Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Physics Learning and Education

Effect of Design Thinking Based on The PjBL Model on Students' Creative Thinking in Science Learning: A Bibliometric Analysis Dewi, Sonia Citra; Putri, Widia Eka; Wedy, Zahra Salsabila; Asrizal, Asrizal; Agusti, Hafiz Almahfuz
Physics Learning and Education Vol. 2 No. 4 (2024): December Edition
Publisher : Department of Physics Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ple.v2i4.174

Abstract

The purpose of this study is to analyze the collaboration pattern and the impact of the Project-Based Learning (PjBL) model based on design thinking on student creativity. The method used in this study is the bibliometric analysis method on articles from 2019-2024 totaling 100 articles. The articles used were obtained using the Publish or Perish database using VOS Viewer software. VOS Viewer visualization can display bibliometric data analysis mapping in three types, namely network visualization, overlay visualization, and density visualization. There are three research results obtained, namely 1) based on network visualization, the design thinking cluster still has minimal research related to this, but it is related to the PjBL model and creative thinking skills, 2) based on overlay visualization, the keyword design thinking has only emerged since 2022, and 3) based on density visualization, the term that has not been widely studied is design thinking. The results of the analysis show that the PjBL model based on Design Thinking is still rarely used in learning. In fact, the learning model with design thinking is able to increase student creativity, strengthen skills, and improve learning models. Therefore, research on the effect of using the Project-Based Learning (PjBL) model based on design thinking on student creativity in learning is included in the novelty in research so that more in-depth research is needed to prove the increase in students' creative thinking skills.
Design of Educational Game Teaching Materials Based on Cognitive Conflict on Particle Dynamics Material Putri, Widia Eka
Physics Learning and Education Vol. 4 No. 1 (2026): March Edition
Publisher : Department of Physics Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ple.v4i1.287

Abstract

Conceptual understanding plays a crucial role in physics learning because it enables students to connect theory with real phenomena, build scientific reasoning, and prevent misconceptions. However, the reality of learning shows that students' conceptual understanding, especially of Newton's laws, is still low. This condition calls for innovation in teaching materials, one of which is through the development of educational games based on the cognitive conflict learning model. This study aims to develop a valid and practical cognitive conflict learning model-based physics educational game to improve students' conceptual understanding. The research includes development research using the Plomp model, which consists of preliminary research, development or prototyping, and assessment stages. The research was limited to one-to-one practicality testing. Data were obtained through a preliminary study of students in classes XI F4 and XI F5 taught by physics teachers at SMA Pembangunan Laboratorium UNP. Validation was carried out by three physics lecturers from FMIPA UNP, while practicality testing was carried out on three students in class XI Fase F at the same school. The research instruments included open-ended questionnaires, concept comprehension tests, teaching material needs questionnaires, self-evaluation sheets, validity sheets, and practicality sheets. Data analysis used descriptive, V Aiken, and percentage techniques. The results showed that students needed technology-based teaching materials to improve their concept comprehension. The physics educational game on Newton's Law material was successfully developed with excellent quality. The self-evaluation results were 96 percent, the average validity was 0.93, and the practicality was 90.06 percent, all of which were categorized as very good. The game was declared valid and practical for use in high school physics learning and will be followed up with an effectiveness test of the educational game product.