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Journal : Journal of Science Learning

The Development of FunLABS Android-Based Application Using Unity Software as Learning Media to Explore Students’ Motivation on Acid, Base, and Salt Topic Yulianita Nursakinah; Eka Cahya Prima; Rika Rafikah Agustin
Journal of Science Learning Vol 6, No 2 (2023): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v6i2.50447

Abstract

The lack of digital media to support middle school chemistry learning needs further expanded. Hence, an Android application as a learning media on acid, base, and salt topics was needed. This study aims to develop FunLABS (Fun Learning Acid, Base, and Salt) android-based applications. This study used a DDD-E model of development as a research method, and it consists of deciding stage, designing stage, developing stage, and evaluating stage. The deciding stage begins with analyzing the content and the software developed. The design stage consists of drawing a flowchart and the storyboard. Then, in the developing stage, the application was developed based on the previous stage. The last is the evaluation stage, which involves three expert judges, three science teachers, and forty students chosen to review the application by convenience sampling. The results from the expert's judgment show an average score of 3.54. The results from teachers show an average score of 3.49. The results from students show an average score of 3.51. The profile of students' motivation score after operating the FunLABS Application is 77.87% which is described as good motivation. Hence, the results from the experts, science teachers, and students showed positive feedback, and the application was completely revised. The FunLABS Android application can be used in the learning activity to explore students' motivation on acid, base, and salt topics.  
Smartchem: An Android Application for Learning Multiple Representations of Acid-Base Chemistry Eliyawati Eliyawati; Rika Rafikah Agustin; Yustika Sya’bandari; Rossy Andini Herindra Putri
Journal of Science Learning Vol 3, No 3 (2020): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v3i3.23280

Abstract

An android application named SmartChem was developed to explain multiple representations of acid-base chemistry. This paper is a description of an android-based media (SmartChem) through the stages of design, development, validation and revision, and finally, limited trials with pre-service science teachers. SmartChem is intended to aid students in understanding through media explanations of symbolic, macroscopic, and submicroscopic representations of acid-base material. The validity of the tool was assessed through the ratings of a panel of five expert judges using Aiken’s validity index (Aiken’s V). The results show that some parts of the SmartChem media needed to be revised, especially in linking submicroscopic level content with symbolism. From the trials of this application with trainee teachers, help in understanding multiple chemical representations of acids and bases was demonstrated; however, the low achievement group was more concerned with technical features, while the higher achieving group appreciated the content and learning experience.
Development of Android-based Interactive Multimedia to Enhance Critical Thinking Skills in Learning Matters Salma Almira Hamdani; Eka Cahya Prima; Rika Rafikah Agustin; Selly Feranie; Ahmad Sugiana
Journal of Science Learning Vol 5, No 1 (2022): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v5i1.33998

Abstract

The advancement in science and technology in the 21st Century necessitates improving critical thinking skills in students. Implementing digital technology such as interactive multimedia in the learning process can encourage quality learning and teaching. This study aims to create Android-based interactive multimedia that will help students improve their critical thinking skills in learning matters. This research aims to develop android-based interactive multimedia to enhance critical thinking skills in learning matters. This research employed a developmental method that included analysis, design, development, implementation, and one group pretest-posttest to assess students' critical thinking skills. The participants were 30 students from Private Junior High schools in Bandung Barat. The instruments used were the expert's judgment rubric, students' questionnaire, and objective test. With an overall score of 88.25%, the experts' judgment score was classified as very good. Moreover, the average score of students' impressions was 84.56%, classified as very good. Based on the data analysis, the value of g is 0.52, which is classified as a medium enhancement. This finding indicates that students' critical thinking skills improve after applying Android-based interactive multimedia.
The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics Gita Ayu Wandari; Agus Fany Chandra Wijaya; Rika Rafikah Agustin
Journal of Science Learning Vol 2, No 1 (2018): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v2i1.12878

Abstract

The integrated knowledge should be implemented to face the 21st-century era. Beside the integrated knowledge, mastery the concept and creativity also must be involved in order to enhance the quality of education. Thus, this research was aimed to investigate the effect of STEAM-Based Learning on Students’ Concept Mastery and Creativity in learning Light and Optics. The method that used was a mixed method with convergent parallel design. The population in this research was 8th-grade students in private junior high school in West Bandung and the sample was one class of 8th grade. The school implemented Indonesian Curriculum 2013 in the teaching-learning process. The sampling techniques were convenience sampling. The number of participants in this research was 27 students. The quantitative data in this research was obtained through an objective test. The objective test was made based on Bloom’s Taxonomy revision by Anderson. The qualitative data was obtained through the creativity rubric adopted from Creative Product Semantic Scale (CPSS) developed by O’Quinn and Bessemer. The dimension that was in creativity is novelty, resolution, and elaboration and synthesis. According to the research, students’ concept mastery improved as much as 0.78 with category high improvement after the implementation of STEAM-Based Learning. For students’ creativity achievement, in every dimension gained different result: 1) Novelty is categorized into good with 75.6%, 2) Resolution is categorized into good with 77.8%, and 3) Elaboration and synthesis are categorized into enough with 65.3 %. Overall, students’ concept mastery and creativity in the implementation of STEAM-Based Learning in learning light and optic is categorized as good.
The Development of Digital Comic as a Learning Media to Enhance Student's Understanding and Awareness on the Topic of Drugs Haya Taira; Rika Rafikah Agustin; Diana Rochintaniawati
Journal of Science Learning Vol 7, No 2 (2024): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v7i2.61818

