scholarly journals NEED ANALYSIS OF STUDENT WORKSHEET (LKS) OF IONIC EQUILIBRIUM AND pH OF THE SALT SOLUTION BASED ON PROBLEM SOLVING

2021 ◽  
Vol 12 (2) ◽  
pp. 137
Author(s):  
Faizah Faizah ◽  
Suciati Rahayu Widyastuti

Problem solving skills are one of the skills needed by students in the era of the industrial revolution 4.0, so it becomes a challenge for a teacher to design creative learning. One of the media that supports students' problem solving skills is to use worksheets. Meanwhile, the worksheets used so far are general in nature. Suitable worksheets are developed that support students in solving problems, namely problem solving-based worksheets. This study aims to analyze the need for problem solving-based student worksheets. This type of research is a qualitative descriptive study. This needs analysis is part of the research and development of the 4D model, specifically the Define stage. The subjects in this study were students of class XII in SMA Negeri 3 Cirebon City and chemistry teachers as informants. The results showed that students needed worksheets that were more attractive and easy to understand. The worksheets available are in accordance with KD, KI and the 2013 curriculum, but not yet according to student needs. Based on data obtained from several analyzes including analysis of student perceptions, teacher perceptions, student characteristics, curriculum, assignments, concepts and analysis of learning objectives. So it is necessary to develop problem solving worksheets, especially in the matter of ionic equilibrium and pH of salt solutions which can train students to solve problems and relate theory to facts in everyday life.

2020 ◽  
Vol 1 (1) ◽  
pp. 1-6
Author(s):  
Ervan Johan Wicaksana ◽  
Pramana Atmadja

Penggunaan video pembelajaran sebagai media pembelajaran diharapkan dapat membantu siswa dalam memahami materi, khususnya daur ulang limbah plastik. Penelitian ini dilakukan di SMA Negeri 6 Kota Jambi pada bulan Mei 2019. Jenis penelitian ini adalah penelitian analisis deskriptif dengan metode kuantitatif. Penelitian ini bertujuan untuk melihat persepsi guru dan persepsi siswa dalam mengimplementasikan video pembelajaran biologi pada materi daur ulang limbah plastik menggunakan sparkol videoscribe. Data penelitian diperoleh dengan cara menyebar angket kepada siswa dan guru. Selanjutnya uji coba produk dilakukan pada 6 orang kelompok kecil, 26 orang siswa kelompok besar dan satu guru mata pelajaran biologi, sebelumnya dilakukan validasi media oleh ahli materi dan ahli media. Hasil validasi oleh ahli materi dengan persentase 81,25% dengan kategori “Sangat Baik” sedangan hasil validasi ahli media 93,75% dengan kategori “Sangat Baik”. Pada uji coba kelompok kecil memperoleh tanggapan 92,5% dengan kategori “sangat baik” sedangkan pada uji coba kelompok besar memperoleh tanggapan 87,2%. Persepsi guru bidang studi biologi memperoleh tanggapan 87,5% dengan kategori “sangat baik“ berdasarkan hal tersebut media layak digunakan. Kata Kunci: daur ulang limbah plastik, sparkol videoscribe, video pembelajaran The use of instructional videos as learning media is expected to help students understand the material, especially recycling plastic waste. This research was conducted at the 6th High School of Jambi City in May 2019. This type of research is a descriptive analysis research with quantitative methods. This study aims to look at teacher perceptions and student perceptions in implementing biology learning videos on plastic waste recycling material using sparkol videoscribe. Research data was obtained by distributing questionnaires to students and teachers. Furthermore, the product trial was conducted on 6 small group people, 26 large group students, and one biology subject teacher, before the media validation was done by the material expert and the media expert. The results of the validation by material experts with a percentage of 81.25% with the category "Very Good" while the results of the validation of the media experts 93.75% with the category "Very Good". In the small group trials, it received 92.5% responses in the "very good" category while in the large group trials it got 87.2% responses. Teachers' perceptions in the field of biological studies received 87.5% responses in the category of "very good" based on that the media was appropriate to use.


