scholarly journals The Effectiveness of Physics Learning with Science Environment Technology and Society Approach to Improve the Students Competence

Author(s):  
Usmeldi Usmeldi
2017 ◽  
Vol 6 (2) ◽  
pp. 318 ◽  
Author(s):  
U. Usmeldi ◽  
R. Amini ◽  
S. Trisna

<p>Learning physics in SMAN 1 Bukittinggi was conducted through theories and practicum that verified the theories. The preliminary survey on the implementation of physics learning showed that teachers had not yet applied research-based learning. There were still many students who had not yet mastered the learning of physics. Supporting facilities such as physics laboratory and the equipment had been available, but they are not yet optimally utilized. Research-based learning model is one of learning models that can improve critical thinking skill and students’ learning outcome. The research is aimed at developing research-based physics learning model with Science, Environment, Technology, and Society (SETS) approaches which was valid, practical, and effective to improve students’ critical thinking. This research used a 4D model from Thiagarajan. The instruments of the research were interview guidance, observation sheets, validation sheet of the learning model and the instructional materials, questionnaire response of teachers and students, critical thinking skill test, and assessment sheet of skills and attitudes. The result of the research showed that the developed learning model and the instructional materials belonged to the category of valid which was in accordance with the expert judgment. The learning model and the instructional materials belonged to the category of practical based on the result of the observation, and the response of teachers and students. The implementation of Research-based Physics Learning with SETS approach was effective in improving critical thinking skills and learning outcomes of the students.</p>


Author(s):  
Martin Bridgstock ◽  
David Burch ◽  
John Forge ◽  
John Laurent ◽  
Ian Lowe

2020 ◽  
Vol 1 (1) ◽  
pp. 34-42
Author(s):  
P Purwandari ◽  
Andista Candra Yusro ◽  
Endah Dwi Styani

This research is a research development which aims to 1) Develop a Physics game learning based on Android that is feasible to be used as a learning media on physics subjects. 2) Knowing students' responses to physics game learning based on Android as learning media 3) Knowing that physics game learning based on Android as learning media can improve students' ability to analyze in the chapter of momentum, impulse, and collision. This research uses the ADDIE development model. This research has been tested by 3 media experts and 3 material experts with the results of the assessment stating that the media is feasible to be used as a medium for physics learning. The subjects of this research were 11 students in class X of Industrial Chemistry at the Vocational School of Gula Rajawali Madiun. The results of this research development indicate that: 1) media physics game learning based on android meets the feasibility standard to be used as a learning medium on physics subjects. 2) The learning media of Physics game learning based on Android gets a very good response from students. 3) Physics game learning based on Android as learning media can improve students' analytical skills in the chapter of momentum, impulses, and collisions with an average N-Gain of 0.54 which is in the medium category. 


2018 ◽  
Vol 7 (1) ◽  
Author(s):  
Alfido Fauzy Zakaria ◽  
Bambang Supriadi ◽  
Trapsilo Prihandono

One branch of physics is mechanics. Based on interviews to Senior High School teacher in Jember, mechanics is difficult to learn. The eksternals factor this chapter is dificult to learn is learning Resources. The learning Resources are often less contextuall with around the phenomenon of students. The contextuall learning Resources in the Jember Regency is study of kynematics and dynamics in the traffic of Rembangan Tourism. From this experiment, we get data can be used as a learning resources chapter uniform rectilinear motion, decelerated uniform rectilinear motion, accelerated uniform rectilinear motion, Newton’s Law, and circular motion.


2020 ◽  
Vol 6 (2) ◽  
pp. 151
Author(s):  
Muhammad Asriadi ◽  
Edi Istiyono

This study aims to determine the ability of creative thinking high school students in physics learning, know the form of assessment of creative thinking abilities. The study was conducted at SMAN 6 Yogyakrata. This type of research is a survey with a cross-sectional method that is a survey conducted once and at a time. The subjects were the principals, teachers of physics from SMAN 6 Yogyakrata and 30 grade XI students. observations, interviews, and questionnaires were used as data collection techniques. The data analysis method used was the quantitative-qualitative descriptive analysis. The results showed that the creative thinking ability of class XI MIA 1 students at SMAN 6 Yogyakarta can be said to be in the average and quite good category, although there are some students whose level of creative thinking ability is low. In addition, the form of assessment used by physics teachers has not been effective and accurate enough in assessing students 'creative thinking abilities. So it is recommended to use The Torrance Tests of Creative Thinking (TTCT) in physics learning because it has been proven to be accurate in assessing students' creative thinking abilities.


Author(s):  
Delismar Delismar

In classical learning approach, conventional lecture method is commonly used by teachers in implementing learning process in classes.  The teacher becomes the main source of learning.  The current student’s habit that tends to be passive and individualistic resulted in a passive and monotone learning.      To overcome these problems, I was interested to implement the model of numbered heads together in learning Physics in the Class VII B of SMP Negeri 5 Kota Jambi. The purpose of this learning approach is to enable students to develop cooperative skill and more active learning of physics and to improve learning results. This research is a class action research, which were performed in two cycles.  All students’ activities in the class were observed and recorded in observation sheet, consisting of teacher observation sheet and student observation sheet. To find out the learning outcomes, formative test was performed using a written instrument form.  The results show the increase of students’ discipline, cooperation, liveliness, timeliness in learning Physics.  In addition, the learning model also increases the students’ learning outcomes. The average learning results increased to 75.38 (increase 3.25 points).  To conclude, the implementation of Number Head Together increase students’ discipline, cooperation, activities, and timeliness.  The model also increase the Physics learning outcome of student in SMP Negeri 5 Kota  Jambi.


Author(s):  
Ronald E. Rice ◽  
Simeon J. Yates ◽  
Jordana Blejmar

We conclude the Handbook of Digital Technology and Society by identifying topics that appear in multiple chapters, are more unique to some chapters, and that represent general themes across the material. Each of these is considered separately for the ESRC theme chapters and the non-ESRC chapters. In the ESRC theme chapters, cross-cutting research topics include digital divides and inequalities; data and digital literacy; governance, regulation, and legislation; and the roles and impacts of major platforms. Cross-cutting challenges include methods; theory development, testing, and evaluation; ethics; big data; and multi-platform/holistic studies. Gaps include policy implications, and digital culture. In the non-ESRC chapters, more cross-cutting themes include future research and methods; technology venues; relationships; content and creation; culture and everyday life; theory; and societal effects. More unique, these were digitization of self; managing digital experience; names for the digital/social era; ethics; user groups; civic issues; health, and positive effects. The chapter also shows how the non-ESRC chapters may be clustered together based on their shared themes and subthemes, identifying two general themes of more micro and more macro topics. The identification of both more and less common topics and themes can provide the basis for understanding the landscape of prior research, what areas need to be included in ongoing research, and what research areas might benefit from more attention. The chapter ends with some recommendations for such ongoing and future research in the rich, important, and challenging area of digital technology and society.


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