Comparison of Tenth-Grade Students’ Understanding Concept of Motion Between Domino and Snake and Ladders Media
DOI:
10.29303/jpft.v9i1.4978Published:
2023-06-14Issue:
Vol. 9 No. 1 (2023): January - JuneKeywords:
domino, snake and ladders, Understanding Concept, The Concept of MotionArticles
Downloads
How to Cite
Downloads
Metrics
Abstract
Physics learning should be student center. Students used as learning centers impact their understanding of the material or concepts being taught. However, students do not get to learn like that. It impacts students’ low level of understanding of physics concepts, especially the concept of motion. An alternative solution to this is using dominoes and ladders in physics learning. This study examines the effect of using two learning media (dominos and ladder snakes) on the understanding of physics concepts of class X students at MAN 1 Sumbawa. This type of research is quasi-experimental with a posttest-only design. The research sample was obtained using a purposive sampling technique. The number of research respondents was 138 students, who were divided into two experimental groups. Experimental Group 1 used domino media, and Experimental Group 2 used snakes and ladders media. The data collection instrument used was a concept understanding test in the form of filling in and multiple choice given after the treatment was given. The results showed that the domino group better understood the concept than the snakes and ladders group. The parametric prerequisite test shows that the students’ conceptual comprehension data is homogeneous and not normally distributed. The hypothesis test results show that the data’s significance value is less than 0.05. It can be concluded that there are significant differences in understanding the concept of motion between the domino group and the snakes and ladders group. Applying the domino game in physics learning is better than the snakes and ladders game in maximizing the students’ understanding of the concept of motion in MAN 1 Sumbawa.
References
Abdillah, H. S. (2015). Pengembangan aplikasi android berupa role playing game pada pokok bahasan gerak lurus di sma. Prosiding Seminar Nasional Fisika (E-Journal) SNF2015. IV, 221–228.
Afriansyah, E. A., & Turmudi, T. (. (2022). Prospective teachers’ thinking through realistic mathematics education based emergent modeling in fractions. Mathematics Teaching Research Journal, 13(4), 42-78. DOI: https://doi.org/10.29408/jel.v8i2.5712
Arifin, A. M., Pujiastuti, H., & Sudiana, R. (2020). Pengembangan media pembelajaran STEM dengan augmented reality untuk meningkatkan kemampuan spasial matematis siswa. Jurnal Riset Pendidikan Matematika, 7(1), 59-73. DOI: https://doi.org/10.21831/jrpm.v7i1.32135
Guterres, I. K. N. P., Sudarti, S., M, M., & Putra, P. D. A. (2018). Pengembangan Media Pembelajaran Ular Tangga Berbasis Android Pada Pokok Bahasan Gejala Pemanasan Global Untuk Pembelajaran Fisika Di SMA. Jurnal Pembelajaran Fisika, 7(1), 54. https://Doi.Org/10.19184/Jpf.V7i1.7225. DOI: https://doi.org/10.19184/jpf.v7i1.7225
Hadisaputra, S., Hakim, A., M. (2018). Pelatihan peningkatan keterampilan guru ipa sebagai role model abad 21 dalam pembelajaran IPA. Jurnal Pendidikan Dan Pengabdian Masyarakat, 1(2), 274–277. DOI: https://doi.org/10.29303/jppm.v1i2.874
Hapsari, H., Fitriyanto, S., Hermansyah, H., Yahya, F., & Walidain, S. N. (2020). Multimedia Interaktif Konsep Gravitasi Berorientasi Pada Literasi Sains. Jurnal Pendidikan Fisika Dan Teknologi, 6(2), 228–237. https://doi.org/10.29303/jpft.v6i2.2097 DOI: https://doi.org/10.29303/jpft.v6i2.2097
Haryanto, F. D., & Adiwiharja, C. (2015). Media Pembelajaran dengan Menggunakan Permainan Ular Tangga Berbasis Web. Jurnal Teknik Komputer. 1 (2): 266-274 (https://Ejournal.Bsi.Ac.Id/Ejurnal/Index.Php/Jtk/Article/View/260) Diakses 20 April 2020.
