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Development of Video Stop Motion Graphic Animation Oriented STEAM (Science, Technology, Engineering, Arts, And Mathematics) on Global Warming Materials in Junior High School Puspita, Ika; Raida, Sulasfiana Alfi; Ningsih, Muhayyadah Ayu; Sholikhah, Nurul Izzatush; Handayani, Noor
THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING Vol 4, No 2 (2021): THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING
Publisher : Institut Agama Islam Negeri Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/thabiea.v4i2.11895

Abstract

This study aims to design and produce a stop motion graphic animation video oriented to STEAM global warming material that is used as a learning medium and to determine the response of students at MTs Manbaul Huda Ngaluran Karanganyar Demak to stop motion graphic animation video oriented STEAM global warming material. The research method used is Research and Development (R&D) which refers to the Borg and Gall development procedure. This research includes 7 stages. The trial was carried out after going through a validity test by media experts and material experts. The trial was carried out at MTs Manbaul Huda Ngaluran Karanganyar Demak involving 28 students of class VII. meanwhile, the data analysis technique uses qualitative data from quantitative data for the development of STEAM-oriented video stop motion graphic animation products for global warming material in order to determine the feasibility of the developed media. The results showed that the media was feasible to use based on the percentage of media experts of 92% and material experts of 84.8%, the response of students to stop motion videos was very satisfied based on the results of small-scale trials getting an average score percentage of 96.95% and the test Field trials get an average score percentage of 85.7% which means that the stop motion graphic animation video media oriented to STEAM global warming material can be accepted by students.
Global Trend of Science Edutainment Research in The Last Ten Years Noor, Faiq Makhdum; Rahayu, Ayu; Handayani, Noor; Anwari, Moh Kharis; Widyaningrum, Sephiya
THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING Vol 5, No 2 (2022): THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING
Publisher : Institut Agama Islam Negeri Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/thabiea.v5i2.19190

Abstract

Science edutainment study trend is increasing every year. Science edutainment makes learning more interesting and interactive for student. The increasing number of science edutainment studies requires efforts to understand the patterns, novelties, research trends, and the potential areas of research in the future. This research was conducted on December 23, 2022. This study aims to analyze research trends, document types, document sources, most productive researchers, most used languages on documents, most contributing countries and affiliations, and also a visualization map of research trends over the past ten years. This bibliometric research and literature review uses metadata from Scopus database and mapping visualization of bibliometric by VOSviewer programs. Bibliometric results show that research trends of science edutainment tend to increase over the last ten years from 2013 to 2022. The most widely available document types are article types and document sources are available in journal types. The region that produces the most documents is the United States while Indonesia is one of the regions producing science edutainment documents in eighth. The affiliation institution that produces the most documents is Universiti Utara Malaysia. While the top prolific author is Naoyuki Kubota from Department of Mechanical Systems Engineering, Tokyo Metropolitan University, Tokyo, Japan. There are six clusters by the visualization of VOSviewer software focus on keyword that are students, social media, virtual reality, internet, effectiveness, and digital tools. Meanwhile, the opportunity and potential for future researchers to conduct science edutainment research are keywords that are few found, such as physics, ICT (Information, Communication, Technology), and learning models.