Journal of Technology and Science Education
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TOTAL DOCUMENTS

277
(FIVE YEARS 105)

H-INDEX

6
(FIVE YEARS 3)

Published By Omnia Publisher Sl

2013-6374

2021 ◽  
Vol 11 (2) ◽  
pp. 581
Author(s):  
Almira Eka Damayanti ◽  
Heru Kuswanto

This research aims to reveal the effectiveness of the use of an indigenous knowledge-based physics comic of Android-based marbles games on verbal representation and critical thinking abilities. It is a quasi-experiment applying the pretest-posttest control group design. The research sample consists of two classes: the control and experimental classes, each of which consists of 35 students established using the cluster random sampling technique. The effectiveness of the indigenous knowledge-based physics comic of marbles games was analyzed using the quantitative method applying the effect size analysis. The result of the effect size analysis obtained from Cohen’s f in verbal representation ability is 0.11 interpreted as medium effect size and critical thinking ability is 0.43 interpreted as large effect size. This shows that the developed indigenous knowledge-based physics comic of Android-based marbles games in physics teaching gives effects to verbal representation and critical thinking abilities of the students. In other words, the developed comic is effective in improving verbal representation and critical thinking abilities.


2021 ◽  
Vol 11 (2) ◽  
pp. 569
Author(s):  
Israel Kibirige ◽  
Rebecca Mampageti Maake

Teaching strategies play a vital role in improving learners’ performance. This study investigated the effect of Guided Discovery Instructional Strategy (GDIS) on Grade nine learners’ performance in chemical reactions and determined the effect of GDIS on gender. A quasi-experimental design was used with a sample comprised 75 Grade nine learners purposively selected from two schools in Mankweng Circuit based on Grade 12 poor performances. Learners were randomly assigned to the Experimental Group (EG) (N = 40) and Control Group (CG) (N = 35) taught for two weeks using GDIS for EG, and Talk and Chalk Method (TCM) for CG. The results show that there were statistically significant differences between CG post-test (T-test: t(78) = 19.89; p = 0.05); Cohen d = 4.40 for EG and CG T-test: t(68) = -1.03; p > 0.05; Cohen d = 0.2. EG taught using GDIS outperformed those using TCM (ANCOVA: F = 361.49, p = 0.05). GDIS did not discriminate against gender in EG because no statistically significant differences in performance after the intervention (Mann Whitney U-test: U = 178.50, p = 0.58), suggesting that GDIS improved all learners’ performance in chemistry, but not CTM. The findings provide teachers and stakeholders with empirical evidences on a strategy that improved learners’ performance. Also, GDIS did not discriminate against gender like the TCM, suggesting that the strategy encourages girls to study science, which contributes to narrowing the existing gender gap of male and female in Science, Technology, Engineering and Mathematics (STEM) subjects.


2021 ◽  
Vol 11 (2) ◽  
pp. 556
Author(s):  
Mewati Ayub ◽  
Hapnes Toba ◽  
Maresha Caroline Wijanto ◽  
Roy Parsaoran ◽  
Ariyanto Sani ◽  
...  

In this research, we show a development process of engagement sub-systems in a blended-learning management system and evaluate the impact of student interaction in the whole system. We develop special sub-systems for engagement purposes via forum, course rating, and class assignment modules. During the system development process, we employ continuous improvement methodology which helps to shorten the software delivery time without disturbing the overall operation. We evaluate the impact of engagement processes in terms of behavioral, emotional and cognitive aspects. Our evaluation results show that by employing the engagement sub-systems we have increased a 0.30 satisfaction point on average (1-5 Likert scale) for 11 evaluation survey questions distributed to 305 students during 2 times evaluation period. Another interesting finding from the surveys is that behavioral (discussion forum and attendance list sub-system) and cognitive (course rating sub-system) aspects have great influences for the students’ activities (class assignment sub-system) which finally has a great impact on their cognitive performances.


