Students’ Well-Being and Game Implementation in Learning Chemistry in Merdeka Belajar Era

Authors

  • Ni'matul Zahro Universitas Negeri Surabaya
  • Achmad Lutfi Universitas Negeri Surabaya

DOI:

https://doi.org/10.23887/jpk.v5i1.30127

Keywords:

Merdeka Belajar, Students' Well-being, Games

Abstract

Students' well-being takes a primary role. Innovation to enhance students' well-being is game implementation as learning media. This research aims to discover students' well-being consequences on students’ academic performance in learning chemistry in Merdeka Belajar era, know students’ academic performance enhancement after game implementation as learning media in Merdeka Belajar era, and know students’ responses in games implementation as learning media in Merdeka Belajar era. This study uses One Group Pretest-Posttest Design with 33 XI-MIA students at high school as a research subject. Instruments used in this study were student well-being questionnaire, student pretest-posttest sheets, and student response questionnaire. Student well-being questionnaires result before and after game implementation was tested correlation resulting significance value 0.043 and correlation coefficient 0.36. The pretest and posttest students' outcomes were tested by paired sample T-test significance 5% resulting significance value 0.002. The students' responses result is ≥ 60% in agreement. Then it can be summed up that implementation of the game as a learning media can develop the well-being of students.

Author Biography

Ni'matul Zahro, Universitas Negeri Surabaya

Chemistry Department

References

Abidah, A., Hidaayatullaah, H. N., Simamora, R. M., Fehabutar, D., & Mutakinati, L. (2020). The Impact of Covid-19 to Indonesian Education and Its Relation to the Philosophy of “Merdeka Belajar.” Studies in Philosophy of Science and Education, 1(1), 38–49. https://doi.org/https://doi.org/10.46627/sipose.v1i1.9.

Agarwal, M., & Saha, S. (2011). Learning Chemistry Through Puzzle Based Game: Atoms to Molecule. International Conference on Emerging E-Learning Technologist and Applications, 189–193.

Akhlis, I., & Dewi, N. R. (2014). Pengembangan Perangkat Pembelajaran Science Berorientasi Cultural Deviance Solution Berbasis Inkuiri Menggunakan ICT untuk Mengembangkan Karakter Peserta Didik. Jurnal Pendidikan IPA Indonesia, 3(1), 86–94.

Alberti, E. T., & Witryol, S. L. (1994). The Relationship between Curiosity and Cognitive Ability in Third- and Fifth-Grade Children. The Journal of Genetic Psychology: Research and Theory on Human Development, 155(2), 129–145. https://doi.org/10.1080/00221325.1994.9914767.

Alsumait, A., & Al-Musawi, Z. S. (2013). Creative and Innovative E-learning using Interactive Storytelling. International Journal of Pervasive Computing and Communications, 9, 209–226. https://doi.org/10.1108/IJPCC-07-2013-0016.

Antunes, M., Pacheco, M., & Giovanela, M. (2012). Design and Implementation of an Educational Game for Teaching. Journal of Chemical Education, 89(4), 517–521. https://doi.org/10.1021/ed2003077.

Awartani, M., Whitman, C. V, & Gordon, J. (2008). Developing Instruments to Capture Young People’s Perceptions of How School as a Learning Environment Affects Their Well-Being. European Journal of Education, 43(1), 51–70. https://doi.org/10.1111/j.1465-3435.2007.00337.x.

Bandura, A. (2006). Toward a Psychology of Human Agency. Perspective on Psychological Science, 1(2), 164–180. https://doi.org/10.1111%2Fj.1745-6916.2006.00011.x.

Cahill-Solis, T. L., & Witryol, S. L. (1994). Children’s Exploratory Play Preferences for Four Levels of Novelty in Toy Constructions. Genetic, Social, and General Psychology Monographs, 120(4), 394–408. https://psycnet.apa.org/record/1995-24644-001.

