The Effectiveness of Acid and Base Android-Based Ludo Chemistry Game Media on Students' Cognitive Learning Outcomes

A. Khairani, I. Iswendi
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Abstract

This research aims to analyze the level of effectiveness of the chemical ludo game on students’ cognitive learning outcomes in class XI SMA/MA. This method of research used a Quasi-Experimental with a non-equivalent control group design. The population of this research was students of class XI MIPA SMAN 3 Tualang. The sampling technique in this research was purposive, so class XI MIPA 1 was selected as the control class and XI MIPA 2 as the experiment class. The research instrument used in this study was the learning achievement test. The data analysis technique used was the N-Gain test, and hypothesis testing using the t-test. The results showed that students’ learning outcomes in the experimental class increased compared to the control class. It was evidenced by the average post-test score of 64.545 for the experimental class and 79.091 for the control class. The results of the N-Gain test for the experimental class were in the high category, namely 0.73 and for the control class, 0.57 in the medium category. The hypothesis test showed that at the real level α = 0.05 with dk = 78, the value of count (5.1413) > table (1.8044). Acid and base android-based ludo chemistry game media effectively improved cognitive learning outcomes of class XI SMA/MA students.
酸碱安卓版鲁道化学游戏媒体对学生认知学习成果的影响
本研究旨在分析 "化学鲁多 "游戏对十一年级SMA/MA班学生认知学习成果的影响程度。研究方法采用了非等效对照组的准实验设计。研究对象为 Tualang MIPA SMAN 3 第十一班的学生。本研究的抽样技术是有目的的,因此 XI MIPA 1 班被选为对照班,XI MIPA 2 班被选为实验班。本研究使用的研究工具是学习成绩测验。采用的数据分析技术是 N-增益检验,假设检验采用 t 检验。结果显示,与对照班相比,实验班学生的学习成绩有所提高。实验班的后测平均成绩为 64.545 分,对照班为 79.091 分。实验班的 N-Gain(净增益)测试结果为 0.73,属于高分;对照班的 N-Gain(净增益)测试结果为 0.57,属于中分。假设检验表明,在实际水平 α = 0.05,dk = 78 下,计数(5.1413)>表格(1.8044)。基于安卓系统的 "酸与碱 "鲁道化学游戏媒体有效提高了十一年级SMA/MA学生的认知学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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