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Development of Augmented Reality-Based Learning Media on Mechanical Wave Material Hafirizka Hafirizka; Muhammad Nasir; Muhammad Syafi’i
Jurnal Geliga Sains: Jurnal Pendidikan Fisika Vol 10, No 2 (2022)
Publisher : Program Studi Pendidikan Fisika FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jgs.10.2.126-133

Abstract

Augmented reality is one of the most potential technologies for education. Especially in learning Physics for material that is not real. Wave material is one of the appropriate topics if we study it using augmented reality media. The purpose of this research is to develop, validate, and check the reliability of augmented reality-based learning media on mechanical wave material. This research is an R&D research using the ADDIE-type instructional design model. This augmented reality-based media was designed using the Blender, Vuforia, and Unity applications. The Blender application is used to create 3D wave models, Vuforia to create markers, and Unity to create the final application that is displayed on students' androids. This research has produced a 46-page wave material physics module that is integrated with an augmented reality application consisting of 17 markers about waves. The size of the application is 222 Mb with the Apk format on Android version 4.1 Jelly Bean and a 13 MP camera. After testing the validity with 3 experts (experts), namely media experts, material experts, and pedagogic experts as well as 3 expert users (expert users), the average value of an expert and user experts is 4.5 and 4.8 with a maximum score of 5. Media This was also assessed as good by 20 student responses. So that this learning media can be said to be valid according to experts, expert users, and users.
Development of E-Comic as a Physics Learning Media for Class X Students on Momentum and Impulse Materials Giri Kartika; Azhar Azhar; Muhammad Nasir
Jurnal Penelitian Pendidikan IPA Vol 9 No 1 (2023): January
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i1.2391

Abstract

This study aims to produce an interesting and valid learning media so that it is suitable for use in physics learning in the form of an e-comic for class X students on Momentum and Impulse material. The research method used is R&D (Research and Development) with the ADDIE development model (Analyze, Design, Development, Implementation, and Evaluation). The validity of the e-comic learning media was tested through aspects of material competence, aspects of material suitability, language aspects, display aspects, and usage aspects. The results of the validator's assessment of the material competence aspect are 4.33, the material suitability aspect is 4.33, the language aspect is 4.27, the display aspect is 4.43, and the usage aspect is 4.25. The validity of physics learning media in the form of e-comic in terms of all aspects is 4.32 with a very valid category. Thus, e-comic as a medium for learning physics for class X students on Momentum and Impulse material is declared valid and feasible be used as a medium for learning physics
Profil Persepsi tentang Keterampilan Kolaborasi dan Berpikir Kreatif Siswa Pada Mata Pelajaran Fisika Prio Sigit Nugroho; Muhammad Nasir; Muhammad Syafi’i; Erviyenni Erviyenni
Jurnal Penelitian Pendidikan IPA Vol 9 No 2 (2023): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i2.3055

Abstract

The purpose of this study is to describe the results of identifying perceptions of 21st century skills on aspects of student’s collaboration and creative thinking skills in physics subjects according to the perceptions of students of SMP N 1 Bungaraya. This type of research is descriptive research. The respondents in this study were 20 students. The data collection instrument used in this study was a questionnaire of student’s perceptions of collaboration and creative thinking skills. Based on data analysis, perception aspect collaborations skills that have conducted are in category low. Aspects of student’s creative thinking skills in physics subjects are in the very low category according to student’s perceptions. The results obtained can be used as a reference for subsequent researchers to conduct Classroom Action Research, development research such as the development of learning media, learning modules and learning models
Analysis of Multimedia Physics Learning in Integrated Package Learning Tools on Senior High School Muhammad Sahal; Muhammad Nasir
Journal of Educational Sciences Vol 4, No 4: October 2020
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.4.4.p.930-938

