PENGAPLIKASIAN KAHOOT DALAM KUIS PEMBELAJARAN FISIKA MATERI GLBB UNTUK UJIAN BERBASIS PERMAINAN

2019 ◽  
Author(s):  
Wahyu Nurhidayat

This research is a form of Kahoot media application in order to be used as a physics learning medium in the form of quizzes or game-based tests. the purpose of these research are: (1) knowing interesting or not the display of the questions are given, (2) knowing the level of the questions are given, (3) knowing the comparison between quizzes using Kahoot media with conventional media, and (4) knowing how the useful of the quiz with Kahoot media. Selected topic in this research is physics material about Irregularly Changing Straight Motion (Gerak Lurus Berubah Beraturan or GLBB), including: accelerated GLBB, slowed GLBB, vertical upward motion, downward vertical motion, and free fall motion. This research uses a descriptive method with a qualitative approach obtained from closed variable interviewing data. The subjects or respondents of this study are 18 students from 2019 Physics Education students at Siliwangi University. While for the object of this research is Kahoot media as a new perception of game-based exams. The results of this study indicate that: (1) The display of questions are given can be categorized as "Interesting" with a percentage of 50%. (2) The level of questions can be categorized as Quite Varied with a percentage of 55.6%. (3) Research respondents prefer quizzes with Kahoot media to use conventional media with a percentage of 61.1% and 38.9%, respectively. (4) The use of quizzes with Kahoot media can be categorized Good with a percentage of 61.1%.

2019 ◽  
Author(s):  
Wahyu Nurhidayat

This research is a form of Kahoot media application in order to be used as a physics learning medium in the form of quizzes or game-based tests. the purpose of these research are: (1) knowing interesting or not the display of the questions are given, (2) knowing the level of the questions are given, (3) knowing the comparison between quizzes using Kahoot media with conventional media, and (4) knowing how the useful of the quiz with Kahoot media. Selected topic in this research is physics material about Irregularly Changing Straight Motion (Gerak Lurus Berubah Beraturan or GLBB), including: accelerated GLBB, slowed GLBB, vertical upward motion, downward vertical motion, and free fall motion. This research uses a descriptive method with a qualitative approach obtained from closed variable interviewing data. The subjects or respondents of this study are 18 students from 2019 Physics Education students at Siliwangi University. While for the object of this research is Kahoot media as a new perception of game-based exams. The results of this study indicate that: (1) The display of questions are given can be categorized as "Interesting" with a percentage of 50%. (2) The level of questions can be categorized as Quite Varied with a percentage of 55.6%. (3) Research respondents prefer quizzes with Kahoot media to use conventional media with a percentage of 61.1% and 38.9%, respectively. (4) The use of quizzes with Kahoot media can be categorized Good with a percentage of 61.1%.


2019 ◽  
Author(s):  
Wahyu Nurhidayat

This research is a form of Kahoot media application in order to be used as a physics learning medium in the form of quizzes or game-based tests. the purpose of these research are: (1) knowing interesting or not the display of the questions are given, (2) knowing the level of the questions are given, (3) knowing the comparison between quizzes using Kahoot media with conventional media, and (4) knowing how the useful of the quiz with Kahoot media. Selected topic in this research is physics material about Irregularly Changing Straight Motion (Gerak Lurus Berubah Beraturan or GLBB), including: accelerated GLBB, slowed GLBB, vertical upward motion, downward vertical motion, and free fall motion. This research uses a descriptive method with a qualitative approach obtained from closed variable interviewing data. The subjects or respondents of this study are 18 students from 2019 Physics Education students at Siliwangi University. While for the object of this research is Kahoot media as a new perception of game-based exams. The results of this study indicate that: (1) The display of questions are given can be categorized as "Interesting" with a percentage of 50%. (2) The level of questions can be categorized as Quite Varied with a percentage of 55.6%. (3) Research respondents prefer quizzes with Kahoot media to use conventional media with a percentage of 61.1% and 38.9%, respectively. (4) The use of quizzes with Kahoot media can be categorized Good with a percentage of 61.1%.


