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Interactive Chemistry Teaching Material Based on Augmented Reality Technology In Covalent Bonding Submaterial Aflah Farchan Rizqullah; Achmad Lutfi
Chemistry Education Practice Vol. 4 No. 1 (2021): Edisi Mei
Publisher : FKIP University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/cep.v4i1.2441

Abstract

This study aimed to obtain the feasibility of interactive teaching materials based on augmented reality technology in covalent bonding in terms of validity, practicality, and effectiveness. The research design uses the 4D model, which is limited to the third stage, namely Define, Design, and Develop. Feasibility is based on validation, practicality, and effectiveness. Based on the validation results on content validation and construct validation, the percentage of 82.66% and 85.55% was obtained as very valid criteria. Practicality was obtained from students' responses and observations with a percentage of 95.5% and 98.61% on practical criteria. Effectiveness is obtained from learning outcomes with the acquisition of N-Gain 0.75 in the high category and paired t-test with a sign of 0.000 <0.05 so that there is a significant difference between the pretest score and the posttest score. The results of students' motivation obtained a percentage of 79.34% in the effective category. It proves that the teaching material is suitable for use as a learning medium. In the future, it is hoped that this augmented reality technology can be further developed in other chemical materials so that it can make learning more interactive.Keyword: Augmented Reality, Covalent Bonding, Teaching Material.
Development of Hy-Quiz Learning Media Based on Android to Improve Students’ Learning Motivation in Nomenclature of Hydrocarbon Derivative Compounds Sub Material Nora Nora; Achmad Lutfi
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol 10, No 2: April 2022
Publisher : IKIP Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3573.429 KB) | DOI: 10.33394/j-ps.v10i2.4953

Abstract

This research aims to obtain a Hy-Quiz learning media based on Android as a learning media for nomenclature of  Hydrocarbon Derivative Compounds sub material. The 4D development model is the method that has been used in this research. The instruments that have been used are validation sheet, students’ response questionnaire sheet, student learning motivation questionnaire sheet, pretest, and posttest. The limited trial of this research was 27 students of SMA Negeri 3 Sidoarjo. The score of the validity test is more than three with good category. The score of practicality is more than three in every aspect with very practical category. The effectiveness of Hy-Quiz learning media is from students’ learning outcomes and students’ learning motivation questionnaire sheet. The classical completeness achieved is 82% and for the students’ learning motivation get a response of ≥ 81% with a very effective category. So it can be concluded that the Hy-Quiz learning media has complied with the aspects of validity, practicality, and effectiveness as a learning media.
THE LEGEND OF THERMO GAME BASED COMPUTER AS INSTRUCTIONAL MEDIA ON THERMOCHEMICAL FOR IMPROVE CURIOSITY Muhammad Badrul Uyun; Achmad Lutfi
JCER (Journal of Chemistry Education Research) Vol. 6 No. 2 (2022): Volume 6. No 2. December 2022
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jcer.v6n2.p84-92

Abstract

This research aims to obtain the learning media as a game of thermochemistry that can improve the curiosity of high school students using The Legend of Thermo game. The Borg and Gall development research model is used as a Research and Development (R&D) method. This model has ten stages which are useful for produced a viable learning media. The result of the validity value is 95.14% with a very valid category. The results of the questionnaire responses of students value is 86.26% with a very practical category. The results of the curiosity assessment of learning students obtained 90.33% with the category of very effective. The significant value of the pretest results obtained 0.200 and posttest results obtained 0.128 which is more than 0.05 so the data are normally distributed. In the Paired Sample t-Test  obtained a significant value of 0,000 which is less than 0.05 so there is a significant difference between the pretest and posttest scores. Based on the description above, The Legend of Thermo game is appropriate to be used as a learning media on Thermochemical material based on the criteria of validity, practicality, and effectiveness.
Multimedia Interaktif Berbasis Articulate Storyline untuk Melatih Kecerdasan Visual pada Materi ikatan Kimia Safira Firdaus Yahya; Achmad Lutfi
PendIPA Journal of Science Education Vol 7 No 1 (2023): February
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.7.1.106-116

