Digital learning and mobile learning are two different things but have something in common. This research aims to find trends, topics, similarities, differences, advantages, and disadvantages of digital learning and mobile learning over the last thirty years (1992 – 2021). The method used in this research is bibliometric analysis with the help of Ms-excel, VOSViewer, and Wordcloud to visualize the metadata obtained from Scopus. The findings show that the trend of digital learning continues to increase from year to year. In addition, it can explain that mobile learning is an innovative part of digital learning with almost the same differences, similarities, advantages, and disadvantages. In the future, it is hoped that further research related to digital learning will continue to develop along with technological developments.
Optimizing the learning process in achieving student development requires a special strategy in learning. The strategy can be run by applying the STEAM learning model. The STEAM learning process is expected to prepare the next generation to be ready to face the times, helping to develop innovations in life. The purpose of this study was to analyze the application of STEAM learning in Indonesia, especially the contribution to physics education. The method used in this paper is descriptive qualitative through the study of relevant literature with the objectives of the research conducted. The result of this study is that STEAM can be integrated into various learning subjects and levels of education. In addition, the application of STEAM can help develop the skills of students in the 21st century along with technological developments and increasing demands in modern times. In physics learning, the implementation of STEAM can make students actively involved in the teaching and learning process of physics. Students will be involved in ongoing learning and will assist students in finding solutions to the problems given. This has a positive impact because it can improve creative, critical thinking skills and make it easier for students to understand concepts. The implementation of STEAM in international education is very good, for STEAM learning in Indonesia is still lacking. This is because in implementing STEAM learning, you must have special skills to teach it. Thus, it is very important to develop STEAM starting from human resources and appropriate learning materials.
<p style="text-align: justify;">Currently, physics education is a science that is still considered abstract by many students and the public. Thus, there is a need for information on the current trends in physics education to adapt to the current situation. Based on the Scopus, the research objective is to explore the ongoing trends in the last ten years and during the COVID-19 pandemic. This research is a bibliometric and bibliometric analysis. The findings show that research related to physics education is dominated by the most developed during the COVID-19 pandemic (2020 – 2021) countries Indonesia. Meanwhile, the Journal of Physics Conference Series is the journal that publishes the most publications (Scopus) related to physics education, followed by the AIP Conference Proceeding. Research implication to research, librarian, and policy maker (1) Research and development need to be carried out in-depth related to the growing trend of physics education so that it can be published in Scopus. (2) Cooperation and collaboration between other universities to increase publications at the international level. (3) The need for continuous research to follow current trends.</p>
The year 2020, until now, is a year that changes all aspects of life. The spread of Covid-19 causes changes in the order in various fields ranging from health to education. The impact of the Covid-19has made students study online using existing devices. This situation needs to be addressed with the development of learning models that follow these conditions. This study aimed to determine the validity, practicality, and effectiveness of STEM-based Blended learning worksheets developed to improve students' scientific argumentation skills. This research uses the ADDIE development model (Analysis, design, develop, implement, and evaluate), which begins with analyzing needs, making student worksheet designs, developing, conducting validation tests, conducting usage tests, and managing data. Data collection uses pretest and posttest instruments consisting of 10 multiple choice questions and five essay questions. Then it was done with the student worksheet Ohm's Law practicum. Data is analyzed using validity tests, paired T-tests to test effectiveness, and questionnaires to test practicality. This research indicates that the student worksheet that was developed was validated with the content feasibility aspect obtained is very valid criteria, the linguistic aspect obtained is very valid criteria, the presentation aspect obtained is very valid criteria, and the graphic aspect obtained is very valid criteria. The results of the practicality of the student worksheet in terms of the results of the student response questionnaires and obtained with very practical criteria. Then, the results of the effectiveness of the student worksheet in terms of the pretest and posttest treatment obtained an average N-Gain value was included in the medium category. Lastly, the student worksheet is feasible and ready to be used as teaching material. In the future, it is hoped that further research related to learning scientific argumentation to train students' argumentation skills in line with technological developments.