2021 ◽  
Vol 11 (2) ◽  
pp. 541
Author(s):  
Ahmad Abtokhi ◽  
Budi Jatmiko ◽  
Wasis Wasis

The problems of learning physics have experienced increasingly complex obstacles amid the demands of online learning due to the COVID-19 pandemic. The purpose of this study is to explain the basic physics learning process through an online system during a pandemic, by evaluating the Self-Regulated Learning (SRL) approach to Problem-solving Skills (PSS). Data were collected through distributing questionnaires, interviews and documentation studies, then analyzed. This study shows that the applied SRL has been implemented well, but has not been optimal in improving PSS in online Basic Physics learning. The unpreparedness of technological devices and the competence of educators and students become obstacles that result in difficulties in solving physics problems so that the expected results are not following the expected learning targets. Also, this study shows the difficulty of learning physics online during the pandemic. Thus, a responsive physics learning model is needed with conditions that allow the delivery of physics material to be well understood, even though it is delivered through digital media. This is a demand that needs the attention of all parties so that the achievement of online learning targets remains optimal and effective in increasing the problem-solving skills of students during the COVID-19 pandemic.


2021 ◽  
Vol 11 (2) ◽  
pp. 526
Author(s):  
Nadi Suprapto ◽  
Handal Setyo Ibisono ◽  
Husni Mubarok

This article is one of the results of the augmented reality (AR)-based pocketbook development on the planetary motion which focuses on student learning achievement. The study used the ADDIE model: "Analysis-Design-Development-Implementation-Evaluation". In the Spring Semester 2020, researchers took these steps in producing an AR-based pocketbook on planetary motion materials. The trial carried out on 30 students at a public high school in Surabaya, Indonesia. Evaluation parameters included the quality of AR-based pocketbook, students' learning achievement, and research outputs. The results showed that: (1) the process of developing an AR-based pocketbook on planetary motion fulfilled the product quality criteria: validity, practicality, and effectiveness; (2) students' learning achievement increase as seen from the results of the pretest-posttest scores with the average Gain score was 0.63 in the moderate category; (3) through the development of an AR-based pocketbook, it resulted in some articles in journals and pocketbook media based on Augmented reality. Planetary motion in physics learning is an abstract concept and requires high reasoning. Therefore, the recommendation of this study is the use of AR as a media for learning in other abstract physics concepts.


2021 ◽  
Vol 11 (2) ◽  
pp. 498
Author(s):  
Dewa Gede Hendra Divayana ◽  
Agus Adiarta ◽  
P. Wayan Arta Suyasa

One of the free platforms made by IT companies in the education sector in Indonesia can be used to facilitate online learning at home during the Covid-19 pandemic. The platform is called the SEVIMA EdLink. This platform needs to be known by academics and the wider community of education in the world. This platform provides facilities to make it easier for users to input material content and online assessment forms. The purpose of this research was to demonstrate the development of material contents of the ‘Program Evaluation’ subject and its assessment form that was embedded into the SEVIMA EdLink platform. The approach used in this research was a development based on the 4D model (Define, Design, Develop, and Disseminate). Subjects who were involved in testing the material contents were 29 students. The measuring instruments used in testing the material contents were questionnaires. Subjects who were involved in the content validity test for multiple-choice test questions were six experts, and two experts were involved in the content validity test for essay test questions. The tools used in testing the content validity of multiple-choice test questions or essay test questions were checklist documents. The analysis technique of the test results of the material contents was descriptive quantitative. The analysis technique for multiple-choice test questions and essay test questions was the comparison of content validity test results with the standard scores of content validity based on Guilford. This research results showed the quality percentage of material contents in the subject of ‘Program Evaluation’ was a good category. The content validity results of the multiple-choice test questions and essay test questions were both in the excellent category.


