Ishartono, N.
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Improving Elementary School Students’ Critical Thinking Skill in Science through HOTS-based Science Questions: A Quasi-Experimental Study Sidiq, Y.; Ishartono, N.; Desstya, A.; Prayitno, H. J.; Anif, S.; Hidayat, M. L.
Jurnal Pendidikan IPA Indonesia Vol 10, No 3 (2021): September 2021
Publisher : Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v10i3.30891

Abstract

There have been many efforts to improve elementary school students’ critical thinking skills in science through various learning methods. However, only a few research results show efforts to improve critical thinking skills through HOTS-based science questions for elementary school students. Therefore, the purpose of this study is to test the effectiveness of student habituation with HOTS-based science questions in improving elementary school students’ critical thinking skills in science. Quasi-experimental methods were employed in this research with a nonequivalent control group design involving a treatment class and a control class. The treatment class gets treatment in HOTS-based science questions habituation during the learning process, while the control class in conventional approaches. A total of 60 students is from one of the elementary schools in Surakarta, Indonesia. To take data related to students’ critical thinking skills, they were given pretest and posttest where each test used HOTS-based science questions in an essay. The obtained data from the tests were then analyzed using descriptive and inferential statistical techniques. This study showed that the average of critical thinking skills in science of students in the experimental class was higher than the control class, with a positive mean difference of 0.4226. Based on these results, it is recommended that the results of this study can provide an overview to educational practitioners at the elementary school level and researchers in the field of science education related to efforts to improve elementary school students’ critical thinking skills in science through the habituation of HOTS-based science questions.
Gamification in the STEM Domain Subject: The Prospective Method to Strengthen Teaching and Learning Arlinwibowo, J.; Ishartono, N.; Linguistika, Y.; Purwoko, D.; Suprapto, S.
Jurnal Pendidikan IPA Indonesia Vol 12, No 4 (2023): December 2023
Publisher : Program Studi Pendidikan IPA Fakultas Matematika dan Ilmu Pengetahuan Alam (FMIPA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v12i4.48388

Abstract

Several meta-analysis studies related to game-based learning or Gamification have been carried out by various researchers. However, there is still a scarcity of studies specifically elucidating the extent of Gamification's impact on STEM domain subjects. Therefore, this research aims to summarize various research results related to the influence of game-based learning in improving student learning outcomes in STEM domain subjects. This research was a meta-analysis using the standardized group contrast design with a random model. Research data were from articles published in Scopus-indexed journals or proceedings. The inclusion criteria in this research were articles published between 2014 – 2023 in English, quantitative type data with a contrast group design containing control and experimental groups, complete data (n, mean, SD), and research focused on STEM domain subjects. The data collection process used the PRISMA method. To ensure data quality, researchers conducted publication bias analysis using the fail-safe N method. The moderator variables were continent, stem domain, era, developing competency, game type, and education level. The results find that Gamification has a positive impact on student learning outcomes, as indicated by an effect size value of 0.5492 [0.3943; 0.7041] with a confidence interval of 95%. Gamification does not provide a significant positive difference in the moderator variables continent, era, developing competence, and game type. For STEM domain subjects, Gamification is highly recommended to be applied. For the educational level, Gamification is most recommended to be implemented in elementary school.