Kurangnya pemahaman fisika peserta didik pada gerak vertikal ke atas dikarenakan hanya diberikan materi secara umum. Hal ini diperparah dengan pembelajaran yang berlaku secara daring akibat Covid-19. Namun, dengan perkembangan teknologi ternyata banyak sekali yang bisa diintegrasikan antara satu dengan yang lain. Salah satunya permainan lempar bola dengan konsep fisika. Penelitian ini bertujuan untuk mengeksplorasi konsep dan membuktikan teoritik fisika yang terdapat pada permainan lempar bola ke atas. Metode penelitian ini menggunakan jenis penelitian deskriptif kuantitatif. Penelitian ini menggunakan jenis deskriptif kuantitatif dengan metode analisis video yang dimasukkan ke dalam aplikasi tracker dimana hasil analisis video tersebut memaparkan data matematis pada grafik yang muncul di layar aplikasi tersebut. Hasil penelitian ini menunjukkan bahwa dengan adanya bantuan aplikasi tracker dan contoh nyata dalam kehidupan sehari – hari ternyata dapat mengeksplorasi konsep dan membuktikan teoritik fisika yang ada pada gerak vertikal ke atas. Selain itu, data percobaan yang diperoleh ternyata linear dengan hasil percobaan para ahli sebelumnya pada gerak vertikal ke atas. Kemudian data yang dihasilkan lebih valid dibandingkan dengan cara percobaan yang konvensional. Dengan begitu, dapat disimpulkan bahwa adanya aplikasi tracker dan contoh nyata dalam kehidupan sehari – hari dapat menjadi media pembelajaran yang inovatif untuk menggali membuktikan konsep fisika secara teoritik. Kedepannya, perlu adanya penelitian lanjutan untuk membuktikan apakah aplikasi ini benar benar efektif untuk menemukan konsep fisika pada sub materi yang lain khususnya pada benda yang bergerak.
Local wisdom is a characteristic or culture that develops within the local scope from generation to generation in a certain area or region with cultural values. This engklek is a game that is done by doing the engklek, angkle, or angkling movement, namely walking and jumping using one leg. This study aims to explore and analyze the relationship between physics concepts and hopscotch games. This research method uses a qualitative research method in the form of a literature study. Data collection techniques in this study were observation and documentation. The data sources used in this study are observation as primary data and literature review as secondary data. The data that has been obtained will be reduced according to the needs to be achieved. Sources of data in this study are divided into 2, namely primary data and secondary data. Primary data is done by observing and documenting the crank game. Secondary data were obtained by reviewing 7 articles between 2016 - 2021. The results of this study found that there are physics concepts in the engklek game, namely parabolic motion, Newton's law, and rigid body equilibrium. This can make the engklek game an alternative learning media with concrete examples in the surrounding environment. The concept of physics can be found in the surrounding or nearby environment to be used as a more meaningful learning resource. The meaningful learning question is that learning can make it easier for students to understand learning because it connects concepts with real life.
This research is a descriptive research using literature study method which aims to analyze how far is the contribution of Toulmin's Argument Pattern (TAP) in learning physics in Indonesia. The data collection technique used is a review of articles from previous studies related to the application of Toulmin's argument in learning physics. Sources of data used four articles in this research is secondary data. The data obtained were then analyzed using the, organize method, namely organizing the articles to be reviewed, synthesize, which combines the results of organizing articles into an integrated literature, Identify, which is to identify articles to draw conclusions. Based on the results of the research, it is known that the application of Toulmin's Argumentation in learning Physics in Indonesia has many contributions such as in mastering concepts, problem solving abilities, and especially in improving students' argumentation skills. It is also known that the application of the argumentation-based learning model should be collaborated with problem-based learning models and discussion methods to train students' argument structure preparation. So, for build good argumentation skills, directed teaching is needed by utilizing Toulmin's argumentation pattern.
The development of gamification in the world of education today continues to grow. This study aims to find trends, distributions, contributions, and effects of gamification research in various sectors, especially in education, in the last ten years. The Research uses quantitative Research in the form of bibliometric analysis using the Scopus database with the help of visualization from VOSViewer. The results of this analysis show that in 2012-2021 (the last ten years), gamification increased yearly. In addition, the distribution and contribution of gamification are very beneficial for the world of education, with the note that it must be prepared carefully to produce positive outputs. For further Research, it is expected to continue to develop the field of gamification-based mobile in physics learning so that it can be an alternative to various educational levels included in physics learning.
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