This research aims to determine the feasibility of an android-based comics with scientific approach in physics learning. This research used the model of development ADDIE (Analysis, Design, Development, Implementation, Evaluation). The research data were obtained through product feasibility assessments by material and media experts as well as student questionnaire responses. The results of the research based on the assessment of media and material experts are included in the very good category. Students’ response to the comics developed is also very good. Features in the comics contain the step of learning with scientific approach (Observing, Questioning, Data Collection, Associating, Communicating) to make students more active in learning. So, it is feasible for use in physics learning.
This research aims to reveal the effectiveness of the use of the Android-based carom games comic integrated to discovery learning (MIKIMOM) in improving critical thinking and mathematical representation in the teaching of physics. It is quantitative research with the quasi experimental research design. It was conducted in two phases, with the first phase for empirical try out of the test and second phase for the application of MIKIMOM to reveal the effectiveness of the developed media in teaching. The empirical try out was conducted to 261 grade XI MIA students, while the application of the media was conducted to 32 grade X MIA students of State Senior High School (SSHS) 2 Banguntapan using the Power Points materials. The data were collected using a critical thinking and mathematical representation test which was valid and reliable according to the empirical testing. The data were analyzed using the QUEST program to see the validity and reliability of the test items, and the MANOVA test to see the effectiveness of the media. The research finding shows that MIKIMOM is effective in improving the critical thinking and mathematical representation of the students with the scores of 0.287 (large effect size) and 0.179 (medium effect size).
This study aims to develop an android-based carrom game comics integrated with discovery learning feasible to use in physics teaching. This study was developed using the 4-D: define, design, develop, and disseminate. The feasibility of the developed comics is evaluated by media experts, material experts, physics teachers, peer reviewers, and students. The data analysis used the descriptive analysis for the feasibility assessment of the comics. The result of the research shows that the developed Android-based carom game comics is feasible to be used in physics teaching, which is in a very good category based on the media experts, material experts, physics teachers, peer reviewers, and students. Android-based carrom game comics that are integrated with the discovery learning syntax can encourage students to be actively involved in learning and a very display can attract the attention of students to read and learn.
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