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WEIT (What Element Is That?): Media Pembelajaran SPU Berbasis Indeks Card Match (ICM) guna Meningkatkan Hasil Belajar Peserta Didik SMA/MA Zahra, Farah Rakhimy Az; Salsabila, Diva; Mahdiah, Munifa; Maharani, Windy; Fitri, Bali Yana
PAKAR Pendidikan Vol 22 No 2 (2024): Published in July 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pakar.v22i2.775

Abstract

Chemistry is a natural science discipline focusing on properties, structure, composition, chemical reactions. One of the studies on chemistry learning showed that more than 15.2% of students had difficulty memorising the elements in the periodic table. This is due to the many elements and ineffective learning methods. So, an interactive and fun learning method is needed. One of them is the WEIT (What Element Is That?) educational game, which is an innovation of the current game, Guess Who?. This research applies the R&D approach to the 4D development model and uses a quasi-experimental design. This research was conducted at SMAN 7 Padang, MAN 3 Padang City, & SMA Pembangunan Laboratorium Padang State University. The validity test obtained a validity value of 0.936 (valid category), with the results of the practicality test. The average value in the three schools is 0.955 (Very practical), 0.934 (Very practical), and 0.855 (Practical). In terms of effectiveness, the normality test was carried out with a p-value on the pretest of the experimental and control classes of 0.143 and 0.150, while on the post-test of the experimental and control classes were 0.149 and 0.168, indicating normally distributed data; t-test with a correlation value in the control class of 0.4221 (sufficient) and a very high value of 0.935 in the experimental class; finally the N-Gain test of the control and experimental classes was 50.07% (less effective) and 74.35% (effective), respectively. This indicates that WEIT games significantly improve students' learning outcomes on Periodic Table of Elements material. In addition, learner responses in the three schools showed a percentage of satisfaction, confirming that the WEIT game received a positive response from learners.
Praktikalitas dan Efektivitas Media Pembelajaran Terintegrasi Markerless Augmented Reality pada Materi Larutan Penyangga terhadap Hasil Belajar Peserta Didik Fase F Zahra, Farah Rakhimy Az; Guspatni, Guspatni; Yuhelman, Nofri
PAKAR Pendidikan Vol 23 No 2 (2025): Published in July 2025
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pakar.v23i2.885

Abstract

This study aimed to develop and evaluate the practicality and effectiveness of a learning media integrated with markerless augmented reality for teaching buffer solution concepts to senior high school students (Phase F). The media was designed to support students in understanding abstract chemical concepts through interactive three-dimensional visualizations—encompassing macroscopic, submicroscopic, and symbolic representations—without the need for physical markers. The study employed an Educational Design Research (EDR) approach using the Plomp model and a pre-experimental one-group pretest-posttest design. The sample consisted of 31 eleventh-grade science students from a senior high school in Padang, Indonesia. Practicality was assessed through questionnaires administered to both teachers and students, while effectiveness was measured by analyzing students’ cognitive learning outcomes based on pretest and posttest scores. Results indicated that the media was considered practical, with an average score of 83.13% from students (categorized as practical) and 89.55% from teachers (categorized as highly practical). In terms of effectiveness, the media demonstrated a moderate impact, with an average N-Gain score of 0.61. Significant improvements were observed across all learning indicators—macroscopic, submicroscopic, and symbolic levels. In conclusion, this markerless augmented reality-based media is suitable as a chemistry learning aid, as it enhances students’ conceptual understanding. The integration of augmented reality technology offers a more immersive, engaging, and relevant learning experience for today’s digital-native learners.