Penelitian ini bertujuan untuk menguji pengembangan permainan Chemistry Adventure yang layak sebagai media permainan berbasis android pada materi Ikatan Kimia di MA Negeri 2 Mojokerto. Kelayakan permainan Chemistry Adventure ditinjau dari aspek validitas, kepraktisan, dan keefektifan. Validitas ditinjau dari validitas isi dan validitas konstruk yang didapatkan dari hasil validasi 3 ahli yakni 2 dosen kimia Unesa serta 1 guru MA Negeri 2 Mojokerto, kepraktisan didapatkan dari hasil observasi peserta didik dan angket respon peserta didik, sedangkan keefektifan didapatkan dari hasil belajar peserta didik dan angket minat belajar. Metode penelitian yang digunakan adalah penelitian dan pengembangan yang dilakukan sampai uji coba terbatas. Uji coba terbatas dilaksanakan di kelas X MIPA 1 MA Negeri 2 Mojokerto. Data yang sudah diperoleh dari uji coba terbatas permaian Chemistry Adventure mempunyai penilaian persentase (1) Validitas yang terdiri dari validitas isi yakni 90% dengan kategori sangat valid, validitas konstruk yakni 92,5% dengan kategori sangat valid, (2) Kepraktisan yang teridiri dari hasil observasi aktivitas peserta didik yakni 86,3% dengan kategori sangat praktis, hasil angket respon yakni 87,88% dengan kategori sangat praktis, (3) Keefektifan yang terdiri dari nilai hasil belajar peserta didik yakni 100% dengan kategori sangat efektif, hasil angket respon yakni 87,27% dengan kategori sangat efektif. Berdasarkan hasil penelitian dapat disimpulkan bahwa permainan Chemistry Adventure yang dikembangkan layak digunakan sebaga media pembelajaran
Kata Kunci: Chemistry Adventure, Permainan, Ikatan Kimia
The purpose of this study is to test the development of a proper Chemistry Adventure Game as an android-based game media on Chemistry Bond material at MA Negeri 2 Mojokerto. The feasibility of the Chemistry Adventure Game is reviewed in terms of validity, practicality, and effectiveness. Validation in terms of the structure and the content obtained from the validation of 3 experts that consist of two UNESA’s chemistry lecturer as well as one MA Negeri 2 Mojokerto teacher, practicality is obtained from students observation and questionnaire responses, while effectiveness is obtained from students’ learning outcomes and ‘learning interest’ questionnaire. The research method used is research and development body that is carried out until limited trials. The limited trials was conducted at X MIPA 1 class MA Negeri 2 Mojokerto. The data that has been obtained from the limited trial game Chemistry Adventure has an assessment of percentage (1) Validity consisting of content validity that is 90% with a very valid category, construct validity that is 92.5% with a very valid category, (2) Practicality which consists of the results of observations of students' activities namely 86.3% with a very practical category, the results of the questionnaire response that is 87.88% with a very practical category, (3) Effectiveness consisting of the value of student learning outcomes that is 100% with a very effective category, the results of the questionnaire the response is 87.27% with a very effective category. Based on the results of the study, it can be concluded that the developed Chemistry Adventure game is suitable for use as a learning medium
Keywords: Chemistry Adventure, Games, Chemical Bonds