PHYSICS EDUCATIONAL GAME CONTAINS SCIENTIFIC LITERACY AND ETHNOSCIENCE ON NEWTON'S LAW OF MOTION
DOI:
https://doi.org/10.59052/edufisika.v8i3.29670Keywords:
Educational Game, Ethnoscience, Scientific LiteracyAbstract
The development of science and technology has changed the demands of the world of education. The national education system requires students to have scientific literacy competencies. The independent curriculum emphasizes the formation of Pancasila student profiles. One of the efforts made is to integrate local wisdom in learning. This curriculum adjustment requires the use of technology in learning. One solution is to develop an educational physics game. The study aimed to determine the characteristics, validity, and practicality of Physics educational games containing scientific literacy and ethnoscience. The research included the type of development research using the Plomp model. Research is limited to the stage prototyping phase at the small group practicality stage. The data source was obtained from the results of expert validation by Physics lecturers Faculty of Mathematics and Natural Sciences UNP. The source of practical data was acquired from grade X students of Senior High School 1 Padang. The data collection instruments in this study are validity test sheets and practicality test sheets. The data analysis technique used is descriptive statistical analysis. Based on the study results, the material validity test obtained a value of 0.88, and the media validity has a value of 0.92, each categorized as high validity. The results of the practicality test got a one-to-one stage value of 91.88 and a small group of 90.37; each categorized as very practical. It was concluded that physics educational games are valid and practical to use as a medium for learning Newton's laws of motion.
Downloads
References
Afrizon, R., Hidayati., & Novitri, L. (2023). Analysis of senior high school students’ motivation to study physics in Padang city for the development of physics learning games with scientific literacy. AIP Conference Proceedings, 2619(1). https://doi.org/10.1063/5.0123730
Arifah, R. E. N., Sukirman, S., & Sujalwo, S. (2019). Development of bilomatics educational game to improve student learning outcomes in grade 1 Elementary School mathematics subjects. Journal of Information Technology and Computer Science, 6(6), 617–624. https://doi.org/10.25126/jtiik.2019661310
Astuti, I. A. D., Sumarni, R. A., & Saraswati, D. L. (2017). Development of Android-based mobile learning physics learning media on static fluid material. Scientific Journal of the Education Profession, 3(1), 57–62. https://doi.org/10.29303/jipp.v7i1.381
Ayu, S., Sutardi., & Tajidun, L. (2017). Design an educational game of Southeast Sulawesi cultural puzzle with Fisher-Yates Shuffle algorithm. Semantics, 3(1), 29–38. http://dx.doi.org/10.55679/semantik.v3i1.2588
Febriana, R., Sugiman, S., & Wijaya, A. (2023). Analysis of the Implementation of Differentiated Learning in the Implementation of the Independent Curriculum in Middle School Mathematics Lessons. International Journal Of Humanities Education and Social Sciences, 3(2). https://doi.org/10.55227/ijhess.v3i2.549
Festiyed, F., Mikhayla, M. E., Diliarosta, S., & Anggana, P. (2022). Understanding of high school biology teachers at DKI Jakarta driving school on the ethnoscience approach to the independent curriculum. Journal of Education and Culture, 7(2), 152–163. https://doi.org/10.24832/jpnk.v7i2.2993
Fitri, R., & Rakimahwati, R. (2021). Educational game based on local culture donates duo baleh to improve children's interpersonal intelligence. Journal of Obsession: Journal of Early Childhood Education, 6(1), 239–251. https://doi.org/10.31004/obsesi.v6i1.1220
Hidayani, R., Sabekti, A. W., & Yulita, I. (2020). The practicality and effectiveness of educational game developed using lectora inspire in chemical equilibrium. JCER (Journal of Chemistry Education Research), 4(2), 58–62. https://doi.org/10.26740/jcer.v4n2.p58-62
Hidayati, I. D., & Aslam, A. (2021). The effectiveness of online Quizizz application learning media on students' cognitive development. Journal of Pedagogy and Learning, 4(2), 251–257. https://doi.org/10.23887/jp2.v4i2.37038
Syafi'I, M., & Nasir, M. (2016). Design and development of interactive multimedia learning physics visualization of regular circular motion in senior high school (SMA). Journal of Education, 7(2), 86–96. http://dx.doi.org/10.31258/jp.7.2.86-96
Novitasari, A. T., Sari, P. I., & Miftah, Z. (2020). Training on creating information Technology-Based interactive learning media. Journal Of Devotion To You Negeri, 4(1), 66–73. https://doi.org/10.37859/jpumri.v4i1.1848
Panjaitan, R. G. P., Titin, T., & Putri, N. N. (2020). Interactive multimedia based on educational games as a learning media for respiratory system material in class xi senior high school. Indonesian Journal of Science Education, 8(1), 141–151. https://doi.org/10.24815/jpsi.v8i1.16062
Parlika, R., 'Azizah, L., Nugroho, C. A., Putri, A. D., & Handono, F. S. (2019). Android-based physics learning game "Brain Teasers" with App Inventor 2. E- Journal: Spirit Pro Patria, V(1), 1–10. https://doi.org/10.31090/narodroid.v4i2.731
Plomp, T., & Nieveen, N. (2013). An Introduction to Educational Design Research.