Abstract

The human mindset significantly affects the progress of Science and Technology. Drugs are one of the examples that result from human complex thought. Lack of understanding of this topic can lead to others experimenting with dangerous psychotropic drugs. Studying sciences using only textbooks will not be imprinted in student memories. Consequently, incorporating media can help the teacher to improve student understanding. This study was aimed to facilitate students' understanding and awareness of the topic of drugs. The ADDIE model is a guideline for developing good media suitable for the topic. The resulting media was judged by an expert, a lecturer, and a teacher, who proceeded to use Index Aiken. The students' responses are gathered using a questionnaire of 20 statements and a Likert scale. The result shows that the lecturer's judgment rater agreement index has a V = 0.9625, indicating a high media score. At the same time, the teacher’s judgment has a V = 0.7875, which indicates an average score for the media. The students' responses show that 56.67% of students strongly agree that the comic can facilitate them to understand and be more aware of drugs. The findings show that lecturers and teachers agree that digital comics have the potential to be educational resources that foster comprehension and awareness and help students learn about drugs. 
The Effect of Brainstorming on Students’ Creative Thinking Skill in Learning Nutrition Winda Ismi Hidayanti; Diana Rochintaniawati; Rika Rafikah Agustin
Journal of Science Learning Vol 1, No 2 (2018): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v1i2.8738

Abstract

This research investigated the effect of brainstorming on students’ creative thinking skills in learning nutrition. The method that was used in this research is quasi-experimental with a pretest-posttest design. The sample was taken by purposive sampling technique where one group was assigned to the experimental group (n=25 students) and the other one group was assigned to the control group (n=25 students). The population was 7th-grade students in Islamic International School in Bandung. The quantitative data in this research was obtained from objective test and verbal TTCT (Torrance Test of Creative Thinking), while the qualitative data was obtained from observation sheet. The findings of the study showed that there are statistically significant differences between experimental and control group in creative thinking skills test with the score of 0.000. The result is in the favor of the experimental group, indicating the effectiveness of brainstorming in developing students’ creative thinking skills in learning nutrition.
The Effect of Guided Inquiry Laboratory Activity with Video Embedded on Students’ Understanding and Motivation in Learning Light and Optics Tina Afriani; Rika Rafikah Agustin; Eliyawati Eliyawati
Journal of Science Learning Vol 2, No 3 (2019): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v2i3.15144

Abstract

This research aims to investigate the effect of guided inquiry laboratory activity with video embedded on students’ understanding and students’ motivation in learning lights and optics topic. The method used in this research was pre-experiment. The sampling technique used in this research was convenience sampling, and the samples were taken from grade 8 in one of junior high school in Bandung. The sample was 20 students. The class implemented guided inquiry laboratory activity with video embedded in learning light and optics. The students’ understanding was measured using test given at pretest and post-test while students’ motivation was calculated using software ministeps (RASCH Model). The t-test paired sample also was performed on the average level of 95% to identify the significant difference of students’ understanding before and after the implementation of guided inquiry laboratory activity with video embedded. The results of this research show that the use of guided inquiry laboratory with video integrated gives an improvement of students understanding. Even though the value of n-gain is 0,264 (categorized as low level), the statistical test shows that there is a significant difference between students understanding before and after the implementation of guided inquiry laboratory activity with video embedded. There are 15 students from 20 students who are motivated in learning light and optics by using guided inquiry laboratory activity with video embedded. Students are motivated by the implementation of guided inquiry laboratory activity with video embedded.
The Effect of Multiple Intelligence-Based Learning Towards Students’ Concept Mastery and Interest in Matter Wida Nur W Pratiwi; Diana Rochintaniawati; Rika Rafikah Agustin
Journal of Science Learning Vol 1, No 2 (2018): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v1i2.8739

Abstract

This research was focused on investigating the effect of multiple intelligence -based learning as a learning approach towards students’ concept mastery and interest in learning matter. The one-group pretest-posttest design was used in this research towards a sample which was according to the suitable  situation of the research sample, n = 13 students of the 7th grade in Nusa Laila Puteri  School in Bandar Seri Begawan. The students’ concept mastery was measured using achievement test and given at the pretest and posttest, meanwhile the students’ interest level was measured using a Likert Scale for interest. Based on the analysis of the data, the result shows that the normalized gain was .61, which was considered as a medium improvement. in other words, students’ concept mastery in matter  increased after being taught using multiple intelligence-based learning. The Likert scale of interest shows that most students have a high interest in learning matter after being taught by multiple intelligence-based learning. Therefore, it is concluded that multiple intelligence – based learning helped in improving students’ concept mastery and gain students’ interest in learning matter.