Claim Missing Document
Check
Articles

Found 2 Documents
Search

GAMIFIKASI UNTUK PENDIDIKAN: PEMBELAJARAN KIMIA YANG MENYENANGKAN PADA MASA PANDEMIC COVID-19 Lutfi, Achmad; Aini, Nur Qurrotur; Amalia, Nurul; Umah, Putri Amiratul; Rukmana, Maissy Diana
Jurnal Pendidikan Kimia Indonesia Vol 5, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpk.v5i2.38486

Abstract

Pembelajaran kimia secara daring dikeluhkan karena terasa bosan oleh peserta didik sehingga perlu upaya agar tercipta pembelajaran yang menyenangkan. Tujuan penelitian ini untuk menganalisis efektifitas penggunaan permainan bersarana smartphone atau computer sebagai media pembelajaran kimia di era pandemi covid 19. Jenis penelitian ini merupakan penelitian eksperimen dengan desain the posttest-only control group. Penelitian telah dilakukan terhadap empat kelas peserta didik SMA, pembelajaran kimia dilakukan dengan menggunakan permainan sebagai media pembelajaran. Sebelum pembelajaran dilakukan pretest, dan setelah pembelajaran secara daring dilakukan posttest dan pemberian angket. Skor hasil pembelajaran dianalisis dengan bantuan program SPSS untuk mengetahuan kenaikan hasil belajar dan tingkat ketuntasannya, sedangkan hasil angket disajikan dalam prosentasi dan dianalisi secara deskripsi. Hasil penelitian menunjukkan ada perbedaan antara hasil belajar sebelum (pretest) dengan hasil belajar sesudah pembelajaran (posttest), ketuntasasan dapat tercapai dan peserta didik merasakan pembelajaran kimia dengan permainan sebagai media pembelajaran dapat memberikan semangat belajar dan dapat menghibur diri, dirasakan menyenangkan selama pembelajaran. Peserta didik mendukung penggunaan permainan sebagai media pembelajaran selama belajar di rumah, sehingga permainan dapat digunakan sebagai alternatif media pembelajaran kimia pada masa pandemi covid-19.
Implementation of Hydrocarbon Adventures Game as An Online Learning Media During Covid-19 Pandemic Aini, Nur Qurrotur; lutfi, achmad
JCER (Journal of Chemistry Education Research) Vol. 7 No. 2 (2023): Volume 7 No. 2 December 2023
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jcer.v7n2.p219-226

Abstract

The purpose of this study was to determine the application of the game Hydrocarbon Adventures as an online learning medium for hydrocarbon compounds in the covid-19 pandemic. The design of this study used the one-group-pretest-posttest experimental method. The target of this research is online learning using Hydrocarbon Adventures media games conducted by 27 grade XI students of Senior High School 1 Sampang. The students will be given a pretest before using the game and post test after using it. After that, students will be given questionnaire for the learning using online learning media. The results showed that student learning outcomes after using the learning media Hydrocarbon Adventures game had increased with classical completeness for values reaching 92.59%, and an increase in student learning outcomes at an average pretest value of 44.19 into an average post test score amounting to 83.41. Student responses about game media were obtained 79.2%. Based on these results, it was concluded that the Hydrocarbon Adventures learning media on the material of hydrocarbon compounds through online learning during the covid-19 pandemic can improve student learning outcomes.The purpose of this study was to determine the application of the game Hydrocarbon Adventures as an online learning medium for hydrocarbon compounds in the covid-19 pandemic. The design of this study used the one-group-pretest-posttest experimental method. The target of this research is online learning using Hydrocarbon Adventures media games conducted by 27 grade XI students of Senior High School1 Sampang. The students will be given a pretest before using the game and post test after using it. After that, students will be given questionnaire for the learning using online learning media. The results showed that student learning outcomes after using the learning media Hydrocarbon Adventures game had increased with classical completeness for values reaching 92.59%, and an increase in student learning outcomes at an average pretest value of 44.19 into an average post test score amounting to 83.41. Student responses about game media were obtained 79.2%. Based on these results, it was concluded that the Hydrocarbon Adventures learning media on the material of hydrocarbon compounds through online learning during the covid-19 pandemic can improve student learning outcomes.