Abstract

The aim of this research was to obtain interactive multimedia based on articulate storylines that have met the valid, practical, and effective categories in training visual intelligence on chemical bonding material. This research uses a type of Research and Development (R&D) research which refers to the 4D development model by Thiagarajan. However, this research is limited only to the development stage. The instruments used were validation sheets, student response questionnaires, and pretest-posttest sheets. Based on the results of the research, it showed that the validity data of multimedia received score of ≥ 3 with a valid category, the practicality data of multimedia obtained from the results of students' responses obtained a percentage of 96.458% with a very practical category, and the effectiveness data of multimedia obtained from the pretest-posttest results analyzed with the Paired Sample T-Test test it got a Significance (2-tailed) value of 0.000 and the pretest-posttest results analyzed with the classical completeness test got a percentage of 90% for the visual intelligence test and 85% for the cognitive test with the effective category. The existence of a relationship between visual intelligence and students' cognitive is shown by the results of the Rank Spearman correlation test with a correlation coefficient value of 0.545 which indicates a strong relationship between visual intelligence and cognitive ability, so it can be concluded that interactive multimedia based on articulate storyline has fulfilled the valid, very practical, and effective category as learning multimedia to train students' visual intelligence which will affect students' cognitive abilities.
Ethnoscience-Based Interactive Multimedia to Improve Scientific Literacy in Chemical Equilibrium Materials Nur Lailil Aprilia; Achmad Lutfi
Hydrogen: Jurnal Kependidikan Kimia Vol 11, No 3 (2023): June 2023
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/hjkk.v11i3.7942

Abstract

This study aims to obtain interactive multimedia that can improve scientific literacy skills in chemical equilibrium material. The method used in this research is the Borg and Gall Research and Development (R&D) model with three stages, namely the preliminary study stage, the media development stage and theoretical validity, and the media trial stage. The trial design used was one group pretest posttest. The data obtained was in the form of a validity score determined by the mode, the practicality score from the results of the student response questionnaire was analyzed by percentage, and the effectiveness data in the form of pretest-posttest results were analyzed using n-gain. Based on the results of the study, the validity mode was obtained, namely a score ≥ 3 in each aspect, a practicality score of 94,4%, an n-gain score of 0,8088 in the high category, and classical completeness of 91,43%, so that ethnoscience-based interactive multimedia can be declared feasible. to improve scientific literacy skills on chemical equilibrium material.
The Effectiveness of Chemistry Tricky Test Game in Online Learning when Covid-19 Pandemic Devita Diah Aprilia; achmad lutfi
JCER (Journal of Chemistry Education Research) Vol. 7 No. 1 (2023): Volume 7. No 1. June 2023
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jcer.v7n1.p152-159

Abstract

This stydy is purposed to determine the effectiveness of learning chemistry on Hydrocarbon chapter by using the Tricky Test Game when Covid-19 appear based on completeness of learning outcomes. The research is a quantitative research. The research method used pre-experimental using one group pretest and posttest design. The sample in this study was 25 students of class XII in Bojonegoro Integrated High School as an experimental class chosen by cluster random sampling. The instrument used is a multiple choice test to do the pretest and posttest also response questionnaire. The results obtained that Chemistry Tricky Test is responded very well by students as an appropriate media game for learning chemistry daring on hydrocarbon material, there is a significant difference between the results of the pretest and posttest results and Classical completeness after using Chemistry Tricky Test reaches 100%. Then it can be concluded that the use of tricky test games can effectively improve the learning completeness in Bojonegoro Integrated High School.
PELATIHAN PEMBUATAN E-LKPD BERBASIS PBL-STEM (PROBLEM BASED LEARNING-SCIENCE, TECHNOLOGY, ENGINEERING AND MATH) BAGI GURU KIMIA DI KABUPATEN GRESIK Rusly Hidayah; Kusumawati Dwiningsih; Achmad Lutfi; Sukarmin Sukarmin; Moh Mualliful Ilmi; Suyono Suyono; Rinaningsih Rinaningsih
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 4 (2023): Volume 4 Nomor 4 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i4.19266

Abstract

Kegiatan pengabdian kepada masyarakat ini memiliki tujuan untuk 1) Guru dapat mengurutkan langkah–langkah pembelajaran PBL-STEM; 2) Guru dapat merancang E-LKPD berbasis pembelajaran PBL-STEM menggunakan aplikasi berbasis digital, 3) Guru dapat menghasilkan E-LKPD berbasis pembelajaran PBL-STEM. Kegiatan ini dilakukan sebanyak tujuh tahapan pengabdian yang dilakukan: (1) Koordinasi, (2) Desain, 3) Pembuatan Instrumen, (4) Pelaksanaan, (5) Evaluasi, (6) Manajemen, dan (7) Publikasi. Tempat pengabdian kali ini adalah SMAN 1 Gresik, sedangkan peserta dalam kegiatan ini sebanyak 10 guru. Instrumen yang digunakan adalah lembar respon peserta. Hasil lembar respon peserta menyatakan hasil sebesar 94,50 dengan kategori sangat baik.
Interactive Website Media to Improve Learning Outcomes of Chemical Bonding Materials Nurjihan Aulia Fitri; Achmad Lutfi
Jurnal Inovasi Pembelajaran Kimia (Journal of Innovation in Chemistry Education) Vol 6, No 2 (2024): OCTOBER 2024 EDITION
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jipk.v6i2.61972

