Articles
TRAINING SCIENCE PROCESS SKILLS USING VIRTUAL LABORATORY ON LEARNING ACID, BASE, AND SALT
Lutfi, Achmad;
Hidayah, Rusly
JCER (Journal of Chemistry Education Research) Vol 1, No 2 (2017): Volume 1 No. 2 December 2017
Publisher : Universitas Negeri Surabaya
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DOI: 10.26740/jcer.v1n2.p56-61
This study aims to train the Science Process skills to students on learning Acid, Base, and Salt using the Virtual Lab. The research was conducted on the students of SMA Negeri Cerme Gresik in the year 2017/2018. During the student learning using the virtual lab and guided by Student Worksheet, during the learning process conducted an observation of student activity, after learning conducted test of learning result, and questionnaire of student response to the use of the virtual laboratory. The result of the research shows that during the active learning of the students, the learning result reaches completeness, and the students give positive responses to the use of virtual laboratory as the learning medium of acid, base and salt.
THE DEVELOPMENT OF SUPER CHEM GAME ORIENTED ANDROID AS INSTRUCTIONAL MEDIA ELECTROLYTE AND NON ELECTROLYTE
Rahmawati, Annisa;
Lutfi, Achmad
JCER (Journal of Chemistry Education Research) Vol 2, No 1 (2018): Volume 2 No. 1 June 2018
Publisher : Universitas Negeri Surabaya
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DOI: 10.26740/jcer.v2n1.p1-10
This study aim to discover the advisability of Super Chem (Super Chemistry) Game as instructional media on Electrolyte and Non ElectrolyteSolution Matter. The game was feasible if fullfill 3 criteria that is validity, practicality, and effectiveness.? Validity determined from the validation results of the game, the practicality determined from the result of percentage of student's response questionnaire, and effectiveness determined from student's learning outcomes and student?s activity. This research using Research and Development (R&D) research method. This game is tested to 15 students from class X at SMAN 1 Kamal Bangkalan. The validity from result the validation is 91.11%. Practicality from result of student's response is 94.11%, and effectiveness from result of observation activity of students as many as 13 students successfully complete level 1-4 well and increase learning outcomes that is 100%.
EDUTAINMENT WITH COMPUTER GAME AS A CHEMISTRY LEARNING MEDIA
Lutfi, Achmad;
Suyono, Suyono;
Erman, Erman;
Hidayah, Rusly
JPPS (Jurnal Penelitian Pendidikan Sains) Vol 8, No 2 (2019)
Publisher : Universitas Negeri Surabaya
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DOI: 10.26740/jpps.v8n2.p1684-1689
Abstract. The research aims to get answers to whether chemistry learning with computer-based games as learning media can create fun learning (edutainment). The study was conducted on students in three high schools in chemistry learning according to plan, during the learning activities were observed by students, before and after learning the learning outcomes tests and student questionnaires were conducted. The results showed that learning activities were 90.4% to 92.0% as expected, 90% to 100% of students stated that learning was fun with games as learning media, and learning outcomes had achieved 93% to 100% classical completeness. These results indicate that the use of computer-propelled games as chemical learning media can create chemical learning that pleases students and can be used by teachers as an alternative to edutainment chemistry learning
PENGEMBANGAN MEDIA LABORATORIUM VIRTUAL BERSARANA KOMPUTER UNTUK MELATIH BERPIKIR KRITIS PADA PEMBELAJARAN ASAM, BASA, DAN GARAM
Lutfi, Achmad
JURNAL PENELITIAN PENDIDIKAN MATEMATIKA DAN SAINS Vol 1, No 1 (2017): First edition
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Surabaya
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Penelitian ini bertujuan untuk mengembangkan media laboratorium virtual untuk melatih siswa berpikir kritis pada materi Asam, Basa, dan Garam. Pertama dilakukan pengembangan media laboratorium virtual dan melalui uji validasi, setelah dinyatakan valid dilakukan uji coba dan dilanjutkan penerapan. Uji coba dilakukan terhadap 10 (sepuluh) siswa SMA Negeri 3 Sidoarjo dan penerapan dalam pembelajaran terhadap 30 siswa di SMA Negeri 1 Manyar Gresik, Jawa Timur. Hasil penelitian ini menunjukkan bahwa media yang dikembangkan telah memenuhi kelayakan sebagai media pembelajaran yang dapat digunakan melatih siswa berpikir kritis pada pembelajaran asam, basa, dan garam. Penggunaan media interaktif laboratorium virtual bersarana komputer ini dapat menghemat biaya praktikum kimia namun media ini belum bisa melatih keterampilan (psikomotor) siswa dalam menggunakan alat-alat praktikum.
