CT skills are one of the skills required by students in facing the real world problems in 21st century era. They can be trained by using several approaches in science learning context. However, there is a little study focused to investigate the impact of IA toward CT skills. This present study investigated the implementation of IA to enhance students’ CT skills. The experimental study, which was one group pretest posttest design, has been conducted to garner data from participants. There were 36 students (grade XI) who contributed as participants and they came from one public senior high school in Indonesia. In order to obtain data, an instrument related to CT skills was developed dealing with physics concepts. This finding revealed that students’ CT skills enhanced in medium category based on normalized gain (N-gain). A consideration of the implication of this present study is a deep insight in students’ CT skills in Indonesian high schools.
Physics concepts are unique because some of them are the abstract concepts so they need to be visualized so as easier to be understood. However, it is rarely the learning media that can combine the real and virtual visualization of abstract physics concepts in the same time. This present study aims to create the application that is used as the physics learning media to aid the virtual visualization of the abstract concept of physics combined with real visualization using augmented reality. The abstract concepts of physics that are visualized are electricity concepts. The waterfall method is the method utilized to test the application on the android system. There are four standards to analyze data, namely functional suitability, performance efficiency, portability, and usability. The findings reveal that two standards (i.e., performance efficiency, and portability) lead the application is valid and good to be used while the usability standard achieves high value based students’ questionnaire that means the application is valid. The implication of this present study indeed can be widened to implement the application on the physics learning in the classroom.
Abstract— Pada saat ini kita juga sedang memasuki era informasi. Teknologi dan komunikasi (TIK) yang terus berkembang dan cenderung akan terus mempengaruhi segenap kehidupan manusia. Perkembangan TIK ini memungkinkan dihasilkannnya berbagai multimedia dalam pembelajaran yang dapat memudahkan dan membangkitkan motivasi belajar siswa dalam mempelajari konsep Fisika. Penelitian ini menggunakan metode kuasi eksperimen (eksperimen semu). Desain eksperimen yang digunakan adalah The randomized Pretest-Posttest control group design. hasil penelitian menunjukan bahwa penggunaan model pembelajaran berbasis multimedia interaktif dapat lebih meningkatkan Hasil belajar siswa dibandingkan pembelajaran dengan pembelajaran konvensional. Sedangkan data keterampilan berfikir kritis menunjukan rata-rata gain yang dinormalisasi untuk kelas eksperimen ialah 0,66 dan nilai rata-rata gain yang dinormalisasi untuk kelas kontrol ialah 0,44 dengan kategori sedang. Perbandingan nilai ini secara langsung menunjukkan bahwa penggunaan model pembelajaran berbasis multimedia interaktif dapat lebih efektif meningkatkan keterampilan kritis siswa dibandingkan dengan pembelajaran konvensional. Keywords— Hasil Belajar, Keterampilan berfikir kritis, multimedia interaktif
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