scholarly journals Multi-Timescale Education Program for Temporal Expansion in Ecocentric Education: Using Fixed-Point Time-Lapse Images for Phenology Observation

2019 ◽  
Vol 9 (3) ◽  
pp. 190 ◽  
Author(s):  
Kazuhiko W. Nakamura ◽  
Akio Fujiwara ◽  
Hill Hiroki Kobayashi ◽  
Kaoru Saito

Ecocentric education programs should include a method for the in-depth understanding of multi-scale ecological time concepts. To accomplish this, the common restriction that ecocentric education should pertain only to realistic nature may have to be removed. The purpose of this research was to confirm the validity of a program featuring phenology observation, employing fixed-point time-lapse images as climate change learning, and to obtain suggestions on the influence of the program on the multi-timescale concepts of the learners. An observation sheet listing images of cherry flowering from 16 April to 15 March each year from 1996 to 2017 was created, and the 50-min educational program using the observation sheet was conducted with 189 third year junior high school students. The tendencies among students’ answers to the two questions before and after the program suggest that the program contributed to the students acquiring the hundreds-year timescale concept based on the short-term timescale concept of dynamic nature. The contribution of this research is to visualize long-term and multi-scale ecological time concepts. By combining long-term time-lapse images with everyday nature experiences, the possibility of expanding such emotions as wonder and attachment to nature towards a long-term ecological timescale is achieved.

EDUSAINS ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 114-121
Author(s):  
Rosita Putri Rahmi Haerani

AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan Dunia Digital!” educational gaming application that has been developed by author in previous studies. This weak experimental study collected pretest and posttest results to determine students' mastery of concepts before and after Intervention. Normalized Gain of the pretest and posttest are assumed to be the effect of the intervention. The results show a low increasing mastery of concept by students who learned by playing game, so this study stated that learning science by using instructional video game media are still not able to facilitate mastery of concept of students.Keywords: interactive media; video game; mastery of conceptsAbstrakDalam dunia pendidikan, banyak penelitian empiris telah berhasil menunjukkan bukti bahwa video game memiliki potensi dalam meningkatkan hasil belajar siswa, tetapi kontroversi besar masih ada pada literatur mengenai pengaruh game yang sebenarnya. Dibutuhkan lebih banyak bukti untuk meyakinkan pendidik dan peneliti mengenai nilai aktual dan efisiensi pembelajaran menggunakan video game. Penelitian ini dilakukan untuk mengetahui penggunaan game dalam pembelajaran untuk meningkatkan penguasaan konsep tentang Interaksi makhluk hidup dengan lingkungan siswa SMP.  Game yang digunakan dalam penelitian ini adalah game yang berjudul “Selamatkan Dunia Digital!” yang telah dikembangkan oleh peneliti pada penelitian sebelumnya. Penelitian ini merupakan penelitian eksperimen semu, dengan desain The one-Group Prettest-Posttest Design untuk memperoleh gambaran penguasaan konsep siswa sebelum dan sesudah perlakuan. Peningkatan nilai pada pretest dan posttest diasumsikan merupakan efek dari perlakuan. Hasil penelitian ini menunjukkan bahwa peningkatan nilai N-gain rata-rata siswa masih dalam kategori rendah, dan pencapaian skor posttest rata-rata siswa juga masih rendah, sehingga dapat disimpulkan bahwa pembelajaran IPA dengan menggunakan media pembelajaran media video game masih belum dapat memfasilitasi penguasaan konsep IPA siswa pada konsep Interaksi Makhluk Hidup dengan Lingkungan.Kata Kunci: media pembelajaran interaktif; video game; penguasaan konsep Permalink/DOI: http://dx.doi.org/10.15408/es.v8i2.1576


Fluids ◽  
2019 ◽  
Vol 4 (4) ◽  
pp. 194 ◽  
Author(s):  
Petros Kariotoglou ◽  
Dimitris Psillos

This essay is a synthesis of more than twenty years of research, already published, on teaching and learning fluids and pressure. We examine teaching fluids globally, i.e., the content to be taught and its transformations, students’ alternative conceptions and their remediation, the sequence of educational activities, being right for students’ understanding, as well as tasks for evaluating their conceptual evolution. Our samples are junior high school students and primary school student-teachers. This long-term study combines research and development concerning teaching and learning fluids and has evolved through iteratively based design application and reflective feedback related to empirical data. The results of our research include several publications.


