Pembelajaran kimia secara daring dikeluhkan karena terasa bosan oleh peserta didik sehingga perlu upaya agar tercipta pembelajaran yang menyenangkan. Tujuan penelitian ini untuk menganalisis efektifitas penggunaan permainan bersarana smartphone atau computer sebagai media pembelajaran kimia di era pandemi covid 19. Jenis penelitian ini merupakan penelitian eksperimen dengan desain the posttest-only control group. Penelitian telah dilakukan terhadap empat kelas peserta didik SMA, pembelajaran kimia dilakukan dengan menggunakan permainan sebagai media pembelajaran. Sebelum pembelajaran dilakukan pretest, dan setelah pembelajaran secara daring dilakukan posttest dan pemberian angket. Skor hasil pembelajaran dianalisis dengan bantuan program SPSS untuk mengetahuan kenaikan hasil belajar dan tingkat ketuntasannya, sedangkan hasil angket disajikan dalam prosentasi dan dianalisi secara deskripsi. Hasil penelitian menunjukkan ada perbedaan antara hasil belajar sebelum (pretest) dengan hasil belajar sesudah pembelajaran (posttest), ketuntasasan dapat tercapai dan peserta didik merasakan pembelajaran kimia dengan permainan sebagai media pembelajaran dapat memberikan semangat belajar dan dapat menghibur diri, dirasakan menyenangkan selama pembelajaran. Peserta didik mendukung penggunaan permainan sebagai media pembelajaran selama belajar di rumah, sehingga permainan dapat digunakan sebagai alternatif media pembelajaran kimia pada masa pandemi covid-19.
Abstrak -Penelitian ini bertujuan menguji dampak penggunaan permainan Chem Man bersarana komputer sebagai media pembelajaran Partikel Penyusun Atom, meliputi: minat dan hasil belajar peserta didik. Sebelum dan setelah pembelajaran dilakukan tes dan setelah pembelajaran juga dilakukan pemberian angket minat peserta didik. Hasil angket minat peserta didik dianalisis deskripsi kualitatif dan hasil belajar peserta didik dianalisis dengan uji t berpasangan dan uji ketuntasan klasikal. Hasil penelitian menunjukkan minat peserta didik belajar partikel penyusun atom dengan permainan memperoleh kategori tinggi (97,78%) dan terjadi perbedaaan yang signifikan antara skor rata-rata sebelum dan setelah pembelajaran serta telah mencapai ketuntasan klasikal. Berdasarkan data di atas dapat disimpulkan bahwa penggunaan permainan Chem Man bersarana komputer sebagai media pembelajaran partikel penyusun atom dapat berdampak keberhasilan belajar, yaitu pencapaian minat belajar peserta didik dan pencapaian ketuntasan hasil belajar peserta didik. Penggunakan permainan Chem Man sebagai media pembelajaran dapat dijadikan alternatif guru agar peserta didik berminat belajar kimia.Kata kunci: Chem man, partikel atom, minar, permainan.Abstract -This study aimed to examine the impact of the use of the Chem Man game with a computer as a learning media for Atomic Composite Particles, including students' interest and learning outcomes. Tests were conducted before and after learning while questionnaires of students' interests were given after learning. The results of students' interest questionnaires were analyzed by the qualitative description and learning outcomes of students were analyzed by paired t-test and classical completeness test. The results of the study showed the interest of students learning particles to compose atoms with the game obtained a high category (97.78%) and there was a significant difference between the average scores before and after learning and it had achieved classical completeness. From aforementioned data, it can be concluded that the use of the Chem Man game based on computers as learning media for atomic constituent particles can have an impact on learning success the achievement of students' learning interests and the completeness achievement of students' learning outcomes. Using the chem man game as a learning media can be used as an alternative for teachers so students are interested in learning chemistry.
This study aim to discover the advisability of Super Chem (Super Chemistry) Game as instructional media on Electrolyte and Non ElectrolyteSolution Matter. The game was feasible if fullfill 3 criteria that is validity, practicality, and effectiveness. Validity determined from the validation results of the game, the practicality determined from the result of percentage of student's response questionnaire, and effectiveness determined from student's learning outcomes and student’s activity. This research using Research and Development (R&D) research method. This game is tested to 15 students from class X at SMAN 1 Kamal Bangkalan. The validity from result the validation is 91.11%. Practicality from result of student's response is 94.11%, and effectiveness from result of observation activity of students as many as 13 students successfully complete level 1-4 well and increase learning outcomes that is 100%.
Abstract. The research aims to get answers to whether chemistry learning with computer-based games as learning media can create fun learning (edutainment). The study was conducted on students in three high schools in chemistry learning according to plan, during the learning activities were observed by students, before and after learning the learning outcomes tests and student questionnaires were conducted. The results showed that learning activities were 90.4% to 92.0% as expected, 90% to 100% of students stated that learning was fun with games as learning media, and learning outcomes had achieved 93% to 100% classical completeness. These results indicate that the use of computer-propelled games as chemical learning media can create chemical learning that pleases students and can be used by teachers as an alternative to edutainment chemistry learning
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