14 research outputs found

    Analyzing the Response of Learners to Use Kahoot as Gamification of Learning Physics

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    This study aims to investigate the response of learners to use Kahoot as a gamification of learning. Kahoot is available for free applications, and this platform can be used in gamification based learning. Kahoot allows educators to make games based on quizzed, surveys, and other things related. Kahoot can be accessed using a smartphone-based on android and ios as well as through a computer with address www.kahoot.it. The method used in this research is descriptive method qualitative data support the results of analyzing the response of pesetas learners. This research was conducted in SMP Tunas Bangsa, West Jakarta learner class VII, with several 16 students. The instrument used in this study was a questionnaire. Instrument used validated using product moment formula and reliability using the formula KR-20. Based on the results of data analysis and discussion, we can conclude that the response of learners in the use Kahoot as gamification of learning that is in the select category with an average overall score obtained is 87.28%

    Uji Kelayakan Instrumen Penilaian Kemampuan Pemecahan Masalah Menggunakan Multimodus Representasi Berbasis Kearifan Lokal Papua

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    R. Widyastuti, B. Usodo, and Riyadi, “Proses Berpikir Siswa Smp Dalam Menyelesaikan Masalah Matematika Berdasarkan Langkah- Langkah Polya,” Univ. Sebel. Maret Surakarta, vol. 1, no. 3, pp. 239–249, 2017.A. Saregar, S. Latifah, and M. Sari, “Efektivitas Model Pembelajaran CUPs: Dampak Terhadap Kemampuan Berpikir Tingkat Tinggi Peserta Didik Madrasah Aliyah Mathla’ul Anwar Gisting Lampung,” J. Ilm. Pendidik. Fis. Al-Biruni, vol. 5, no. 2, pp. 233–244, 2016, doi: 10.24042/jpifalbiruni.v5i2.123.E. P. Widoyoko, Evaluasi program pembelajaran. Yogyakarta: Pustaka Pelajar, 2009.Z. Arifin, Evaluasi Pembelajaran. Jakarta: Rosda Karya, 2012.Purwanto, Evaluasi Hasil Belajar. Yogyakarta: Pustaka Belajar, 2013.D. R. and N. F. Kohl, P.B., “Strongly and weakly directed approaches to teaching multiple representation use in physics,” Phys. Rev. Spec. Top. Educ. Res., vol. 3, 2007.M. Simbolon, P. Sinaga, and S. Utari, “Effect of Application of Physics Learning material Using Multimode representation to Improve Problem Solving Ability,” vol. 57, no. ICMSEd 2016, pp. 150–153, 2017, doi: 10.2991/icmsed-16.2017.33.E. Angell, C. O, Guttersrud, dan Henriksen, Multiple representations as a framework for a modelling approach to physics education. UK: Department of Physics, University of Oslo, NORWAY, and Per Morten Kind, School of Education, 2007.M. Simbolon, D. K. Sari, and A. Reski, “The development of physics learning materials using multimodal representation to improve the problem-solving skill of high school students based on rosengrant stages,” IOP Conf. Ser. Earth Environ. Sci., vol. 343, no. 1, pp. 65–69, 2019, doi: 10.1088/1755-1315/343/1/012234.Merta Simbolon, “The Development of Physics Learning Materials Using Multimode Representation to Improve Cognitive Ability of High School Students,” J. Basic Appl. Sci. Res., vol. 9, no. 6, pp. 65–69, 2019.Supriyadi, Palittin I. D., and Cristiana Martini, “Kajian Etnosains pada Indigenous Science Suku Malind dalam Upaya Pengembangan Pembelajaran IPA Kontekstual Papua,” J. Pendidik. Fis. Tadulako Online, vol. 8, no. 1, 2020.S. Hadi, “Sindrom Sampah,” Kompas, Jakarta, 2018.Azwar, Reliabilitas Dan Validitas. Yogyakarta: Pustaka Pelajar, 2015.D. Budiastuti and A. Bandur, Validitas dan Reliabilitas Penelitian: Dilengkapi Analisis dengan NVIVO, SPSS, dan AMOS. Jakarta: Mitra Wacana Media, 2018.Sugiyono, Metode Penelitian Pendidikan (pendekatan kuantitatif, kualitatif, dan RD). Bandung: Alfabeta, 2016.Sukmadinata, Metode Penelitian Pendidikan. Bandung: PT. Remaja Rosdakarya., 2016.P. Miller, Measurement and Teachin. United States of America: Library of Congress Control, 2008.Zaenal Arifin, Evaluasi Pembelajaran. Jakarta: Rosda Karya, 2012.L. U. Fatimah, “ANALISIS KESUKARAN SOAL, DAYA PEMBEDA DAN FUNGSI DISTRAKTOR,” J. Komun. dan Pendidik. Islam, vol. 8, no. 2, pp. 37–64, 2019.S. R. Hidayat et al., “Pengembangan Instrumen Tes Keterampilan Pemecahan Masalah pada Materi Getaran, Gelombang, dan Bunyi,” J. Penelit. Pengemb. Pendidik. Fis., vol. 3, no. 2, pp. 157–166, 2017, doi: 10.21009/1.03206