BIODIK ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 150-163
Author(s):  
Dewa Ayu Sri Ratnani

This study aims to analyze whether the application of Group Investigation (GI) learning model Based on Mind Mapping media can improve   creativities of the student of SMP Wisata Sanur.  The research type is Pre-Exprimental Design with One-group Pretest-Postest Designs research design conducted at SMP Wisata Sanur from April to May. Data collection using creativity assessment rubrics with 7 aspects. The result showed that there was an increase of creativity score from 75,3 to 169,2 with significance level of each aspect of creativity, ie Design aspect (p = 0,017), Color (p = 0,017), Idea and Context (p = 0,017), Kata Key (p = 0.018), Combining ideas (p = 0.018), Hierarchy Level (p = 0.017), Presentation Concept (p = 0.017). Based on the data obtained after being tested with Wilcoxon Match Pairs there was a significant difference (p = 0,018> 0,05) on student creativity in making Mind Mapping before and after apply the learning model. The conclusion of this research is the application of cooperative learning model of Group Investigation based on Mind Mapping has an effect on to the creativity of junior high school students of Sanur Tourism. Keywords: Group Investigation, Creativity, Mind Mapping   Abstrak. Penelitian ini bertujuan untuk menganalisis apakah penerapan model pembelajaran Group Investigation (GI) Berbasis media Mind Mapping dapat meningkatkan kreativitas siswa SMP Kerta Wisata Sanur. Jenis penelitian adalah Pre-Exprimental Design dengan rancangan penelitian One-group Pretest-Postest Designs yang dilaksanakan di SMP Wisata Sanur . Data didapatkan menggunakan rubrik penilaian kreativitas dengan 7 aspek. Hasil penelitian menunjukkan terdapat peningkatan jumlah skor kreativitas dari 75,3 menjadi 169,2 dengan taraf signifikansi masing-masing aspek kreativitas yaitu aspek Rancangan (p=0,017), Warna (p=0,017), Ide dan Konteks (p=0,017), Kata Kunci (p=0,018), Menggabungkan ide-ide (p=0,018), Tingkat Hirarki (p=0,017), Konsep Presentasi (p=0,017).  Hasil uji dengan Wilcoxon Match Pairs terdapat perbedaan yang signifikan (p= 0,018 > 0,05) pada kreativitas siswa dalam membuat Mind Mapping sebelum dan sesudah menerapkan model pembelajaran kooperatif  tipe Group Investigation. Kesimpulan dari penelitian ini adalah penerapan model pembelajaran kooperatif  tipe Group Investigation berbasis Mind Mapping  mampu meningkatkan kreativitas siswa SMP Wisata Sanur.    Kata kunci : Group Investigation, Kreativitas, Mind Mapping


2018 ◽  
Vol 5 (2) ◽  
pp. 79 ◽  
Author(s):  
Heny Ekawati Haryono

<em>This study aimed to determine the effectiveness of science worksheets with cognitive conflict strategies to reduce student heat misconceptions. This research was conducted at SMP Negeri 1 Lamongan by using one group pretest-posttest design. The data obtained in this study is quantitative data, and the number of students in VII grade is 50, students are called to complete the research if the proportion of correct answers is more significant than the standard achievement test. While the class is said to complete the study if 85% of students can reach the standard test criteria. The researcher obtained information about the level of mastery of students' concepts by using N-gain, one method in the descriptive qualitative analysis. It shows the different levels of student mastery before and after treatment given. The effectiveness of the Science Worksheet will be analyzed from the acquisition of learning outcomes. This yields 0.94 points which means that the value of N-Gain is in the sufficient category, it can be said that the application of the Science Worksheet with cognitive conflict strategies can reduce heat misconceptions of junior high school students.</em>


2022 ◽  
Vol 12 ◽  
Author(s):  
Tomoko Omiya ◽  
Naoko Deguchi ◽  
Yumiko Sakata ◽  
Yuriko Takata ◽  
Yoshihiko Yamazaki

We conducted a longitudinal study to clarify the changes in the sense of coherence (SOC); that is, the ability to cope with stress successfully, of 166 Japanese junior high school students and their mothers before and after the onset of the COVID-19 pandemic. First, we analyzed changes in SOC at three time points for all students and divided them into two groups: Group 1 included students with SOC scores that increased or maintained before and after the onset of the pandemic and Group 2 included students with decreased SOC scores after the onset of the pandemic. Second, we conducted a comparative analysis between the two groups. Overall, results indicated that student's SOC scores increased. Additionally, interpersonal stress scores were lower after the onset of the pandemic than before. There were almost no differences in family relationships, financial conditions, or personality tendencies between the two groups. However, Group 2 did not regain their sense of belonging to school. In this group, the frequency of stress experiences in club activities after the onset of the pandemic, troubles with the opposite gender, and inability to catch up with the contents of the subject lecture were high. The accumulation of small stressors may have hindered the maintenance of a sense of school affiliation. Mothers of students in Group 2 either were full-time employees at baseline or had started a new job after the onset of the pandemic. Their children may have been affected by the household's damaged financial budget and changes in mother's working styles. As COVID-19 reduced the number of days students went to school, students' SOC could have reduced had they not felt a sense of presence or belonging due to the lack of participation in club activities, school events, etc. Teachers and mothers should communicate carefully with their students and children, respectively, to develop a sense of belonging.