Hermansyah, H., Gunawan, G., & Herayanti, L. (2015). Pengaruh Penggunaan Laboratorium Virtual Terhadap Penguasaan Konsep dan Kemampuan Berpikir Kreatif Siswa pada Materi Getaran dan Gelombang. Jurnal Pendidikan Fisika Dan Teknologi, 1(2), 97–102. https://doi.org/10.29303/jpft.v1i2.242 DOI: https://doi.org/10.29303/jpft.v1i2.242
Hermansyah, H., Gunawan, G., Harjono, A., & Adawiyah, R. (2019). Guided inquiry model with virtual labs to improve students’ understanding on heat concepts. In Journal of Physics: Conference Series. 1153(1) p. 012116). IOP Publishing. DOI: https://doi.org/10.1088/1742-6596/1153/1/012116 DOI: https://doi.org/10.1088/1742-6596/1153/1/012116
Munawaroh, H., Subiki, S., & Wahyu B., R. (2017). Pengaruh Model Inkuiri Terbimbing Disertai Permainan Domino Fisika (Domfis) Terhadap Keterampilan Proses Sains Dan Hasil Belajar Siswa Dalam Pembelajaran Fisika SMA. Jurnal Pembelajaran Fisika, 5(1), 1 - 9. Retrieved from https://jurnal.unej.ac.id/index.php/JPF/article/view/3555
Indriani, R., & Sritresna, T. (2022). Kemampuan Koneksi Matematis ditinjau dari Self Efficacy Siswa SMP pada Materi Pola Bilangan. Plusminus: Jurnal Pendidikan Matematika, 2(1), 121-130. DOI: https://doi.org/10.31980/plusminus.v2i1.1584 DOI: https://doi.org/10.31980/plusminus.v2i1.1584
Jusuf, H. (2016). Penggunaan gamifikasi dalam proses pembelajaran. Jurnal TICOM, 5(1), 1–6.
Karunia, A., & Kholiq, A. (2021). Pengembangan Si Vino ( Physics Visual Novel ) Untuk Melatihkan Berpikir Tingkat Tinggi Siswa SMA. 5(2): 123-137. DOI: https://doi.org/10.20527/jipf.v5i2.3313 DOI: https://doi.org/10.20527/jipf.v5i2.3313
Leongwan, V. (2013). Educational D-N-A Card Game for The Understanding of DNA and Biotechnology,. International Journal of Education and Research, 1(6), 2013, h. 2. DOI: https://doi.org/10.12691/education-1-1-2
Novita, L & Sundari F. S. (2020). Peningkatan Hasil Belajar Siswa Menggunakan Media Game Ular Tangga Digital. Jurnal Basicedu. 4(3), 716–724. https://doi.org/10.31004/basicedu.v4i3.428 DOI: https://doi.org/10.31004/basicedu.v4i3.428
Napitupulu, S. M., Hardianti, T. & Syahwin (2016). Penggunaan Media Ular Tangga Berbasis Macromedia Flash Pada Materi GLB Dan GLBB Terhadap Hasil Belajar Siswa di SMA Al-Washliyah. Journal of Physics and Science Learning (PASCAL). 02, 9–14.
Nuryanti, E. (2017). Pengembangan Permainan Ular Tangga , Media Pembelajaran Jurnal Khusus Untuk Meningkatkan Motivasi Belajar Siswa. Kajian Pendidikan Akuntansi Indonesia. 6(3):1–20.
Putra, A. P., Soepriyanto, Y., & Husna, A. (2018). Pengembangan Multimedia Game Edukasi Tentang Keragaman Masakan Khas Daerah-Daerah Di Indonesia Untuk Kelas V SD. Jurnal Kajian Teknologi Pendidikan, 1(4), 299-306.