Author(s):  
Novita Nurul Aini ◽  
Mohammad Mukhlis

One of the studen learning goals mathematics is mathematical reasoning for outcomes training student to solve the problems. One of the problems faced by students is word questions. There are several students responses in dealing with word question which is known as Adversity Quotient. This research aims to describe the students' problem solving skills in system of three-variable linear equations subject based on Polya's theory in terms of Adversity Quotient. This is a qualitative descriptive research with three subjects of students class X IPA 1 SMAN Arjasa Jember, there are one climber student, one camper student and one quitter student. These subjects took purposive sampling with consideration according to the results of questionnaire scores that meet each of the criteria of Adversity Quotient. Data collection techniques used were questionnaires, tests, interviews and observations. The validity test used is technical triangulation. Data analyzed through data condensation, data presentation and conclusion drawing. The results showed that student with the type of climber was able to meet all the indicators of problem solving in the problem of the word questions which included indicators of understanding the problem, planning the solution, carrying out the plan of solving and re-checking. Camper type student met all indicators of problem solving except at the re-checking stage. Quitter type student in completing word questions met the stage of understanding the problem and planning the solution, while the stage of carrying out the plan and re-checking is not fulfilled by the quitter student.


Author(s):  
Dewi Endah Fajariana

The flow of globalization has no longer stopped entering Indonesian territory accompanied by increasingly sophisticated technological developments, the world is now entering the industrial revolution era 4.0. Facing these challenges, universities are required to change, including in producing quality bachelor candidates for future generations. The target of these changes is students in universities, because future job competency needs are cognitive abilities, physical abilities, content skills, process skills, social skills, system skills, complicated problem solving skills, resource management skills and technical skills. Therefore, an innovative lecture is needed so that students do not feel bored and are able to master the science and technology received at college with stable emotional intelligence. Innovative lectures are the delivery of lecture materials using learning models so that students are not bored because the majority of STKIP students, especially economic education, work. This type of research uses a qualitative descriptive approach. Research that intends to understand the phenomenon of what is experienced by research subjects students who contract subjects of microeconomic theory, the Indonesian economy and the introduction of economics A and B.


Author(s):  
Byabazaire Yusuf ◽  
Abdul Hamid Busthami Nur

Redesigning higher education is one of the most widely discussed topics among educators, parents, and other community stakeholders. This is due to the current developments in digital technologies and onset of the fourth industrial revolution which is set to alter the way people live and work. This chapter suggests the implementation of the flipped classroom model as an appropriate approach for equipping students with creative abilities, problem solving skills, thinking skills, and lifelong learning skills. Eight in-service teachers pursuing a postgraduate course on a part-time basis participated in a qualitative study. The study was conducted using asynchronous virtual focus group dialogue sessions. The study addressed three main questions: 1) why they adopted a flipped classroom model, 2) how they implemented it, and 3) what fourth industrial revolution skills were developed using this model. On the whole, this approach created an active and collaborative environment which enabled students to demonstrate their creativity and problem solving skills needed for future careers.


Author(s):  
Suhaila Che Noh ◽  
Abdul Malek Abdul Karim

<p><span lang="EN-US">Education 4.0 will be the next aspect of the curriculum since programming has been taught from the primary school level. Training 4.0 requires teachers to equip students with not only the knowledge and information but also encourage students to be able to process information, develop creative thinking, and acquire problem-solving skills. However, the competency of teachers to encourage creative thinking and problem-solving skills is still questionable. The purpose of this concept paper is to provide an understanding of the conceptual framework for enhancing the teachers’ competency to enhance creativity and innovation in fulfilling the desire of education 4.0. design thinking is an innovative method that places people right at the center of problem solving. It discusses the variables that may affect the quality of teachers in education 4.0 and presents a literature review of approaches that can contribute to the creation of effective teaching methods to develop successful students and satisfy the demands of the workforce for industrial revolution 4.0. It is found that teachers need to be competent to build students' skills in meeting a competitive and innovative workforce in the wake of the industrial revolution 4.0. There are seven dimensions in the design thinking mindset that teachers need to understand to meet the 4.0 education requirements.</span></p>


