Khairiansyah, Azli
Unknown Affiliation

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

Literature Review: Application of Gamification in Puzzle-Assisted Chemistry Learning on the Periodic System of Elements Daulay, Rabiah Afifah; Khairiansyah, Azli; Ramadhani, Abidah; Yurinda, Aisya; Marsyah, Aralia Putri; Chandra, Yogi
LAVOISIER: Chemistry Education Journal Vol 4, No 1 (2025)
Publisher : UIN Syekh Ali Hasan Ahmad Addary Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/lavoisier.v4i1.15010

Abstract

This research explores the use of gamification in chemistry education by incorporating puzzles into the study of the Periodic System of Elements. Gamification, which integrates game-like elements into non-gaming contexts, aims to boost students' motivation and improve their academic performance. In chemistry learning, gamification can transform the educational experience into a more engaging and stimulating one, particularly for challenging subjects like the Periodic System of Elements. Puzzles serve as a gamification tool that can enhance students' interest and facilitate a better understanding of complex chemistry concepts through interactive engagement. The study utilizes a literature review approach to gather and analyze various relevant articles, revealing that puzzle-based learning can enhance student participation, alleviate anxiety, and promote teamwork. The results suggest that employing gamification through puzzles not only deepens students' comprehension of fundamental chemical principles but also cultivates a favorable attitude towards learning chemistry. Consequently, the use of puzzles in gamification is recommended as a valuable and enjoyable educational strategy.
Literature Review: Application of Gamification in Puzzle-Assisted Chemistry Learning on the Periodic System of Elements Daulay, Rabiah Afifah; Khairiansyah, Azli; Ramadhani, Abidah; Yurinda, Aisya; Marsyah, Aralia Putri; Chandra, Yogi
LAVOISIER: Chemistry Education Journal Vol 4, No 1 (2025)
Publisher : UIN Syekh Ali Hasan Ahmad Addary Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/lavoisier.v4i1.15010

Abstract

This research explores the use of gamification in chemistry education by incorporating puzzles into the study of the Periodic System of Elements. Gamification, which integrates game-like elements into non-gaming contexts, aims to boost students' motivation and improve their academic performance. In chemistry learning, gamification can transform the educational experience into a more engaging and stimulating one, particularly for challenging subjects like the Periodic System of Elements. Puzzles serve as a gamification tool that can enhance students' interest and facilitate a better understanding of complex chemistry concepts through interactive engagement. The study utilizes a literature review approach to gather and analyze various relevant articles, revealing that puzzle-based learning can enhance student participation, alleviate anxiety, and promote teamwork. The results suggest that employing gamification through puzzles not only deepens students' comprehension of fundamental chemical principles but also cultivates a favorable attitude towards learning chemistry. Consequently, the use of puzzles in gamification is recommended as a valuable and enjoyable educational strategy.
Pengembangan E-Modul Flipbook Berbasis Augmented Reality pada Materi Hidrokarbon di SMA Sianturi, Yonaria Agustina; Daulay, Rabiah Afifah; Andoni, Tri; Fiahzia, Mayzul; Hasibuan, Siti Maesarah; Khairiansyah, Azli; Yaurani, Sishilia; Hanum, Carrin Malika
Jurnal Pendidikan Tambusai Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v10i1.35984

Abstract

Tujuan penelitian ini yaitu untuk mengetahui kelayakan e-modul flipbook berbasis augmented reality pada materi hidrokarbon yang dikembangkan sesuai dengan syarat kriteria BSNP dan respon guru serta peserta didik terhadap e-modul yang dikembangkan. Metode penelitian yang digunakan adalah Research & Development (R&D) dengan model 4D yang terdiri dari tahap define, design, develop, dan disseminate. Namun, dalam penelitian ini dibatasi hingga tahap develop. Instrumen yang digunakan berupa lembar validasi dan angket respon guru dan peserta didik. Hasil penelitian menunjukkan bahwa e-modul flipbook berbasis augmented reality pada materi hidrokarbon yang dikembangkan memenuhi kriteria sangat valid dengan persentase ahli materi 85%, dan ahli media 87,5% sedangkan respon guru 85% dan respon siswa 90% yang menyatakan e-modul flipbook berbasis augmented reality pada materi hidrokarbon sangat praktis. Dari hasil penelitian ini dapat disimpulkan bahwa e-modul e-modul flipbook berbasis augmented reality pada materi hidrokarbon yang dikembangkan memiliki kualitas yang sangat baik dan dapat digunakan dalam mendukung pembelajaran.