    Implementation of Google Classroom as Multimedia Learning

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    This research was carried out at Musamus University in academic year 2019/2020 by taking a basic physics class I as a research sample. The purpose of this research is to determine the effectiveness of the implementation of Google classroom as multimedia learning. The research method used in this research is descriptive qualitative supported by quantitative data. The instrument used was a material and multimedia expert validation sheet, questions that had been validated to test the effectiveness of implementing Google classroom as learning multimedia. Based on the description above it can be concluded that the implementation of google classroom as multimedia learning with average results of multimedia expert validation of 82.5% and 87% of material experts have a good impact on the learning process and outcomes of students. This is evidenced by an increase in the value of each student with average of pre-test score is 62 and post-test score is 83. N-gain score is 0.75 (high category)

    Pemahaman Konsep Dinamika dan Kinematika Berdasarkan Conceptual Knowledge Melalui Aplikasi Game Quizizz

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    Understanding the concept of physics is the basic cognitive skill to understand, know, apply and analyze a physical phenomenon.  Problems of conceptual knowledge of physics Students are minimal causing their inability to solve problems with Physics. The understanding of physical concepts can be learned in several ways, one of which is based on conceptual knowledge. Conceptual knowledge can be classified based on several sub dimensions of knowledge including knowledge of classifying, generalizing, basic or general concepts. The purpose of this research is to analyze and describe the understanding of physical concepts based on several indicators of conceptual knowledge through the Quizizz Online Game application. This research uses quantitative-qualitative mixed research methods that are interpreted together. Data retrieval techniques use test instruments and in-person interviews. The results showed that the average understanding of student concepts is in a moderate category with a concept understanding index reaching 47%. Students' concept understanding on each conceptual knowledge such as classifying, generalizing knowledge and knowledge of concepts or theories with results at a moderate leve

    Pelatihan E-Assessment Berbasis Gamifacation Menggunakan aplikasi Quizizz Di SMAS YPK Merauke

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    Berdasarkan hasil wawancara dengan kepala sekolah dan survei terhadap guru-guru SMAS YPK Merauke diperoleh data bahwa  selama masa covid-19 pembelajaran daring belum bisa dilakukan dengan baik karena belum memadainya penguasaan teknologi pembelajaran oleh guru-guru maupun siswa-siswi sehingga perlu dilakukan pelatihan penggunaan teknologi pembelajaran. Sasaran dari pengabdian ini adalah guru-guru. Metode yang digunakan dalam pengabdian ini adalah pelatihan terstruktur dan pendampingan terhadap guru-guru. Hasil pengabdian menunjukkan bahwa kemampuan menggunakan teknologi dalam pembelajaran khususnya pembelajaran dalam kelas virtual melalui Google Classroom berada pada kategori baik setelah diberikan pelatihan. Selain itu kemampuan menggunakan teknologi dalam pembuatan soal maupun ujian secara online melalui Quizizz berada pada kategori baik setelah diberikan pelatihan

