Physics Culture: Animation Application of Physics Concepts in Circular Motion Materials (original) (raw)

Design of Culture Based Physics Mobile Learning Media on Circular Movement Materials for Class X SMA Students

EPICENTRUM

The Covid-19 pandemic has affected almost all aspects of life, including the education aspect. To break the chain of spread of the Covid-19 pandemic, the learning system that was originally offline switched to online learning. In addition, the current swift currents of globalization have caused the erosion of cultural values. Therefore, we need media that can restore cultural values, especially Minangkabau culture in students' lives. This study aims to produce an android-based supporting mobile learning media on circular motion material for high school students in class X. This application is contextual and integrated with Minangkabau culture so that students will be more interested in studying physics. The method used in this study, namely the Four D research and development (RND) method includes Define, Design, Develop, and Dessiminate. The resulting application is one of the contributions to the development of learning media which is expected to be one of the right Physics le...

Design and development of multimedia learning module on circular motion

2016

Science and technology has improved a great impact in all aspects of life particularly in education. Various latest multimedia technology was introduced to the world. Multimedia technology is a perfect platform used in teaching and learning (T&L). The study was focused on developing a multimedia learning module of Circular Motion to assist student’s understandings of correct physics concepts. This module was developed based on the ADDIE model by using I-Spring Presenter as a delivery platform. The evaluation process is to get the students’ feedback on their understanding of the subject matter and their perception towards the multimedia learning module that has been developed. A total of sixty students in the Bachelor of Science program at the University Putra Malaysia who took Physics I and General Physics courses were selected as respondents. A set of questionnaire was used as the instrument for this study. The data findings were analyzed using mean scores for quantitative data and...

Prospects of Physics Learning Media Based on Android: Strategic Studies Entering the Industrial Era in The 21st Century

Proceedings of the 6th International Conference on Educational Research and Innovation (ICERI 2018), 2019

The purpose of this study describes the study of the application of physics-based learning media android in the 21st century industrial era. The study presented through the stages of cognitive theoretical study of students, practical studies android application development, and application of strategic studies of android as a medium of physics learning based on students' cognitive profiles. The results showed that the cognitive theoretical study of students put the learning media as a source of information that acts as a stimulant in the process of information processing. Application of physicsbased android-based learning media made using various software through workmanship on the computer such as Adobe Flash CS6 ActionScript 3.0 and then done deployment to APK with Adobe AIR facility that can be installed in the smartphone is a category of multimedia learning. The concept of dual code that explains that the processing of information can be through two lines of visual and audio can occur to mutually reinforce the stimulus understanding of information content becomes very instrumental in the design of this learning media. Common concept errors in the contents of instructional media in the form of computer simulation animation can be a reference in the development of the application of physics learning media correct. The conclusion is the application of physics-based learning media android becomes a strategic thing in realizing the expectation of educational achievement in 21st century industry era in the form of digital literacy by considering the concept of physics and multimedia learning.

Android-Assisted Mobile Physics Learning Through Indonesian Batik Culture: Improving Students’ Creative Thinking and Problem Solving

International Journal of Instruction, 2018

This study produced an Android-assisted mobile physics-learning program to increase high school students' abilities in creative thinking and problem solving. The learning materials were based on local batik-making culture and included physics material on heat. The Research and Development (R & D) method was based on the 4D model-define, design, develop, and disseminate-with a experimental and control groups pretest-posttest design. For the operational fieldtesting, the participants were 60 students. The non-test research instruments included product and material validations, and the test instruments included preand post-tests. The data analysis techniques included descriptive statistics, N-Gain analysis, Hotelling's Trace multivariate statistical test, and analysis of effect size. The results showed that Android-assisted mobile physics learning, supported by local batik culture, is feasible for high school physics learning. Furthermore, based on the assessment by experts, teachers, and their peers, it lies in the "very good" category. The program was significantly effective in improving students' creativethinking and problem-solving abilities based on gain scores of 0.81 and 0.96 in the "high" category and on effect-size analysis with scores of 0.268 and 0.269, interpreted as "large" effect sizes.

Designing an Android-based educational game for high school physics

Nucleation and Atmospheric Aerosols, 2021

Educational games as multimedia learning media are fun, challenging, motivated, active, and provide fast feedback. Learning by using educational games will reduce tension and boredom in learning physics. This study aims to develop a fun and meaningful physics education game for high school students. Using educational games can be an effective way to present the challenges of learning physics after school hours, so students are interested in engaging in assignments. This study uses the waterfall method with steps: analysis, design, coding, testing, and maintenance. This educational game was designed using the Construct 2 application. The results of this study are android-based educational game applications that will be validated by media experts using a Likert scale questionnaire. This study succeeded in designed an Androidbased educational game for high school physics.

