The Ministry of Education and Culture of the Republic of Indonesia issued policies related to the implementation of education in the new normal era learning systems through online learning by utilizing various technologies. Without face-to-face learning, high school students have difficulty in understanding molecular shape geometry material so that it affects students' ability to develop spatial-visual precepts. As a solution to these problems, there needs to be the development of virtual reality learning videos that match the geometry of molecular shapes in real-time. This study aims to find out the validity of The Virtual Reality-Based Molecular Shape Geometry Tutorial Video As a Solution To Improve the Spatial Visual Ability of High School Students in the New Normal Era. Validity is tested through content quality and purpose, instructional quality, and technical quality. The development was carried out using the R&D method with The Thiagarajan 4D model (Define, Design, Develop, and Disseminate which is limited to the Develop Stage The results were obtained from Virtual Reality Chemistry (VR CHEM) media are very valid on each criterion assessed. The details of the results obtained are content validation of 91.9% and construction validation of 89%.
This study aimed to obtain an Android-based chemistry racing challenge game as a learning media for acid-base materials that are valid, practical, and effective to facilitate students' self-regulated learning. The research method used is research and development (R&D). The instruments used are validation sheets, student response questionnaire sheets, self-regulated learning questionnaire sheets, and test question sheets. The research subjects were 18 students of SMA Muhammadiyah 2 Sidoarjo. The validation results get a score mode of ≥ 3 with a good category. The practicality test scored ≥ 61% for each goal with a very practical category. The effectiveness of games as learning media is seen from student learning outcomes and self-regulated learning. The classical completeness achieved is 61%, and students' self-regulated learning achieved ≥ 80.1% with a very good category. Thus, it can be concluded that the Chemistry Racing Challenge game is valid, practical and effective as a game learning media.
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