    The Impact of Transportation Traffic Noise on Merauke City Road Crossing

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    Noise caused by transportation significantly exceeds the 55 dBA. The purpose of this study was to determine the level of transportation traffic noise at the Merauke city crossing and its solutions. Noise caused The lack of proper attention to the impact of noise from traffic flow at a crossroads. The Development of additional techniques for noise reduction in this area is needed. The results obtained are very important for areas with solutions at every highway intersection The results obtained are very important knowing the noise above the standard value at every highway intersection. This research develops techniques to reduce transportation traffic noise at the crossroads of Merauke city which are applied in design practice. Experimental studies in real conditions in the characteristic areas of Merauke City using sound level meter measurements. This research was carried out experimentally by taking measurements at each crossroads and theoretical solving methods. The good convergence results confirm the impact of noise on the immediate area with a slightly higher crossing than the value on a normal two-lane road. The proposed solution will allow providing additional protection against transportation noise

    Analysis of Students' Science Literacy Ability on Heat Concept

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    This study aims to describe the scientific literacy skills of students where the results can be used as a basis for implementing learning with the STEM approach based on local wisdom of Papua. This research was conducted at SMP YPPK St. Mikael Merauke in class VIII SMP students, especially in the heated material. This research uses a descriptive quantitative method. The instrument used in this study was multiple-choice totaling 30 numbers based on scientific literacy. The research instrument used has gone through a validation process and is declared valid. The results of the data analysis showed that the scientific literacy skills of students on the indicator of understanding scientific phenomena obtained an average score of 66%. The indicator explaining scientific phenomena obtains an average score of 62%. In the scientific problem identification indicator, the average score obtained is 65%. However, on the indicators of interpreting the data and scientific evidence the average score obtained was 59%. In the domain of scientific literacy, the aspect of scientific knowledge obtained an average score of 66%. Likewise in the scientific competency aspect, the average score obtained is 62%. Based on the results of the data analysis, it can be concluded that the overall score of students' scientific literacy skills is in a good category

    Penilaian Formatif Berbasis Quizizz Pada Mata Kuliah Fisika Dasar Pada Masa Covid-19

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    Penelitian ini dilaksanakan di Universitas Musamus, Merauke. Subjek penelitiannya adalah mahasiswa yang mengambil mata kuliah fisika dasar pada tahun akademik 20192 yang berjumlah 39 orang. Metode penelitian yang digunakan adalah metode analisis deskriptif kuantitatif, yaitu mendeskripsikan hasil penilaian formatif berbasis Quiziz yang diperoleh mahasiswa pada materi fisika dasar khususnya Hukum Newton dan Penerapannya. Tujuan penelitiannya adalah mendeskripsikan hasil penilaian formatif berbasis Quizizz pada mata kuliah fisika dasar pada masa Covid-19 Instrumen yang digunakan adalah soal pilihan ganda dengan 5 pilihan jawaban yang berjumlah 12 nomor. Validitas instrumen penelitian menggunakan product momen dan reliabilitasnya menggunakan KR-20. hasil analisis data menunjukkan rata-rata kemampuan mahasiswa pada 4 indikator materi hukum Newton dan Penerapannya diketahui bahwa indikator 1 yang diwakili oleh 3 nomor soal memiliki rata-rata persentase 68,67%. Indikator 2 yang diwakili 3 butir soal mencapai rata-rata persentase 70,67%. Indikator 3 yang diwakili 3 butir soal memperoleh presentase 77,33%. Indikator 4 yang diwakili 3 butir soal mencapai persentase 69,33%. Secara keseluruhan indikator dengan rata-rata skor tertinggi adalah indikator 3 dengan rata-rata 77,33% dan indikator dengan skor terendah adalah indikator 1 dengan rata-rata skor 68,67%. Rata-rata skor yang diperoleh pada 4 indikator tersebut adalah 71,5% sehingga berada pada kategori bai

