Implementation of Hydrocarbon Adventures Game as An Online Learning Medua During Covid-19 Pandemic

Nur Qurrotur Aini, Achmad Lutfi
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Abstract

The purpose of this study was to determine the application of the game Hydrocarbon Adventures as an online learning medium for hydrocarbon compounds in the covid-19 pandemic. The design of this study used the one-group-pretest-posttest experimental method. The target of this research is online learning using Hydrocarbon Adventures media games conducted by 27 grade XI students of Senior High School 1 Sampang. The students will be given a pretest before using the game and post test after using it. After that, students will be given questionnaire for the learning using online learning media. The results showed that student learning outcomes after using the learning media Hydrocarbon Adventures game had increased with classical completeness for values reaching 92.59%, and an increase in student learning outcomes at an average pretest value of 44.19 into an average post test score amounting to 83.41. Student responses about game media were obtained 79.2%. Based on these results, it was concluded that the Hydrocarbon Adventures learning media on the material of hydrocarbon compounds through online learning during the covid-19 pandemic can improve student learning outcomes.The purpose of this study was to determine the application of the game Hydrocarbon Adventures as an online learning medium for hydrocarbon compounds in the covid-19 pandemic. The design of this study used the one-group-pretest-posttest experimental method. The target of this research is online learning using Hydrocarbon Adventures media games conducted by 27 grade XI students of Senior High School1 Sampang. The students will be given a pretest before using the game and post test after using it. After that, students will be given questionnaire for the learning using online learning media. The results showed that student learning outcomes after using the learning media Hydrocarbon Adventures game had increased with classical completeness for values reaching 92.59%, and an increase in student learning outcomes at an average pretest value of 44.19 into an average post test score amounting to 83.41. Student responses about game media were obtained 79.2%. Based on these results, it was concluded that the Hydrocarbon Adventures learning media on the material of hydrocarbon compounds through online learning during the covid-19 pandemic can improve student learning outcomes.
在 Covid-19 大流行期间实施碳氢化合物探险游戏作为在线学习媒介
本研究的目的是确定游戏 "碳氢化合物历险记 "作为碳氢化合物在线学习媒介在covid-19大流行病中的应用。本研究的设计采用了单组-前测-后测的实验方法。本研究的目标是由第一高级中学(Sampang)十一年级的 27 名学生使用《碳氢化合物探险》媒体游戏进行在线学习。学生们将在使用游戏前接受前测,在使用游戏后接受后测。之后,将向学生发放在线学习媒体学习情况调查问卷。结果显示,使用学习媒体 Hydrocarbon Adventures 游戏后,学生的学习成绩有所提高,经典完整率达到 92.59%,学生的学习成绩也有所提高,前测平均值为 44.19,后测平均值为 83.41。学生对游戏媒体的反应为 79.2%。本研究的目的是确定游戏《碳氢化合物历险记》作为碳氢化合物在线学习媒体在covid-19大流行病中的应用。本研究的设计采用了单组-前测-后测的实验方法。本研究的目标是利用《碳氢化合物大冒险》媒体游戏进行在线学习,由 27 名高级中学1 Sampang 的十一年级学生进行。学生们将在使用游戏前接受前测,在使用游戏后接受后测。之后,将向学生发放在线学习媒体学习情况调查问卷。结果显示,使用学习媒体 Hydrocarbon Adventures 游戏后,学生的学习成绩有所提高,经典完整率达到 92.59%,学生的学习成绩也有所提高,前测平均值为 44.19,后测平均值为 83.41。学生对游戏媒体的反应为 79.2%。基于这些结果,得出的结论是,在科维德-19 大流行病期间,通过在线学习有关碳氢化合物材料的《碳氢化合物历险记》学习媒体可以提高学生的学习成果。
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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