Penelitian ini bertujuan untuk memperoleh permainan Chem Man bersarana komputer yang layak sebagai media pembelajaran partikel penyusun atom kelas X SMA. Kelayakan ditinjau dari validitas, kepraktisan, dan keefektifan permainan Chem Man. Penelitian ini menggunakan metode Research and Development (R&D) dengan tiga langkah yaitu (1) studi pendahuluan, (2) pengembangan (3) pengujian. Instrumen yang digunakan adalah lembar telaah permainan, validitas permainan, pre test dan post test, observasi aktivitas peserta didik, respon peserta didik, dan minat belajar peserta didik. Uji coba dilakukan pada satu kelas terdiri dari 30 peserta didik kelas X MIPA 7 SMA Negeri 19 Surabaya. Hasil validitas isi dan validitas konstruk memperoleh persentase pada rentang antara 80% - 93,33% dengan kategori valid hingga sangat valid. Kepraktisan ditinjau dari observasi aktivitas peserta didik memperoleh persentase 98,79% dengan kategori sangat praktis dan respon peserta didik memperoleh persentase sebesar 96,67% dengan kategori sangat praktis. Keefektifan ditinjau dari hasil belajar peserta didik yaitu ketuntasan klasikal peserta didik memperoleh persentase sebesar 100% dengan kategori sangat efektif dan hasil angket minat belajar peserta memperoleh persentase rata-rata keseluruhan sebesar 97,78% dengan kategori tinggi.
Kata kunci: Permainan Chem Man, Media Pembelajaran, Partikel Penyusun Atom
This study aimed to obtain Chem Man computer game as atomic constituent particles learning media for 10th grade high school. This feasibility was viewed from the validity, practicality, and effectiveness of the game. Method of the research used the Research and Development (R & D) method with three steps, namely (1) preliminary study, (2) development (3) trial. The instruments were used game review sheets, game validity, pre-test and post-test, observation of student activities, students' responses, and students' interest in learning. The trial was conducted in one class consist of 30 students of X MIPA 7 SMAN 19 Surabaya. The results of content validity and construct validity obtained a percentage in the range between 80% - 93.33% with valid to very valid categories. The practicality in terms of observation of students' activities obtained a percentage 98.79% with a very practical category and the response of students gained a percentage 96.67% with a very practical category. The effectiveness in terms of student learning outcomes, namely classical completeness of students got a percentage 100% with a very effective category and the results of participant learning interest questionnaires obtained an overall average percentage 97.78% with high category.Keywords: Chem Man Game, Learning Media, Atomic Constituent Particles.
This study aimed to obtain Chem Man computer game as atomic constituent particles learning media for 10th grade high school. This feasibility was viewed from the validity, practicality, and effectiveness of the game. Method of the research used the Research and Development (R & D) method with three steps, namely (1) preliminary study, (2) development (3) trial. The instruments were used game review sheets, game validity, pre-test and post-test, observation of student activities, students' responses, and students' interest in learning. The trial was conducted in one class consist of 30 students of X MIPA 7 SMAN 19 Surabaya. The results of content validity and construct validity obtained a percentage in the range between 80% - 93.33% with valid to very valid categories. The practicality in terms of observation of students' activities obtained a percentage 98.79% with a very practical category and the response of students gained a percentage 96.67% with a very practical category. The effectiveness in terms of student learning outcomes, namely classical completeness of students got a percentage 100% with a very effective category and the results of participant learning interest questionnaires obtained an overall average percentage 97.78% with high category.
Keywords: Chem Man Game, Learning Media, Atomic Constituent Particles.