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An Exploration of Scientific Literacy on Physics Subjects within Phenomenon-based Experiential Learning Santhalia, Prima Warta; Yuliati, Lia
Jurnal Penelitian Fisika dan Aplikasinya (JPFA) 2021: Articles in Press
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpfa.v11n1.p%p

Abstract

Scientific literacy is the ability to involve yourself in problems related to science. This research aims to explore the effect of phenomenon-based experiential learning on students' scientific literacy on expansion concept. This research was conducted with a mix-method approach with embedded experimental model design. The sample of this research was 32 students of grade 9 of a Senior High School in Malang, East Java, Indonesia. The data were collected through a scientific literacy tests (r = 0.53) and open-ended questions interviews to all the students, then be analyzed by using the Mann Whitney U-Test quantitatively and by using the Bybee (1997) assessment rubric qualitatively. Based on the results, it was found that the majority of students experienced an increase in their scientific literacy from the SI category (96.88%) into CSL (46.88). Future studies are expected to explore students' scientific literacy on other topics of physics education and utilize appropriate models in order to improve students' scientific literacy.
KEMAMPUAN PEMECAHAN MASALAH SISWA KELAS XI SMA PADA MATERI SUHU DAN KALOR Ernila Siringoringo; Mimi Rohazal Yaumi; Prima Warta Santhalia; Sentot Kusairi
Jurnal Pendidikan Matematika dan Sains Vol 6, No 2 (2018): December 2018
Publisher : Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (698.97 KB) | DOI: 10.21831/jpms.v6i2.23942

Abstract

Penelitian ini bertujuan mengidentifikasi kemampuan pemecahan masalah peserta didik pada topik suhu dan kalor. Metode yang digunakan adalah survey yang dilakukan di salah satu sekolah di Kota Malang dengan melibatkan 33 peserta didik. Rubrik pemecahan masalah yang digunakan mencakup lima tahap sebagaimana dikembangkan oleh Doctor dan Hallen (2007). Survey dilakukan dengan memberikan tes pemecahan masalah yang terdiri atas 3 soal uraian. Hasil analisis menunjukkan skor rata-rata kemampuan pemecahan masalah peserta didik yang diperoleh lebih dari setengah skor maksimum keseluruhan soal atau dapat dikategorikan tergolong sedang. Rendahnya skor yang diperoleh peserta didik pada tahap pemecahan masalah Logical progession. Sebagian besar peserta didik belum mampu menghubungkan hasil yang diperoleh dengan konsep fisika yang digunakan. Strategi pembelajaran yang dapat mengembangkan penguasaan konsep peserta didik dan dapat berpengaruh terhadap peningkatan kemampuan pemecahan masalah peserta didik perlu dikembangkan.Kata Kunci: pemecahan masalah, suhu dan kalor, siswa SMA Students Problem Solving Ability on Topic Heat and Temperature Abstract               This study aims to identify students problem solving ability on the topic of heat and temperature. The method used is a survey that did in one of high school in Malang City with 33 students. The rubric included five stages as developed by Doctor and Hallen (2007). The survey was conducted by providing problem solving test consisting of  3 description questions. The analysis results show that the average score of students problem solving ability are more than half the maximum score of the whole question or can be categorized as moderate. Low score obtained at Logical progession problem solving stage. Most student have not been able to relate the results obtained with the physics concept. Learning strategy that can develop conceptual understanding and affect the improvement of problem solving skills need to be developed.Keywords: problem solving, heat and temperature, high school students
Kemampuan Pemecahan Masalah Siswa pada Materi Suhu dan Kalor melalui Experiential Learning Berbasis Fenomena Prima Warta Santhalia; Lia Yuliati; Hari Wisodo
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 4, No 2: FEBRUARI 2019
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (607.164 KB) | DOI: 10.17977/jptpp.v4i2.11934