Abstract

     Abstract.  Use of multimedia Learning physics is a must for a physics teacher so that learning can take place well . This research aims to develop and analysis of multimedia physics learning integrated with packing preparation of learning tools in senior high school by using adobe animate application. This research method used is Research and Development (R & D) with ADDIE’s model. Method steps include analysis, design, development, implementation and evaluation and then empirical analysis with use it in limited class. The instrument of learning device validity developed consisted of aspect of planning, pedagogic, content and technique. The result of multimedia validation in aspect of planning got the average mark was 0.91 with high category, aspect of pedagogic is 0.94 with high category, aspect of content is 0.96 with high category and aspect of technique is 0.90 with high category empirical analysis show that α = 0.82 so multimedia in this research was declared valid and reliable to use as physics learning media for senior high school
Analisis Metakognitif Dalam Memecahkan Masalah Pada Materi Hukum Termodinamika Kelas XI SMAN 1 Tambang Catharine Miranda; Muhammad Nasir; M. Rahmad
SILAMPARI JURNAL PENDIDIKAN ILMU FISIKA Vol 5 No 1 (2023): Silampari Jurnal Pendidikan Ilmu Fisika (SJPIF)
Publisher : LPPM UNIVERSITAS PGRI SILAMPARI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/sjpif.v5i1.2140

Abstract

Metacognitive is the ability that a student has how measures or control his mindset, knowledge about his knowledge, and skills to analyze the product and learning outcomes. If students have good metacognitive, it will be more effective to select and find important information to solve problems than students who don’t have metacognitive. Swartz and Perkins divide the metacognitive level into 4 parts, namely tacit use, aware use, strategic use, and reflective use. This study aims to describe the metacognitive levels of students who have high, medium and low abilities in solving problems in the Law of Thermodynamics material. This research was conducted at SMA Negeri 1 Tambang with 23 students from class XI MIPA 2 as research subjects. This research was included in a descriptive study. The written test is a data collection method used in this study. The results of the test will be used to analyze students' metacognitive abilities. The results of this study are students who have learning outcomes in high groups are at the level of metacognitive Reflective Use. Students who have learning outcomes in groups are at the Strategic Use metacognitive level. Students who have low group learning outcomes are at the Tacid Use metacognitive level.
Development of Microsoft Power Point Interactive Media Based on Visual Basic for Application as Middle School Science Learning Media Aldila Novriandami; Miftahul Jannah; Annisa Arrahma; Gusti Randa; Muhammad Nasir*
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.29927

Abstract

Learning systems in the 21st century require a variety of interactive learning media. The purpose of this study is to develop an interactive microsoft power point media based on visual basic for application on vibration, wave, and sound material. This study method is a type of research and development (RD) using the ADDIE development model which consists of analysis, design, development, implementation, and evaluation stages. The population in this study at the field trial stage were all students of class VIII SMPN 1 Logas Tanah Darat. The sampling technique for this study used purposive sampling, namely determining the sample according to research needs. The research sample at the field trial stage consisted of 28 students. The data collection technique in this study was in the form of distributing questionnaires and administering tests. The validation data analysis technique uses the Aiken V validity index formula, while the analysis of practicality and effectiveness test data uses the average formula. The results of this study indicate that the results of the overall validity test index get an Aiken V validity of 0.86 with a high validity category. In addition, the results of the practical test analysis reached 83.25% in the very practical category. The results of the analysis of effectiveness get the proportion of 82.14% so that the developed media is effective. Thus it can be concluded that the microsoft power point interactive media based on visual basic for application developed are valid, practical and effective
Itu Pengembangan Modul Berbasis STEM pada Materi Gelombang untuk Peserta Didik Kelas XI SMA Syoffa Ulya; Fakhruddin; Muhammad Nasir
Jurnal Penelitian Pendidikan IPA Vol 9 No 7 (2023): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i7.3943

