FISIKA UNIVERSITAS JEMBER TERHADAP VIRTUAL LABORATORIUM SCRATCH POKOK BAHASAN GERAK MELINGKAR 研究JEMBER大学物理学生对圆形运动主题的虚拟SCRATCH实验室的反应
Pub Date : 2023-01-01 DOI: 10.19184/jpf.v11i4.31899
Salsabila Tazkia Aulia, Berlian Shoofa Kamila, Sal Salbila Wardahtuz Tarita Putri, F. Anggraeni, S. Subiki
 The purpose of this study is to analyze the response of students of physics education at the University of Jember to a virtual laboratory assisted by scratch on the subject of circular motion. The method used is descriptive and the sample is 93 students of the Physics Education Class of 2021/2022. The data collection technique is in the form of student response questionnaires made using google forms. Based on the results of the research that has been done, the average percentage result is 83.1%, which is included in the very feasible category. Thus, it can be concluded that the virtual scratch laboratory on the subject of circular motion is very suitable to be used during physics practicum.
本研究的目的是分析在Jember大学物理教育的学生对虚拟实验室辅助划痕圆周运动主题的反应。使用的方法是描述性的,样本为2021/2022级物理教育班的93名学生。数据收集技术是采用使用谷歌表格的学生回答问卷的形式。根据已经完成的研究结果,平均百分比结果为83.1%,属于非常可行的范畴。由此可见,圆周运动的虚拟划痕实验室非常适合在物理实习中使用。
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引用次数: 0
PENGEMBANGAN MEDIA PEMBELAJARAN KARTU REMI FISIKA PADA POKOK BAHASAN ALAT-ALAT OPTIK DI SMA 高中光纤主题的物理学习媒体发展
Pub Date : 2022-10-13 DOI: 10.19184/jpf.v11i3.34305
Ainul Kiromah, T. Prihandono, M. Maryani, M. Helmi, S. Laila
Abstract This type of research is an R&D (Research & Development) research using the ADDIE design which includes analyze, design, development, implementation, and evaluation. This research was tested using two classes, namely class XI MIPA 1 with 30 students and class XI MIPA 2 with 29 students at SMAN Plus Sukowono. This study aims to test the validity, effectiveness, and practicality of the learning media of playing physics playing cards on the subject of optical instruments. The instruments in this study used validation sheets, learning activity assessment rubrics, implementation sheets, and student response questionnaires. The results of the analysis of the research succeeded in sharpening the minds of students in understanding learning without feeling bored. The application of learning media for playing physics playing cards succeeded in making students understand the material given. This is evident from the results of the validation, the results of the effectiveness of the media, and the results of the practicality of the media which state that physics playing cards are suitable for use during learning. Key Word: learning media development, physics playing card
这种类型的研究是一种使用ADDIE设计的R&D (R&D & Development)研究,包括分析、设计、开发、实施和评估。本研究旨在检验光学仪器科目玩物理纸牌学习媒介的效度、有效性和实用性。本研究的工具包括验证表、学习活动评估表、实施表和学生回答问卷。研究分析的结果成功地提高了学生的思维,使他们理解学习而不感到厌倦。运用学习媒介玩物理扑克牌,成功地使学生理解所给的材料。从验证的结果、媒体的有效性的结果和媒体的实用性的结果来看,这一点很明显,这些结果表明物理纸牌适合在学习期间使用。关键词:学习媒体开发,物理扑克牌
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引用次数: 0
PENGEMBANGAN MODUL FISIKA BERBASIS AUGMENTED REALITY (AR) MATERI RANGKAIAN ARUS SEARAH UNTUK SISWA SMA 学生流线型物理模块的发展
Pub Date : 2022-10-13 DOI: 10.19184/jpf.v11i3.33689
Bagus Yusuf Ilhamsyah, S. Sudarti, S. Bektiarso
fisika merupakan cabang ilmu pengetahuaan alam, dimana fisika digunakan untuk proses memahami suatu fenomena alam. tujuan dari penelitian ini adalah untuk mendeskripsikan kevalidan dan kepraktisan modul fisika berbasis augmented reality (AR) untuk materi rangkaian arus searah dengan menggunakan responden sebanyak 15 mahasiswa baru angkatan 2020 pada semester genap tahun ajaran 2020/2021.   penelitian ini merupakan penelitian pengembangan untuk menghasilkan sebuah produk dengan menggunakan desain Nieveen. Instrument dalam pengumpulan data dalam penelitian ini  adalah lembar validasi dan kuisioner kepraktisan. hasil dari penelitian ini adalah modul fisika berbasis augmented reality untuk materi rangkaian arus searah dinyatakan valid dengan persentase validasi gabungan sebesar 88,49% dan modul fisika berbasis augmented reality untuk materi rangkaian arus searah dinyatakan praktis dengan persentase hasil rata-rata yang diperoleh dari kuisioner kepraktisan sebesar 84,67%