The development of a learning media using motion paths in the circle learning material

Journal of Physics: Conference Series, 2021

Motion paths animation in Microsoft PowerPoint has the function of giving animation effects to objects so that the objects move based on the paths that are previously made. This study aims to describe the steps in developing a learning media using motion path animation in the circle learning material. The media development used the ADDIE model, which consisted of five stages: analysis, design, Development, Implementation, and Evaluation. Media validation was carried out by media experts and learning experts. The small group trial was conducted on two students, while the large group trial was conducted on 20 students at a private junior high school in Pasuruan. Based on instrument validation results by learning experts and media experts, the average score was 4.15 (a very valid category). Based on the small group trial and the large group trial, the result was 3.6 and 3.77. The results show that the learning media using motion path animation on circle material is worthy for use in le...

Android-Based Learning Media Using Problem Based Learning on Physics Learning of Senior High School Students

Jurnal Penelitian & Pengembangan Pendidikan Fisika, 2020

This study aims to determine Android-based physics learning media (ABLM) with developed Problem Based Learning (PBL) learning. This research uses R&D research. The research steps were guided by the 4D model (Define, Design, Develop, and Disseminate). The research data were obtained through the product feasibility assessment of expert validators (media experts and material experts) and questionnaire responses from class X students of SMA Negeri 1 Tempilang. Collecting research data using validation sheets and questionnaires. Data collected using descriptive analysis. The results of product feasibility by media experts with an average score of 3.72, product feasibility by material experts of 3.76, and student response results of 3.64. The results of expert validation analysis and student responses were in the "Very Good" category. The ABLM media with PBL learning was declared feasible and suitable for learning physics.

Development of Audio-Visual Physics Animation Media to Improve Students’ Understanding of Concepts and Creativity

Jurnal Penelitian & Pengembangan Pendidikan Fisika

Increasing technology in this modern era of globalization can be applied to the world of education as a facility to facilitate the learning process delivered. Applying technology can help to learn that are hampered by distance can be overcome by distance learning. Distance learning has not yet become a part of most schools in Indonesia, especially elementary schools. So, there is a need for further research to produce audio-visual animation media so that it can help to learn for elementary school students. This type of research is an educational R&D development research (Educational Research and Development) referring to the ADDIE development model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. The type of data used is descriptive qualitative and quantitative data. Techniques for data collection are using questionnaires and questions. This shows no difference between using audio-visual animation learning media for science-themed to perm...

Development of Mobile Learning Material for 9th Grade Physics Course To Use in FATIH Project: Force and Motion Unit

Participatory educational research, 2015

Curriculum and course books have an important role in teaching process. But they are not sufficient as course materials on their own. It is known that Information Technologies make big impacts on teaching process. As these technologies have become mobile today, it is a necessity to develop and use mobile learning materials. In FATIH project it is aimed to enhance the information technology infrastructure and students to have technological tools. But in the project process, the lack of materials which students can use, is remarkable. Lately usage of mobile phones and tablet computers is increasing because of the Internet. Increase in mobile internet usage led to developing with different tools than traditional web sites uses. In this context instead of traditional web pages, developing and using mobile applications is inevitable. Developing mobile content process consists of 3 basic levels. These are: design, develop and publish. Each level is split up into own work routines. In design process, especially writing scenario and designing storyboard are essential steps of work routine. In developing process different methods and tools can be used. Producing products for both mobile applications and for internet is a preference criteria in choosing developing tool. Mobile content can be prepared by basic programming knowledge. For these content software like "Adobe Flash", "Creative Book Builder", "TouchAppCreator", "EduCreation", "Explain Everything" can be used. In this research acquisition-based mobile contents of the unit "Force and Motion" which is included in the curriculum of 9th grades are prepared using "Adobe Flash CS6" software. This application will be the first and an example for other units. Developed content was used by teachers and students and their opinions have been taken into consideration.

Development of Android Comic Media for the Chapter of Newton’s Gravity to Map Learning Motivation of Students

Journal of Physics: Conference Series, 2019

This research was designed to map students’s learning motivation by developing comic physics media. This study used the ADDIE development model. The subjects tried in this study were students in one senior high school in Yogyakarta at the grade of 10th science. Data collection instruments were in the form of students’ motivation observation sheets and students’ learning motivation questionnaire. The data obtained were analyzed quantitatively. The results showed that (1) Android-based physics comic media on the Newton’s Gravity chapter was an innovation in the world of education that utilized TPACK (Technological Pedagogical Content Knowledge). (2) Comic media can be and are suitable for use in physics learning for senior high school, and (3) comic media can be used to map the learning motivation of high school students.