Claim Missing Document
Check
Articles

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.
Bridging Sustainability and Chemistry Education: A Systematic Review of Problem-Based Learning in Green Chemistry for Enhancing Scientific Literacy Kusuma, Rani Ratna; Agustini, Rudiana; Lutfi, Achmad; Satriawan, Muhammad; Soraya, Fathimah
Jurnal Pendidikan MIPA Vol 27, No 1 (2026): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v27i1.pp100-123

Abstract

This study aims to identify models for developing teaching materials based on problem-based learning (PBL) in the context of green chemistry and to document the skills reported to have improved in these studies. In addition, this review examines how integrating PBL and green chemistry strengthens science culture, an area where research gaps persist, as previous results have not been systematically summarized. The method used in this study is a Systematic Literature Review (SLR) by following the PRISMA guidelines. Data are obtained from various scientific databases, including Scopus, SINTA, Web of Science (WoS), DOAJ, and Google Scholar, covering publications from 2022 to 2025. A total of 20 peer-reviewed articles that met the criteria were analyzed using a descriptive and bibliometric approach in VOSviewer. The results of the study show that most research reports an improvement in conceptual understanding, critical thinking skills, and environmental awareness when PBL is applied in the context of green chemistry. This approach helps students become aware of environmental issues through relevant problem-solving, such as energy efficiency and the use of environmentally friendly chemicals. The bibliometric analysis highlights five key themes: PBL, green chemistry, scientific literacy, local knowledge, and digital learning, pointing to a growing trend of integrating environmental, cultural, and technological perspectives in research. The thematic synthesis indicates that combining PBL with approaches such as SSI, context-based learning, or ethnoscience can further enhance scientific literacy. This review maps how PBL teaching materials are developed in Green Chemistry and how they relate to scientific literacy. The findings also emphasize the need for quantitative meta-analysis and longitudinal research to examine the long term effects of PBL, a gap not addressed in the 20 reviewed studies. Keywords: systematic literature review, science literacy, green chemistry, problem-based learning.
Chem Piano Game to Increase Students Motivation and Retention of Learning Outcomes on the Periodic Table of Elements Material Salfiah, Elok Najwa; Lutfi, Achmad
Jurnal Pijar Mipa Vol. 20 No. 8 (2025): Special Issue
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v20i8.10733

Abstract

The abstract nature of the Periodic Table of Elements necessitates interactive learning media to improve students’ motivation and learning outcomes. This study aims to determine the effectiveness of the Chem Piano game as a learning medium in enhancing students’ learning motivation, learning outcomes, and retention of learning outcomes related to the Periodic Table of Elements material. The research design employed was a pre-experimental approach using a One-Group pretest-posttest design. Data on students’ learning motivation were analyzed using a Likert scale consisting of positive and negative statements. Chem Piano was categorized as meeting the criteria for good learning motivation if it achieved a score of ≥ 69%. The learning outcome test data were analyzed using descriptive statistics to examine the mean and percentage of achievement, and the Wilcoxon Signed Ranks Test was used to determine the significance of the increase in learning outcomes. The results showed an increase in learning motivation, with a shift in category from low to very high. The Wilcoxon Signed Ranks Test for student learning outcomes yielded a significance value of 0.00 (< 0.05), indicating a statistically significant improvement between the pretest and posttest scores. Furthermore, the retention analysis yielded a very high retention value of 92.3%, indicating that students’ learning retention was stable. Based on the analysis and discussion, it can be concluded that the Chem Piano game is an effective learning medium for enhancing students’ motivation and learning outcomes in chemistry, particularly in relation to the Periodic Table of Elements. Therefore, it is recommended that this medium be used as an alternative instructional tool to enhance students’ motivation and learning outcomes, and that its implementation be further explored with a larger number of students.
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.
A G-Bond Development: Gamification Media to Improve Literacy, Visualization, and Numeracy in Chemical Bond Learning in High School Dwiningsih, Kusumawati; Lutfi, Achmad; Hidayah , Rusly; Sukarmin, Sukarmin; Andriani , Novia; Fathoni , Rizal
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.