This study aims to determine the feasibility and effectiveness of physics learning e- module based on local culture wisdom. This study is a development using ADDIE model of study design comprised five steps of analysis, design, development, implementation and evaluation. The sample used by 70 students with one group pretest-posttest design. Based on the research results, e-module based on local wisdom that is validated by three experts and three experts media material showed 83% in the category of very viable for use in learning. The effectiveness of e-module was tested using paired sample t test. The results showed no effect of the use-based e-modules of local wisdom to the learning process of physics. Values of N-Gain score indicates the percentage of 81% (in the effective category). E-modules used in this study utilizes the android based smartphone technology. Local wisdom that becomes a source of learning is a game “carbide cannon” who came fromPontianak, West Kalimantan, the terms of the concepts of physics and chemistry. Students’ response to the media developed showed an average score of 87% ratings with very good category.
Hasil belajar mahasiswa rendah. Hal ini disebabkan oleh penerapan model pembelajaran yang kurang inovatif di masa pandemi Covid-19 saat ini. Tujuan penelitian ini adalah menganalisis penggunaan kuis interaktif menggunakan aplikasi mentimeter dalam meningkatkan hasil belajar. Jenis penelitian yang digunakan adalah komparatif. Jenis desain penelitian yang diguakan adalah one group pretest-posttest design. Sampel dalam penelitian ini berjumlah 25 mahasiswa semester III yang menempuh mata kuliah Mekanika. Teknik pengumpulan data yang digunakan adalah tes, angket, dan dokumentasi. Analisis data penelitian menggunakan uji statistik yang digunakan yaitu Uji T Paired. Hasil penelitian menunjukkan ada perbedaan hasil belajar mahasiswa antara sebelum dan sesudah perlakuan. Rata-rata hasil belajar jika berdasarkan nilai postest sebesar 78,00 lebih besar daripada nilai pretest sebesar 68,00. Pengunaan aplikasi mentimeter sebagai kuiz interaktif membuat mahasiswa lebih termotivasi dalam mengikuti proses pembelajaran. Antarmahasiswa menunjukkan adanya kompetisi yang positif setiap diadakan kuis. Implikasi penelitian ini diharapkan dapat meningkatkan proses pembelajaran menjadi lebih menyenangkan layaknya bermain menggunakan smartphone.
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