Dennis, T. A., & O’Toole, L. J. (2014). Mental health on the go: Effects of a gamified attention-bias modification mobile application in trait-anxious adults. Clinical Psychological Science, 2(5), 576–590. https://doi.org/10.1177%2F2167702614522228.

Fraillon, J. (2004). Measuring Student Well-Being in the Context of Australian Schooling: Discussion Paper. Curriculum Corporation.

Harpe, S. E. (2015). How to Analyze Likert and Other Rating Scale Data. Currents in Pharmacy Teaching and Learning, 7(6), 836–850. https://doi.org/10.1016/j.cptl.2015.08.001.

Hasan, N., & Bao, Y. (2020). Impact of “e-Learning crack-up” perception on psychological distress among college students during COVID-19 pandemic: A mediating role of “fear of academic year loss.” Children and Youth Services Review, 118(August), 105355. https://doi.org/10.1016/j.childyouth.2020.105355.

Hulu, V. T., & Sinaga, T. R. (2019). Analisis Data Statistik Parametrik Aplikasi SPSS dan Statcal. Yayasan Kita Menulis.

Ismail, A. (2009). Education Games Menjadi Cerdas dan Ceria dengan Permainan Edukatif. Pilar Media.

Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for Health and Wellbeing: A Systematic Review of The Literature. Internet Interventions, 6, 89–106. https://doi.org/10.1016/j.invent.2016.10.002.

Kristiawan, M., Aminudin, N., & Rizki, F. (2021). Optimalisasi Pembelajaran Daring Berbasis Aplikasi Online bagi Calon Guru Pendidikan Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(2), 1905–1914. https://doi.org/10.31004/obsesi.v5i2.942.

Kuzon, W. J., Urbhanchek, M., & McCabe, S. (1996). The Seven Deadly Sins of Statistical Analysis. Annals of Plastic Surgery, 37(3), 265–272. https://doi.org/10.1097/00000637-199609000-00006.

Lau, N., & Hue, M. (2011). Preliminary Outcomes of a Mindfulness-Based Programme for Hong Kong Adolescents in Schools: Well-Being, Stress and, Depressive Symptoms. International Journal of Children’s Spirituality, 16(4), 315–330. https://doi.org/10.1080/1364436X.2011.639747.

Litman, J. A., & Jimerson, T. L. (2004). The Measurement of Curiosity As a Feeling of Deprivation. Journal of Personality Assessment, 82(2), 147–157. https://doi.org/10.1207/s15327752jpa8202_3.

Lutfi, A., Suyono, S., Erman, E., & Hidayah, R. (2019). Edutainment with computer game as a chemistry learning media. JPPS (Jurnal Penelitian Pendidikan Sains), 8(2), 1684–1689. https://journal.unesa.ac.id/index.php/jpps/article/view/5103.

Müller, A. M., Goh, C., Lim, L. Z., & Gao, X. (2021). COVID-19 Emergency eLearning and Beyond: Experiences and Perspectives of University Educators. Education Sciences, 11(1), 19. https://doi.org/10.3390/educsci11010019.

Naparin, M., Rusmansyah, & Almubarak. (2020). Identifikasi Kemampuan Berpikir Kritis dan Efikasi Diri Siswa SMA Negeri Kelas XI IPA Sekota Banjarmasin pada Materi Laju Reaksi. JCAE, Journal of Chemistry And Education, 3(3), 106–117. https://doi.org/10.20527/jcae.v3i3.425.

Noble, T., & Wyatt, T. (2008). Scoping Study into Approaches to Student Wellbeing: Literature Review. Australian Catholic University and Erebus International.

Nuraeni, S., Feronika, T., & Yunita, L. (2019). Implementasi Self-Efficacy dan Keterampilan Berpikir Kritis Siswa Pada Pembelajaran Kimia di Abad 21. Jambura Journal of Educational Chemistry, 1(2), 49–56. https://doi.org/10.34312/jjec.v1i2.2553.

