The design of OpticalGamification (OG) with random model in learning interference and diffraction
DOI:
https://doi.org/10.21067/mpej.v5i1.4889Keywords:
diffraction, interference, OpticalGamification (OG), random modelAbstract
This article describes the design and preliminary field testing of using a gamification-application with random model in the learning process of interference and diffraction topics for pre-service physics teachers (PPT). The gamification-application in this research is called OpticalGamification (OG) featuring random model. This research is a quasi-experimental research with a time-series design involving 34 PPT at a university in the city of Jakarta, Indonesia. Data related to the PPT’ concept mastery are collected through test instruments in the form of 50 questions which are an integration of multiple-choice questions, reasoned multiple-choice questions, and essays. This research resulted in a product called OG with random model with several features, including profiles, gamification, forums, achievement pages, projects and leaderboard. The result of preliminary field testing of using the OG with random model shows that the PPT’ concept mastery has increased from series 1 to the next following series.
Downloads
References
Agustine, D., Wiyono, K., & Muslim, M. (2014). Pengembangan e-learning berbantuan virtual laboratory untuk mata kuliah praktikum fisika dasar II di Program Studi Pendidikan Fisika FKIP UNSRI. Jurnal Inovasi Dan Pembelajaran Fisika, 1(1), 33–43. https://doi.org/10.36706/jipf.v1i1.1218
Alrsa’i, M. S., & Aldhamit, Y. ahmed. (2014). The effect of computer simulation on Al-Hussein Bin Talal Unıversıty S tudent ’ s understanding of electricity and magnetism concepts and their attitudes towared physics learning. International Journal of Educational Research and Technology IJERT, 5(1), 54–60.
Alsultanny, Y. A., Nouby, A. M., & Al-Enazi, T. T. (2014). Effects of using simulation in e-learning programs on misconceptions and motivations towards learning. International Journal of Science and Technology Education Research, 5(3), 40–51. https://doi.org/10.5897/IJSTER2010.043
Aminoto, T., & Pathoni, H. (2014). Penerapan media e-learning berbasis schoology untuk meningkatkan aktivitas dan hasil belajar materi usaha dan energi di kelas XI SMAN 10 kota Jambi. Sainmatika: Jurnal Sains Dan Matematika Universitas Jambi, 8(1), 13–29.
Amri, I., Syuhendri, S., & Wiyono, K. (2015). Pengembangan media pembelajaran e-learning berbasis web untuk mata kuliah pendahuluan fisika inti. Jurnal Inovasi Dan Pembelajaran Fisika, 2(1), 25–35. https://doi.org/10.36706/jipf.v2i1.2351
Arif, Z. (2012). Andragogi. Angkasa.
Chen, C.-L. D., Yeh, T.-K., & Chang, C.-Y. (2016). The effects of game-based learning and anticipation of a test on the learning outcomes of 10th grade geology students. EURASIA Journal of Mathematics, Science and Technology Education, 12(5), 1379–1388. https://doi.org/10.12973/eurasia.2016.1519a
Collier, L., Dunham, S., Braun, M. W., & O’Loughlin, V. D. (2012). Optical versus virtual: Teaching assistant perceptions of the use of virtual microscopy in an undergraduate human anatomy course. Anatomical Sciences Education, 5(1), 10–19. https://doi.org/10.1002/ase.262
Deterding, S., Antin, J., Paharia, R., & Lawley, E. (2012). Gamification: Designing for motivation. Interactions, 19(4), 14–17. https://doi.org/10.1145/2212877.2212883
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek ’11, 9. https://doi.org/10.1145/2181037.2181040
Dharma, A. D. S. (2015). Keberagaman pengaturan batas usia dewasa seseorang untuk melakukan perbuatan hukum dalam peraturan perundang-undangan di Indonesia. Repertorium, 2(2), 2355–2646.
Dorji, U., Panjaburee, P., & Srisawasdi, N. (2015). A learning cycle approach to developing educational computer game for improving students’ learning and awareness in electric energy consumption and conservation. Educational Technology and Society, 18(1), 91–105.
Escobar, J. H., Sánchez, H., Beltrán, J. R., la Hoz, J. De, & González, J. D. (2016). Virtual experimentation in electromagnetism, mechanics and optics: web-based learning. Journal of Physics: Conference Series, 687(1), 012078. https://doi.org/10.1088/1742-6596/687/1/012078
Gero, A., Zoabi, W., & Sabag, N. (2014). Animation based learning of electronic devices. Advances in Engineering Education, 4(1), 1–21.
Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74. https://doi.org/10.1119/1.18809
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045
Huotari, K., & Hamari, J. (2012). Defining gamification - a service marketing perspective. Proceeding of the 16th International Academic MindTrek Conference - MindTrek ’12, 17–22. https://doi.org/10.1145/2393132.2393137
Kapp, K. M., Blair, L., & Mesch, R. (2014). The gamification of learning and instruction fieldbook: Ideas into practice. John Wiley & Sons.
Komarudin, U., Sihaan, S. M., & Sudirman. (2014). Developing interactive multimedia for physics learning simulation model of gas kinetic theory for senior high school students grade XI. The Second South East Asia Design/ Development Research (SEA-DR) International Conference, April, 348–357.
MartÃÂnez, G., Naranjo, F. L., Pérez, A. L., Suero, M. I., & Pardo, P. J. (2011). Comparative study of the effectiveness of three learning environments: Hyper-realistic virtual simulations, traditional schematic simulations and traditional laboratory. Physical Review Special Topics-Physics Education Research, 7(2), 020111. https://doi.org/10.1103/PhysRevSTPER.7.020111
Marwah, S., & Kustijono, R. (2015). Penerapan pembelajaran fisika berbasis e-learning pada materi pokok fluida statis. Jurnal Inovasi Pendidikan Fisika (JIPF), 04(02), 16–22. https://jurnal.unesa.ac.id/index.php/inovasi-pendidikan-fisika/article/view/12293
Mešić, V., Dervić, D., Gazibegović-Busuladžić, A., Salibašic, D., & Erceg, N. (2015). Comparing the impact of dynamic and static media on students’ learning of one-dimensional kinematics. Eurasia Journal of Mathematics, Science and Technology Education, 11(5), 1119–1140. https://doi.org/10.12973/eurasia.2015.1385a
Mukarom, Z., & Rusdiana, A. (2017). Komunikasi dan teknologi informasi pendidikan. Pustaka Setia Bandung.
Mulyana, A., Hindersah, H., & Prihatmanto, A. S. (2016). Gamification design of traffic data collection through social reporting. Proceedings of the 2015 4th International Conference on Interactive Digital Media, ICIDM 2015, Icidm. https://doi.org/10.1109/IDM.2015.7516315
Munir. (2012). Pembelajaran Jarak Jauh Berbasis Teknologi Informasi dan Komunikasi. Alfabeta.
Munir, M. (2008). Kurikulum berbasis teknologi informasi dan komunikasi. Alfabeta.
Onorato, P., Malgieri, M., & De Ambrosis, A. (2015). Rolling motion: Experiments and simulations focusing on sliding friction forces. In Nuovo Cimento C-Colloquia And Communications In Physics, 38(3), 1–10. https://doi.org/10.1393/ncc/i2015-15107-1
Putra, P. D. A., & Sudarti. (2015). Real life video evaluation with e-learning system to improve critical thinking skills student. Jurnal Kependidikan, 45(1), 76–89.
Putri, W. M., Bakri, F., & Permana, A. H. (2016). Pengembangan media pembelajaran berbasis multimedia augmented reality pada pokok bahasan alat optik. Prosiding Seminar Nasional Fisika (E-Journal) SNF2016 UNJ, V, SNF2016-RND-83-SNF2016-RND-88. https://doi.org/10.21009/0305010218
Radlovic-Cubrilo, D., Lozanov-Crvenkovic, Z., Obadovic, D., & Segedinac, M. (2014). The application of multimedia and its effects on teaching physics in secondary school. Zbornik Instituta Za Pedagoska Istrazivanja, 46(2), 339–363. https://doi.org/10.2298/ZIPI1402339R
Saprudin, S. (2018). Analisis kesiapan dan strategi monitoring evaluasi program pengembangan perkuliahan gelombang dan optik berbasis game. JIPFRI (Jurnal Inovasi Pendidikan Fisika Dan Riset Ilmiah), 2(1), 28–37. https://doi.org/10.30599/jipfri.v2i1.207
Saprudin, S. (2015). Efektivitas penerapan model kooperatif STAD berbasis multimedia untuk meningkatkan penguasaan siswa SMA terhadap kemampuan yang diujinasionalkan mata pelajaran fisika di Maluku Utara. ProsidingSNIPS2015, 529–533. https://doi.org/10.31219/osf.io/jfx9d
Saprudin, S., Abdullah, I. H., Haerullah, A., & Saraha, A. R. (2016). Pengembangan media video tutorial model pembelajaran berbasis masalah pada materi kalor. EDUKASI, 14(2), 451–461. https://doi.org/10.33387/j.edu.v14i2.209
Saprudin, S., Haerullah, A. H., Abdullah, I. H., Saraha, A. R., & Hamid, F. (2018). Pengembangan media video tutorial model discovery learning materi tekanan hidrostatis. Prosiding Seminar Kontribusi Fisika 2017, 300–304. https://doi.org/10.31219/osf.io/9nxtq
