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Eka Cahya Prima
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INDONESIA
Journal of Science Learning
ISSN : 26146568     EISSN : 26146568     DOI : -
Core Subject : Education,
Journal of Science Learning (JSL) (ISSN 2614-6568) is an open access and peer-reviewed journal published by Universitas Pendidikan Indonesia. The work collaborates with Indonesian Society for Science Educators. It serves original articles on the latest issues and trends in high quality research and theoretical position papers concerning preservice and in-service education of science teachers. The article offers ways to improve classroom science teaching and learning, and professional development. JSL is a triangual journal issued on March, July, and November.
Arjuna Subject : -
Articles 199 Documents
Exploring the Influence of Science Lessons Through Text-Based Explanations and Game-Based Explanations Mixed With A Socio-Scientific Approach on Issues on Students Rational Thinking Ability and Mistaken Understanding Nurul Huda Ramadhan; Wirawan Fadly; Nurzatulshima Kamarudin
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.v7i2.67372

Abstract

In both private and public education, several institutions may use game-based explanations. However, it does not rule out the possibility that most educational institutions use text-based explanations, which makes students tend to get bored because they only have to read and listen, so another alternative is needed: game-based explanations that can stimulate students' enthusiasm. Students improve their rational thinking abilities by adding a socio-scientific approach to reduce student misunderstandings. The method used in this research is a quantitative approach with a quasi-experimental design type of research. Hence, the research uses control and experimental classes for evaluation. The sample used was 29 students for the control class and 27 students for the experimental class. Based on the results obtained on rational thinking, the effect of conventions on rational thinking is 0.19, so there is no significant difference, and the post-test is 0.38, so there is a significant difference.In contrast, the effect obtained on the misunderstanding effect of conventions is 0.03. There is also no significant difference, but based on the average results of the experimental class, it is relatively superior to the control because the average of the experimental class is 83 and of the control class is 66, so game-based explanations are quite more influential than text-based explanations. This study offers insights into integrating multiple teaching methods to improve students' rational thinking skills, reduce misunderstandings, and make science learning more engaging.
The Effect of Mobile Learning Integrated Traditional Games Egrang to Improve Multiple Representation Skills Anggi Datiatur Rahmat; Insih Wilujeng; Heru Kuswanto
Journal of Science Learning Vol 6, No 4 (2023): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v6i4.57961

Abstract

Integrating traditional games into science learning can reconstruct local knowledge into scientific knowledge. One of the most popular technologies today is the mobile phone, which almost everyone uses. This study investigates the effect of mobile learning integrated with traditional games Egrang on students' multiple representation skills. This study used a quasi-experimental design of 64 7th junior high school students randomly assigned to experimental and control groups who learn motion and force concepts. Learning activities in the experimental class used mobile learning, while the control class used textbooks. The experimental class with (t = 8.78, p .05) and N-gain score 0.20. Besides, the control class with (t = 3.87, p .05) and N-gain score of 0.09. The study results found that students in the experimental class scored more in multiple representation skills than in the control class. Mobile learning integrated traditional games Egrang improves students' multiple representation skills, especially pictorial and mathematical representation. The results of this study can be used as a reference for integrating technology and indigenous knowledge into another science concept.
Effects of Web 2.0 Tools (Kahoot, Quizlet, Google Form Example) on Formative Assessment in Online Chemistry Courses Sibel Sadi Yılmaz; Mehmed Diyaddin Yaşar
Journal of Science Learning Vol 6, No 4 (2023): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v6i4.60479

Abstract

This study aims to examine the effects of using Kahoot, Quizlet, and Google Forms as gamification and formative assessment tools in the Chemistry II course conducted through synchronous online instruction during the COVID-19 period. The study was conducted based on a triangulation design, one of the mixed research designs in which quantitative and qualitative data collection tools and analyses are used together. This study was conducted with 32 volunteer participant students studying in the first grade of the science education department. The study used a Solutions Achievement Test (SAT) and a Chemical Kinetics Achievement Test (CKAT) as quantitative data collection tools. The results of the data analysis in the SAT and CKAT revealed a significant difference in favor of the posttest. The Student Opinion Questionnaire (SOQ), created using Conversational Interviews (CI) held with students throughout the implementation, was used as a qualitative data collection tool. The qualitative data analysis determined that the students did not participate in online classes due to the accessibility of the course video recordings, the absence of a compulsory attendance rule, and restricted access to the internet and technology. The use of Kahoot, Quizlet, and Google Forms in online classes and in students’ free time outside class had positive effects, namely enjoyable and productive lessons, contribution to professional teaching skills, reinforcement of learned knowledge, and students’ awareness of their learning levels through the feedback they received in a stress-free competitive environment. In addition, qualitative data were obtained to show that these applications were more effective in verbal subjects.
Reflections of Local Learning Environments on Secondary School Students: The Wastewater Treatment Plant Cuneyd Celik; Güliz Aydin
Journal of Science Learning Vol 7, No 1 (2024): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v7i1.54982