物理是科学的一个分支,在那里物理被用来理解自然现象。本研究的目的是描述基于增强现实的物理模块的有效性和实用性,在20/2021学年的最后一个学期,与15名2020年新生对这一课时的答辩。这项研究是一种利用涅文设计生产产品的开发研究。本研究数据收集中的工具是验证和实用性问卷。本研究的结果是基于augmented实流的物理模块,其有效性与88.49%的耦合验证率和基于augmented实进程的物理模块为现实,其实用性问卷中平均产出的百分比为84.67%
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引用次数: 0
ANALISIS STRUKTUR BAWAH PERMUKAAN GUNUNG IJEN BANYUWANGI
Pub Date : 2022-10-13 DOI: 10.19184/jpf.v11i3.33323
Ahmad Nor Hamidy, Ashila Juan Fortuna, Imelda Mar'ata Sholih, Revinda Oktavia, Rabiah Al'Adawiyah, Firdha Kusuma Ayu Anggraeni, S. Astutik
Analysis of the subsurface structure of Mount Ijen, Banyuwangi was carried out based on anomaly data obtained from satellite image data. This research was conducted with the aim of identifying the subsurface structures around the research site. In this study, what is determined is the complete Bouguer anomaly (ABL), regional and residual anomalies based on the ABL, and their inversion modeling. The results of the representation of underground structures based on residual anomalies obtained from complete and regional Bouguer anomaly data. The complete bouguer anomaly values obtained in the Mount Ijen area range from 12.2 to 110.7 mGal. In the process of separating regional and residual anomalies, different anomaly values are produced. The regional anomaly value ranges from +12.2 to +110.7 mGal while the residual anomaly ranges from -4.2 to +2.4 mGal
利用卫星影像资料获取的异常资料,对巴育王吉伊真山地下结构进行了分析。这项研究的目的是确定研究地点周围的地下结构。本研究确定了完整的布格异常(ABL)、基于ABL的区域异常和残差异常及其反演模型。利用完整的区域布格异常数据,得到了基于残差异常的地下构造表示结果。在伊真山地区获得的完整布格异常值范围为12.2 ~ 110.7 mGal。在分离区域异常和残余异常的过程中,会产生不同的异常值。区域异常范围为+12.2 ~ +110.7 mGal,残余异常范围为-4.2 ~ +2.4 mGal
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引用次数: 0
Pengembangan Website Sebagai Media Pembelajaran Fisika Berbasis Augmented Reality Dengan Menggunakan Metode Marker Based Tracking Pada Materi Listrik Dinamis 网站开发作为基于增强现实的物理学习媒体使用基于动态电材料的标记跟踪方法
Pub Date : 2022-10-09 DOI: 10.26877/jp2f.v13i2.12132
Syifa Ariama, Feli Cianda Adrin Burhendi
Memanfaatkan media dalam pembelajaran merupakan salah satu cara untuk menggapai pembelajaran yang menyenangkan dan interaktif. Penelitian ini dilaksanakan bertujuan untuk menciptakan pembelajaran yang menyenangkan dan interaktif dengan memanfaatkan media Augmented Reality berbasis Website. Metode penelitian yang digunakan ialah Research and Development (RnD) dalam proses pengembanganya menggunakan model ADDIE (Analysis, Design, Development, Implementation dan Evaluation). Model ADDIE sangat cocok dan mendukung dalam penelitian ini, sehingga proses dalam penelitian ini berdasarkan nilai keilmiahan. Sebelum mengambil data, media pembelajaran dan materi yang tercantum di media pembelajaran tersebut sudah divalidasi oleh Ahli Media dan Ahli Materi. Total data yang didapat dari keseluruhan sekolah ialah 132 resonden atau siswa. Dari hasil Uji Skala Kecil sudah menunjukkan hasil yang baik dengan rata-rata nilai persentase 85%, sedangkan hasil pada Uji Skala Besar terjadi kenaikan dengan rata-rata nilai persentase 90,18%. Total kenaikan nilai persentase dari seluruh Aspek sebesar 20,79%. Media pembelajaran ini bermanfaat untuk meningkatkan semangat belajar anak serta meningkatkan penggunaan media Augmented Reality dalam pembelajaran Fisika. 