2018 ◽  
Vol 7 (2) ◽  
pp. 239 ◽  
Author(s):  
Darmaji Darmaji ◽  
Dwi Agus Kurniawan ◽  
Ai Suryani ◽  
Ayu Lestari

This research was conducted to identify the science process skills of the physics education students of Jambi University in prism refraction practicum after using the basic physics practicum guidebook II. This research is a quantitative descriptive method. The study was conducted with a sample of 91 students. Data collection techniques were carried out using a science process skill observation sheet which was supported by interviews and documentation. Data were analyzed using descriptive statistics. The results showed that most students are highly skilled in implementing science process skills-based practicum with the following percentages: observing by 48.35%, classifying by 38.46%, measuring by 39.56%, predicting by 58.64%, compiling data tables by 51.65%, making graph by 58.24%, planning the experiment by 61.54%, and conducting the experiment by 45.05%. The students were also quite skilled in constructing hypotheses and defining variables with the percentage of 57.14% and 39.56%, respectively. The results of the study are expected to be used as a consideration for study programs and other faculties at Jambi University as well as other universities to conduct related studies.


2020 ◽  
Vol 9 (4) ◽  
pp. 477-488
Author(s):  
S. Sukarno ◽  
M. El Widdah

This study aims to determine the effect of students’ metacognition and digital literacy skills on virtual lectures in the COVID-19 pandemic on achievement in the “Methods and Strategy on Physic Learning (MSPL)” course. The data was collected using a survey method which involved all 42 physics education students. The data analysis was carried out in two stages, namely the categorization stage and the correlation stage. Based on the data and analysis, it is known that the metacognition skill of physics education students is dominated by the “high” category with 40.47%, followed by the “medium” category at 35.71%, and the remaining 23.82% are at “low” category. As for the digital literacy, the variable is not much different from the metacognition skill, which is dominated by students with high category digital literacy skills at 42.85%, “moderate” category at 33.33%, and the rest 23.82% are at “low” category. Likewise, in the variable conceptualization of the concept of physics and physics learning strategies, physics students who are in the “high” category is more dominant than the “medium” and “low” categories, which are 33.33% and 28.58%, respectively. Based on the ANOVA table, it is known that the value of sig. 0,000, which is less than (<) 0.05. It can be said that X1 (metacognition) and X2 (digital literacy) simultaneously affect the Y variable (mastery of the MSPL concept). This is also reinforced by the calculated F value of 313.111> F table 3.22. It means that the two variables X1 and X2, simultaneously affect the Y variable (mastery of the MSPL concept).


2019 ◽  
Vol 2 (3) ◽  
pp. 177-184
Author(s):  
Nurul Auliya ◽  
Eko Swistoro ◽  
Desy Hanisa Putri

ABSTRAK Penelitian ini bertujuan untuk mendeskripsikan rencana pelaksanaan pembelajaran, proses pembelajaran, dan evaluasi proses pembelajaran. Metode yang digunakan adalah metode deskriptif Sederhana. Subjek penelitian adalah peserta didik dan guru mata pelajaran fisika di kelas X SMAN 3 Kota Bengkulu. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah wawancara, angket dan dokumentasi. Berdasarkan hasil penelitian menunjukkan bahwa penilaian terhadap RPP, proses pembelajaran dan evaluasi pembelajaran dalam kategori “sangat baik” dengan skor rata- rata 3,8. Dengan demikian dapat disimpulkan bahwa analisis RRP dan pelaksanaan pembelajaran serta evaluasi proses pembelajaran di SMAN 3 Kota Bengkulu telah berdasarkan standar kurikulum 2013. Kata kunci: RPP (Rencana Pelaksanaan Pembelajaran), Pelaksanaan Pembelajaran Fisika, Evaluasi Pembelajaran ABSTRACT This research was aimed to describe the learning implementation lesson plan, process, and evaluation. The research method was the simple descriptive method. The subjects of the research were students and physics education teacher of class X SMAN 3 Bengkulu City. Furthermore, the data collection techniques were interview, questionnaire and documentation. The results showed that the evaluation of the lesson plan, process and its evaluation were “excellent” with 3.8 score obtained. Therefore, it could be concluded that lesson plan, process, and evaluation in SMAN 3 Bengkulu City was in line with the standards of curriculum 2013. Keywords: RPP (Learning Implementation Plan), Process of Physics Learning, Learning Evaluation