2021 ◽  
Vol 11 (2) ◽  
pp. 513
Author(s):  
Elda Frediana Rety Kartika ◽  
Elfi Susanti VH ◽  
Nurma Yunita Indriyanti

STEAM learning was design to promote student’s interest in learning chemistry. Integration STEAM into chemistry learning is often seen as a challenge, such as not familiar and lack of knowledge on STEAM in chemistry. Coping, for this reason, a web-based STEAM online platform was designed. This paper reports the use of design-based research (DBR) to develop a web-based STEAM online platform. The paper focuses on two studies that step on the development and validation of the platform. In an attempt to implement theoretically designed learning environments in real-world classrooms, DBR was employed as an overarching framework of inquiry. The two cycles of DBR inquiry provide deep insights into the platform's readability, comprehensibility, and feasibility. The implementation of the framework is specified along with further implications for researchers and practitioners.


2021 ◽  
Vol 11 (2) ◽  
pp. 486
Author(s):  
Victor Chernov ◽  
Sivan Klas ◽  
Yael Furman Shaharabani

Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes were incorporated regularly at the beginning of the lesson. The questions were mostly about concepts, and students earned bonus points. At the end of the course, the students filled in an anonymous survey regarding their perceptions of the Kahoot! part of the lessons. In addition, the students’ grades in the final test were compared to their gains in the Kahoot! quizzes. We found that student satisfaction with the systematic incorporation of the Kahoot! quizzes was high in both courses. Most students were motivated to review the course content before class and about half were motivated to attend class. Most students perceived Kahoot! quizzes as contributing to their understanding of the course content. We also found a positive association between student success in the quizzes and their performance in the final exam in both courses. The frequent Kahoot! quizzes supplied continuous feedback to the students and lecturers, and the students became more engaged in the course content. Our findings indicate that technology-enriched strategies, specifically gamification techniques, contribute to increased student engagement, motivation, and performance in content-intensive engineering courses.


2021 ◽  
Vol 11 (2) ◽  
pp. 474
Author(s):  
Achmad Lutfi ◽  
Rusly Hidayah ◽  
Sukarmin Sukarmin ◽  
Kusumawati Dwiningsih

The use of games in the chemistry learning process has a positive effect on students’ behavior, understanding, and interest in the discussed topics. A Chebo Collect (chemical bonding collects) game, which has met validity, practicality, and effectiveness criteria, is used as a medium to learn chemical bonds. This study aims to assess the use of computerized games as learning media on chemistry subjects based on the learning activities, students’ responses, and the impact of learning objectives achievement. This study was conducted on high schools in East Java, Indonesia with 32 students as the subject for a game teaching method and 30 students as control using a traditional method. The students’ activities were observed during the learning process and the tests were done using a questionnaire. The results revealed that the learning activities were more student-centered method’s and the learning outcomes reached classical completeness with the significant differences between the initial and final test scores. Students also gave positive responses to the use of Chebo collect game as a medium to learn chemical bonds. Chebo Collect game has succeeded in helping students to learn chemical bonds by making the learning a student-centered one and improving students’ learning outcomes.


2021 ◽  
Vol 11 (2) ◽  
pp. 457
Author(s):  
Margarita Papakonstantinou ◽  
Michael Skoumios

It has been argued that students’ understanding of science ideas and concepts is based on their engagement in science and engineering practices. However, research studying science and engineering practices engaging in the content of school science textbooks is particularly limited. The aim of the present study is to develop a framework and investigate (through it) the level at which science and engineering practices engage in the content of Greek middle school Physics textbooks about forces and motion. The analysis was carried out on a total of 61 reports and activities on forces and motion that are included in school textbooks (student’s book and lab workbook) used for teaching Physics to 13-year-old middle school students in Greece. Reports and activities were analyzed using content analysis. An assessment rubric called “Science and Engineering Practices Analytic Rubric” (SEPAR), which evaluates the level at which science and engineering practices engage in the above reports and activities, was used throughout the analysis. The analysis demonstrated the low level at which science and engineering practices engage in the analyzed content of these school textbooks. The SEPAR can be used for analyzing science instructional material. The results mean that no opportunities are provided to the students through the content of these school textbooks so that the students could use science and engineering practices and become familiar with them in order to better understand ideas and concepts about forces and motion.


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