2019 ◽  
Vol 4 (2) ◽  
pp. 182-186
Author(s):  
Wiryanto Wiryanto ◽  
Julia Reveny ◽  
Juanita Tanuwijaya ◽  
Edy Suwarso ◽  
Surjanto Surjanto

Based on various field studies it is known that many members of the community still lack sufficient knowledge and attitudes to carry out swamedications. Self-medication or self-medication is defined as the use of drugs without professional supervision, to treat health problems with symptoms that are self-identified, recurrent illnesses or minor health problems. Community service is aimed at increasing public knowledge and attitudes about self -ication through counseling. Counseling is addressed to administrators, employees, teachers, and students of the Al Razi Sinar Harapan Education Foundation, having its address at Jl. Eka Rasmi, Melinjo I No. 19 Medan. The counseling activities involved 50 participants, starting with the provision of knowledge materials and attitudes about self-medication, demonstration of various markings on pharmaceutical preparations, introduction of pharmacist figures as community guides in various drug-related problems and their proper use, closed with a question and answer session with prizes. To find out the benefits of counseling in increasing knowledge and attitudes about self-medication, before and after counseling, participants were asked to fill out a questionnaire. Based on the evaluation of filling out the questionnaire before and after counseling, it is known that in general there was an increase in the average points (criteria) of knowledge and attitudes from the previous 44.71 and 41.76 (less) to 56.47 and 52.94 (enough). In more detail, the increase in the mean points (criteria) of knowledge and attitudes of the foundation management group and teachers increased from points 57.14 and 40 (less) to 77.14 (good) and 62.86 (sufficient). From the group of high school students increased from 31.11 and 42.22 points (less) to 60.00 and 64.44 (enough). And from the group of junior high school students increased from 44.71 and 41.76 points (less) to 56.47 and 52.94 (enough). From the results of the evaluation it can be concluded that the extension activities are proven to be able to increase the knowledge and attitudes of the community in conducting self-authentication.


2020 ◽  
Vol 14 (2) ◽  
pp. 295-302
Author(s):  
Fifqi Alrais Siswanto ◽  
Suroso ◽  
Sahat Saragih

Adolescence is a time when someone has negative behavior, a difficult phase for children and parents. Emotional imbalance and instability in many ways manifest itself at this time. Emotional inconsistency in adolescents causes adolescents to act responsively such as aggressive, rebellious, stubborn, annoying behavior, which results in social problems in interacting with those around them. The aggressive behavior of students in schools has become a universal problem, and is likely to increase recently. The purpose of this study was to see the application of group counseling to decrease the aggressive behavior of high school students. Another objective of the study is to examine the differences in the application of group counseling before and after treatment. Purposive sampling and aggressive scales were used in this experiment, to obtain 20 samples consisting of 10 students in the control group and 10 students in the experimental group at SMP Negeri 13 Surabaya who were recorded as having committed aggression at school. The rule used is a quantitative approach to analyzing data. The results of the field survey showed that students often protested and disrespected teachers, cursed, cursed, made chaos, made noise, said indecent words, and lied. By utilizing group dynamics, the authors provide group counseling interventions to reduce students' aggressive behavior. From the results of the study, it is proven that group counseling has an effect on decreasing aggressive behavior of junior high school students.


Author(s):  
Faiz Hasyim ◽  
Tjipto Prastowo ◽  
Budi Jatmiko

<p class="16">Covid-19 spurs teachers to carry out online learning. This study aimed to analyze the improvement of students' critical thinking skills through online learning based on Android-based PhET Simulation. This research was Quasi-Experimental using one group pre-test and post-test design involving 27 students of class VIII who program science subjects at MTs Alif Laam Miim Surabaya, Indonesia. The research instrument used critical thinking skills tests that have met valid and reliable requirements. Before and after learning activities, students were given a pre-test and a post-test. The data collected was analyzed descriptively quantitatively. The results showed that there was an increase in students' critical thinking skills with an average N-gain of 0.57, in the medium category. The highest N-gain was achieved in the "interpretation" indicator, which is 0.83 in the high category and the lowest in the "analysis" indicator, which is 0.39 in the moderate category. This study concluded that learning science by using an Android-based PhET Simulation can improve the critical thinking skills of junior high school students.</p>


2018 ◽  
Author(s):  
Akitoshi Uchida ◽  
Robert B Michael ◽  
Kazuo Mori

A growing body of correlational research finds a relationship between self-efficacy—beliefs in one's capabilities—and academic success. But few studies have investigated whether self-efficacy is causally related to academic success. We hypothesized that an experience of success would promote self-efficacy in junior high school students and would lead to academic improvements. To induce an experience of success, we secretly presented easy anagrams to target students (41 males and 43 females; 12-13 years old) who then outperformed their classmates (116 males and 115 females). We assessed students’ self-efficacy and academic achievement scores before and after the anagram tasks. We found that the success-induced students raised their self-efficacy, and this elevated self-efficacy persisted for as long as one year. Moreover, success-induced males eventually showed significant improvement in their academic achievement. These results provide a real-world experimental enactment of Bandura’s self-efficacy theory, and have implications for the practices of educational practitioners.


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