Scientific literacy is a person’s ability to use scientific knowledge and processes to understand scientific phenomena in solving problems or making decisions. The purpose of this study is to analyze scientific literacy research in the field of physics education and see its trends to find the research opportunity for further research. The results of the bibliometric analysis were used in this study. The search results from the Scopus database was extracted using the VOSviewer software. A total of 644 articles related to scientific literacy were analyzed and mapped. Based on the mapping results, 44 scientific literacy articles in education and 3 scientific literacy articles in physics were obtained. Based on these findings, it can be concluded that scientific literacy related to physics education has been rarely studied. Thus, it can be an opportunity for further researchers to conduct research related to the trends.
Corona Virus Diseases (Covid-19) has become an epidemic in Indonesia and even has become a global pandemic in 2020. Various impacts of Covid-19 is one of them changes learning strategy. One of them is the change from conventional learning to internet-based learning or electronic learning (e-learning). The purpose of this study was to describe the e-learning in natural science and environmental learning during the Covid-19 outbreak. The research method used descriptive method and data collection techniques using a survey through Google Form. The study was conducted during March 2020 in Bekasi city and Bandung city, when the Covid-19 outbreak began in Indonesia. The results of this study indicate that there are many limitations. Findings showed that Whatsapp was the highest e-learning media (65.54%). Related to the biggest obstacle is about internet quota in a cellular phone (27.03%). Then students think the video (35.14%) was the best type of file to be shared in e-learning. Then the majority of students (54.73%) thought that the most effective duration for e-learning was 2-3 hours. The results of this study indicate that e-learning was not yet perfect and needs to be improved. The conclusion of this study was e-learning needs to be improved and need innovation.
Concern for the environment causes an increase in consumer demand for environmentally friendly products. The purpose of this study was to look at the relationship between knowledge about green products, social impact and perception value with green buying behavior. This research is a quantitative and observational type research with cross sectional approach conducted on junior high school students in Jakarta. The results show that there is a relationship between knowledge about the product and green buying behavior, namely p (0.02) <0.05 while the knowledge of purchasing and using does not have a relationship with the green buying behavior. The indicator of family influence also shows a relationship with green buying behavior, namely p (0.04) <0.05 while the influence of friends and social status does not have a relationship with green buying behavior. And the indicator of functional value and self-experimentation have a relationship with green buying behavior while emotional values are not seen to have a relationship with green buying behavior. Therefore, from this research can be done approaches to indicators that have a relationship to invite someone in green buying behavior.
Environmental learning in the 21st century requires a high level of thinking ability, especially to solve environmental problems when COVID-19 pandemic. This was to develop a new level of thinking, namely Higher Order Thinking Skills of Environmental Problem (HOTSEP) which is a revision of Anderson's Taxonomy. The purpose of this study was to measure students HOTSEP in the context of environmental problems related to COVID-19. The research method used in this research was descriptive. The sample used 277 university students from several cities in Indonesia. The instrument used HOTSEP which has 3 categories of thinking level start from develop innovation about environment (C6), solve environmental problem (C5), criticize environmental problem (C4). The results showed that students HOTSEP were still in the very low category (33.64). This study concludes that the HOTSEP of students was still low and needs to be improved to the understanding of COVID-19 concept in environmental learning. Suggestion for further research was HOTSEP need to implement in school or university for several environmental learning topics in many subjects/courses start from Natural Science, Social Science, Engineering, and others relevant subject. HOTSEP can be measured not only in school or university, HOTSEP can be implement in community and public.
Waste is one of existing environmental problems have never end. One of the causes was a lack of environmental awareness because lack of education from early age. This study aimed to build Sorting Waste Game Android Based as an education media, study used technology in environmental education. Sorting Waste Game teach early childhood to understand many kinds of waste (organic and an organic) and adjusted waste based on garbage box on environmental. This game application used Android Platform which build using Unity 3D game engine. This study used Research and Development (RnD) method with Waterfall Development Model which consist of 4 steps, are analysis, design, implementation and testing. Testing method used is black box testing to test functional interface application systems thoroughly. Data collection is done using the survey that has been tested its feasibility by experts using Likert scale. Based on testing black box that has been carried out got that all indicator which is with such questions at each item was declared good with the percentage 100 %. This means that Sorting Waste Game is user friendly and can be used and runs smoothly on a platform android as a medium of technology on learning of environmental education.
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