Development of Chemistry Learning Media based on Joyful Learning with Snakes and Ladders Game on Stoichiometry material to Improve Student Learning Outcomes

Miftakhul Janah, M. Mitarlis
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Abstract

This research aims to obtain chemistry learning media based on joyful learning with the snakes and ladders game on stoichiometric material that is suitable for use to improve student learning outcomes based on the validity, practicality and effectiveness of the game. The research method used is the research development (R&D) method with the 4D model by Tigharajan which consists of 4 main stages, define, design, develop and disseminate. However, the development of Joyful Learing-based Chemistry Learning Media with the Snakes and Ladders game has only reached the development stage. The research was carried out at Surabaya State University and SMA Negeri 1 Menganti Gresik. Test the game media using the One Group Pretest-Posttest Design system. Validity is obtained from the assessment of the stoichiometric snake and ladder game media by the validator. Practicality is obtained from the results of observing student activities, observing the implementation of learning activities, and student response questionnaires. Effectiveness is obtained from student learning outcomes. The results of the research show that chemistry learning media based on joyful learning with the snakes and ladders game on stoichiometric material is suitable for improving student learning outcomes with a feasibility score of ≥ 4 in the feasible to very feasible category. The practicality of chemistry learning media based on joyful learning with the snakes and ladders game on stoichiometric material to improve student learning outcomes is said to be suitable for use in terms of the results of observations of student activities which obtained a percentage of 96.81%, the results of observations of learning implementation obtained a percentage of 93.98%, and Student responses obtained a percentage of 91.52%. Then, the effectiveness of chemistry learning media based on joyful learning with the snakes and ladders game on stoichiometry material to improve student learning outcomes which was developed in terms of pretest and posttest scores was declared effective. This is shown by the N-gain score of all students being in the medium to high category and meeting the KKM value, with an average N-gain value of 0.79 with high criteria. This shows that the stoichiometric snakes and ladders game is declared suitable for use as a chemistry learning medium based on joyful learning on stoichiometric material to improve student learning outcomes.
以 "化学学习媒体 "为基础,开发 "化学学习媒体",在化学计量学教材中加入 "蛇梯游戏",提高学生的学习效果
本研究旨在通过有关化学计量学材料的蛇梯游戏,获得基于快乐学习的化学学习媒 体,并根据游戏的有效性、实用性和有效性,将其用于提高学生的学习成果。采用的研究方法是 Tigharajan 提出的 4D 模型研究开发(R&D)方法,该模型包括 4 个主要阶段:定义、设计、开发和传播。然而,以 "蛇梯游戏 "为基础的 "快乐学习 "化学学习媒体的开发仅处于开发阶段。研究在泗水国立大学和 SMA Negeri 1 Menganti Gresik 进行。使用 "一组前测-后测设计系统 "对游戏媒体进行测试。通过验证员对随机蛇和梯子游戏媒体的评估,得出验证结果。实用性可从观察学生活动、观察学习活动的实施情况以及学生回答问卷的结果中获得。有效性来自学生的学习成果。研究结果表明,以化学计量材料蛇梯游戏快乐学习为基础的化学学习媒体适合提高学生的学习成绩,其可行性得分≥4分,属于可行到非常可行的范畴。从学生活动观察结果(96.81%)、学习实施观察结果(93.98%)和学生回答结果(91.52%)来看,基于化学学习媒体的快乐学习与化学材料上的蛇梯游戏提高学生学习成绩的实用性被认为是适合使用的。然后,基于快乐学习的化学学习媒体与化学计量学材料上的 "蛇梯游戏",在提高学生学习成绩方面的有效性被宣布是有效的。这表现在所有学生的 N-gain(净增益)得分均为中高分,并达到了 KKM 值,平均 N-gain(净增益)值为 0.79,达到了高标准。这表明,基于对化学计量学材料的快乐学习,化学计量学蛇梯游戏被宣布为适合用作化学学习媒介,以提高学生的学习成绩。
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