EduFisika ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 28-33
Author(s):  
Ani Puji Rahayu ◽  
Sundarti Sundarti

The purpose of this study was to determine the knowledge in critical thinking of physics education students about the use of solar cell technology. This study uses a qualitative approach. The subjects in this study were 40 students of physics education at the University of Jember. Critical thinking indicators that must be studied are analysis, explanation, interpretation, evaluation, inference, and self-regulation. The research instrument used a test given via google form. The results showed that the percentage of students who were able to answer questions correctly was still relatively low. This shows that the knowledge of physics education students at the University of Jember about solar cell energy is still very lacking.


Author(s):  
Elma Tri Istighfarini ◽  
Sudarti ◽  
Yushardi

This study aims to analyze the understanding of Physics Education students at the University of Jember regarding the benefits and dangers of UV rays for health through multi-representation graphs and graphs. This study used a descriptive method with a quantitative approach through questionnaires to 50 students of Physics Education at the University of Jember, namely the 2nd semester students and 4th semester students.The data sources were obtained from a multiple choice questionnaire which included 10 verbal and graphic questions with 5 verbal questions and 5 questions. validated graph questions. The results of respondents' answers will be analyzed in describing the ability of Physics Education students at the University of Jember in understanding the benefits and dangers of UV rays for health through verbal and graphic multi-representation. Based on research that has shown that Physics Education students at the University of Jember better understand the material given or seen in questions with graphical representation results, it is seen from the average value of correct answers to verbal representation questions of 71.06% and the average correct answers for about graph representation of 39.76%. The percentage of 71.06% indicates that not all Physics Education students at the University of Jember understand the benefits and dangers of UV rays for health. This is because the sun in semester 2 students has not been given courses that discuss radiation and the small percentage of correct answers with graphical representations because the level of difficulty of the questions is higher related to questions of verbal representation. Keywords: UV radiation, Benefit of UV rays, Danger of UV Rays, Verbal Representation, Graphic Representation ABSTRAK Penelitian ini bertujuan untuk menganalisis pemahaman mahasiswa Pendidikan Fisika Universitas Jember mengenai manfaat dan bahaya sinar UV bagi kesehatan melalui multirepresentasi verbal dan grafik . Penelitian ini menggunakan metode deskriptif dengan pendekatan kuantitatif melalui kuisioner terhadap 50 mahasiswa Pendidikan Fisika Universitas Jember yaitu pada mahasiswa semester 2 dan mahasiswa semester 4. Sumber data diperoleh dari kuisioner berbentuk pilihan ganda yang meliputi soal verbal dan grafik  sebanyak 10 soal dengan 5 soal verbal dan 5 soal grafik yang telah divalidasi. Hasil jawaban responden akan dianalisis dalam  mendeskripsikan kemampuan mahasiswa Pendidikan Fisika Universitas Jember  dalam memahami manfaat dan bahaya sinar UV bagi kesehatan melalui multirepresentasi verbal dan grafik. Berdasarkan hasil penelitian yang telah dilakukan menunjukkan bahwa mahasiswa Pendidikan Fisika Universitas Jember lebih memahami materi yang diberikan atau dilihat dalam bentuk soal dengan representasi verbal daripada representasi grafik yaitu dilihat dari nilai rata – rata jawaban benar soal representasi verbal sebesar 71,06% dan rata – rata jawaban benar untuk soal representasi grafik sebesar 39,76%. Prosentase sebesar 71,06 % menunjukkan bahwa tidak semua mahasiswa Pendidikan Fisika Universitas Jember memahami manfaat dan bahaya Sinar UV bagi kesehatan. Hal ini dikarenakan pada mahasiswa semester 2 belum diberikan mata kuliah yang membahas mengenai  radiasi matahari dan kecilnya prosentasi jawaban benar dengan representasi grafik karena tingkat kesulitan soal lebih tinggi daripada soal dengan representasi verbal. Kata kunci: Radiasi UV; Manfaat Sinar UV; Bahasa Sibar UV; Bahasa sinar UV; Representasi Verbal; Representasi Grafik;  


ijd-demos ◽  
2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Hanny Purnamasari ◽  
Rachmat Ramdani

