The use of computers as a learning medium is increasing. But there is still a bit of educators who use the computer as a medium of education facilities. Based on the research of some experts note that by using animation using flash operated by a computer, student learning outcomes improved. Therefore, it is necessary to develop media-based learning physics flash animation subject and Energy Enterprises are using Macromedia Flash 8. Media are developed based on the ADDIE development model, namely Analysis, Design, Development, Implementation, and Evaluation. The program was tested by experts in the study of physics and media experts to determine the feasibility media (program) based on predetermined criteria. After the test results obtained through the medium of learning developed worthy to serve as a medium of learning and can be used in learning.
21st century education produces culture for the principals of teachers, students and the environment to integrate technology, pedagogy, and content mastery (TPACK) into a single entity. One way to achieve learning goals that are in line with 21st century learning that is also a form of industrial revolution 4.0 is laboratory-based learning and integration of IT use in science learning. The purpose of this research is to find out the best formulation in the use of technology that can be considered in laboratory-based learning. Many options to implement the application of technology in laboratory-based learning including virtual lab, remote lab and MBL. This study used the Systematic Literature Review (SLR) method. It is used in this article will illustrate the advantages and disadvantages of each type of technology commonly used in science-based laboratory learning in the world. Therefore, the role of teacher / educator is important to design and select the right technology in building learners' knowledge. Based on the results of each analysis Technology (virtual lab, remote lab and MBL) is not perfect, it needs modification in order that the learning objectives, the use of technology and the local conditions can work optimally. Educators need to emphasize that what is more important is that learning activities are not located within the mastery of computer technology but in their educational practices.
Pandemi covid 19 memaksa penggunaan pembelajaran daring sebagai alternatif dalam proses pendidikan, dan kemungkinan akan menjadi kelaziman baru pada era Revolusi Industri 4.0 saat ini. Pembelajaran daring cukup potensial untuk meningkatkan kemampuan aspek kognitif, namun untuk mengembangkan aspek psikomotor rasanya cukup sulit jika menggunakan pembelajaran daring. Tujuan penelitian ini adalah pengambangan model pembelajaran daring yang dipadukan dengan praktikum untuk meningkatkan kemampuan kognitif dan psikomotor. Penelitian menggunakan pendekatan kuantitatif dan kualitataif. Pendekatan kuantitatif digunakan untuk mengolah data hasil belajar kognitif dan psikomotor sebagai efek penggunaan model yang dikembangkan, sedangkan pendekatan kualitatif digunakan untuk mengungkap kelebihan dan kelemahan model yang dikembangkan. Hasil penelitian menunjukkan bahwa model pembelajaran perpaduan sistem daring dan praktikum memberikan pengaruh yang signifikan dan efektif dalam meningkatkan kemampuan aspek kognitif (N-Gain=56,4%), maupun aspek psikomotor (N-Gain=81,77%). Sesuai hasil penelitian, maka model pembelajaran daring dipadu dengan praktikum dapat digunakan dalam situasi pandemi covid-19. Pelaksanaan praktikum hendaknya terjadwal dan dilaksanakan secara kelompok dengan memperhatikan lokasi kedekatan peserta didik.
Menanamkan rasa suka, senang, tertarik, dan butuh kepada peserta didik merupakan salah satu kiat yang efektif untuk keberhasilan belajar peserta didik. Belajar tadak hanya dibatasi pada satu tempat, kondisi, ruang, dan waktu tertentu saja. Siswa akan termotivasi mengikuti pembelajaran dengan baik jika guru mampu menciptakan suasana pembelajaran yang menarik dan menyenangkan bagi siswa. Keaktifan belajar merupakan hal yang sangat penting dalam pembelajaran untuk mempermudah siswa dalam mencapai tujuan pembelajaran yang telah ditetapkan guru sehingga pada akhirnya prestasi belajar siswa pun dapat ditingkatkan. Untuk meningkatkan minat dan aktivitas belajar dalam pembelajaran fisika diperlukan suasana yang menyenangkan. Hal itu dapat dilakukan melalui kombinasi brain Gym, ice breaking, dan penggunaan alat peraga dalam proses pembelajaran fisika. Hasil dari penelitian yang dilakukan tentang pengaruh permainan dalam pembejaran fisika terhadap motivasi belajar peserta didik dapat disimpulkan bahwa implementasi permainan dalam pembelajaran fisika baik dan layak untuk digunakan dalam proses pembelajaran. Hal ini terlihat dari hasil rata-rata motivasi belajar siswa dan juga hasil uji-t yang dilakukan. Oleh karena itu, sebagai upaya meningkatkan motivasi belajar fisika bagi peserta didik, guru memiliki opsi menggunakan permainan dalam pembelajaran.
The COVID-19 pandemic has influenced global conditions globally, including in the world of education in Indonesia. The implication of the COVID-19 pandemic is learning that initially focused on face-to-face shifting to distance learning / online learning. This condition is also a challenge in learning physics. This is inseparable from learning physics which requires experimental activities therein. This article will review the potential use of various platforms in solving laboratory-based physics learning problems in the COVID-19 pandemic era. To produce a comprehensive analysis of this potential picture, a systematic literature review is conducted. The analysis shows that various platforms are very potential in solving physics learning problems that require experiments for physics teachers in the pandemic era COVID-2019.
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