Socrates, Tegar Putra
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GAME EDUKASI FISIKA BERMUATAN LITERASI SAINTIFIK DAN ETNOSAINS PADA MATERI HUKUM NEWTON TENTANG GERAK Socrates, Tegar Putra; Ikram, Riziqul; Afrizon, Renol; Hidayat, Rahmat; Hidayati, Hidayati; Rozi, Nur Erwani
EduFisika: Jurnal Pendidikan Fisika Vol 8 No 3 (2023): EduFisika: Jurnal Pendidikan Fisika Volume 8 Nomor 3 December 2023
Publisher : Program Studi Pendidikan Fisika FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59052/edufisika.v8i3.29670

Abstract

The development of science and technology has changed the demands of the world of education. The national education system requires students to have scientific literacy competencies. The independent curriculum emphasizes the formation of Pancasila student profiles. One of the efforts made is to integrate local wisdom in learning. This curriculum adjustment requires the use of technology in learning. One solution is to develop an educational physics game. The study aimed to determine the characteristics, validity, and practicality of Physics educational games containing scientific literacy and ethnoscience. The research included the type of development research using the Plomp model. Research is limited to the stage prototyping phase at the small group practicality stage. The data source was obtained from the results of expert validation by Physics lecturers Faculty of Mathematics and Natural Sciences UNP. The source of practical data was acquired from grade X students of Senior High School 1 Padang. The data collection instruments in this study are validity test sheets and practicality test sheets. The data analysis technique used is descriptive statistical analysis. Based on the study results, the material validity test obtained a value of 0.88, and the media validity has a value of 0.92, each categorized as high validity. The results of the practicality test got a one-to-one stage value of 91.88 and a small group of 90.37; each categorized as very practical. It was concluded that physics educational games are valid and practical to use as a medium for learning Newton's laws of motion.
EFEKTIVITAS PENERAPAN MEDIA PEMBELAJARAN FISIKA BERBASIS AUGMENTED REALITY: STUDI LITERATUR Socrates, Tegar Putra; Mufit, Fatni
EduFisika: Jurnal Pendidikan Fisika Vol 7 No 1 (2022): Edufisika: Jurnal Pendidikan Fisika Volume 7 Nomor 01, Juni 2022
Publisher : Program Studi Pendidikan Fisika FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59052/edufisika.v7i1.19219

Abstract

This study aims to describe the effectiveness of the application of augmented reality-based learning media in physics learning. This effectiveness is in terms of increasing understanding of concepts, interest in learning, learning outcomes, and students' critical thinking skills. This research is due to the lack of understanding of physics by students at various levels of education. Learning physics is considered difficult because of the abstract concept and the lack of innovation in learning so that it affects the ability of students. Therefore, we need an innovation in the physics learning process in the form of augmented reality-based learning media. Quantitative approach is the approach used in this research and literature study as a data collection method. The literature sources used are from the indexing portals Google Scholar, Sinta, Garuda and others. Researchers obtained 10 references related to study objectives from 2014 to 2022. From the analysis of the literature study conducted, it was found that the use of augmented reality in learning physics can increase conceptual understanding, increase interest in learning, and improve students' critical thinking skills in learning physics.
The Needs Analysis for an Educational Physics Game with Scientific Literacy and Ethnoscientific Content Socrates, Tegar Putra; Afrizon, Renol; Hidayati, Hidayati; Hidayat, Rahmat
Jurnal Pendidikan Fisika dan Teknologi (JPFT) Vol 9 No 1 (2023): Januari - Juni
Publisher : Department of Physics Education, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpft.v9i1.5079

Abstract

The advancement of science and technology in the era of the Industrial Revolution 4.0 encourages government regulations in changing all life governance, including education. The independent curriculum is used as a solution to answer the demands of the world of education and to be able to create active and creative learning. In learning Physics in schools, its application is rarely exemplified in everyday life.  Physics learning is only taught theoretically and has minimal explanation related to the implementation of Physics, so learning becomes less meaningful. Cultural or ethnoscientific approaches are important in implementing learning so that community culture is not lost. It can help improve students' scientific literacy and make science learning more meaningful for students. One of the technology-based learning media that can be developed is Physics educational games. This study aims to analyze the development needs of Physics educational games containing scientific literacy and ethnoscience. This type of research is descriptive quantitative. This research data instrument uses observation sheets and questionnaires. Data collection techniques are carried out through methods: (1) observation and (2) questionnaires. The research technique used is the quantitative descriptive analysis technique. The study subjects were 42 grade X students of SMAN 1 Padang. The students are represented by three classes X at SMAN 1 Padang, grouped into high, medium and low-level classes. The results showed that using learning media increased student participation in learning and made it easier for students to understand the material. Linking Physics learning with the local culture can make Physics learning more meaningful and increase students' scientific literacy. These results illustrate the need to develop physics educational games based on scientific literacy and ethnoscience.