Pemerintah Daerah Kabupaten Karawang telah membuat peraturan Bupati Nomor 51 Tahun 2015 Tentang Pendirian, Pengurusan, Pengelolaan dan Pembubaran Usaha Milik Desa. Berdasarkan peraturan Bupati Karawang tersebut dalam pasal 1 menyatakan bahwa Badan usaha milik desa selanjutnya disebut Bum Desa adalah badan usaha yang seluruh atau sebagian besar modalnya dimiliki oleh Desa melalui penyertaan modal secara langsung yang berasal dari kekayaaan Desa yang dipisahkan guna menggelola aset, jasa layanan, dan usaha lainnya untuk sebesar-besarnya kesejahteraan masyarakat desa. Penelitian ini menggunakan teori  Dunn (2003)  yang meliputi efektivitas, efisisensi, kecukupan, pemerataan, responsivitas dan ketepatan dengan tujuan untuk mengetahui bagaimana evaluasi program BUM Desa oleh Dinas Pemberdayaan Masyarakat dan Desa di Kabupaten Karawang. Metode yang digunakan dalam penelitian ini adalah metode deskriptif dengan pendekatan kualitatif. Hasil penelitian menunjukan bahwa evaluasi program BUM Desa oleh Dinas Pemberdayaan Masyarakat dan Desa di Kabupaten Karawang masih belum efektif. Hal ini terlihat dari belum tercapainya tujuan pendirian BUM Desa.The Karawang regency government has made a regent regulation number 51 of 2015 concerning the establishment, management, management and dissolution of village-owned businesses. Based on the Karawang Regent's regulation in article 1 states that the village-owned enterprise, hereinafter referred to as Village Bum, is a business entity that is wholly or most of its capital owned by the Village through direct equity participation from village assets that are separated to manage assets, services, and other efforts for the maximum welfare of the village community. This study uses Dunn's theory (2003) which includes effectiveness, efficiency, adequacy, equity, responsiveness and accuracy with the aim of knowing how to evaluate the BUM Desa program by the Office of Community and Village Empowerment in Karawang District. The method used in this research is descriptive method with a qualitative approach. The results showed that the evaluation of the BUM Desa program by the Office of Community and Village Empowerment in Karawang District was not yet effective. This can be seen from the achievement of the purpose of establishing BUM Desa.


2020 ◽  
Vol 8 (2) ◽  
pp. 101-110
Author(s):  
Rahmat Rizal ◽  
Dadi Rusdiana ◽  
Wawan Setiawan ◽  
Parsaoran Siahaan

Technology continuously facing the development requires a significant change for the community to master several competencies in using and utilizing various facilities in digital technology, including teachers as a component that plays a important role in education must be equipped with digital literacy. The purpose of this study was to obtain a digital literacy description of physics education students as preservice physics teacher in the first semester. This research was conducted using a descriptive method involving 80 first-semester physics education students at a university in Tasikmalaya. Data is collected by using tests and interviews. The instrument used was a valid and reliable digital literacy test as well as an interview guide. Data obtained is processed by determining the student score means and correlated with the results of the interview. The results showed that the mean of student’s digital literacy was 50 with a low category. Three digital literacy competency areas owned by students show that the mean literacy competency of information and digital data is 36 (low category), the mean of communication and collaboration competency is 68 (medium category), and the mean of digital content creation is 47 (low category). 


2019 ◽  
Author(s):  
Wahyu Nurhidayat

This research is a form of implementation of POE2WE model on physics learning module with google site that is Google Classroom. The purpose of this research is to know implementation POE2WE to physics learning module with Google Classroom. The selected topic of this research is physics material about Irregularly Changing Straight Motion (GLBB), including accelerated GLBB, slowed GLBB, vertical upward motion, downward vertical motion, and free fall motion. The research methods are used with discuss qualitatively in the form of theoretical data with descriptive methods and literature study techniques. Through this method the research can describe the problems that are clearly and comprehensively discussed. The object of this research is physics learning module from google classroom site. The results of the research show that that research implementation can approach interaction among the students and the students with the teachers. This interaction approach from facilities which given by Google Classroom which caused comment column from the module are given.


Sign in / Sign up

Export Citation Format

Share Document