{"title":"Increasing Students’ Learning Motivation Through Android-Base Biology Educational Game with E-Module During COVID-19 Pandemic","authors":"E. Aroyandini, S. Aloysius","doi":"10.2991/ASSEHR.K.210326.023","DOIUrl":null,"url":null,"abstract":"The aim of the research is to increase students’ learning motivation in learning classification of living things subject by using android-based biology educational game that accompanied with e-module. The type of this reserach is is a quasi-experiment research with nonequivalent control group design that concluded in at SMP N 3 Sragen, Central Java. The population of this study were the grade VII students of SMP N 3 Sragen in 2020/2021 academic year with the students of VII A class as the experimental class and the students of VII B class as the control class. Instrument that uses in this research is questionnaire. The control class only using google form as the learning medium, while the experimental class using google form that added by android-base biology educational game with e-module. The result shows that students learning motivations in the experimental class from 76,18 to 90,23, while in control class also increase from 74,73 to 82,14. Therefore, it can be concluded that the use of androidbase biology educational game with e-module during the COVID-19 pandemic can increase students’ learning motivation better than using google form only.","PeriodicalId":222476,"journal":{"name":"Proceedings of the 6th International Seminar on Science Education (ISSE 2020)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th International Seminar on Science Education (ISSE 2020)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2991/ASSEHR.K.210326.023","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
The aim of the research is to increase students’ learning motivation in learning classification of living things subject by using android-based biology educational game that accompanied with e-module. The type of this reserach is is a quasi-experiment research with nonequivalent control group design that concluded in at SMP N 3 Sragen, Central Java. The population of this study were the grade VII students of SMP N 3 Sragen in 2020/2021 academic year with the students of VII A class as the experimental class and the students of VII B class as the control class. Instrument that uses in this research is questionnaire. The control class only using google form as the learning medium, while the experimental class using google form that added by android-base biology educational game with e-module. The result shows that students learning motivations in the experimental class from 76,18 to 90,23, while in control class also increase from 74,73 to 82,14. Therefore, it can be concluded that the use of androidbase biology educational game with e-module during the COVID-19 pandemic can increase students’ learning motivation better than using google form only.