Cited by 9Educational Methods and OutcomesSTEM EducationEducational Games and Gamification

The DOI matches its Crossref record; 47 of the 47 references it cites were found in a registry or an index.

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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Damayanti, Almira Eka, Kuswanto, Heru·2021·Journal of Technology and Science Education

Abstract

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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Crossref · 10.3926/jotse.1142

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1 retracted

Research works printed but not linked: 3

  1. Batiste, M. (2002). Indigenous Knowledge and Pedagogy in First Nations Education: A Literature Review With Recommendations. National Working Group on Education and Ministry of Indian Affairs, INAC (Indian and Northern Affairs Canada). Ontario.
  2. 2019v7n1a3 · DOI
  3. 1138a · DOI

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Metadata

Authors
Damayanti, A. E., & Kuswanto, H.
Affiliations
Yogyakarta State University (ID)
Venue
Journal of Technology and Science Education
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
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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