2019 ◽  
Vol 2 (2) ◽  
Author(s):  
Siti Ghoyatul Muna

<em>MATHCPOLLY (MATEMATHIC CULTURE MONOPOLLY: MEDIA PEMBELAJARAN ETNOMATEMATIKA YANG TERINTEGRASI SOSIALISASI SIKAP PRO-ENVERONMENT BERBASIS AUGMENTED REALITY . The Industrial revolution in the world has undergone significant changes into the cyber or computer era so it is referred to as the 4.0 industry in which its development has expanded into various fields ranging from economic, social to educational. In addition, people in this era tend to be fast paced both in accessing information and other things.  So many educational media innovations from 4.0 to optimize the learning in the 4.0 industrial era, therefore we make MATHCPOLLY (Matemathic Culture Monopolly) is a game media monopoly of a collection of images and short messages Contain content related to ethnomatematics (mathematics on Culture) based on augmented. The Media is used for playing activities while studying ethnomatematics through RME. The research aims to introduce MATHCPOLLY as a simple media learning ethnomatematics, informing about the potential implementation of the MATHCPOLLY media. The research methods used are qualitative descriptive where data is obtained through open interviews, field studies, and literature studies. MATHCPOLLY Media is one of the right solutions as a socialization media of pro-environment as well as simple ethnomatematics learning.</em>


2020 ◽  
Vol 17 (2) ◽  
pp. 1044-1052
Author(s):  
Murugan Subramaniam ◽  
Aini Najwa Azmi ◽  
Muhammad Khair Noordin

Industrial Revolution 4.0 has been one of the most popular topics discussed among engineers. In the near future the non-technical skills will be equally or more important than technical skills. Moreover, IR4.0 will incur job displacement and majority of the task will be taken over by robots and Artificial Intelligent (Tapsir, S.H. and Puteh, M., 2018. Framing Malaysian Higher Education 4.0). Therefore, priority will be given to non-technical skills which cannot be done completely by the robots and Artificial Intelligent at the moment. NACE Job Outlook 2019 (To, F., et al., 2019. Job Outlook 2019, (November 2018)) shows Problem Solving Skills is the second most important skill sought by employers; Define-Measure-Analyze-Improve-Control (DMAIC), 8-Disciplinary and Plan- Do-Check-Act (PDCA) are the very common systematic approaches used by the industries to solve the problem arose in the industrial environment. The studies show that the problems cannot be solved by using the same kind of thinking approach applied at the moment it was created. Therefore, a systematic analytical skill is required to handle the engineering related problems happening at manufacturing environment or engineering workplace. The purpose of this paper is to analyze the existing literature about Problem Solving skills for graduate engineers through a systematic literature review. This paper analyses literature through electronic databases mainly from Scopus and Web of Science. This paper summarizes types of problem-solving skills applied in the engineering field as of now. Based on that, engineers can differentiate and understand the approach of the problemsolving skills in the industrial environment to improve the failures and increase productivity.


2018 ◽  
Vol 7 (3.33) ◽  
pp. 46
Author(s):  
Dongkyun Lim ◽  
Ji Eun Lee ◽  
Dosik Moon ◽  
Gijun Um

As the world confronts the 4th industrial revolution era, there is a growing interest in coding education around the world to cultivate creative and convergent students who possess computational thinking and problem-solving skills. In order for coding education to be successful, the following questions are considered: 1.What should be taught first? 2. How should it be taught? This study aims to determine the priority of leaning topics in elementary school coding education. To do so, a focus group interview was conducted with four experts in the field of coding education, and 12 learning topics were identified. Based on the interview results, a questionnaire was administered to coding instructors. The Analytic Hierarchy Process (AHP) was applied to derive priorities among the learning topics. The results showed that ‘procedural problem solving’ was found as the most important unit that the elementary school coding education needs to deal with. As for the learning topics, ‘problem definition and breakdown’, ‘block coding’, ‘implementation of algorithm’, ‘understanding of algorithm’ and ‘necessity for learning coding’ were found to be the top 5 priorities. Based on these results, this study presents four suggestions to consider for coding education to be carried out more effectively.  


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