Telah dilakukan penelitian untuk mengidentifikasi kesulitan pemecahan masalah fisika pada siswa SMA. Penelitian ini menggunakan metode survey dengan menyebarkan angket. Responden terdiri dari 120 siswa yang berasal dari 3 sekolah yaitu, SMA Negeri 1 Bangil, SMA Negeri 8 Malang, dan SMA YADIKA Bangil. Dilakukan pula wawancara pada beberapa guru dan siswa. Berdasarkan hasil penyebaran angket, diperoleh 26% siswa mengalami kesulitan pada materi Suhu dan Kalor, 25% Optik, 21% Fluida Statik, 17% Elastisitas dan Hukum Hooke, dan 11% Kinematika. Kesulitan tersebut salah satunya disebabkan pembelajaran bagi siswa yang kurang maksimal dalam bentuk hands on activity. Sebanyak 88% siswa mengatakan bahwa pembelajaran fisika yang sering dialami adalah dengan metode ceramah. Siswa mengalami kesulitan belajar fisika dalam menyelesaikan permasalahan pada soal sebesar 32%, kesulitan memahami konsep dan rumus 26%, kesulitan menggunakan persamaan atau rumus dalam soal 18%, kesulitan menganalisis grafik dan gambar 17%, dan kesulitan menyimpulkan materi yang telah dipelajari 7%. Kesulitan tersebut terlihat ketika siswa memecahkan permasalahan pada soal kinematika serta suhu dan kalor. Diperoleh dari hasil angket, bahwa 76% siswa mengalami kesulitan dalam memecahkan permasalahan pada soal dengan alasan lupa atau tidak paham, sebesar 19% siswa kurang memahami solusi pemecahan masalah pada soal, dan hanya sebesar 5% siswa mampu memecahkan permasalahan pada soal.
In agreement with students' conceptual understanding, identifying of problem solving is an important part of physics. This article is to identify the approach used by students in solving a physics problem. The subject of the research were students of physics education year 2014 in Jambi University who had joined basic physics class. The instruments used in this research were DIRECT (determining and interpreting resistive electric circuit concept test) (Engelhardt & Beichner, 2004). Based on the result, 34,1% students still used the memory based approach in problem solving, 52,3% of them used no clear approach, 4,5% used structured manner, 6,82% used unstructured manner and only 2,27% students used a scientific approach to solving the problem. The result showed that many students used no clear approach and memory based approach to solve the problem. It mean that they did not use physics concept in solving the problem and generally they only used the equation they memorized related to the problem they ever did before.
Based on the data, it is known that the average score of the overall evaluation aspects of the learning design reached 3.4. This figure according to the results of the conversion of quantitative data to qualitative data on scale 4 belongs to the very good category, which means that the learning design of gamified problem-based learning developed is feasible to be applied in learning. The purpose of writing this article is to develop an appropriate gamification model in tertiary institutions which links gamification theory and problem based learning into a new model that will later be combined with existing learning media to become more effective and interesting when applied in each course. Research on learning design models can be classified into three types: model development, model validation, and model use. This study examines the first two points above, which are based on research methodologies for model development and model validation where learning models are developed either practically or theoretically. In theory, the cause is based on the literature related to the model that is to be developed, being practical because it must be based on a learning design that is suitable for real life. The gamified problem-based learning design model has been based on literature and has projected real-life learning needs. In the results, it is known that the effectiveness and attractiveness of the design of gamified problem based learning as teaching material in the form of theory and practice have shown results in the excellent category which means that this learning design is feasible to be applied in learning.
Literacy skill is needed in the 21st century learning, whereas research about the implementation of Problem Based Learning-Science Technology Engineering and Mathematics (PBL-STEM) to develop students’ ability of scientific literacy is still limited. This research purposed to compare students’ scientific literacy competencies domain improvement through PBL-STEM in the topic of optical instrument. The quasi-experiment non-equivalent group design involved the students of Senior High School 9 Malang Indonesia in three classes called PBL-STEM, PBL, and control class. PBL-STEM class made three products, which were camera obscura, magnifier, and binoculars, which were presented with posters and reports. The PBL class, on the other hand, only made binoculars and presented their work briefly. Scientific Literacy Ability Test was used with 0.88 Cronbach’s alpha reliability. Data analysis with one-way ANOVA, post hoc Tukey test, N-gain, and Cohen’s effect size was conducted. The result showed that three classes had a significantly different ability in scientific literacy. Scientific literacy competencies domain of PBL-STEM was the highest, while PBL class is higher than the control class. The improvement of both PBL-STEM and PBL belonged in medium category, whereas the improvement in the control class was in low category. The effect of the operational implementation of PBL-STEM and PBL pair yielded large result, and both PBL-STEM and control and PBL and control pairs yielded very large category in the improvement of students’ scientific literacy.
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