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ChemVirtual Lab: Gamified Learning Experience on Reaction Rate Topic to Improve Learning Outcomes Rokhmawati, Retno Indah; Sholihah, Tuffahati; Sahasika Laksmana, Kumara; Pramudita, Rizky; Sambata Sarborn, Ibrahim; Hendra Brata, Adam
Journal of Information Technology and Computer Science Vol. 8 No. 2: August 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202382563

Abstract

This study aims to improve student learning outcomes through gamification of chemical learning media. As we know that chemical material, especially reaction rates, is abstract in nature, so it is quite difficult to convey this concept to students. Because the measured compounds vary greatly in terms of concentration, this material has complex features. However, in real conditions, students have limited access to chemical laboratory equipment, so learning media is needed that considers aspects of people, problems, and context to provide learning experiences like real laboratories.  ChemVirtual Lab is a learning tool that combines immersive learning experiences with game elements to improve students' learning outcome by allowing them to direct their own learning and inspiring them to think creatively and innovatively. The primary model in this study is the ASSURE learning media development paradigm. Evaluation of the usage of educational media was conducted to ascertain factors of satisfaction and usefulness with 3 media experts and 3 material experts. According to the six experts' test results, it would be possible to implement the media. Then the media was implemented to 62 high school students who were studying Rate of Reaction material. The Paired Sample T-Test was used to examine the effectiveness of the media's implementation, and the results revealed significant differences in learning outcomes as well as a tendency for post-test scores to rise above pre-test results.
Pengaruh Metode Problem-based Learning Berbantuan Github dan ChatGPT terhadap Hasil Belajar dan Computational Thinking Skill Siswa Sholihah, Tuffahati; Herlambang, Admaja Dwi; Wijoyo, Satrio Hadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 9 No 5 (2025): Mei 2025
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kemajuan teknologi menuntut perubahan dalam pendidikan, termasuk pengembangan computational thinking skills yang menekankan kemampuan siswa dalam berpikir tingkat tinggi (HOTS). Namun, pembelajaran di sekolah, terutama dalam sains, masih kurang mengembangkan keterampilan ini. Penelitian ini menganalisis pengaruh metode Problem-Based Learning (PBL) berbantuan GitHub dan ChatGPT terhadap hasil belajar dan computational thinking skills siswa SMKN 5 Malang, menggunakan desain weak experimental dengan static group pre-test and post-test design. Sampel terdiri dari 42 siswa, terbagi dalam kelas eksperimen dan kontrol. Hasil penelitian menunjukkan bahwa implementasi PBL berbantuan GitHub dan ChatGPT tidak berpengaruh signifikan terhadap hasil belajar kognitif (p = 0,299) dan psikomotorik (p = 0,079), tetapi memiliki pengaruh sedang terhadap computational thinking skills (p = 0,025). Penelitian ini merekomendasikan penerapan pendekatan serupa pada mata pelajaran lain dengan penyederhanaan cakupan materi.