Learning chemistry in the 21st century should emphasize higher-order thinking skills such as metacognitive and problem-solving skills besides cognitive learning outcomes. Metacognitive needs to be improved so students can practice organizing, monitoring, and evaluating their thinking process in solving chemical problems. Problem-solving needs to develop to train students in making the appropriate decision and scientific explanation when encountering chemical issues. Based on observation results, the metacognitive and problem-solving skills of a pre-service science teacher in Malang, Indonesia, were low. Metacognitive and problem-solving skills are affected by academic-self regulated learning (ASRL) by students. This study aimed to know the effect of the Strategy Meets Augmented Reality Technology-using Problem Based Learning (SMART-PBL) and Academic-self regulated learning (ASRL) on improving metacognitive and problem-solving skills in learning chemistry. The SMART-PBL was modified by Problem Based Learning (PBL) strategy, which assisted by Augmented Reality technology as visual media. The research subject was 64 pre-service science teachers divided into control and experimental class, respectively, of 32 students. The research design was Quasi-Experimental, with Nonequivalent Control Group Design using factorial 2x2. The trial class performed SMART-PBL, which showed a more significant influence on metacognitive and problem-solving skills than the PBL class. The SMART-PBL not interacted with ASRL to improve metacognitive and problem-solving skills. By implementing SMART-PBL improves not only metacognitive and problem-solving skills but also evokes creative and critical thinking, communication, and scientific reasoning skills that appear in students during learning chemistry.
Hybrid learning has become the only solution to ensure the learning process still occurs in place of traditional classroom activities during the Covid-19 pandemic. Following this condition, the phenomenon of "Zoom Fatigue" has emerged. Some of the symptoms reported are decreased learning motivation, low attention, and reduced responses. Thus, a refresher process, including the use of new playful and frugal learning media is necessary for varying children's learning activities. A learning intervention was designed to teach anatomy playfully as part of a biology curriculum. The Augmented Reality technology used in this research is a Humanoid 4D+ mobile application with flashcards, developed by Octagon Studio. This media displays information virtually on a smartphone screen when the application uses the camera to scan flashcards containing visual markers. A hybrid learning space is formed as students can see information virtually. But, physically, they are in control because they run applications and choose the type of flashcard they want to scan. The research was undertaken in several learning parks in Solo City, Central Java Province, Indonesia, with a total of 43 volunteer teachers and 132 early primary students participating. Previously, the ACES team (part of a UKRI funded project) had provided online training on the use of this media with teachers. Each teacher would then implement the media for all students in each learning park. The teachers demonstrate the media and each student takes turns running the application to view information virtually, therefore experiencing interactive learning. The qualitative approach was conducted for capturing teachers’ perceptions of Augmented Reality media. A survey using the JISC online platform was distributed to capture participants’ reflections on the activities and media used. Based on findings, the media appears beneficial, effective, and efficient for teaching anatomy concepts. Its virtual features can attract the children’s attention and teachers do not need to bring a lot of physical teaching aids, just one application to explain all organ system concepts. Students can learn playfully on their own and feel new learning experiences. The results indicated that the intervention could create playful and frugal activities which build student engagement as a potential solution to address issues of Zoom Fatigue. The next stage of the project will involve volunteer teachers implementing the technology more widely in their classes.
This study aims to investigate the correlation between metacognitive and problem-solving skills among science students. The sample consisted of 32 students from departement of science education in Indonesia. This type of research is quantitative with the Pearson Product Moment Correlation method. The data were collected using a problem-solving test and a metacognitive awareness inventory (MAI). Technique of analyzing data uses the Pearson’correlation test by using IBM SPSS Statistics 26. Result of this research is there is a significant linear relationship between metacognitive and problem solving skills as the value of deviation from linearity is 0.225, which is greater than 0.05. The obtained Pearson correlation value of 0.382* also indicates a strong positive correlation (+0.382*) and a significant correlation (0.031<0.05) between the two variables. As a conclussion, there is a correlation between metacognitive and problem solving skills among science students. Further analysis revealed that students with higher metacognitive skills tended to perform better in problem-solving tasks, indicating the importance of metacognitive skills in science problem-solving. These findings suggest that promoting metacognitive awareness could enhance students' problem-solving abilities, and support the integration of metacognitive strategies in science education. These findings highlight the importance of promoting metacognitive awareness in learning process to enhance problem-solving skills by using innovative learning strategies.
The Indonesian government has established a policy that the learning process for all levels of education continues during the COVID 19 pandemic with an online or digital system, meaning that students carry out learning activities at home digitally. The problem that arises is the level of social resilience of students in learning during the COVID-19 period in Indonesia, which indicates that the COVID-19 pandemic still exists. This study aimed to analyze the level of social resilience of students in early education and basic education during the COVID-19 pandemic and how social structures affect the level of resilience. The research methods used were qualitative and quantitative approaches. A survey was conducted on 115 respondents. Students' resilience was measured by the NMRQ Questionnaire (Nicholson McBride Resilience Questionnaire) and the factors affecting resistance were measured by the SAJA Questionnaire. From the qualitative approach, the study found that the level of social resilience of students was quite high due to the application of the ACES-based environmental and fun learning model using lego, makey-makey, masks, and music. From the quantitative approach, most students could build resilience and change their perceptions from difficult conditions to pleasant learning conditions due to social and economic factors. The factor that most influences the level of social resilience of primary school early childhood was the family socioeconomic factor.
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