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The effect of the use of indigenous knowledge-based Physics comics of Android-based marbles games on verbal representation and critical thinking abilities in Physics teaching
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This research aims to reveal the effectiveness of the use of an indigenous knowledge-based physics comic of Android-based marbles games on verbal representation and critical thinking abilities. It is a quasi-experiment applying the pretest-posttest control group design. The research sample consists of two classes: the control and experimental classes, each of which consists of 35 students established using the cluster random sampling technique. The effectiveness of the indigenous knowledge-based physics comic of marbles games was analyzed using the quantitative method applying the effect size analysis. The result of the effect size analysis obtained from Cohen’s f in verbal representation ability is 0.11 interpreted as medium effect size and critical thinking ability is 0.43 interpreted as large effect size. This shows that the developed indigenous knowledge-based physics comic of Android-based marbles games in physics teaching gives effects to verbal representation and critical thinking abilities of the students. In other words, the developed comic is effective in improving verbal representation and critical thinking abilities.
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“Results of the study showed that the use of Native knowledge marble games integrated with Android-based comics improved students’ verbal representation and critical thinking abilities in physics instruction.”
From A Systematic Review of Pedagogical Practices for Integrating Indigenous Knowledge Systems in Science Teaching (2024) · cites this paper as Damayanti & Kuswanto, 2021
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Sorted by citations
Ogegbo, A. A., & Ramnarain, U. (2024) · African Journal of Research in Mathematics, Science and Technology Education · doi:10.1080/18117295.2024.2374133 · Cited by 54
“For instance, in a study that explored the use of comic-based Native marble games to teach science concepts in Indonesia, Damayanti and Kuswanto (2021) explained how the comic media was developed with narration and storylines based on the Native knowledge of marble games and used as a mediating…”
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“The international evidence in these studies (Govender & Mudzamiri, 2022; Damayanti & Kuswanto, 2021) validates that the introduction of indigenous, ancestral artifacts, with technological tools culturally adapted, permit the development of the critical thought and the verbal reasoning.”
Metadata
- Authors
- Damayanti, A. E., & Kuswanto, H.
- Affiliations
- Yogyakarta State University (ID)
- Venue
- Journal of Technology and Science Education
- Publisher
- Omnia Publisher SL
- Published
- 2021-09-21
- Volume
- 11
- Issue
- 2
- Pages
- 581
- ISSN
- 2013-6374 (ISSN-L)
- OpenAlex
- W3201229013
- Cited by
- 9
- References
- 47
- Citations by year
- 2026: 3 · 2025: 1 · 2024: 3 · 2023: 2
- FWCI
- 2.20
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Journal of Technology and Science Education (publishedVersion, cc-by-nc)
- Dialnet (Universidad de la Rioja) (submittedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- RACO (Revistes Catalanes amb Accés Obert) (Consorci de Serveis Universitaris de Catalunya) (submittedVersion, other-oa)
- UPCommons institutional repository (Universitat Politècnica de Catalunya) (submittedVersion, cc-by-nc)
- Funders
- Badan Riset dan Inovasi Nasional
- Topics
- Social Sciences › Education › Educational Methods and Outcomes
- Social Sciences › Education › STEM Education
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- indigenous knowledge, physics comics, Android game, verbal representation, critical thinking, physics education, game-based learning
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