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LEARNING THE SELVO E-MODULE TO STIMULATE CRITICAL THINKING SKILLS STUDENTS Siti Aisyah; Ratna Sari Siti Aisyah; Imas Eva Wijayanti
JCER (Journal of Chemistry Education Research) Vol. 3 No. 1 (2019): Volume 3 No. 1 June 2019
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jcer.v3n1.p29-34

Abstract

Critical thinking skills are needed in chemistry learning, because some chemistry is contextual and in Indonesia is still relatively low. This study aims to stimulate students critical thinking skills on the topic of voltaic cells by developing the Selvo E-module apparatus. Research and development is carried out by adapting and modifying the development model through the preliminary study phase and development with limited trials. The sample in this study were students of class XI MIPA Academic Year 2018/2019. The instruments used were valid and reliable essay test questions and questionnaire sheets. Based on the findings obtained, it can be seen that the application of the Selvo E-module can stimulate students to think critically. It is seen from the average value of students pretest at 20.14 and the average posttest value of students is 85.07.
Pengembangan Media Pembelajaran Game Edukasi Kolopoli Berbasis Android Pada Materi Sistem Koloid Mega Yulia Devi; Ratna Sari Siti Aisyah; Imas Eva Wijayanti
Jurnal Pendidikan Kimia Undiksha Vol. 6 No. 2 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpk.v6i2.32415

Abstract

The colloid system is a difficult material with the Minimum Completeness Criteria (KKM) value that is not exceeded at 92.41%. The tendency of memorized material to make students less active in the learning process. Educational games can be an effort to maximize the use of smartphones in education. This study aims to produce a product, determine the feasibility, and describe the student's response to the Android-based Kolopoly educational game learning media on the colloid system material. Development research with the ADDIE model used research subjects, namely 10 class XII students of SMAN 2 Rangkasbitung in the 2020/2021 school year. The results showed that Kolopoli was very feasible in the material sector with a percentage of 88.19% and the media sector with a percentage of 87.73%. Meanwhile, the results of student responses to the Kolopoli educational game as a learning medium got very feasible criteria with a percentage of 85.01%. Keywords: colloid system, educational games, Android, learning media, ADDIE