    PELATIHAN BLENDED LEARNING MENGGUNAKAN VIRTUAL LABORATORY BERBASIS PHET INTERACTIVE SIMULATION DI SMAS YPK MERAUKE

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    ABSTRAKPeningkatan ilmu pengetahuan dan teknologi saat ini tak dapat dipisahkan dari dunia pendidikan. Banyak kebutuhan pendidikan yang dapat dipenuhi dengan memanfaatkan teknologi dalam pembelajaran, salah satunya adalah kebutuhan untuk melaksanakan praktikum. Masalah umum yang dialami guru IPA dalam pembelajaran adalah minimnya peralatan laboratorium untuk melaksanakan praktikum. Kegiatan pengabdian ini bertujuan untuk melatih guru-guru agar mampu memanfaatkan PhET Interactive Simulation dalam laboratorium virtual untuk kegiatan praktikum. Metode yang digunakan adalah pelatihan dalam bentuk presentasi berupa pemaparan mengenai PhET Interactive Simulation, pelatihan, evaluasi, dan pendampingan secara langsung kepada para guru yang masih mengalami kesulitan. Dari kegiatan pelatihan ini diperoleh hasil bahwa 90% guru telah mampu mengoperasikan kegiatan praktikum virtual menggunakan peralatan yang tersedia dalam PhET Interactive Simulation. Sejumlah 10% guru lainnya sudah mampu membuka PhET Interactive Simulation namun masih kesulitan mengoperasikan kegiatan praktikum virtualnya. Kata kunci: PhET Interactive Simulation; laboratorium virtual; praktikum ABSTRACTIncreasing science and technology today cannot be separated from the world of education. Many educational needs can be met by utilizing technology in learning, one of which is the need to carry out practicums. A common problem experienced by science teachers in learning is the lack of laboratory equipment to carry out practicums. This service activity aims to train teachers to be able to utilize PhET Interactive Simulation in a virtual laboratory for practicum activities. The method used is training in the form of presentations in the form of exposure to PhET Interactive Simulation, training, evaluation, and direct assistance to teachers who are still experiencing difficulties. From this training activity, the result was that 90% of teachers were able to operate virtual practicum activities using the equipment available in the PhET Interactive Simulation. Another 10% of teachers have been able to open PhET Interactive Simulation but still have difficulty operating their virtual practicum activities. Keywords: PhET Interactive Simulation; virtual laboratory; practicu

    Deskripsi Sistem Pembelajaran Fisika Melalui Pendekatan Kontekstual

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    Penelitian ini bertujuan mengetahui bagaimana kemampuan guru dalam mengelola kegiatan pembelajaran dengan pendekatan kontekstual, bagaimana hasil belajar peserta didik kelas dengan pendekatan kontekstual, bagaimana respon peserta didik terhadap proses pembelajaran dengan pendekatan kontekstual. Jenis penelitian adalah deskriptif. Subyek dalam penelitian ini adalah guru dan peserta didk kelas  VIII  SMP Kristen Tunas Bangsa Jakarta yang berjumlah 16 orang. Hasil penelitian menunjukkan bahwa Kemampuan guru dalam mengelola pembelajaran dengan menerapkan pendekatan kontekstual materi pokok Cahaya pada peserta didik  kelas  VIII SMP Kristen Tunas Bangsa Jakarta  yang mecakup: perencanaan perangkat pembelajaran, pelaksanaan pembelajaran dan perencanaan evaluasi pembelajaran adalah termasuk dalam kategori baik dengan total skor perencanaan 4,00, total skor pelaksanaan 3,75 dan total skor evaluasi 4,00. Hasil belajar peserta didik materi pokok Cahaya dengan pendekatan kontekstual  semuanya tuntas dengan total proporsi hasil belajar kognitif 0,85, total rata-rata hasil belajar afektif 0,90 dan total rata-rata hasil belajar psikomotor 0,88. Pelaksanaan pembelajaran dengan menerapkan pendekatan kontekstual  memperoleh respon yang sangat baik dengan skor rata-rata yang diperoleh 93,63%
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