Science learning in Indonesia has not succeeded in increasing scientific literacy skills, as indicated by the decreasing international ranking from year to year. One of the efforts made to improve scientific literacy is using Android-based learning media. This study aims to analyze the need for the development of instructional media to improve students' scientific literacy at MTs Al Uswah Bergas Semarang Regency. This type of research is a descriptive study that is to describes the current situation. The data instruments used were interviews, observation, and questionnaires. The results of the research on the analysis of the needs for learning media based on android showed that 38% of the 80 students, namely 30 students agreed to develop Android-based learning media, while 29% of the students showed disagreement, 21% strongly agreed, and 12% strongly disagreed. There are aspects of literacy then students including; literacy as mastery of science as knowledge was 63%, 66% as a way of thinking, 62% of scientific literacy as a way of learning, 62% of the aspects of mastery of the competence of the interaction of science, technology, and society. Therefore, it is necessary to conduct research on the development of Android-based mobile learning media to improve students' scientific literacy
This study aims to improve scientific attitudes by modifying Gobak Sodor, a team-based game in which two teams of three members each attempt to beat one another. One team plays as the defender, while another team acts as the attacker in a square field with boundaries usually marked by chalk. This qualitative study collected the data by observation and documentation, finding that 9 out of 10 2nd-grade students in MI Ma'aruf NU Metro exhibited better attitudes, including honesty, cooperation, optimism, objectivity, and tolerance. Despite the attitudinal improvements made, a number of aspects, including social awareness, courage to express opinion, creativity, and innovation, needed further improvement. This game was proven to be interesting for lower-grade elementary school students. The game could also be played without any special tools, allowing students to develop their scientific attitudes throughout the game.
This study aimed to produce android mobile learning media integrated with Islamic content in the Human Excretion System material that is feasible, valid and practical for students class VIII MTs students. The product is packaged in an Application Package File (.apk) format and developed using the ADDIE Research and Development model (Analysis, Design, Development, Implementation, and Evaluation) method. The application contains Objectives, Materials, Simulations, and Evaluations. Apps are rated by materials experts, media experts, and teachers. In addition, the product has gone through three stages of evaluation for students in class VIII junior high school students involving three students in a one-to-one trial, nine students in a small-scale trial, and 35 students in a field trial. The validity of the media shows that at 3.27, it can be classified as "very good", 3.42 for practicality results and categorized as "very good", and 3.24 for student responses and classified as "good".
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