Abstract

Abstract: This research was aimed to describe problem solving skill in Experiential Learning based on the phenomenon, particularly about heat and temperatur. This study was conducted using mix method approach with embedded experimental model research design. The data were collected through pretest and posttest using test and interview. The result of N-Gain Score calculation showed that there are increase in student’s skill on solving problem about temperature and calorie is in moderate category, and the result of d-cohen effect size is in moderate category. At the same time the result of qualitative calculation on student solving skill showed there are 9,4% students in low category, 53,1% student in medium category, and 37,5% student are in high category after experiencing phenomenon based Experimental Learning. Student’s skill in problem solving has to be practiced more intensively using real-life problem in daily life.Abstrak: Penelitian ini bertujuan untuk mendeskripsikan kemampuan pemecahan masalah siswa dalam pembelajaran Experiential Learning berbasis fenomena terutama pada suhu dan kalor. Penelitian ini menggunakan pendekatan mix method dengan desain penelitian embedded experimental model. Data dikumpulkan melalui pretest dan posttest menggunakan tes dan wawancara. Hasil perhitungan N-Gain score menunjukkan adanya peningkatan kemampuan siswa dalam memecahkan suhu dan kalor dalam kategori sedang dan hasil perhitungan d-cohen effect size dalam kategori sedang. Sementara itu, hasil perhitungan kualitatif kemampuan pemecahan masalah siswa melalui crosstabulation menunjukkan sebanyak 9,4% siswa berada pada kategori rendah, 53,1% siswa pada kategori sedang, dan 37,5% siswa pada kategori tinggi setelah mengalami Experiential Learning berbasis fenomena. Kemampuan pemecahan masalah siswa perlu dilatih lebih intensif menggunakan masalah nyata dalam kehidupan sehari-hari.
Efektivitas Pembelajaran Fisika Daring di Era PAndemi Covid-19 Pada Sekolah yang Kesulitan Akses Internet (Studi Kasus Sekolah di Kabupaten Sumba Barat) Marcelina Magi Talu; Wahyu Hari Kristanto; Prima Warta Santhalia
Jurnal Penelitian Pembelajaran Fisika Vol 12, No 2 (2021): SEPTEMBER 2021
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp2f.v12i2.9369

Abstract

Selama pendemi covid-19 melanda di Indonesia, pemerintah menerapkan pembelajaran dalam bentuk daring. Tujuan penelitian ini adalah untuk mendapatkan informasi terkait proses pembelajaran daring di kabupaten Sumba Barat selama pandemi covid-19. Penelitian ini menggunakan metode survey. Subjek penelitian ini terdiri dari 3 sekolah di Sumba Barat, yaitu SMA Negeri  1 Wanokaka, SMA Negeri 1 waikabubak, dan SMA Negeri 1 Tanarighu. Teknik pengumpulan data yang digunakan adalah angket yang disebar terhadap siswa yang jurusan IPA dan wawancara. Data yang dikumpulkan dianalisis menggunakan analisis kuantitatif deskriptif. Hasil penelitian menunjukkan bahwa siswa mengalami kesulitan disetiap indikator. Hasil dari SMA Negeri 1 Wanokaka, SMA Negeri 1 waikabubak, dan SMA Negeri 1 Tanarighu berturut-turut yaitu 1) akses materi siswa cenderung sulit dengan persentase  75%, 83%, dan 59%, 2) kemampuan memahami konsep cenderung sulit dengan persentase berturut-turut 80%, 80%, dan 70%, 3) keaktifan siswa dengan persentase berturut-turut 76%, 61%, 69% masih cenderung sulit. 4) Masalah teknis cenderung sulit karena masih banyak siswa tidak memiliki Handphone/Laptop serta jaringan internet yang tidak stabil. Masalah teknis didapatkan persentase berturut-turut 69%, 61%, dan 69%. Hasil penelitian menunjukkan bahwa penerapan pembelajaran daring di era pendemi covid kurang efektif. Rekomendasi penelitian selanjutnya dapat membuat instrument yang beragam tidak hanya membuat instrument mengungkap data kuantitaif, tetapi menggunakan instrument pengungkap data kualitatifKata kunci: Efektifitas, Pembelajaran Daring, Akses Internet
Pengembangan multimedia interaktif dalam membantu pembelajaran fisika di era Covid-19 Prima Warta Santhalia; Elisabet Clara Sampebatu
Jurnal Inovasi Pendidikan IPA Vol 6, No 2: October 2020
Publisher : Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jipi.v6i2.31985

