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Journal : ALSYS : Jurnal Keislaman dan Ilmu Pendidikan

Pengaruh Permainan Ludo Kimia Materi Pergeseran Kesetimbangan dan Faktor-Faktor yang Mempengaruhinya terhadap Hasil Belajar Peserta Didik Fase F SMA/MA Lovia, Mutiara; Iswendi, Iswendi
ALSYS Vol 5 No 4 (2025): JULI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v5i4.6670

Abstract

This study is motivated by the availability of the Ludo Kimia educational game for the topic of equilibrium shifts and their influencing factors, which has been proven to be valid and practical, yet its impact on student learning outcomes remains to be determined. The objective of this research is to examine the effect of using the Ludo Kimia game on the learning outcomes of Phase F high school students in the topic of equilibrium shifts. A quasi-experimental method was employed using a posttest-only control group design. The study population consisted of students from classes XI F1, XI F2, XI F3, XI F4, and XI F6 at SMAN 1 Batangkapas. The sample was selected through random sampling and included two classes: the experimental class (XI F2) and the control class (XI F1). Data were obtained from the posttest results and analyzed using a t-test. The analysis revealed that the average cognitive learning outcome score of the experimental class (75.16) was significantly higher than that of the control class (65.16), with a t-value of 3.34 > t-table value of 1.67 at a significance level of α = 0.05. Thus, it can be concluded that the use of the Ludo Kimia game in teaching the topic of equilibrium shifts and their influencing factors has a significant positive effect on improving the learning outcomes of Phase F students.
Pengaruh Penggunaan Media Permainan Ular Tangga Kimia Berbasis Android Materi Asam Basa terhadap Hasil Belajar Peserta Didik Fase F SMA/MA Putri, Salsabila Hasna; Iswendi, Iswendi
ALSYS Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v5i5.6796

Abstract

This study was motivated by the availability of an Android-based Snakes and Ladders Chemistry educational game on the topic of acids and bases, which has been proven valid, practical, and effective yet its influence on students' cognitive learning outcomes remains unexplored. The aim of this research is to analyze the effect of using this media on the cognitive learning outcomes of Phase F senior high school students. The research employed a quasi-experimental design using a Post-test Only Control Group Design. The population consisted of all Grade XI Phase F students at SMA Negeri 2 Lubuk Basung, with random sampling used to select XI Chemistry 1 as the control group and XI Chemistry 2 as the experimental group. The instrument used was a cognitive learning outcome test. Data analysis included normality testing, homogeneity testing, and hypothesis testing using a t-test. The results showed that the average post-test score of the experimental class was 75.7, while the control class scored 62.5. The t-test result indicated that tcount (2.89) > ttable (1.70) at a significance level of α = 0.05, meaning that the use of the media had a significant effect on learning outcomes. The study concludes that the Android-based Snakes and Ladders Chemistry game positively influences students’ cognitive learning outcomes in the topic of acids and bases.
Pengaruh Penggunaan Permainan Ludo Kimia sebagai Media Pembelajaran Materi Asam dan Basa terhadap Hasil Belajar Peserta Didik Fase F SMA/MA Putri, Widya Rahayu; Iswendi, Iswendi
ALSYS Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsys.v5i5.6808

Abstract

This study was motivated by the availability of the Ludo Kimia educational game, which has been proven valid, practical, and effective as a learning exercise on acid-base material, yet its impact on students' cognitive learning outcomes remains unexplored. The objective of this research is to analyze the effect of using the Ludo Kimia game on the cognitive learning outcomes of Phase F students at SMA Negeri 14 Padang. The study employed a quasi-experimental method using the Pretest-Posttest Control Group Design. The population consisted of all Phase F students, with samples selected through simple random sampling, resulting in class XI F.4 as the control group and XI F.3 as the experimental group. The instrument used was a multiple-choice test comprising 20 validated items. Data were analyzed using the t-test to evaluate the research hypothesis. The results showed that the average posttest score of the experimental class was 86.56, higher than the control class average of 77.5. The t-test yielded tcount (2.466) > ttable (1.996) at a significance level of α = 0.05, indicating a statistically significant effect. The study concludes that the use of the Ludo Kimia game significantly improves students’ cognitive learning outcomes on acid-base topics.