Saprudin, S., & Hamid, F. (2018a). Efektivitas penggunaan multimedia interaktif materi kalor berorientasi peta kompetensi siswa sekolah menengah atas. Titian Ilmu: Jurnal Ilmiah Multi Sciences, 10(1), 29–38. https://doi.org/10.30599/jti.v10i1.135
Saprudin, S., & Hamid, F. (2018b). Penggunaan multimedia interaktif model drill and practice materi fluida dinamis untuk meningkatkan penguasaan konsep siswa sekolah menengah atas (SMA). Prosiding Seminar Nasional Fisika (E-Journal) SNF2018 UNJ, 7, SNF2018-PE-144-SNF2018-PE-151. https://doi.org/10.21009/03.SNF2018.01.PE.19
Saprudin, S., Liliasari, L., & Prihatmanto, A. S. (2017). Pre-service physics teachers’ concept mastery and the challenges of game development on physics learning. Journal of Physics: Conference Series, 895(1), 012109. https://doi.org/10.1088/1742-6596/895/1/012109
Saprudin, S., Liliasari, L., Prihatmanto, A. S., & Setiawan, A. (2019). The potential of gamification in developing pre-service physics teachers’ critical and creative thinking skills. Omega: Jurnal Fisika Dan Pendidikan Fisika, 5(1), 7. https://doi.org/10.31758/OmegaJPhysPhysEduc.v5i1.7
Saprudin, S., Liliasari, L., Prihatmanto, A. S., Setiawan, A., & Hamid, F. (2020). Desain dan uji coba penggunaan optical gamification (OG) model serial untuk meningkatkan keterampilan berpikir kritis mahasiswa. Jurnal Pedagogi Dan Pembelajaran, 3(3), 483–498. https://doi.org/10.23887/jp2.v3i3.29120
Saprudin, S., Liliasari, L., Setiawan, A., & Prihatmanto, A. S. (2019). The effectiveness of using digital game towards students’ academic achievement in small and large classes: A comparative research. International Journal of Learning, Teaching and Educational Research, 18(12), 196–210. https://doi.org/10.26803/ijlter.18.12.12
Saprudin, S., Liliasari, L., Setiawan, A., & Prihatmanto, A. S. (2020). Optical Gamification (OG); Serial versus random model to improve pre-service physics teachers’ concept mastery. International Journal of Emerging Technologies in Learning (IJET), 15(09), 39. https://doi.org/10.3991/ijet.v15i09.11779
Srisawasdi, N., & Kroothkeaw, S. (2014). Supporting students’ conceptual development of light refraction by simulation-based open inquiry with dual-situated learning model. Journal of Computers in Education, 1(1), 49–79. https://doi.org/10.1007/s40692-014-0005-y
Su, K. D., & Yeh, S. C. (2014). Effective assessments of integrated animations--exploring dynamic physics instruction for college students’ learning and attitudes. Turkish Online Journal of Educational Technology-TOJET, 13(1), 89–99.
Tarno, H. (2017). Pendidikan orang dewasa (POD). Gava Media.
Tsai, M. J., Huang, L. J., Hou, H. T., Hsu, C. Y., & Chiou, G. L. (2016). Visual behavior, flow and achievement in game-based learning. Computers and Education, 98, 115–129. https://doi.org/10.1016/j.compedu.2016.03.011
Yang, J. C., Lin, Y. L., & Liu, Y. C. (2016). Effects of locus of control on behavioral intention and learning performance of energy knowledge in game-based learning. Environmental Education Research, 23(6), 886–899. https://doi.org/10.1080/13504622.2016.1214865
Yuda, I. G. N. H., Suma, K., & Candiasa, I. M. (2014). Pengembangan e-learning fisika dalam bentuk website berorientasi sains teknologi masyarakat untuk meningkatkan penguasaan konsep dan kreativitas siswa kelas XI IPA. Jurnal Pendidikan Dan Pembelajaran IPA Indonesia, 4(1).
Zhou, M.-C., Chen, Y., & Zhao, Q. (2017). Mobile internet and technology for optical teaching reform in higher education. Education and Training in Optics and Photonics (p. 104525K). Optical Society of America. https://doi.org/10.1117/12.2269762
Downloads
Published
How to Cite
Issue
Section
License
Momentum: Physisc Education Journal allows readers to read, download, copy, distribute, print, search, or link to the full texts of its articles and allow readers to use them for any other lawful purpose.
This work is licensed under a Creative Commons Attribution 4.0 International License. The Authors submitting a manuscript do so with the understanding that if accepted for publication, copyright of the article shall be assigned to Momentum: Physics Education Journal