One of the most frequently observed explanations in misconceptions is conceptual understanding. This research aimed to determine the senior high school students’ conceptual understanding of Newton’s laws in outer space. The researchers assumed that the research results would be rich in variation by elaborating the item questions based on the precise step of Digital Story Conceptual Change-Oriented as a learning medium. The researchers researched State Senior High School 5 Yogyakarta. The participants of this study consisted of 91 students. The applied instruments were fifteen two-tier multiple-choice items. The researchers also used a non-test instrument, namely an interview sheet. The researchers found related misconceptions in Newton’s law in outer space during the research. It was found that 30% of students experienced misconceptions. The results are important for the learning process that through identification, teachers could use strategy to explain the materials.
The generative learning strategy assisted by flash animation had not been applied to overcome learners’ misconceptions. This research aims to find out the effectiveness of generative learning strategy assisted by flash animation to remediate learners’ misconceptions toward the Newton’s law about gravity and to determine the way to decrease learners’ misconceptions after the intervention. This research applied the quasi-experimental method with pretest-posttest control group design. This research was conducted at Public Senior High School 5 Yogyakarta. The population consisted all ten graders, 216 participants. The sample was taken with purposive sampling from X-science-mathematics-2 learners as the control group and X-science-mathematics-4 learners as the experimental group. There were seventy-two learners. The applied instruments were two-tier multiple choice items and the learner-interview sheet, as the non-test instrument. From the research, the obtained N-Gain was 0.476. The hypothesis test showed that the t-test obtained the asymp.sig 2(tailed)of 0.000 and the probability score was 0.05. The asymp.sig (2-tailed) was lesser than the probability score and its effectiveness was 0.988. The decreased misconception after the intervention found in experimental group was 20% while the control group was 2.30%. It meant generative learning strategy assisted with flash animation was effective to remediate the tenth-graders’ misconceptions of Public Senior High School 5 Yogyakarta on Newton’s law about gravity
A good educational process is one that is able to encompass existing communities, not expection for children with special needs. But the lack of adequate facilities makes them lack of maximum learning. SooLics (Smart Room for Learns Physics) with Augmented Reality Sound Technology based on Camera as a learning room for children with visual blindness is a room specifically designed for children with visual blindness to improve understanding about physics. In contrast to the usual learning room, Augmented Reality Sound Technology is used for visualization of physical matter that has been prepared in the room as a “visual aid” for children with visual blindness. We use Research and Development (R&D) methode which is consists of defining studies (define), the design phase (design), and development. This research uses a camera which is specially designed to be used as a scan media for markers on augmented reality technology that has been prepared and installed in the room and the results are sound about physics matter. This room is designed so that blind children can learns independently.
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