Students’ Well-Being and Game Implementation in Learning Chemistry in Merdeka Belajar Era
Zahro, Ni'matul;
Lutfi, Achmad
Jurnal Pendidikan Kimia Indonesia Vol 5, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpk.v5i1.30127
Students' well-being takes a primary role. Innovation to enhance students' well-being is game implementation as learning media. This research aims to discover students' well-being consequences on students’ academic performance in learning chemistry in Merdeka Belajar era, know students’ academic performance enhancement after game implementation as learning media in Merdeka Belajar era, and know students’ responses in games implementation as learning media in Merdeka Belajar era. This study uses One Group Pretest-Posttest Design with 33 XI-MIA students at high school as a research subject. Instruments used in this study were student well-being questionnaire, student pretest-posttest sheets, and student response questionnaire. Student well-being questionnaires result before and after game implementation was tested correlation resulting significance value 0.043 and correlation coefficient 0.36. The pretest and posttest students' outcomes were tested by paired sample T-test significance 5% resulting significance value 0.002. The students' responses result is ≥ 60% in agreement. Then it can be summed up that implementation of the game as a learning media can develop the well-being of students.
KIT Praktikum Media Pembelajaran Materi Campuran dan Larutan untuk Peserta Didik Tunanetra di SMPLB
Utami, Wara Mulyaning;
Lutfi, Achmad
Jurnal Pendidikan Kimia Indonesia Vol 5, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpk.v5i1.30742
Pembelajaran Ilmu Pengetahuan Alam menekankan pada pemberian pengalaman langsung untuk mengembangkan kompetensi peserta didik agar manpu menjelajahi dan memahami alam sekitar melalui metode ilmiah yang ditekankan dalam bentuk 5M. Penelitian ini bertujuan mengembangkan suatu komponen instrumen terpadu atau disebut dengan KIT untuk mempermudah proses pengamatan atau percobaan peserta didik tunanetra pada SMPLB dalam menunjang pembelajaran materi campuran dan larutan yang valid, efektif dan praktis. Kompetensi dasar peserta didik tunanetra kelas sembilan SMPLB meminta peserta didik tunanetra dapat melakukan pengamatan maupun percobaan pada materi campuran dan larutan namun tidak selaras dengan ketersediaan media pembelajaran. Penelitian ini menggunakan pendekatan research and development (R&D) yang bertujuan untuk mengembangkan dan memvalidasi perangkat yang digunakan di sekolah agar bekerja siap pakai efektif, serta praktis. Dihasilkan perangkat pembelajaran Campuran dan Larutan yang valid, efektif, dan praktis pada peserta didik tunanetra kelas IX SMPLB. Hal ini diperoleh berdasarkan hasil uji ahli media, materi, dan guru pengajar peserta didik tunanetra. Hasil menguji dilakukan pada lima anak tunanetra. Respon diambil dari peserta didik tunanetra dan tiga orang guru SMPLB. Diperoleh hasil yang menyatakan bahwa pengembangan KIT Praktikum layak dengan memenuhi kategori valid, efektif dan praktis.
Development of Red and Ox Game for Android Mobile Phone as Learning Media for Balancing Redox Equations
Cahyadhi, Ryan Hendra;
Lutfi, Achmad
JCER (Journal of Chemistry Education Research) Vol 5, No 1 (2021): Volume 5 No. 1 June 2021
Publisher : Universitas Negeri Surabaya
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DOI: 10.26740/jcer.v5n1.p22-31
Aim of this study was to discover the egibility of Red and Ox Game for android mobile phone as learning media for Balancing Redox Equations. This game egibility based on 3 criteria among them are validity, practicalitym and effectiveness. This study using Research and Development methods which consist of 3 main step (early study, development and teoritical validity, and game test itself). Result of this game validity is 88,63% from 3 different validator. Practically result for this game based on student’s responses is 87,71% with 84% of it student completed the whole game level. And effectiveness from this game result that 96% of this class surpassed standard score and paired t-test showed that after using this game there is difference between pretest and posttest which mean that this game is effective. Based on those 3 criteria, this game is proper as learning media for Balancing Redox Equations.
