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The Effect of Android Game-Based Learning Media on Student Learning Outcomes in Terms of Self-Directed Learning Solihah, Mar'attus
Journal of Educational Chemistry (JEC) Vol 5, No 2 (2023)
Publisher : Chemistry Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/jec.2023.5.2.21689

Abstract

The aim of this study was to investigate the effect of android-based game learning media on student learning outcome in terms of self-directed learning. This study conducted in experimental research using two-way Anova design with student learning outcome as the dependent variable. The independent variable in this study is the use of Android game-based learning media in acid and base. A total 45 students at SMA N 2 Wonosari participated in this study, consisting of 21 students in the experimental group and 24 students in control group. This sample drawn by cluster random technique. The treatment group received learning with the assist of android game-based media while the control group only used textbooks conventionally. Student learning outcomes are measured using multiple choice questions. This instrument was tested before being used to examine the validity and reliability. To test the hypothesis analisys of variance test was being carried out. Result for the main hypothesis shows that there are differences between experimental group and control group on student learning outcome. Class that used android game-based learning media gain higher cognitive learning outcome than the conventional class. There are no differences in student learning outcome at any level of student self-directed learning. Also there are no interaction between student self-directed learning and student learning outcome.
APPLICATION OF THE INQUIRY BASED ICARE LEARNING MODEL TOWARD COGNITIVE LEARNING OUTCOMES ON SALT HYDROLYSIS MATERIAL Sabila Fatkhi, Sakina Elok; Solihah, Mar'attus
INSECTA: Integrative Science Education and Teaching Activity Journal Vol. 4 No. 2 (2023)
Publisher : Science Education, Institut Agama Islam Negeri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/insecta.v4i2.7170

Abstract

The implementation of chemistry learning that is teacher centered and the lessons are in the last hour making students lack concentrated so that it is difficult to understand the material delivered by the teacher, one of which is salt hydrolysis. This makes the test results of many students who have not reached the minimum completeness criteria (KKM) of the school is 70. Therefore, the purpose of this study is to find out differences in cognitive learning outcomes between students SMA N 01 Godong who used the inquiry-based ICARE model and the conventional model on salt hydrolysis material after being controlled by initial abilitiy (pre test). This study used a randomized pretest-posttest control group design and cluster random sampling. Data collection techniques using tests, observation, documentation, and interviews. The research data were analyzed using covariance analysis (anakova). Based on the results of the study, it was found that there were differences in cognitive learning outcomes that significant between the application of the inquiry-based ICARE learning model with conventional models after controlling the initial ability (pre-test) indicated from the sig value. 0.000. The value is smaller from 0.05 so that Ha of the study was accepted. The results can be concluded that the inquiry-based ICARE learning model can be used to make students' cognitive learning outcomes better than conventional learning models.
The Effect of Android Game-Based Learning Media on Student Learning Outcomes in Terms of Self-Directed Learning Solihah, Mar'attus
Journal of Educational Chemistry (JEC) Vol. 5 No. 2 (2023)
Publisher : Department of Chemistry Education, Faculty of Science and Technology, Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/jec.2023.5.2.21689

Abstract

The aim of this study was to investigate the effect of android-based game learning media on student learning outcome in terms of self-directed learning. This study conducted in experimental research using two-way Anova design with student learning outcome as the dependent variable. The independent variable in this study is the use of Android game-based learning media in acid and base. A total 45 students at SMA N 2 Wonosari participated in this study, consisting of 21 students in the experimental group and 24 students in control group. This sample drawn by cluster random technique. The treatment group received learning with the assist of android game-based media while the control group only used textbooks conventionally. Student learning outcomes are measured using multiple choice questions. This instrument was tested before being used to examine the validity and reliability. To test the hypothesis analisys of variance test was being carried out. Result for the main hypothesis shows that there are differences between experimental group and control group on student learning outcome. Class that used android game-based learning media gain higher cognitive learning outcome than the conventional class. There are no differences in student learning outcome at any level of student self-directed learning. Also there are no interaction between student self-directed learning and student learning outcome.