在学习中利用媒体是获得愉快和互动学习的一种方式。本研究的目的是利用基于网站的增强现实媒体,创造有趣和互动的学习。研究方法包括开发过程中的研究方法,使用ADDIE(分析、设计、开发、执行和评估)。艾迪模式在这项研究中是完美和支持的,因此这项研究的过程是基于基准价值的。在获取数据之前,媒体和相关材料已被媒体专家和材料专家验证。全校总数据为132名毕业生或学生。85%的平均值在小批次测试中表现得很好,而较大批次测试的平均成绩为90.18%。所有领域的总增长率为2079%。这种学习媒介有助于提升孩子的学习精神,增加媒体在物理学习中的增强现实的使用。
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引用次数: 2
Implementasi PBL Terintegrasi STEM dengan Flipped Classroom untuk meningkatkan Kemampuan Berpikir Sistem Siswa SMA pada Topik Usaha dan Energi 实施本文将STEM整合到Flipped课堂上,以提高高中生在努力和精力问题上的思维能力
Pub Date : 2022-10-09 DOI: 10.26877/jp2f.v13i2.12518
Sri Rahayu, Abdurrahman Abdurrahman, Wayan Susana
This study aims to determine the effect of implementing STEM integrated PBL with Flipped Classroom to improve high school students' system thinking skills. The samples in this study were students of class X MIPA 2 and X MIPA 3 SMA Al-Kautsar Bandar Lampung in the academic year 2021/2022. The research design used is One Group Pretest Posttest. The data collection instrument used was a multiple-choice test sheet. The results showed that learning the STEM approach with the flipped classroom strategy was able to improve students' system thinking skills, this can be seen from the average N-gain value in the experimental class of 0.65, which is greater than the control class with an average N-gain value of 0.55 with medium category. This shows that the system thinking ability of the experimental class is more improved than the control class. Also, supported by data from the results of the Independent simple T-test hypothesis test, the Sig value is obtained. (2-tailed) of 0.000 means that the implementation of STEM integrated PBL with flipped classroom can improve students' system thinking skills on the topic of effort and energy.Keywords: PBL, STEM, Flipped Classroom.
本研究旨在探讨实施STEM整合PBL与翻转课堂对高中生系统思维能力的提升效果。本研究的样本为2021/2022学年Al-Kautsar Bandar Lampung中学X MIPA 2班和X MIPA 3班的学生。本研究采用一组前测后测设计。使用的数据收集工具是一张选择题测试表。结果表明,采用翻转课堂策略学习STEM方法能够提高学生的系统思维能力,这可以从实验班的平均N-gain值为0.65看出,大于对照组的平均N-gain值为0.55。这说明实验班的系统思维能力比控制班有了更大的提高。在独立简单t检验假设检验结果数据的支持下,得到Sig值。(2-tailed) = 0.000意味着STEM整合PBL与翻转课堂的实施能够提高学生关于努力与能量主题的系统思维能力。关键词:PBL, STEM,翻转课堂。
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引用次数: 2
Pengembangan Mini Glosarium Fisika Modern Sebagai Referensi Tambahan Peserta Didik Berbasis Augmented Reality 现代物理学迷你地球仪的发展,作为基于增强现实的学习者的额外参考
Pub Date : 2022-10-09 DOI: 10.26877/jp2f.v13i2.12451
Muhamad Fachry Septian, Feli Cianda Adrin Burhendi
Penggunaan media untuk pembelajaran merupakan salah satu cara untuk mencapai pembelajaran yang menyenangkan dan interaktif. Penelitian ini dilakukan dengan tujuan menggunakan media untuk menciptakan pembelajaran yang menyenangkan dan interaktif serta memudahkan peserta didik agar mendeskripsikan sebuah glosarium dibantu dengan sebuah objek 3D berbasis augmented reality. Metode penelitian yang diterapkan adalah pene;itian dan pengembangan(RnD) dalam proses pengembangan sesuai model ADDIE (Analysis, Design, Development, Implementation dan Evaluation). Model ADDIE sangat cocok da mendukung untuk penelitian ini, sehingga proses penelitian ini dilakukan pada nilai ilmiah. Sebelum dilakukan pengumpulan data, media pembelajaran dan materi yang tercantum dalam media pembelajaran divalidasi oleh ahli media dan ahli materi. Total data dari seluruh sekolah adalah 139 responden peserta didik. Hasil uji coba skala kecil menunjukkan hasil yang baik pada tingkat rata-rata 80%, dan hasil uji coba skala besar meningkat pada tingkat rata-rata 88,3%. Maka media pembelajaran ini membantu peerta didik untuk memahami konsep Fisika modern dibantu dengan media augmented reality dan buku glosarium dalam pembelajaran Fisika.