Abstract

The purpose of the current study is to reveal the reflections of the Köyceğiz Wastewater Treatment Plant (WTP) field trip planned within the context of the unit "Domestic Waste and Recycling" and the activities carried out concerning this trip on middle school students in Turkey. This research was conducted based on the semi-mixed method using a single-group pretest-posttest quasi-experimental design. The quantified data were collected using open-ended questions about domestic waste and recycling, while the qualitative data were collected through semi-structured interviews. Twenty-seven middle school students (17 females, 10 males) participated in the study selected by convenience sampling method. According to the study's quantitative findings, the field trip to the wastewater treatment plant made the students realize the wastes produced at home, recyclable materials, the importance of recycling, and the contributions of wastewater treatment plants to the country's economy and nature. On the other hand, the quantitative findings indicate that this trip helped the students develop more eco-centric behaviors (Protection of biodiversity,  Protection of nature, and  Protection of resources, etc.). Moreover, the contributions made by the field trip structured within environmental education to the students could be gathered under the following headings: sustainability, personal, and cognitive.
Case Study of Interactive Teaching of Science "Food and Digestive System": Developing Communication Skills Towards Science Literacy of Grade VIII Junior High School Students Alfi Mufidah; Wirawan Fadly; Juan David Martinez Zayas
Journal of Science Learning Vol 7, No 1 (2024): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v7i1.63594

Abstract

Communication skills require students to be able to manage, understand, develop, and create orally and in writing. Teaching methods that generally use conventional models of learning activities that are not formed in groups cause students' science communication skills to be lacking, so learning activities are more teacher-centered. This learning causes students' science communication skills to be challenging to develop, especially toward understanding or science literacy. The development of this science interactive teaching case study aims to develop communication skills towards science literacy of grade VIII junior high school students. The type of research used is the mixed method. This research involved the subjects of Science 1 and Science 2 teachers in class VIII and students from 2 classes with 32 students taught by the two teachers. Data analysis was conducted through transcript coding using N-Vivo assistance and statistical analysis from SPSS statistics and Minitab. The study's results show that from the three indicators described, there are significant differences in interactive teaching carried out by Science Teacher 1 and Science Teacher 2. This is due to the different perspectives held by the two teachers in the communication skills approach used. Science Teacher 1 emphasizes exploration activities more, while science teacher 2 focuses more on discussion activities.
Exploring the Use of Social Media in Science Learning Environments: A Systematic Literature Review Pinky Kusuma Ningtyas; Hayuni Retno Widarti; Parlan Parlan
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.v7i2.67071

Abstract

Social media is one of the platforms that is popular and familiar to various circles. This technology has penetrated multiple fields, especially education. Many studies have shown the use of social media in the learning process. This study aims to explore the use of social media in science learning environments and their impacts. The method used is a Systematic Literature Review with several stages: Identification, Screening, and Inclusion. This systematic literature review used several databases, including Springer, Wiley, and Eric. The study was limited to the last eight years, from 2016 to 2023. After screening using the PRISMA method, 30 articles were obtained and used as literature material. The study results show that social media can be one of the media used in learning science. Social media, which are often used in learning, include Facebook, Instagram, YouTube, Twitter, and WhatsApp. Science learning that requires visualization is suitable if learned using social media. The use of social media in this learning also needs to be adjusted to the characteristics and features owned. The findings in the article report that social media positively affects collaboration skills, knowledge, motivation, and student-centered learning. However, there are negative impacts of using social media that disrupt privacy. In addition, there is a need for training at each institution so that the use of social media is more optimal.
The Effect of Arduino-Based E-STEM Education on Students' Entrepreneurial Skills and STEM Attitudes Tolga Topcubaşi; Aydın Tiryaki
Journal of Science Learning Vol 6, No 4 (2023): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v6i4.60325