Abstract

The competency standards of class XI graduates in physics learning are deemed inadequate. One element contributing to this is the lack of physics modules based on learning methodologies to guide students' active learning. The goal of this research is to create a STEM-based module on Wave material that is practicable in class XI SMA. Research and development (R&D) utilizing the 4D model (define, design, develop, and disseminate) is employed. Validation sheets and limited trial sheets for students using a four-Likert scale were supplied to experts, teachers, and 30 students from SMA N 8 Mandau. The initial analysis of this research was carried out to determine the student's condition, and documentation was employed as evidence. The data were quantitatively assessed based on the outcomes of expert validation, teachers, and limited student trials. The validation using the average value performed by three expert validators or experts yielded a validation value of 0.81, while the score acquired from three user or teacher validators was 0.93, and the results of the limited trial of students yielded a validation value of 0.80. The results in the form of STEM-based modules on wave material in class XI SMA that match the criteria are high. Based on the results, the STEM-based curriculum is appropriate for use in class XI SMA.
Increasing Students' Learning Interest and Scientific Attitude Through Flipped Classroom Blogs on Work and Energy Learning in Grad X Senior High School Nurul Azizah; Muhammad Nasir; M. Rahmad
Journal of Indonesian Science Teachers Vol. 1 No. 1 (2023): May 2023
Publisher : Science Education Department of Mathematics and Natural Sciences Education Faculty of Teacher Training and Education, Universitas Riau in collaboration with the Association of Indonesian Science Educators (PPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this research is to describe an increase in students' interest in learning and scientific attitudes through the application of the flipped classroom blog on work and energy material in class X SMAN 5 Pekanbaru. This type of research used quasi-experimental, where the experimental class implemented the flipped classroom blog, while the control class used conventional learning. This research uses an instrument in the form of a questionnaire of interest in learning and students' scientific attitudes. Data were analyzed descriptively and inferentially to see an increase in students' learning interests and scientific attitudes. The results of the research obtained an average score of learning interest in classes using the flipped classroom blog in learning of 3.02 in the moderate category with a gain of 0.4 while for scientific attitude after implementing the flipped classroom blog, it was 3.04 in the medium category with a gain of 0.3. Thus, both the interest in learning and the scientific attitude of the experimental class students got better results than the control class. Based on the hypothesis testing carried out, there was a significant increase in students' interest and scientific attitude in learning the material of work and energy. Therefore, the use of the flipped classroom blog can increase students' interest and scientific attitude in learning physics on work and energy material at SMAN 5 Pekanbaru.
Pengembangan Multimedia Interaktif Gelombang Bunyi Berbasis PBL menggunakan Lumi untuk Peserta Didik Kelas XI SMA Vebby Oksaviona; Nur Islami; Muhammad Nasir
Jurnal Penelitian Pendidikan IPA Vol. 9 No. 10 (2023): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i10.4426

Abstract

This study aims to describe the development, feasibility, and practicality of PBL-based sound wave interactive multimedia using Lumi. The research method used is research and development. The model used is an Instructional Design type ADDIE which consists of 5 stages namely Analyze, Design, Development, Implementation, and Evaluate. The results showed that PBL-based sound wave interactive multimedia using Lumi was declared feasible by the validator with an average Aiken validity index of 0.86 (very high). The teacher as a practitioner states that practical interactive multimedia is used in learning physics with an average value of 93.30 (very practical). Students also stated that practical interactive multimedia was used in learning physics with an average value of 90.46 (very practical). Based on the results of the study, it can be concluded that PBL-based interactive multimedia using Lumi is declared feasible and practical for use in the physics learning process, especially in sound wave material.
Development of Microsoft Power Point Interactive Media Based on Visual Basic for Application as Middle School Science Learning Media Aldila Novriandami; Miftahul Jannah; Annisa Arrahma; Gusti Randa; Muhammad Nasir*
Jurnal Pendidikan Sains Indonesia Vol 11, No 3 (2023): JULY 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v11i3.29927

Abstract

Learning systems in the 21st century require a variety of interactive learning media. The purpose of this study is to develop an interactive microsoft power point media based on visual basic for application on vibration, wave, and sound material. This study method is a type of research and development (RD) using the ADDIE development model which consists of analysis, design, development, implementation, and evaluation stages. The population in this study at the field trial stage were all students of class VIII SMPN 1 Logas Tanah Darat. The sampling technique for this study used purposive sampling, namely determining the sample according to research needs. The research sample at the field trial stage consisted of 28 students. The data collection technique in this study was in the form of distributing questionnaires and administering tests. The validation data analysis technique uses the Aiken V validity index formula, while the analysis of practicality and effectiveness test data uses the average formula. The results of this study indicate that the results of the overall validity test index get an Aiken V validity of 0.86 with a high validity category. In addition, the results of the practical test analysis reached 83.25% in the very practical category. The results of the analysis of effectiveness get the proportion of 82.14% so that the developed media is effective. Thus it can be concluded that the microsoft power point interactive media based on visual basic for application developed are valid, practical and effective