TRAINING SCIENCE PROCESS SKILLS USING VIRTUAL LABORATORY ON LEARNING ACID, BASE, AND SALT
Lutfi, Achmad;
Hidayah, Rusly
JCER (Journal of Chemistry Education Research) Vol 1, No 2 (2017): Volume 1 No. 2 December 2017
Publisher : Universitas Negeri Surabaya
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
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DOI: 10.26740/jcer.v1n2.p56-61
This study aims to train the Science Process skills to students on learning Acid, Base, and Salt using the Virtual Lab. The research was conducted on the students of SMA Negeri Cerme Gresik in the year 2017/2018. During the student learning using the virtual lab and guided by Student Worksheet, during the learning process conducted an observation of student activity, after learning conducted test of learning result, and questionnaire of student response to the use of the virtual laboratory. The result of the research shows that during the active learning of the students, the learning result reaches completeness, and the students give positive responses to the use of virtual laboratory as the learning medium of acid, base and salt.
EDUTAINMENT WITH COMPUTER GAME AS A CHEMISTRY LEARNING MEDIA
Lutfi, Achmad;
Suyono, Suyono;
Erman, Erman;
Hidayah, Rusly
JPPS (Jurnal Penelitian Pendidikan Sains) Vol 8, No 2 (2019)
Publisher : Universitas Negeri Surabaya
Show Abstract
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Download Original
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Original Source
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Check in Google Scholar
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DOI: 10.26740/jpps.v8n2.p1684-1689
Abstract. The research aims to get answers to whether chemistry learning with computer-based games as learning media can create fun learning (edutainment). The study was conducted on students in three high schools in chemistry learning according to plan, during the learning activities were observed by students, before and after learning the learning outcomes tests and student questionnaires were conducted. The results showed that learning activities were 90.4% to 92.0% as expected, 90% to 100% of students stated that learning was fun with games as learning media, and learning outcomes had achieved 93% to 100% classical completeness. These results indicate that the use of computer-propelled games as chemical learning media can create chemical learning that pleases students and can be used by teachers as an alternative to edutainment chemistry learning
PENGEMBANGAN MEDIA LABORATORIUM VIRTUAL BERSARANA KOMPUTER UNTUK MELATIH BERPIKIR KRITIS PADA PEMBELAJARAN ASAM, BASA, DAN GARAM
Lutfi, Achmad
JURNAL PENELITIAN PENDIDIKAN MATEMATIKA DAN SAINS Vol 1, No 1 (2017): First edition
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Surabaya
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DOI: 10.26740/jppms.v1n1.p%p
Penelitian ini bertujuan untuk mengembangkan media laboratorium virtual untuk melatih siswa berpikir kritis pada materi Asam, Basa, dan Garam. Pertama dilakukan pengembangan media laboratorium virtual dan melalui uji validasi, setelah dinyatakan valid dilakukan uji coba dan dilanjutkan penerapan. Uji coba dilakukan terhadap 10  (sepuluh) siswa SMA Negeri 3 Sidoarjo dan penerapan dalam pembelajaran terhadap 30 siswa di SMA Negeri 1 Manyar Gresik, Jawa Timur.  Hasil penelitian ini menunjukkan bahwa media yang dikembangkan telah memenuhi kelayakan sebagai media pembelajaran yang dapat digunakan melatih siswa berpikir kritis pada pembelajaran asam, basa, dan garam. Penggunaan media interaktif laboratorium virtual bersarana komputer ini dapat menghemat biaya praktikum kimia namun media ini belum bisa melatih keterampilan (psikomotor) siswa dalam menggunakan alat-alat praktikum.