Abstract

The research aims to determine the effect of Arduino-based E-STEM education on entrepreneurship skills and STEM attitudes of 4th-grade students within the scope of science and social studies education. This research was designed within the framework of the nested pattern of the mixed research method. "Single group pre-test-post-test experimental design" was used in the quantitative phase of the research. The sample consists of 20 fourth-grade students. "Science-Based Entrepreneurship Scale", "STEM Attitude Scale," and "Semi-Structured Interview Form" were used as data collection tools. The qualitative data obtained were analyzed with content analysis, and the quantitative data were analyzed with the SPSS 26.00 package program. When quantitative data were analyzed, It was determined that Arduino-based E-STEM education increased students' entrepreneurial skills (Z=-2.507, p: .012) and had a positive effect on their attitudes towards STEM (Z=-3.060, p: .001). When qualitative data were analyzed, the students reported growing interest in engineering and technology-related careers. They described how engineers use engineering design processes in the project preparation process, collaborate and support one another, take on responsibilities for the team, and feel a sense of accomplishment when the team succeeds.
React Strategy Instruction Enriched with Inquiry-Based Experiments: Exploring Middle School Students’ Understanding of Mixtures Ayfer Mutlu
Journal of Science Learning Vol 6, No 4 (2023): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v6i4.60515

Abstract

This study investigates the effectiveness of using a REACT strategy instruction enriched with guided inquiry-based experiments to improve 7th-grade students’ understanding of mixtures compared to conventional teacher-centered instruction. A convergent parallel mixed-method design was used, and 39 middle school students were divided into experimental (N = 19) and control (N = 20) groups. In the experimental group, REACT strategy instruction, whose experimenting stage was implemented using inquiry-based experiments, was carried out. In the control group, conventional teacher-centered instruction was conducted. Four concept cartoons were used for data collection. In addition to quantitative analyses, individual profile maps were drawn, and students’ explanations in the “Because” section of the concept cartoons were analyzed to gain deeper insight into students’ conceptual change. According to the results, a REACT strategy instruction enriched with guided inquiry-based experience effectively improves 7th-grade students’ understanding of mixtures and rectifies misconceptions compared to conventional teacher-centered instruction. Based on the results of the study, it can be recommended to use the REACT strategy teaching model enriched with inquiry-based experiments for remedying students’ misconceptions and to use concept cartoons not only as a learning strategy but also as a tool for data collection, which will enable better evaluation of students’ misconceptions.
Paper Circuit Project-based STEAM Learning to Enhance Student Understanding and Creativity Arnie Novianti Zulkarnain; Eka Cahya Prima; Nanang Winarno; Bevo Wahono
Journal of Science Learning Vol 7, No 1 (2024): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v7i1.61765

Abstract

Students believed physics was one of the most challenging sciences in education, and their interest in learning physics was lacking. Therefore, this study aims to enhance students' understanding and creativity in the STEAM learning system on electricity by creating a project (Paper Circuit) using the students' creativity at the junior high school level—quantitative research with a pre-experimental design used for this study. The population is 8th grade and 9th grade (50 students adapted to the curriculum used in the school) in one of the Junior Secondary Schools located in Bandung and Cimahi, Indonesia. The data is obtained from the pretest-posttest results, which show that the average pre-test score was 57.04 and the post-test score was 76.64. The nonparametric test was tested using the Wilcoxon test to measure student understanding. The results from e Wilcoxon are .000, which shows sig. 0.05, which means there is a significant difference between pre-test and post-test. Students' creativity is obtained from the Creativity Product Analysis Matrix (CPAM), and the result for Project 1 is 73.71%, categorized as enough, and Project 2 is 83.13%, categorized as good. Based on the result, Paper Circuit STEAM project-based learning can enhance student understanding and creativity. STEAM project-based learning can be used as an alternative teaching strategy in junior secondary school.
Enhancing Junior High School Students’ System Thinking Competency through Water Treatment with Plant Modification: A Focus on Environmental Pollution Mariah Syifa Salsabila; Yayan Sanjaya; Eliyawati Eliyawati; Witsanu Suttiwan
Journal of Science Learning Vol 7, No 1 (2024): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v7i1.61674

Abstract

The research on the ability to think in systems in education is also minimal, which is why the ability to think in systems in Indonesia has not been optimally trained. Dealing with a system's complexity can be challenging at any age, particularly for students who must apply the system's cognitive capabilities during the learning process. Systems thinking is a key to Education for Sustainable Development (ESD) competency since it can help learners understand the complexity and dynamics of the world. This research investigates the impact of system thinking on Junior High School students through simple science projects addressing environmental pollution. The study involved 7th-grade students in a private school in Bandung, utilizing a quantitative approach with a one-group pre-test and post-test design; the research aimed to measure the improvement in students' system thinking competency using test items and analyzed the data with SPSS software and Rasch Stacking and Racking. Results from the Wilcoxon test indicated a significant difference after completing learning activities, with a 50% improvement based on Rasch analysis. This underscored the critical role of project-based learning in enhancing system thinking competency. Applying appropriate learning models is expected to enhance students' system thinking competency. The recommendation for future reference to other studies, such as directing the scientific investigation in detail. Design more precisely from the initial stage to the final stage so that the expected learning can be achieved, and students can go through all stages of STEM learning correctly to create a better prototype.