This article summarizes the issue of Indonesian curriculum reform in policy and local wisdom. The perspectives on science education influence the analysis and discussions. This paper is part of a position paper (PP) in which the writers tailored their ideas based on their experiences and literature review. The views regarding curriculum policy, science local wisdom, and ethnoscience were developed based on theoretical and empirical literature regarding these issues. The discussion is divided into five parts: curriculum policy and policy borrowing, philosophy of Indonesian local wisdom, cultural-based learning, science local wisdom and ethnoscience, and policy borrowing versus local wisdom. The significance of the results gives a view to the government, academicians, policymakers, and educational communities.
28 April 2020 in International Journal of Evaluation and Research in Education (IJERE)
Photovoice research is conducted by researchers to communicate images or photographs, and it has high confidence in analyzing the value, story or meaning of an image. Several previous studies that examined photovoice as a research strategy were analyzed and reviewed. This systematic review used an article selection process. It was defining the purpose, conducting a literature search, pulling articles by reading abstracts, reading the full paper, data abstraction, and conducting an analysis. The photovoice article selection was classified into education, health, and social science domain. Finally, forty-one articles have been reviewed with the total of participants involved ranged from five to fifty individuals. The majority of research method in the articles was participatory action research (PAR) through qualitative inquiry or field visits. Meanwhile, the research instruments used photography, documentation, observation, and interviews. In various fields of research, photovoice is able to increase the understanding of individuals or groups to interpret the content of an image or photo.
27 February 2024 in Journal of Science Education and Technology
This paper is one of the outcomes of the PicsAR (Physics Augmented Reality) research project that is focusing on the evaluation of students’ abstract thinking skills while utilizing augmented reality (AR) in the atomic model. The sequence of the research has emerged into three steps: developing, validating, and the evaluation of the PicsAR. The research utilized an ADDIE model: “Analysis-Design-Development-Implementation-Evaluation”. In Spring semester 2019, the authors conducted these steps and resulted in a pocket of PicsAR booklet and AR application based on Android. Then, the trial of application was conducted to 33 students in private high school in Surabaya, Indonesia. Parameters of evaluation included the quality of PicsAR, impact on students abstract thinking skills, and the research outcomes. The results indicated (1) the process of developing AR in atomic model fulfil the criteria of product quality: validity, practicality, and effectiveness, (2) performing of students’ abstract thinking skills reached at least 66.67% in the combination of good and very good categories of all reasoning categories, (3) through PicsAR research project resulted in two prior publications and one property right. The atomic model is one of abstract physics concept representative in presenting the use of augmented reality in physics learning; therefore, the recommendation of this research is another abstract physics concepts should address the use of AR as a media for learning.
10 January 2023 in International Journal of Interactive Mobile Technologies (iJIM)
One of the difficulties in physics learning is the low motivation to learn because physics materials are considered complex, boring, and abstract for students. Therefore, this research developed an Augmented Reality (AR)-integrated game application "Adventuring Physics" based on android that can create more fun physics learning and provide concept visualization on abstract materials so that they become easier for students to understand. This study aims to develop a valid and practical application of Adventuring Physics games on physics learning. This research uses Research and Development (R&D) design to develop the application. This application has two main features: 'play games' and 'augmented reality'. Furthermore, the game's concept in this application is adapted to the physics materials. Meanwhile, the AR feature in this application can create visualizations in the form of 3D image projections of the material. The results of the validity assessment show that this application is declared valid, feasible, and reliable. In addition, the results of the practicality assessment show that this application is very practical. Thus, the app is worth applying in physics learning. This research has implications as an application of Adventuring Physics that can motivate students to learn physics, apply digital technology in education, and apply it to physics learning.