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Journal : Physics Education Research Journal

The Effectiveness of the Discovery Learning Model Assisted by Video Games to Improve Student Learning Outcomes on the Concept of Momentum and Impulse in High School Mohamad Nurkhojin; Abdul Haris Odja; Trisnawaty Junus Buhungo; Mursalin Mursalin; Ritin Uloli; Citron S Payu
Physics Education Research Journal Vol 4, No 2 (2022)
Publisher : Faculty of Science and Education, UIN Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/perj.2022.4.2.12781

Abstract

This  study aims  to determine the   effectiveness of the   discovery learning   model with the   help of   video games on   student  learning  outcomes on the  concept of  momentum and  impulse  in    high  school.  This  research  is  using  an  experimental  method. The research  design  used  was  a pretest-posttest  control  group  design. In this  study there  was an experimental   group   and  a control  group. Data collection  using  essay test  and  multiple  choice  tests. Data  analysis using  the mean  difference  analysis  and  N-Gain. The results  showed  that the t-value on the multiple-choice test was   2.183 and on the  essay   test was 2.811, which was  greater  than t-table  2.037. Referring  to the rule  of  testing the  hypothesis  that  if tcount  ttable, then  H0  is rejected, H1 is  accepted, which  means  there  is  a significant  influence.  So  it  can  be  concluded  that learning   using the   discovery learning   model with  the  help  of  video games  has a significant  effect  on  student  learning outcomes   on  the  concept  of  momentum and  impulse  in high  school.  Through the n-gain test   on the   multiple  choice  test  it  can  be  seen  that the N-gain value  for   the   experimental  class  is  0.713 and the control   class  is  0.582.  While  on the   essay   test for the   experimental   class   0.777 and  0.667 for the  control  class. So it  can  be  concluded  that the increase  in student learning   outcomes  using the discovery   learning  model with the   help of video games  is  higher  than the use  of the discovery learning  model on  the  concept  of  momentum and  impulse  in high  school.
Co-Authors Abd Wahidin Nuayi Abdul Haris Odja Abdulrahman Djou Abdulrahman Djou Akuba, Siskawati Amna Abdullah Anisa Fauzia Anwar, Devitria Ardianti, Besse Asri Arbie Assagaf, Halisa Baks, Yulisa Chairunnisah J Lamangantjo Citron S Payu Darmansya A Mustapa Dewa Gede Eka Setiawan Dewi Diana Paramata Elya Nusantari Fachry Abda El Rahman Fahrunissa, Putri FARADILLA, FARADILLA FATIMA, SITI Fitriyanti A. Noho Frida Maryati Yusuf Furqon Sanjaya Hadi, Wulandari Hadija D. Lantowa Halubangga, Fricilia Anggriyani Haris Odja, Abdul Husain, Atma I Made Hermanto Ibrahim, Enda Sri Inda Ilham Eka Prasetya Jahja, Mohamad Julanita Saleh Kadir, Patricia Sasmita Kunye, Nurnina Mahful, Sri Mutia Mamonto, Siti Nurhaliza Margaretha Solang Masaguni, Alpinawati N. Masri Kudrat Umar Masri Kudrat Umar Masrid Pikoli Meilan Demulawa Modeong, Athir Mizhari Moh Apandi G Jaapar Mohamad , Wahyu Mu'zizat Mohamad Nurkhojin Mohamad, Wahyu Mu’zizat Mohammad Yusuf Moiyo, Yulani Molamahu, Dian Mooduto, Ferna Panto Suharto Muh Ali Safwan Benda Muhammad Yunus Muhammad Yunus Muhammad Yusuf Muhammad Yusuf Muhammad Yusuf Mursalin Mursalin Mursalin . Mursalin Mursalin Mustapa, Darmansya A Muznawaty Pilobu Nancy Katili Nova Elysia Ntobuo Nurhidayah Nurhidayah Odja , Abdul Haris Odja, O Pakaya, Fadilah Pakaya, Lifna Agustianingsih Pakaya, Pratiwi Paputungan, Natasya Payu , Citron S. Prabowo, P Puput Salsabina F. Satri Reka Lagani Ritin Uloli Salmawaty Tansa Samatowa , Lukman Samatowa, Lukman Sarmila B. Ali Sarni Ngadi Sidiki, Sri Amelia A. Soeharto Soeharto Sri Nurjaningsi Ibrahim Sukri Katili Supartin Supartin Supartin Supartin, Supartin Supu Idawati Tirtawaty Abdjul Tjipto Prastowo Vivit Idrus Wahyuni D. Sumayow Wumu, Agus Yakop, Sintian S. Yunus, Ingkawati