Sri Astuti Rahman Coa
Universitas Muhammadiyah Maumere

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The Implementation of the Snakes and Ladders Game as a Learning Tool to improve Learning Outcomes in the Topic of Reaction Rates Nadila Nadila; Jayadin Jayadin; Sri Astuti Rahman Coa
SEARCH: Science Education Research Journal Vol. 4 No. 2 (2026): April 2026
Publisher : IAIN Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47945/search.v4i2.2816

Abstract

Learning is a process of interaction between teachers, students, and their supporting elements, which are interrelated. However, in practice, students still have a low level of understanding of reaction rates, accompanied by suboptimal learning interest, resulting in less than optimal learning outcomes. One way to address this problem is to utilize engaging and interactive learning media, such as the chemical snakes and ladders game. This media is designed to help students understand the concept of reaction rates in a more enjoyable and meaningful way. This study aimed to determine the effect of using the chemical snakes and ladders game on student learning outcomes in reaction rates. The study was conducted at Waigete 1 State Senior High School using an experimental method with a one-group pretest-posttest design. Data collection was conducted through observation, interviews, and documentation, while data analysis was carried out using SPSS. Analysis techniques included a normality test, an N-Gain test, and a hypothesis test. The results showed a normally distributed data with a significance value of 0.096 for the pretest and 0.184 for the posttest. The N-Gain test obtained a percentage of 53 percent, which is categorized as moderate. Descriptive statistical tests showed that the data were centered around the mean value. The one sample test produced a significance value of 0.001 which is smaller than 0.05 so H1 is accepted.
Interactive STEAM-Based E-Modules in Chemistry Education: Implementation and Impact Kartini Rahman Nisa; Wahyuningsih; Sri Astuti Rahman Coa; Jayadin; Kristina Tresia Leto
Buletin Edukasi Indonesia Vol. 5 No. 01 (2026): Buletin Edukasi Indonesia
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.bei.002007

Abstract

The abstract nature of chemical concepts, which are often intangible and not directly observable, makes chemistry learning challenging and can reduce overall learning quality. Integrating technology with interdisciplinary approaches, such as STEAM-based interactive e-modules, offers a promising solution to enhance chemistry education. This study aims to systematically map the implementation of STEAM-based e-modules and examine their impact on chemistry learning. A literature review method was employed, sourcing data from Google Scholar and Scopus using the keywords "STEAM E-Module" and "Chemistry Education." Findings indicate that STEAM e-modules are commonly implemented with digital tools such as Flipbook and ChemSketch, and adopt collaborative approaches incorporating Problem-Based Learning (PBL) and Project-Based Learning (PjBL) designs. The use of STEAM e-modules consistently demonstrates positive effects on students’ science literacy, academic achievement, conceptual understanding, scientific process skills, and critical thinking. These results highlight the effectiveness of interactive e-modules as a medium to enhance both cognitive and higher-order skills in chemistry education.