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Tujuan dari penelitian pengembangan ini adalah mengembangkan multimultimedia interaktif fisika pokok bahasan prinsip Bernoulli yang dapat digunakan dalam pembelajaran daring. Penelitian pengembangan ini menggunakan model pengembangan 4D. Dalam penelitian ini tahapan pengembangan di batasi sampai pada tahap develop karena keterbatasan waktu dan biaya. Pengumpulan data dilakukan dengan menggunakan instrumen berupa kuesioner dan soal tes pemahaman konsep terhadap 36 siswa kelas XI MIPA 2 di SMA Katolik Rajawali Makassar. Hasil validasi ahli menunjukan bahwa multimedia pembelajaran yang dikembangkan layak untuk di uji coba. Hasil Uji coba menunjukkan bahwa multimedia pembelajaran yang dikembangkan sangat praktis dan layak digunakan. Sedangkan untuk kemampuan pemahaman konsep siswa mengalami peningkatan yang ditunjukan dengan nilai N-gain yang diperoleh mencapai 0,50 yang berada dalam kategori medium atas. Hal ini berarti bahwa multimedia pembelajaran yang dikembangkan secara efektif dapat meningkatkan pemahaman konsep fisika siswa. Penelitian lanjutan diharapkan dapat mengembangkan multimedia interaktif pada materi lainnya sehingga banyak tersedia multimedia pembelajaran interaktif yang dapat digunakan oleh siswa untuk meningkatkan pemahaman konsep fisika siswa. Development of physics interactive multimedia to improve students' understanding of physics concepts in the Covid-19 Era Abstract: This development research aims to develop interactive multimedia subject matter of the Bernoulli principle that can be used in online learning. This development research uses the 4D development model. In this research, the development stage is limited to the development stage because of time and cost limitations. Data were collected using instruments in the form of questionnaires and concept understanding test questions on 36 students of class XI MIPA 2 at Catholic High School Rajawali Makassar. The results of expert validation show that advanced learning multimedia is worthy of a trial. The trial results show that the developed learning multimedia is efficient and feasible to use. As for the ability to understand, the concept of students has increased as indicated by the value of N-gain obtained reached 0.50, which is in the medium category. This means that multimedia learning developed effectively can improve students' understanding of physics concepts. Further research is expected to create interactive multimedia on other materials. That way, there are many interactive learning multimedia available that students can use to improve students' understanding of physics concepts.
STEAM-Integrated Problem-Based Learning: Traditional Indonesian Music on Sound Wave Concepts Cristina Aurelia; Prima Warta Santhalia; Wahyu Hari Kristiyanto
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.v9i10.3495

Abstract

Conceptual understanding is the level of a student's ability to understand a certain concept and explain it without altering the original meaning. This research aims to determine students' conceptual understanding by using STEAM-integrated Problem-Based Learning on sound wave material. "Mix methods" are used in this research, which is accompanied by an embedded experimental design. The research subject consists of 37 students in 11th grade at SMA Salatiga. Based on the results, it can be concluded that Problem-based learning (PBL) can increase students' conceptual understanding of sound wave material. This is proven by the results of the analysis on their conceptual understanding; where previously it consisted of the partial understanding category (5.41%), partial misconception category (10.81%), specific misconception category (48.65%), and no understood category (35.14%) – and after using STEAM integrated PBL – it consists of sound understood category (35.15%), partial understanding category (48.64%) and partial misconception category (16.21%). In the future, STEAM-integrated PBL can be implemented in other skills, especially the ones needed in the 21st century; such as critical thinking, creativity, communication, and collaboration.
STEAM-Integrated Problem-Based Learning: Traditional Indonesian Music on Sound Wave Concepts Cristina Aurelia; Prima Warta Santhalia; Wahyu Hari Kristiyanto
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.v9i10.3495

Abstract

Conceptual understanding is the level of a student's ability to understand a certain concept and explain it without altering the original meaning. This research aims to determine students' conceptual understanding by using STEAM-integrated Problem-Based Learning on sound wave material. "Mix methods" are used in this research, which is accompanied by an embedded experimental design. The research subject consists of 37 students in 11th grade at SMA Salatiga. Based on the results, it can be concluded that Problem-based learning (PBL) can increase students' conceptual understanding of sound wave material. This is proven by the results of the analysis on their conceptual understanding; where previously it consisted of the partial understanding category (5.41%), partial misconception category (10.81%), specific misconception category (48.65%), and no understood category (35.14%) – and after using STEAM integrated PBL – it consists of sound understood category (35.15%), partial understanding category (48.64%) and partial misconception category (16.21%). In the future, STEAM-integrated PBL can be implemented in other skills, especially the ones needed in the 21st century; such as critical thinking, creativity, communication, and collaboration.
STEAM Integrated Project Based Learning Exploration Against Understanding the Concept of Static Fluids Shapna D. Atika; Prima Warta Santhalia; Debora N. Sudjito
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.v9i7.2905

Abstract

Conceptual understanding is the capacity to grasp a variety of learning resources in which pupils are able to not only recognize and know the concepts, but also re-express them in a way that is easier to understand and apply. Students' conceptual comprehension skills in STEAM-integrated Project Based Learning on static fluid materials are the focus of this study. This study was carried out with the use of an embedded experimental model of mix methods. The participants in this study are 36 senior high school students of grade XI in Salatiga. Students' concept understanding exam scores at the pre-test and post-test were used to generate quantitative data. The test scores were examined using the statistical description test, normality test, t-test, N-Gain score, and Effect size. Qualitative data was gathered through students’ interviews following the completion of the pre- and post-tests, it was analyzed using Abraham's concept understanding level category (1992). There is improvement of students’ conceptual understanding, i.e. 16,66% students improved from partially understand to understand; 66,66% students improved from partially misconception to partially understand; and 16,66% students improved from misconception to partially misconception. Thus, the conceptual understanding of most of the students improved after they experience STEAM-based Project Based Learning