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Inquisitive Ability on Chemistry Material Gamification with Project Based Learning Approach Tamansa, Santhya Anaomi; Harefa, Nelius; Tamba, Riris Marito
Jurnal Inovasi Pembelajaran Kimia (Journal of Innovation in Chemistry Education) Vol. 6 No. 1 (2024): APRIL 2024 EDITION
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jipk.v6i1.57561

Abstract

This study aims to evaluate the use of gamification in increasing students™ inquisitive ability on chemistry material with project based learning approach. In this research, an analysis of students' inquisitive ability will be carried out which consists of three indicators, namely wondering and questioning, exploring and investigating, and challenging assumption. The research was carried out using a classroom action research approach consisting of 3 cycles, where research data was collected by giving a questionnaire consisting of 4 statements for each indicator with 5 options for each research instrument. Apart from the questionnaire method, research data was collected through random interviews and structured observation. Based on data analysis, students' inquisitive ability was highest in the wondering and questioning indicator at 83.68 in cycle 3. Meanwhile, students' inquisitive ability was lowest in the challenging assumptions indicator at 41.25 in cycle 1. In general, gamification activities were able to increase students' inquisitive ability between 9% - 50%.
Students™ creativity dimension in chemistry e-module based on augmented reality with project based learning approach Harefa, Nelius; Sumiyati, Sumiyati; Tamba, Riris Marito
Jurnal Pendidikan Kimia Vol. 16 No. 1 (2024): April
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jpkim.v16i1.49649

Abstract

The dimension of creativity is an important aspect that must be developed in the learning process. A good dimension of creativity will stimulate students to produce creative, innovative and applicable products. In this study, analysis and interpretation of the dimensions of creativity were carried out which consisted of disciplined, imaginative, inquisitive, persistent, and collaborative. The analysis and interpretation is carried out through a project-based learning approach integrated with augmented reality. The research was conducted at SMA Negeri 2 Jonggol, West Java, in class XI SMA with a total sample of 148 people. The results of interpretation and analysis of research data show that the average score of the dimensions of creativity is 78.6 in the high category, where the highest average score is in the persistent element of 80.04 in the very high category and the lowest average score is in the inquisitive element of 76.68 in the high category. In general, the implementation of a project-based learning approach integrated with augmented reality is able to stimulate an increase in the dimensions of student creativity.