Abstract

This research aims to obtain website which is feasible to improve student learning outcomes in chemical bonding material. This research uses Research and Development (R&D) with a 4-D model but limited to stages develop. Qualifications website developed is guided by validity, practicality and effectiveness. Data was obtained by filling out a validation questionnaire to determine validity website; response questionnaires and student activity observation sheets to find out practicality website; as well as learning outcomes tests to determine effectiveness website. The research results show that website that was developed can be declared valid by obtaining a modus score of 5. Website there was an increase in learning outcomes which were analyzed using the classical completeness test and the Wilcoxon test. The percentage results of the classical completeness test were 96.87% of students who were declared complete and the Wilcoxon test results obtained a sig value. of 0.000. From the results of this analysis website developed can be said to be effective. Based on the results of the validity and effectiveness analysis, it was found that website developed is suitable for use as learning media.
Pelatihan Penyusunan Soal Diagnostik Konsepsi Peserta Didik pada Materi Kimia di MGMP Kimia Gresik Jawa Timur Bertha Yonata; Suyono Suyono; Achmad Lutfi; Dian Novita; Rinaningsih Rinaningsih; Findiyani Ernawati
ABDI: Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 6 No 2 (2024): Abdi: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : Labor Jurusan Sosiologi, Fakultas Ilmu Sosial, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/abdi.v6i2.750

Abstract

Guru memastikan informasi dipahami peserta didik secara benar dengan cara memetakan konsepsinya. Pemetaan konsepsi ini perlu dilakukan untuk mengurangi miskonsepsi pada konsep tertentu dan mencegah miskonsepsi berkelanjutan pada konsep lain. Untuk itu, guru perlu memiliki kemampuan dalam mendeteksi miskonsepsi pada peserta didik. Namun berdasarkan diskusi dengan beberapa guru kimia di Kabupaten Gresik menunjukkan bahwa kemampuan deteksi ini perlu ditingkatkan. Hal ini menjadi dasar bagi tim pengabdian kepada masyarakat untuk memberikan pelatihan penyusunan soal diagnostik konsepsi peserta didik pada materi kimia di Kabupaten Gresik dengan mengacu Three Tier Diagnistic Test. Pelatihan dimulai dengan penyampaian informasi tentang tes diagnostik dan pengembangan tes diagnostik oleh guru. Berdasarkan hasil pengembangan tes diagnostik menunjukkan 6 dari 9 peserta telah menyusun soal tes diagnostik yang meliputi tier 1 sampai tier 3 secara lengkap untuk materi larutan penyangga, asam-basa, hidrolisis, kesetimbangan kimia, reaksi kimia, struktur atom, ikatan kimia, dan hukum dasar kimia.
A G-Bond Development: Gamification Media to Improve Literacy, Visualization, and Numeracy in Chemical Bond Learning in High School Kusumawati Dwiningsih; Achmad Lutfi; Rusly Hidayah; Sukarmin Sukarmin; Novia Andriani; Rizal Fathoni
IJORER : International Journal of Recent Educational Research Vol. 6 No. 3 (2025): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i3.827

Abstract

Objective: This study aims to develop and evaluate G-Bond, a gamification-based learning media designed to improve students' literacy, visualisation, and numeracy skills in learning chemical bonds. Methods: The research uses a Research and Development (R&D) approach with a 4D (Define, Design, Develop, Disseminate) model, limited to the development stage. A total of 35 high school students in Gresik Regency participated in the pretest-posttest design of one group. Five experts carry out validation through content assessment, design, and visualisation. Practicality was tested through a student questionnaire, and effectiveness was measured using an N-Gain score. Results: The G-Bond application obtained a perfect validity score (average = 5), was rated very practical (95.14%), and showed moderate to high effectiveness in improving literacy (N-Gain = 0.34), numeracy (0.34), and visualisation (0.74). The most significant improvement occurs in the visualisation aspect. Novelty: G-Bond is the first gamification medium to simultaneously integrate three main skills in one interactive platform based on the topic of chemical bonding. Unlike previous media that focused only on a single aspect or were less connected to the curriculum, G-Bond presents relevant and adaptive game-based contextual challenges for both online and offline learning. Future integration with Augmented Reality (AR) and AI technologies is proposed to enhance immersive and personalised learning experiences.