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DEVELOPMENT OF E-LAPD LEARNING MEDIA TO IMPROVE STUDENTS' METACOGNITIVE SKILLS ON THE MATERIAL ON REACTION RATE FACTORS Ma’wa , Asya Firosul; Hidayah , Rusly
Multidisciplinary Indonesian Center Journal (MICJO) Vol. 2 No. 4 (2025): Vol. 2 No. 4 Edisi Oktober 2025
Publisher : PT. Jurnal Center Indonesia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62567/micjo.v2i4.1166

Abstract

This study aims to determine the metacognitive skills of students after using E-LAPD learning media on the material of reaction rate factors. The subjects of this study were students of class XI-2 SMAN 1 Sidayu Gresik. This study used the R&D (Research and Development) research method with the ADDIE model which was limited to the development stage. Data collection in this study used pretest-posttest test instruments and a questionnaire in the form of a metacognitive inventory questionnaire. The results showed that the value of students' metacognitive skills based on metacognitive skills-based tests for the planning indicator was 90.91%; the monitoring indicator was 80.68%; and the evaluation indicator was 86.36%. These results were supported by the acquisition of the metacognitive inventory given at the end of the meeting for the planning indicator of 93.18%; the monitoring indicator was 88.64%; and the evaluation indicator was 89.02%. Overall, students' metacognitive skills increased significantly.  
A G-Bond Development: Gamification Media to Improve Literacy, Visualization, and Numeracy in Chemical Bond Learning in High School Dwiningsih, Kusumawati; Lutfi, Achmad; Hidayah , Rusly; Sukarmin, Sukarmin; Andriani , Novia; Fathoni , Rizal
IJORER : International Journal of Recent Educational Research Vol. 6 No. 3 (2025): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i3.827

Abstract

Objective: This study aims to develop and evaluate G-Bond, a gamification-based learning media designed to improve students' literacy, visualisation, and numeracy skills in learning chemical bonds. Methods: The research uses a Research and Development (R&D) approach with a 4D (Define, Design, Develop, Disseminate) model, limited to the development stage. A total of 35 high school students in Gresik Regency participated in the pretest-posttest design of one group. Five experts carry out validation through content assessment, design, and visualisation. Practicality was tested through a student questionnaire, and effectiveness was measured using an N-Gain score. Results: The G-Bond application obtained a perfect validity score (average = 5), was rated very practical (95.14%), and showed moderate to high effectiveness in improving literacy (N-Gain = 0.34), numeracy (0.34), and visualisation (0.74). The most significant improvement occurs in the visualisation aspect. Novelty: G-Bond is the first gamification medium to simultaneously integrate three main skills in one interactive platform based on the topic of chemical bonding. Unlike previous media that focused only on a single aspect or were less connected to the curriculum, G-Bond presents relevant and adaptive game-based contextual challenges for both online and offline learning. Future integration with Augmented Reality (AR) and AI technologies is proposed to enhance immersive and personalised learning experiences.