使用媒体进行学习是获得愉快和互动学习的一种方式。这项研究的目的是利用媒体创造有趣的、互动的学习和让学习者能够描述一个地球仪,帮助他们使用一个基于增强现实的三维物体。应用的研究方法是pene;itian和开发者在ADDIE模式下的开发过程(分析、设计、开发、执行和评估)。ADDIE模型非常适合da对这项研究的支持,所以研究过程是基于科学价值的。在收集数据之前,媒体和媒体中所列的学习和材料已被媒体和材料专家验证。全校总数据是139名学习者。小型测试结果在平均80%的水平上显示良好的结果,大型测试结果在平均88.3%的水平上上升。因此,这些学习媒体帮助学习者理解现代物理概念,帮助增强现实现实和物理学习书籍。
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引用次数: 1
Pengembangan Media Pembelajaran Fisika Berbasis Game Edukasi: Analisis Bibliometrik Menggunakan Software VOSViewer (2017-2022) 基于游戏教育的物理学习媒体发展:使用VOSViewer软件分析参考文献(2016 -2022)
Pub Date : 2022-10-09 DOI: 10.26877/jp2f.v13i2.13170
Yulika Rahmawati, Monica Merry Febriyana, Yoga Budi Bhakti, I. A. D. Astuti, Mamik Suendarti
Physics is one of the abstract subjects that require visualization so that learning media is needed so that students are able to understand the concepts studied. One of the learning media that displays visualization by utilizing technology in the form of educational games. This study aims to analyze the development of educational game learning media in physics learning with a bibliometric approach using VOSViewer software. The method used in this study is bibliometric analysis. There are 6 clusters of classification through VOSViewer software. The results of the study obtained articles used with the title "educational games" and "learning media", as well as the keyword "physics learning" began to increase rapidly in 2018, 2019, 2020, and 2021. The article was produced from various universities in Indonesia and uses Indonesian. In this study, 4 clusters were obtained that discussed the topic of developing educational game learning media in physics learning. For the topic of developing educational game learning media, it has been quite widely done, but for the topic of the effectiveness of the use of educational games in physics learning, it is still rare for a study to be carried out.Keywords: educational games, learning media, physics learning, bibliometric, vosviewer.