Pamungkas, M. S., Mulyani, S., & Saputro, S. (2017). Penerapan Model Pembelajaran POE dengan Metode Praktikum untuk Meningkatkan Rasa Ingin Tahu dan Prestasi Belajar Kimia Siswa. PAEDAGOGIA, Jurnal Penelitian Pendidikan, 20(1), 46–60. https://doi.org/10.20961/paedagogia.v20i1.16596.

Prihastoto, R., Ashadi, & Haryono. (2019). Penerapan Model Pembelajaran Learning Cycle 5E untuk Meningkatkan Rasa Ingin Tahu dan Prestasi Belajar Siswa pada Materi Kesetimbangan Kimia Kelas XI Semester Ganjil SMA Negeri 1 Teras Tahun Pelajaran 2015/2016. Jurnal Pendidikan Kimia, 8(1), 110–115. https://doi.org/10.20961/jpkim.v8i1.22918.

Putra, I. N., Kartini, K. S., & Widiyaningsih, N. N. (2019). Implementasi Media Pembelajaran Interaktif Berbasis Mobile pada Materi Hidrokarbon. Jurnal Pendidikan Kimia Indonesia, 4(2), 43–52. https://doi.org/10.23887/jpk.v4i2.28536.

Rasmitadila, Samsudin, A., & Prasetyo, T. (2019). Teacher-students’ instructional interactions analysis (TSIIA): A case study in inclusive English classrooms in Indonesia. International Journal of Interdisciplinary Educational Studies, 14(1), 1–22. https://doi.org/10.18848/2327-011X/CGP/v14i01/1-22.

Riduwan. (2015). Skala Pengukuran Variabel-variabel Penelitian. Alfabeta.

Roestiyah. (2001). Strategi Belajar Mengajar. Rineka Cipta.

Santoso, S. (2019). Menguasai SPSS Versi 25. Elex Media Komputindo.

Stajkovic, A. D., & Luthans, F. (1998). Self-efficacy and work-related performance: A meta-analysis. Psychological Bulletin, 124(2), 240. https://psycnet.apa.org/doi/10.1037/0033-2909.124.2.240.

Sudjana. (2005). Metoda Statistika. Tarsito.

Sugiyono. (2016). Statistika untuk Penelitian. Alfabeta.

Susilana, R., Herlina, & Hadiapurwa, A. (2020). Pengembangan Website Pelatihan Program Intervensi Mandiri (PIM©) bagi Orangtua Anak Penyandang Autisme. Pedagogia Jurnal Ilmu Pendidikan, 18(02), 173–187. https://doi.org/https://doi.org/10.17509/pdgia.v18i2.31424.

Tauhid, S. M., Foldra, F., Jayawinangun, R., & Pakuan, U. (2020). Trend Kajian Pembelajaran Daring : Suatu Telaah Pustaka. Jurnal Penelitian Sosial Ilmu Komunikasi, 4(September), 157–164.

Wilson, A. (2020). Penerapan Metode Pembelajaran Daring (Online) melalui Aplikasi Berbasis Android saat Pandemi Global. SAP (Susunan Artikel Pendidikan), 5(1). https://doi.org/10.30998/sap.v5i1.6386.

Ziragawa, V. S., Olusanya, A. I., & Maduku, T. (2017). Gaming in Education: Using Game as a Support Tool to Teach History. Journal of Education and Practice, 8(15), 55–64. https://eric.ed.gov/?id=EJ1143830.

Downloads

Published

2021-05-03

How to Cite

Zahro, N., & Lutfi, A. (2021). Students’ Well-Being and Game Implementation in Learning Chemistry in Merdeka Belajar Era. Jurnal Pendidikan Kimia Indonesia, 5(1), 34–43. https://doi.org/10.23887/jpk.v5i1.30127

Issue

Section

Articles