MENINGKATKAN PEMAHAMAN KONSEP SIFAT-SIFAT CAHAYA PADA MAHASISWA CALON GURU SEKOLAH DASAR MENGGUNAKAN GAME ANDROID

Authors

DOI:

https://doi.org/10.22460/collase.v4i3.6296

Keywords:

android, konsep, cahaya

Abstract

Artikel ini membahas tentang analisis peningkatan pemahaman konsep mahasiswa calon guru sekolah dasar pada materi sifat cahaya yang dibelajarkan dengan media game Android Light Ignite. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain pretest-posttest control group. Populasi pada penelitian ini adalah seluruh mahasiswa calon guru sekolah dasar semester lima di salah satu Perguruan Tinggi Negeri di Kota Mataram. Teknik pengambilan sampel yang digunakan adalah purposive sampling dan kelas 5A (34 mahasiswa) sebagai kelas eksperimen, dan 5B (33 mahasiswa) sebagai kelas kontrol. Data mengenai pemahaman konsep mahasiswa diperoleh dengan tes pilihan ganda tentang sifat-sifat cahaya yang meliputi cahaya merambat lurus, cahaya dapat dipantulkan, cahaya dapat menembus benda bening, cahaya dapat dibiaskan, dan cahaya dapat diuraikan menjadi beberapa warna. Data pada penelitian ini dianalisis dengan uji-t sampel independen dan uji gain ternormalisasi. Hasil penelitian menunjukkan bahwa setelah perlakuan, pemahaman konsep mahasiswa calon guru pada kelas eksperimen lebih tinggi daripada mahasiswa calon guru di kelas kontrol. (t-hitung = 4,362 & t-table = 1,668). Berdasarkan hasil tersebut dapat disimpulkan bahwa Game Android Light Ignite efektif dan sangat berguna dalam meningkatkan pemahaman mahasiswa calon guru sekolah dasar mengenai sifat-sifat cahaya.

References

Abady, A. N., & Syaleh, M. (2020). Efforts to Increase Learning Outcomes in Game Basketball Shooting Through Force Command to Teach Students Culture of Class X High School Medan. Proceedings of the 1st Unimed International Conference on Sport Science (UnICoSS 2019). https://doi.org/10.2991/ahsr.k.200305.036

Apriana, D., Sutrisno, L., & Hamdani. (2017). MISKONSEPSI SISWA SEKOLAH DASAR TENTANG KONSEP-KONSEP CAHAYA. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa, 6(2), 1–11.

Arianti, B. I., Sahidu, H., Harjono, A., & Gunawan, G. (2017). Pengaruh Model Direct Instruction Berbantuan Simulasi Virtual Terhadap Penguasaan Konsep Siswa. Jurnal Pendidikan Fisika Dan Teknologi, 2(4), 159. https://doi.org/10.29303/jpft.v2i4.307

Başer, M., & Durmuş, S. (2010). The effectiveness of computer supported versus real laboratory inquiry learning environments on the understanding of direct current electricity among pre-service elementary school teachers. Eurasia Journal of Mathematics, Science and Technology Education, 6, 47–61.

Cheng, K. K., Thacker, B. A., Cardenas, R. L., & Crouch, C. (2004). Using an online homework system enhances students’ learning of physics concepts in an introductory physics course. American Journal of Physics, 72(11), 1447–1453. https://doi.org/10.1119/1.1768555

Cheng, M.-T., & Annetta, L. (2012). Students’ learning outcomes and learning experiences through playing a Serious Educational Game. Journal of Biological Education, 46(4), 203–213. https://doi.org/10.1080/00219266.2012.688848

Emihovich, B. (2018). Improving Undergraduates’ Problem-Solving Skills through Video Gameplay.

Erfan, M., Maulyda, M. A., Gunawan, G., Sari, N., & Ratu, T. (2020). Enhancing Students Ability in Analyzing Image Formation on Lens and Mirror Using Ray Optics. Journal of Physics: Conference Series, 1471, 012061. https://doi.org/10.1088/1742-6596/1471/1/012061

Farrokhnia, M. R., & Esmailpour, A. (2010). A study on the impact of real, virtual and comprehensive experimenting on students’ conceptual understanding of DC electric circuits and their skills in undergraduate electricity laboratory. Procedia - Social and Behavioral Sciences, 2, 5474–5482.

Jaakkola, T., Nurmi, S., & Veermans, K. (2011). A comparison of students’ conceptual understanding of electric circuits in simulation only and simulation-laboratory contexts. Journal of Research in Science Teaching.

Moffat, D. C., Crombie, W., & Shabalina, O. (2017). Some Video Games Can Increase the Player’s Creativity. International Journal of Game-Based Learning, 7(2), 35–46. https://doi.org/10.4018/IJGBL.2017040103

Murphy, A., Farley, H., Lane, M., Hafeez-Baig, A., & Carter, B. (2014). Mobile learning anytime, anywhere: What are our students doing? Australasian Journal of Information Systems, 18(3). https://doi.org/10.3127/ajis.v18i3.1098

Putra, D. B. (2015). Jurnal Tugas Akhir Perancangan Media Aplikasi Smartphone Ensiklopedia Permainan Tradisional Jawa Barat. E-Proceeding of Art & Design, 27–33.

Ratu, T., & Erfan, M. (2017). The Effect of Every Circuit Simulator to Enhance Motivation and Students Ability in Analyzing Electrical Circuits. 2nd Asian Education Symposium, 399–404. https://doi.org/10.5220/0007305103990404

Sarwar, M., & Soomro, T. (2013). Impact of Smartphone’s on Society. European Journal of Scientific Research, 98(2), 216–226.

Setyaningrum, W., Pratama, L. D., & Ali, M. B. (2018). Game-Based Learning in Problem Solving Method: The Effects on Students’ Achievement. International Journal on Emerging Mathematics Education, 2(2), 157. https://doi.org/10.12928/ijeme.v2i2.10564

Wichadee, S., & Pattanapichet, F. (2018). Enhancement of Performance and Motivation Through Application of Digital Games in An English Language Class. The Journal of Teaching English with Technology, 18(1), 77–92.

Downloads

Published

2021-05-31

Issue

Section

Articles