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Differences in Students’ Self-Efficacy and Learning Outcomes between Case-Based Learning and Direct Instruction in Basic Chemistry Muliaman, Agus; Dewi, Ucia Mahya; Harahap, Lenni Khotimah; Ridho, Dimas
Journal of The Indonesian Society of Integrated Chemistry Vol. 17 No. 2 (2025): Journal of The Indonesian Society of Integrated Chemistry
Publisher : Pendidikan Kimia FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jisic.v17i2.50172

Abstract

This study is motivated by low levels of self-efficacy and learning achievement among students in General Chemistry, which are often associated with the material's abstract nature and the limited use of active learning approaches. This study aims to examine differences in students’ self-efficacy and learning outcomes between the Case-Based Learning (CBL) model and the Direct Instruction (DI) model. The study employed an intact-group comparison (quasi-experimental) design involving 44 students from the Chemistry Education Program at Malikussaleh University, divided into an experimental group (CBL) and a control group (DI). Research instruments included a self-efficacy questionnaire and a multiple-choice posttest. The results revealed statistically significant differences between the two groups in both self-efficacy (t = 13.715; p < .001) and learning outcomes (t = 8.793; p < .001). Students in the CBL group obtained higher mean scores in self-efficacy (72.86) and learning outcomes (83.27) compared to those in the DI group. These findings indicate that Case-Based Learning is associated with higher self-efficacy and better learning outcomes in General Chemistry. The study suggests that CBL can be considered an alternative instructional approach to support active and contextual learning in science education.
Development and Usability Perceptions of Spectral Crime Analysis Network Game with Augmented Reality for Ultraviolet-Visible Light Spectroscopy Hussain, Abbas Ali Iftikhar; Kamari, Azlan; Syamsudin, Frendi Ihwan; Harahap, Lenni Khotimah; Saputro, Sulistyo; Wiyarsi, Antuni; Sukkaew, Adulsman
AMPLITUDO : Journal of Science and Technology Innovation Vol. 5 No. 1 (2026): February
Publisher : Balai Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56566/amplitudo.v5i1.517

Abstract

The Spectral Crime Analysis Network (SCAN) game was developed using the ADDIE model, used a hybrid augmented reality embedded game-based learning approach and aligned with the learning standards of ultraviolet–visible (UV–Vis) spectroscopy. This game is developed as a learning and reinforcement tool in analytical chemistry instrumentation for undergraduate chemistry students. Based on a survey study conducted on 265 respondents, it was found that the SCAN game demonstrated high usability with mean scores of 3.49 (SD = 0.489) for usefulness, 3.49 (SD = 0.474) for ease of use, 3.48 (SD = 0.504) for ease of learning and 3.53 (SD = 0.476) for satisfaction. Overall, SCAN supports cooperative, technology-enhanced game-based learning, fostering greater interactivity and engagement in chemistry education. This innovation is aligned with the United Nations' Sustainable Development Goal number 4 (SDG4), which is quality education that utilises technology and interactive 21st-century learning.