Prasetyo, A., Rondli, W. S., & Ermawati, D. (2023). The impact of online game play on the learning achievement of elementary school students. Journal of Educatio FKIP UNMA, 9(1), 333–340. https://doi.org/10.31949/educatio.v9i1.4733
Purwanto, P. (2010). Principles and Techniques of Teaching Evaluation. Bandung: Remaja Rosdakarya.
Rahim, F. R., Suherman, D. S., & Murtiani, M. (2019). Analysis of Teacher Competence in Preparing Information Technology-Based Learning Media in the Industrial Revolution Era 4.0. Jurnal Eksakta Pendidikan (JEP), 3(2), 133. https://doi.org/10.24036/jep/vol3-iss2/367
Grace, A., Tandililing, E., & Oktavianty, E. (2017). Analysis of student errors in solving questions on kirchoff's law material at SMAN 1 Meranti. Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK), 6(10), 2–16. https://dx.doi.org/10.26418/jppk.v6i10.22125
Retnawati, H. (2016). Quantitative Analysis of Research Instruments. Yogyakarta: Parama Publishing.
Rusadi, A. P., Noto, M. S., & Pramuditya, S. A. (2017). Design of learning media based on educational games on quadrangular material for junior high school students class VII. Proceedings of the National Seminar on Mathematics Education (SNPM) Uninus, 1–13.
Santika, I. W. E. (2022). Strengthening the values of Balinese local wisdom in forming the Pancasila Student Profile. Journal of Education and Counseling, 4(4).
Santoso, R., & Wuryandani, W. (2020). Development of PPKn teaching materials based on local wisdom to increase cultural resilience through understanding the concept of diversity. Journal of National Resilience, 26(2), 229–248. https://doi.org/10.22146/jkn.56926
Sari, A. L. R., Parno, R., & Taufiq, A. (2018). Understanding the concepts and difficulties of high school students on newton's law material. Jurnal Pendidikan: Teori, Penelitian dan Pengembangan, 3(10), 1323–1330. http://dx.doi.org/10.17977/jptpp.v3i10.11663
Socrates, T. P., Afrizon, R., Hidayati, H., & Hidayat, R. (2023). The needs analysis for an educational physics game with scientific literacy and ethnoscientific content. Journal of Physical and Technology Education, 9(1), 151–162. https://doi.org/10.29303/jpft.v9i1.5079
Socrates, T. P., Ihsan, H., Rahmayani, M., & Rahim, F. R. (2022). Design of culture based physics mobile learning media on circular movement materials for class X SMA Students. Epicentrum, 1(2), 5–13. https://doi.org/10.54482/epicentrum.v1i02.164
Sudarmin, S. (2014). Character Education, Ethnoscience, and Local Wisdom: Concepts and Applications in Research, and Science Learning. Semarang: CV. Self-help Manunggal.
Sudarmin, S., Prasetya, T. A., Diliarosta, S., Pujiastuti, R. S. E., & Jumini, S. (2020). The design of ethnoscience-based inquiry learning for scientific explanation about taxus sumatrana as cancer medication. Journal for the Education of Gifted Young Scientists, 8(4), 1493–1507. https://doi.org/10.17478/jegys.792830
Suparno, P. (2009). Study of high school/MA physics curriculum based on KTSP. Yogyakarta: Sanata Dharma University
Surosos, S. (2016). Analysis of student errors in doing thermodynamic physics problems in students of SMA Negeri 1 Magetan. Journal of Mathematics and Science Education, 4(1), 8–18. https://doi.org/10.25273/jems.v4i1.200
Tekege, M. (2017). Utilization of Information and Communication Technology in Learning YPPGI Nabire High School. Jurnal FATEKSA: Jurnal Teknologi dan Rekaya, 2(1), 40–52. https://uswim.e-journal.id/fateksa/article/view/38
Windawati, R., &; Koeswanti, H. D. (2021). Development of android-based educational games to improve student learning outcomes in elementary schools. Basicedu Journal, 5(2), 1027–1038. https://doi.org/10.31004/basicedu.v5i2.835
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Tegar Putra Socrates, Riziqul Ikram, Renol Afrizon, Rahmat Hidayat, Hidayati Hidayati, Nur Erwani Rozi
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.