Eka Cahya Prima
Department of Science Education, Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia, Indonesia

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Using Physics Education Technology as Virtual Laboratory in Learning Waves and Sounds Shopi Setiawati Maulidah; Eka Cahya Prima
Journal of Science Learning Vol 1, No 3 (2018): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v1i3.11797

Abstract

This research was intended to analyze the use of Physics Education Technology (PhET) as a virtual laboratory in learning waves and sounds. The analysis was in terms of the implementation of waves on a string student activity as a lesson plan, the profile of students’ cognitive, and the profile of science laboratory environment. The method which is used in this research was a descriptive method with methodological triangulation as the research design. The sample was taken on the convenient situation at grade 8 in an international school in Bandung. According to the analysis of the result, the waves on a string student activity can be adopted as the lesson plan with several recommendation to be improved such as in part A, changing some sentences in the data table, changing some settings in obtaining data activity, and adding clear example in determining the base and peak point in measuring the height of wave at start and at the end. Moreover in part B, adding clear instruction on how to use the ruler to measure the wavelength, and changing the picture to obtain the data of wavelength with the picture of simulation with the instructed setting are important. In part C, it needs to add the instruction to do the practice session together with the teacher and to add the instruction to make the starting point in counting the wave similar in each trial. The use of Physics Education Technology (PhET) as a virtual laboratory in learning waves and sounds shows the favorable result on both the cognitive aspect and science laboratory environment.
Learning Electricity using Arduino-Android based Game to Improve STEM Literacy Alifa Irna Yasin; Eka Cahya Prima; Hayat Sholihin
Journal of Science Learning Vol 1, No 3 (2018): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v1i3.11789

Abstract

The STEM is an interdisciplinary approach provided learning atmosphere where students can use science, technology, engineering and math in daily life. The aim of the STEM is educating the students to be STEM Literate. This research goal was to implement STEM learning on electricity using Arduino-Android Game based experiment to 8th-grade students. STEM Learning was chosen as an approach in this research by the consideration that it was developed through Android Game, YWRobot, and Arduino Uno experiment lesson plan and worksheet. The analysis of this research was focused on the effect of STEM learning implementation through lesson plan and worksheet to 8th-grade students’ STEM Literacy on electricity topic. The method used in this research was pre-experimental with one group pretest-posttest design. The data of this research was obtained from the STEM Literacy objective test (pretest and posttest) based on Allan Zollman. Then the data were analyzed based on each aspect of STEM Literacy such as science, technology, engineering, and mathematics. The result shows that the value of  from students’ STEM Literacy pretest-posttest are -0.06, -0.12, -0.06, -0.87 for science, technology, engineering and mathematics literacy respectively. The result implies that STEM Learning implementation was less optimal to improve science, mathematics, technology and engineering literacy. The reason was because STEM Learning implementation was not implement in continuously. Therefore, science, technology, engineering, and technology literacy regarding electricity topic are emphasized less optimally.