物理是一门抽象的学科,需要可视化,因此需要学习媒介,以便学生能够理解所学习的概念。一种利用技术以教育游戏的形式表现可视化的学习媒体。本研究旨在运用文献计量学方法,利用VOSViewer软体,分析教育游戏学习媒体在物理学习中的发展。本研究采用文献计量分析方法。通过VOSViewer软件进行6类分类。研究结果显示,2018年、2019年、2020年和2021年,以“教育游戏”和“学习媒体”为标题的文章以及关键词“物理学习”开始快速增加。这篇文章来自印度尼西亚的多所大学,使用的是印尼语。本研究共获得4个聚类,讨论了在物理学习中开发教育游戏学习媒介的主题。对于开发教育游戏学习媒体这一课题,已经有了相当广泛的研究,但是对于教育游戏在物理学习中使用的有效性这一课题,还很少有研究开展。关键词:教育游戏,学习媒介,物理学习,文献计量学,vosviewer。
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引用次数: 3
Literatur Review Pengembangan Instrumen Asesmen Pemahaman Konseptual Pada Pembelajaran Sains 科学学习概念性工具发展评估评估
Pub Date : 2022-10-09 DOI: 10.26877/jp2f.v13i2.12176
Mardia Roza Tanjung, Wulanda Try Emilya, Festiyed Festiyed, Fatni Mufit
Conceptual understanding competence is something that every student must have. The concept understanding assessment instrument is something that cannot be separated in the achievement of students' conceptual understanding competence. Assessment is one of the measuring tools in the process of developing students' conceptual understanding. This research is literature review research on the development of conceptual understanding assessment instruments in science learning. There are 30 journals obtained from Google Scholar related to this research from 2014 to 2022.  The results of this study show that first, based on the study of  research objectives, it was found that the purpose of developing instruments was carried out at most, secondly, in terms of research design, the use of quantitative descriptive designs had the greatest frequency, Third, in terms of education level, most of this research was conducted at the SMA/MA/SMK level, fourth in terms of subjects that used concept understanding assessment instruments, most were obtained in physics subjects, and lastly, in terms of the type of instrument used, it was found that the rubric/ the most widely used concept understanding questionnaire. The lowest aspects of this research study can be recommended for other researchers for further research.Keywords: assessment, conceptual understanding, science
概念理解能力是每个学生必须具备的。概念理解能力测评工具是学生概念理解能力测评中不可分割的一部分。评价是学生概念理解发展过程中的测量工具之一。本研究是关于科学学习中概念理解性评估工具开发的文献回顾研究。从2014年到2022年,谷歌学术搜索中获得的与本研究相关的期刊有30篇。本研究结果显示,第一,基于研究目标的研究,发现开发工具的目的最多;第二,在研究设计方面,使用定量描述性设计的频率最高;第三,在教育水平方面,大多数研究在SMA/MA/SMK水平进行;第四,在使用概念理解评估工具的科目方面,大多数在物理科目获得。最后,就使用的工具类型而言,我们发现标题/最广泛使用的概念理解问卷。本研究的最低方面可以推荐给其他研究人员进行进一步研究。关键词:评价,概念理解,科学
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引用次数: 1
Pengaruh Model Inkuiri Terbimbing Berbasis Blended Learning Materi Teori Kinetik Gas dalam Meningkatkan Hasil Belajar dan Minat Belajar 基于混合学习气体动力理论的理论模型对提高学习结果和学习兴趣的影响
Pub Date : 2022-10-09 DOI: 10.26877/jp2f.v13i2.12442
Gladiola Permata Dewanda, D. Dwikoranto
Berdasarkan penelitian bertujuan mengetahui pengaruh inkuiri terbimbing berbasis blended learning pada materi teori kinetik gas terhadap hasil belajar dan minat belajar. Sampel pada penelitian adalah siswa kelas XI MIA 4 SMAN 18 Surabaya. Metode yang digunakan pre-experimental dengan bentuk penelitian adalah One-Group Pretest-Posttest Design. Pengumpulan data yang diperoleh dari penelitian berupa hasil tes dan angket minat belajar. Analisis data pada penelitian berupa uji normalitas dan uji hipotesis paired sample t-test. Kesimpulan pada penelitian yaitu adanya pengaruh inkuiri terbimbing berbasis blended learning pada materi teori kinetik gas terhadap hasil belajar berdasarkan uji hipotesis paired sample t-test dengan nilai sig 0,000. Sedangkan pengaruh inkuiri terbimbing berbasis blended learning pada materi teori kinetik gas terhadap minat belajar pada semua indikator minat berkategori baik.Kata kunci: inkuiri terbimbing berbasis blended learning, hasil belajar, minat belajar.
本研究旨在探讨基于气体动力理论对学习结果和学习兴趣的混合学习的影响。研究的样本是西娅4班成员18泗水。以研究形式进行实验的方法是一组预先设计。从研究中获得的数据包括测试结果和学习兴趣。分析正常性测试和t-test - sample假说等研究中的数据。这项研究的结论是,基于气体动能理论的混合学习对研究结果的影响是基于sig g值的测试介质测试假设。而潜伏性研究的影响是基于气体动能理论材料对研究兴趣的所有有利指标的影响。关键词:基于混合学习、学习结果、学习兴趣的辅导。
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引用次数: 1
期刊
Gravity Jurnal Ilmiah Penelitian dan Pembelajaran Fisika
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