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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.
Direktorat Jenderal Sumber Daya dan Perangkat Pos dan Informatika (Ditjen SDPPI) Odhi Pradana, Tantri; Lutfi, Achmad
Jurnal Ilmiah Administrasi Publik Vol. 11 No. 2 (2025): Jurnal Ilmiah Administrasi Publik (JIAP)
Publisher : Badan Penerbitan Jurnal (BPJ) FIA-UB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.jiap.2025.011.02.3

Abstract

This research aims to explain how performance-based budgeting is implemented at Ditjen SDPPI. The Policy Implementation Model by Edward III (1980) is used as an analytical tool to describe the implementation of performance-based budgeting at Ditjen SDPPI using secondary data from the 2023 SPIP and SAKIP assessments. The results of this study show that in the implementation of performance-based budgeting at Ditjen SDPPI, there are significant challenges related to formulating objectives and performance indicators that comply with SMART criteria. The lack of integration between planning and budgeting, as well as the inability to utilize performance measurement results as a basis for budget adjustments, has caused gaps in achieving strategic goals. The 2023 SPIP and SAKIP assessments indicate that although there has been progress in planning and performance management, improvements in communication, bureaucratic restructuring, and enhancement of human resource competencies are needed to optimize the implementation of performance-based budgeting at Ditjen SDPPI.
Gamifikasi: Chemical Explorer (CHEM-X) Efektif dalam Pembelajaran Termokimia untuk Meningkatkan Kemampuan Berpikir Kritis Kristyandari, Heti; Lutfi, Achmad
INKUIRI: Jurnal Pendidikan IPA Vol 15, No 1 (2026): INKUIRI: Jurnal Pendidikan IPA
Publisher : Magister Pendidikan Sains Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/inkuiri.v1i1.112739

Abstract

Pengembangan media pembelajaran dalam pelajaran kimia, terutama pada materi termokimia, diperlukan terutama dalam melatihkan kemampuan berpikir kritis peserta didik. Media pembelajaran yang lebih menarik dapat meningkatkan minat peserta didik dan memudahkan mereka memahami konten yang kompleks dan sulit dibayangkan. Penelitian ini mengevaluasi seberapa efektif permainan CHEM-X (Chemical Explorer) yang dikembangkan menggunakan software Construct 2 untuk melatihkan kemapuan berpikir kritis peserta didik. Metode penelitian didasarkan pada pendekatan kuantitatif dengan melibatkan 18 peserta didik kelas XI sebagai subjek penelitian. Data diperoleh dengan menggunakan beberapa instrument seperti angket respon peserta didik, lembar observas aktivitas peserta didik, dan tes kemampuan berpikir kritis. Teknik analisis terdiri dari perhitungan N-gain, uji hipotesis, dan ketuntasan klasikal.Hasil menunjukkan bahwa CHEM-X secara signifikan meningkatkan keterampilan berpikir kritis siswa, dibuktikan oleh nilai t-test (p <0,001) dan skor posttest yang lebih tinggi dari skor pretest. Ketuntasan klasikal mencapai 88,88%, dengan peningkatan N-gain berada dalam rentang sedang hingga tinggi. Partisipasi aktif peserta didik dalam kelas sangat tinggi sebesar 96,26%, sementara respon positif dari peserta didik mencapai 94,02%, menunjukkan bahwa CHEM-X dinilai menarik dan bermanfaat untuk memahami materi. Permainan CHEM-X dapat dijadikan sebagai alternatif untuk melatihkan kemampuan berpikir kritis peserta didik. Media ini juga berpotensi menciptakan suasana pembelajaran yang lebih fleksibel dan memberikan pengalaman belajar yang lebih berkesan.The development of learning media in chemistry lessons, especially in thermochemistry, is necessary to train students' critical thinking skills. More interesting learning media can increase students' interest and make it easier for them to understand complex and difficult-to-imagine content. This study evaluates the effectiveness of the CHEM-X (Chemical Explorer) game, developed using Construct 2 software, in training students' critical thinking skills. The research method was based on a quantitative approach involving 18 eleventh-grade students as research subjects. Data were obtained using several instruments, such as student response questionnaires, student activity observation sheets, and critical thinking ability tests. The analysis techniques consisted of N-gain calculations, hypothesis testing, and classical mastery. The results showed that CHEM-X significantly improved students' critical thinking skills, as evidenced by the t-test value (p <0.001) and higher posttest scores than pretest scores. Classical mastery reached 88.88%, with an increase in N-gain in the moderate to high range. Student participation in class was very high at 96.26%, while positive responses from students reached 94.02%, indicating that CHEM-X was considered interesting and useful for understanding the material. The CHEM-X game can be used as an alternative to train students' critical thinking skills. This medium also has the potential to create a more flexible learning atmosphere and provide a more memorable learning experience.