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TRAINING SCIENCE PROCESS SKILLS USING VIRTUAL LABORATORY ON LEARNING ACID, BASE, AND SALT Achmad Lutfi; Rusly Hidayah
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 | DOI: 10.26740/jcer.v1n2.p56-61

Abstract

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 Achmad Lutfi; Suyono Suyono; Erman Erman; Rusly Hidayah
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 8 No. 2 (2019)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v8n2.p1684-1689

Abstract

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