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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.
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.
The effect of Android Learning Media (MLR Redox) Based on Multiple Level Representation on Increasing Student Learning Outcomes in Redox Reaction Material Tukwain, Sitti Isra Fauzia M.; Solihah, Mar'attus
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 4 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i4.81428

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran Android (Redoks MLR) berbasis multiple level representation terhadap peningkatan hasil belajar siswa pada materi reaksi redoks. Penelitian ini merupakan penelitian kuantitatif. Jenis penelitian yang digunakan yaitu quasi eksperiment dengan desain nonequivalent control group design dan pengambilan sampel dilaksanakan dengan teknik cluster random sampling. Peningkatan rata-rata hasil belajar dengan penghitungan nilai N-Gain dari kelas eksperimen dan kelas control bertutut-turut adalah 0,738 dengan kategori tinggi dan 0,582 dengan kategori sedang. Berdasarkan hasil uji t-independent pada N-Gain hasil belajar memperoleh nilai sig (1-tailed) sebesar 0,000 < (⍺) yang berarti bahwa Haditerima, kemudian untuk melihat seberapa besar pengaruh perbedaannya digunakan uji lanjut effect size d’ cohen yang didapatkan nilai sebesar 1,0 yang menunjukkan bahwa pengaruhnya termasuk dalam kategori tinggi. Hasil penelitian ini dapat disimpulkan bahwa penggunaan media pembelajaraan Android (Redoks MLR) berbasis multiple level representation berpengaruh meningkatkan hasil belajar siswa pada materi reaksi redoks