Low students' reconstruction skills in understanding science through local issues in society. The purpose of the study was to analyze the categorization of science reconstruction skills and test the effectiveness of the ethnoscience-adjacent Socioscientific Issues (SSI) strategy. Type of quasi-experimental quantitative research with independent sample type t-statistical design. Purposive sampling technique with a total of 65 high school students from 3 different schools clustered, namely schools in the village category, intermediate category, and city category. School categories are based on mileage from the city center. The data collection tool uses student science reconstruction tests and SSI strategy implementation questionnaires. The effectiveness of the SSI strategy consists of pretest and post-test data of students' science reconstruction skills. Data analysis techniques use the t-test and Manova test. The results showed that the categorization of students' science reconstruction skills was dominant in the Other Smart Kids (OSK) category by a p-value of 0.026 < 0.05; Students felt unfamiliar with the culture being studied, even though students' knowledge of science increased. The MANOVA test obtained the results of the experimental class (known with KE) = 0.674 and the Fcount KE = 17.974, showing that the SSI strategy with ethnoscience proximity was very effective in empowering student's science reconstruction skills simultaneously (SMA A, B, and C) with significant influence. Research recommendations that science reconstruction skills give the meaning of learning about how to appreciate and preserve the traditions and culture of society as a formation of the nation's character.
Purpose: This study focuses on how online learning can aid in the development of the Augmented Reality (AR) technology, "Mar-Care”, which possesses features that will attract elementary students to learn Makaton. Makaton is a Sign Language whose inception dates back to around 1972/73 and it was meant to be used by people with learning disabilities to help develop language and communication skills. This study online learning involves AR technology and the use of Padlet as e-learning platforms a forum for students to discuss and express their opinions. Design: The methods used throughout the production of Mar-Care application technology education learning online tools are the Padlet platform. Findings: Visual representation of the basic hand gestures through 3D animation is shown on the Padlet to explain online learning Research limitations: This study has developed an online medium for online learning. Practical implications: A large number of software used to produce online learning tools successfully make the discussion space between students and teachers. Paper type: Research Paper
Purpose: This paper discusses the impact of COVID-19 on the Visual Arts industry in Malaysia. In general, this pandemic has affected various forms of artistic activities and the income of visual arts artists and galleries. The cancellation of art projects and exhibitions has greatly affected the artist's source of income as well as disrupted the sale of works and forms of art appreciation. The crisis has also opened up a new form to the visual arts industry by looking at alternative approaches to the continuity of the arts field by switching to virtual or online methods. This emerging crisis of COVID-19 might be the starting point for all art practitioners including artists, art critics, galleries/museums, collectors, and curators in using the online space to continue to capitalize on and expand the Visual Arts industry. Design/methodology/approach: Review approach. Findings: The COVID-19 pandemic has made a huge impact on the country's Visual Arts industry where a wide range of art activities cannot be implemented and opened up opportunities for online activities Practical implications: Exhibition and sale of works through online approach has become one of the main methods that support the Visual Arts industry with the application of a combination of the latest technologies such as VR and AI that enable the representation of real experiences in the context of art appreciation. Originality/value: This paper is original. Paper type: This paper can be categorized as a viewpoint
Purpose: In education, by using any media method is one of the most important elements of an educational institution, especially in order to make a consistent learning session. It also can give the two ways communication between teachers and students. Based on E-SeniArca learning tool, it will provide a new way to deliver the information with more effectively. By the lack of references material of sculpture arts topics, it was difficult for students to learn and perform their achievement. In fact, students can purpose to design, transfer, construct and test the effectiveness of the E-SeniArca learning tool in sculpture topics. Design: The methods are used to the production of E-SeniArca learning tool on technology are the ADDIE Model. Findings: The actual image depiction of the sculpture arts through the images is shown to clearly explain the shape of arc that have in sculpture concepts. Research limitations: This study has developed an application of 12 flip cards for scanning by E-SeniArca learning tools to generate 3D images on each of the different picture cards. Practical implications: Much of the software used to produce this learning tool has been able to attract students to learn the basics of sculpture arts. Paper type: International Journal of Entrepreneurship and Business Development (IJEBD)
Dieng Culture Festival (DCF) is considered as the symbol of cultural wealth owned by the local people of Wonosobo, Central Java Province, Indonesia. The reconstruction of indigenous knowledge (indigenious science) of Dieng Plateau people is hardly integrated into science learning. Meanwhile, creative thinking skills as a demand for 21st century skills are urgently needed in students' lives. One of the learning models recommended by the 2013 curriculum is the inquiry lesson model. The ILESSI-DCF (Inquiry Lesson Based Ethno Socioscientific Issues-Dieng Culture Festival) model is an inquiry model constructed with the Socioscientif Issues (SSI) strategy and an ethnoscientific approach. This study aims to analyze the contribution of the ILESSI-DCF (Confrontation, Observation, Recognition, Explanation, Application) syntax in promoting creative thinking skills. The research method used quasi-experimental with the type of independent sample t-statistical design. The research sample consisted of two MA (Madrasah Aliyah) namely MA A, totaling 60 students (experimental group 29 students, control group 31 students), and MA B totaling 64 (sixty four) students (experimental group 32 students, control group 32 students). The data collection method used creative thinking skills test questions. The data analysis technique used SPSS 25.0 on the MANOVA test to analyze the extent to which each syntax of the ILESSI-DCF Model contributed. The results showed that the overall contribution of each syntax of the ILESSI-DCF Model was effective in promoting creative thinking skills. The contribution of the ILESSI-DCF Model syntax has the greatest contribution to syntax 3, namely the reconstruction of students in MA A with a mean of 12.10 when compared to the other syntaxes, while the lowest contribution to syntax 1 Confrontation in MA B with 9.68. The results of the ILESSI-DCF Model syntax contribution very diverse and being influenced by differences in students' cultural backgrounds in reconstructing science action. The implications of research into the contribution of the ILESSI-DCF Model syntax to the ability to reconstruct people's original science into scientific knowledge is very important for realizing character education that respects diversity through the creative thinking skills of MA students.
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