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Journal : PENDIPA Journal of Science Education

The Effectiveness of the Brain Out Chemistry Game as a Learning Media to Improve Students’ Learning Outcomes and Retention on the Periodic System of Elements Material: Efektifitas Permainan Brain Out Chemistry Sebagai Media Pembelajaran untuk Meningkatkan Hasil Belajar dan Retensi Peserta Didik pada Materi Sistem Periodik Unsur Puspita, Widia Indah; Lutfi, Achmad
PendIPA Journal of Science Education Vol 9 No 3 (2025): October
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.9.3.897-904

Abstract

This study aims to determine the effectiveness of using the Brain Out Chemistry learning media in This study aims to determine the effectiveness of the Brain Out Chemistry game-based media in improving students’ cognitive abilities, learning activities, and retention of learning outcomes on the Periodic System of Elements. The research was conducted at SMA Negeri 15 Surabaya involving 34 tenth-grade students using a One-Group Pretest–Posttest Design. The research instruments included cognitive tests (pretest, posttest 1, and posttest 2 as the retention test) and student activity observation sheets. Data were analyzed using the Wilcoxon Signed Ranks Test through SPSS. The results showed a significant increase between the pretest and posttest scores (sig. 0.000 < 0.05). The average score of posttest 1 was 85.87, which decreased to 76.86 in posttest 2, resulting in a retention value of 89,5%, categorized as high. Student learning activities also improved, as indicated by observation scores falling within the active category. Classically, the learning mastery rate exceeded 85%. Thus, the Brain Out Chemistry game-based media is effective because it enhances cognitive abilities, maintains learning retention, and promotes student learning activities in chemistry instruction.
Permainan Hydrocarbon Craft sebagai Media Pembelajaran untuk Meningkatkan Motivasi Belajar dan Keterampilan Berpikir Kritis Peserta Didik pada Materi Senyawa Hidrokarbon Ma'rufah, Nadia Izaty; Lutfi, Achmad
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.36-46

Abstract

This study aims to obtain a Hydrocarbon Craft game that meets the feasibility aspects based on the valid, practical, and effective categories in improving students' learning motivation and critical thinking skills on hydrocarbon compounds. This study uses the Research and Development (R&D) type of research that refers to the ADDIE development model. However, this study is limited to the development stage. The product trial was conducted on a limited basis with 33 grade XI students at SMA Khadijah Surabaya. The instruments used were validation sheets, student response questionnaires, student activity observation sheets, learning motivation questionnaires based on the ARCS model developed by Keller, which includes four components, namely Attention, Relevance, Confidence, and Satisfaction and pretest-posttest sheets. The following are the details of the research results obtained, namely (1) the validity aspect obtained a mode of 5 with a very valid category, (2) the practicality aspect was obtained through a student response questionnaire with a percentage of 95.43% and observation of student activities of 88.25% so that the media was said to be very practical, (3) the effectiveness aspect was obtained through a learning motivation questionnaire of 90%, and the results of the posttest of critical thinking skills analyzed using the Wilcoxon Signed Ranks Test obtained a p value <0.05 which showed that there was a significant difference between the pretest and posttest scores, so that the media was said to be effective. Based on the research results obtained, it shows that the Hydrocarbon Craft game is suitable for use as a learning medium to increase learning motivation and critical thinking skills of students in the material of hydrocarbon compounds.
Pengembangan Game Chem-Veryday untuk Meningkatkan Motivasi dan Hasil Belajar Peserta didik Kelas XI SMA Mengenai Faktor-Faktor yang Mempengaruhi Laju Reaksi dalam Kehidupan Sehari-Hari Rahma Dani, Nafitria Nur; Lutfi, Achmad
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.74-85

Abstract

This study aims to develop and examine the feasibility, practicality, and effectiveness of the Chem-Veryday educational game as a chemistry learning medium on the topic of factors affecting reaction rates for eleventh-grade senior high school students. This research employed a Research and Development (R&D) method using the ADDIE development model, which consists of analysis, design, development, implementation, and evaluation stages. The research instruments included expert validation sheets, student response questionnaires, ARCS motivation questionnaires, and learning outcome tests in the form of pretests and posttests. The research subjects were eleventh-grade students of SMA Khadijah Surabaya. The validation results indicated that the Chem-Veryday game achieved a very high level of feasibility in terms of material accuracy, media design, and ease of use. The effectiveness test results showed a significant improvement in learning outcomes, with the average pretest score of 50.3 increasing to 94.8 in the posttest. The Wilcoxon Signed-Rank Test yielded a significance value of p < 0.001 with a very large effect size, indicating a strong impact of the Chem-Veryday game on students’ learning outcomes. In addition, students’ learning motivation increased across all ARCS components from low–moderate to very high levels. Student response results also demonstrated that the game is practical, engaging, and easy to use. Therefore, the Chem-Veryday educational game is considered valid, practical, and effective as a chemistry learning medium to enhance students’ motivation and learning outcomes on reaction rate material.
Game Edukasi Chem Epic Conquest Sebagai Media Pembelajaran Untuk Meningkatkan Minat dan Hasil Belajar Peserta Didik Pada Pembelajaran Kimia Kumalasari, Shofia Nur; Lutfi, Achmad
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.153-162

Abstract

Minat dan hasil belajar peserta didik merupakan aspek penting yang perlu ditingkatkan pada kegiatan pembelajaran kimia, khususnya terkait materi sistem periodik unsur yang sering dianggap sulit. Oleh karena itu, tujuan penelitian ini adalah untuk mengidentifikasi peningkatan minat dan hasil belajar setelah penggunaan game edukasi pada materi sistem periodik unsur. Penelitian ini dilakukan dalam satu kelas yang ditentukan secara acak. Data yang dikumpulkan meliputi minat belajar, hasil belajar, serta data pendukung berupa respon peserta didik dan pengamatan aktivitas. Data minat, respon, dan pengamatan aktivitas peserta didik dilakukan melalui angket, sedangkan pada hasil belajar dilakukan tes (pretest dan posttest). Hasil penelitian menunjukkan bahwa minat belajar peserta didik meningkat sebesar 52,94% setelah menggunakan game edukasi Chem Epic Conquest pada materi sistem periodik unsur. Selain itu, hasil belajar menunjukkan adanya peningkatan hasil belajar secara signifikan setelah penggunaan game edukasi. Studi ini menyarankan penerapan game edukasi Chem Epic Conquest secara lebih luas pada pembelajaran kimia, serta eksplorasi lebih lanjut terhadap dampaknya pada penguatan minat serta capaian belajar siswa pada materi yang berbeda.