The Effect of Students’ Metacognition and Digital Literacy in Virtual Lectures during the Covid-19 Pandemic on Achievement in the “Methods and Strategies on Physics Learning†Course
Abstract:This study aims to determine the effect of students’ metacognition and digital literacy skills on virtual lectures in the COVID-19 pandemic on achievement in the “Methods and Strategy on Physic Learning (MSPL)†course. The data was collected using a survey method which involved all 42 physics education students. The data analysis was carried out in two stages, namely the categorization stage and the correlation stage. Based on the data and analysis, it is known that the metacognition skill of physics edu… Show more
“…Digital learning using the Algodoo application gives students the opportunity to explore physics learning materials for free and able to attract students' attention Sukarno & Widdah, M.E. [30] 0,49 (Q2) 1…”
Section: Literature Review Of Digital Learning Tomentioning
The aim is to analyze top 100 highest citations of digital learning research topics and the important role of interactive learning in physics in 1992-2021. This study uses bibliometric analysis and literature review. The trend of digital learning topics is increasing steadily, from 2014 to 2021. Digital learning shows an excellent contribution to physics learning. The important role of interactive learning in physics is to improve student learning outcomes, deepen understanding and make learning more interesting. More intensively, further research can be carried out by comparing other learning systems applied in physics learning.
“…Digital learning using the Algodoo application gives students the opportunity to explore physics learning materials for free and able to attract students' attention Sukarno & Widdah, M.E. [30] 0,49 (Q2) 1…”
Section: Literature Review Of Digital Learning Tomentioning
The aim is to analyze top 100 highest citations of digital learning research topics and the important role of interactive learning in physics in 1992-2021. This study uses bibliometric analysis and literature review. The trend of digital learning topics is increasing steadily, from 2014 to 2021. Digital learning shows an excellent contribution to physics learning. The important role of interactive learning in physics is to improve student learning outcomes, deepen understanding and make learning more interesting. More intensively, further research can be carried out by comparing other learning systems applied in physics learning.
“…Designing educational activities according to levels of meta-cognitive thinking is one of the learning requirements in the era of Covid-19, as the learner during the pandemic bears a great deal of responsibility for his learning, as he must be involved in the planning, control, and assessment of his learning [25]. This is consistent with the results of some previous studies that demonstrated the importance of planning educational technologies and activities according to meta-cognitive thinking models that can prepare the learner to engage in learning processes and events.…”
Section: Meta-cognitive Thinkingmentioning
confidence: 99%
“…Although the gamification system is based mainly on external digital incentives, which sometimes have a negative impact on intrinsic motivation, people who perform activities because of extrinsic motivation are often less willing to carry out learning tasks and activities when such motivations are removed [49][50][51], however, some of the scientific studies that aimed to carry out comparisons between several performances that are linked to extrinsic incentives and those performed without incentives showed that groups whose members receive incentives have better effectiveness in performance and implementation of tasks, as indicated by Wise and DeMars [52], which examined (12) various studies aimed at conducting (25) comparisons between performance with incentive and performance without incentives, and the result showed an effect of (0.6) in favor of the groups that received additional external incentives.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…There is no doubt that learning in the era of Covid-19 imposed the necessity of paying attention to qualitative variables and learning outcomes related to meta-cognitive thinking [25]. This is since the nature of learning during the COVID-19 pandemic requires the learner to have a great deal of meta-cognitive thinking so that he can take responsibility for his learning and be involved in planning, control, and assessment of this learning process [26,27].…”
The COVID-19 pandemic has created many challenges that have affected the efficiency of practicing e-learning activities, and therefore the current study was directed towards developing a model for e-learning activities based on digital incentives, especially gamification-based incentives such as points, badges, levels, and leader boards, to stimulate meta-cognitive thinking processes for higher education students during the pandemic. The quasi-experimental approach was used to compare the two study groups, where the first experimental group used electronic activities based on digital incentives, while the second experimental group used electronic activities without any incentives. The study sample consisted of (60) students from the preparatory year in the computer skills course who are taking the "System Lifecycle" unit, and the study sample was randomly distributed into two experimental groups. A scale to measure meta-cognitive thinking was prepared for the nature of the study unit. The scale included three axes, namely planning, control, and assessment, and each axis might consist of (8) indicators, with a total of 24 indicators. The results showed the advantage and effectiveness of electronic activities based on digital incentives (points, badges, levels, and leaderboards) in developing meta-cognitive thinking skills, whether at the overall level or the level of each of the meta-cognitive axes, including planning, control, and monitoring.
“…In a global scope, through the United Nations, a meeting was held to discuss literacy intelligence along with the importance of literacy for the community or students in facing the rapid development of Information Technology (Harmoko, 2021) . The efforts made by Indonesia in the literacy program continue to be promoted until this program can be implemented in accordance with the flow and rules that can be implemented and applied in the world of education or society so that it can provide benefits for change and renewal of life evenly (Sukarno & Widdah, 2020) . Meanwhile, Indonesia has made efforts to develop a literacy movement that is formed for the whole community with a view to accelerating the process of literacy culture along with the implementation of literacy is still low and far from the average international standard.…”
It is diaccompanied by the condition of Indonesia where the literature movement in the ability of students to read in the world of education and society is still relatively minimal. One that can be done through the school literacy movement is one form of government awareness of the importance of building a culture of literacy in the world of education in order to create a culture of reading and writing in the school environment as an effort to realize lifelong education. The main and most basic activities are directed at increasing interest in reading. The values of character education can be conveyed implicitly in every learning process, especially in Indonesian language learning. The use of digital literacy is also able to lead students to be able to capture and retrieve information from the internet with teacher monitoring. It is able to broaden students horizons in taking knowledge broadly and facilitate students to be creative freely with maximum monitoring and supervision.
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