Rais, M., Aryani, F., & Riska, M. (2019). The Development of Edugames as a Learning Media. Proceedings of the 1st International Conference on Advanced Multidisciplinary Research (ICAMR 2018). 286–289. https://doi.org/10.2991/icamr- 18.2019.71 DOI: https://doi.org/10.2991/icamr-18.2019.71
Sari, N., Sunarno, W., & Sarwanto, S. (2018). Analisis Motivasi Belajar Siswa Dalam Pembelajaran Fisika Sekolah Menengah Atas. Jurnal Pendidikan Dan Kebudayaan, 3(1), 17 - 32. https://doi.org/10.24832/jpnk.v3i1.591 DOI: https://doi.org/10.24832/jpnk.v3i1.591
Solikhin, J. R. (2017). Pengembangan Bahan Ajar Kinematics Application ( Ka ) Pada Platform Android. Jurnal Inovasi dan Pembelajaran Fisika. 4(2):127-134. DOI: https://doi.org/10.17509/wapfi.v3i2.13728
Sutisna, E., Novita, L., & Iskandar, M. (2020). Penggunaan Media Pembelajaran Berbasis Teknologi, Informasi, Dan Komunikasi Dalam Meningkatkan Hasil Belajar Subtema Lingkungan Tempat Tinggalku. Pedagonal : Jurnal Ilmiah Pendidikan, 4(1), 01 - 06. doi:https://doi.org/10.33751/pedagonal.v4i1.1929 DOI: https://doi.org/10.33751/pedagonal.v4i1.1929
Sutrisno, A. (2019). Survey Pemahaman Konsep dan Identifikasi Miskonsepsi Siswa SMA pada Materi Kinematika Gerak. WaPFi (Wahana Pendidikan Fisika), 4(1), 106-112. doi:https://doi.org/10.17509/wapfi.v4i1.15796 DOI: https://doi.org/10.17509/wapfi.v4i1.15796
Suzana, A. (2017). Pengaruh Penerapan Permainan Kartu Domino Terhadap Prestasi Belajar Matematika Siswa Kelas X. Jurnal MathGram Matematika. 2(1).1-9.
Vitianingsih, V. A. (2017). Game Edukasi Sebagai Media Pembelajaran Pendidikan Anak Usia Dini. Inform : Jurnal Ilmiah Bidang Teknologi Informasi Dan Komunikasi, 1(1). https://doi.org/10.25139/inform.v1i1.220 DOI: https://doi.org/10.25139/inform.v1i1.220
Widowati, F. (2014). Penggunaan Media Ular Tangga untuk Meningkatkan Hasil Belajar Siswa pada Tema Hiburan. Jurnal Penelitian Pendidikan Guru Sekolah Dasar. (1): 1-10, (Https://Jurnalmahasiswa.Unesa.Ac.Id/Index.Php/Jurnal-Penelitian-), Diakses 10 Mei 2019. DOI: https://doi.org/10.26740/jrpd.v1n1.p44-50
Wiyono, K. E., Sudjito, D. N., & Rondonuwu, F. S. (2020). Pengembangan Media Kartu Domino Fisika (Domika) Untuk Meningkatkan Minat Belajar Pada Materi Kinematika Gerak. JPF (Jurnal Pendidikan Fisika) Universitas Islam Negeri Alauddin Makassar, 8(1), 1-8. https://doi.org/10.24252/jpf.v8i1.11367
Wulandari, Kurnia Dewi dan Munawar, M. (2018). Pengaruh Media Permainan Ular Tangga Terhadap Kemampuan Mengenal Lambang Bilangan 1-10 pada Kelompok A di Ra As-Syuhada’ Pedurungan Semarang Tahun Ajaran 2016/2017. Jurnal Penelitian dalam Bidang Pendidikan Anak Usia Dini, 6(1). doi:https://doi.org/10.26877/paudia.v6i1.1863 DOI: https://doi.org/10.26877/paudia.v6i1.1863
Yakin, R. Q., Suwindra, I. P., & Mardana, I. B. P. (2018). Pengembangan Media Pembelajaran Game Edukasi Fisika Untuk Meningkatkan Motivasi Dan Prestasi Belajar Siswa Pada Materi Gerak-Gerak Lurus Beraturan, Berubah Beraturan, Dan Jatuh Bebas. Jurnal Pendidikan Fisika Undiksha, 8(2), 21-30.
Yusro, A. C., & Sasono, M. (2016). Penggunaan Modul Ilustratif Berbasis Inkuiri Terbimbing Pokok Bahasan Kinematika Gerak Lurus Untuk Meningkatkan Hasil Belajar Dan Kemandirian Siswa Kelas Vii Smpn 14 Madiun. Jurnal Pendidikan Fisika dan Keilmuan (JPFK), 2(1), 29-35. doi:http://dx.doi.org/10.25273/jpfk.v2i1.22 DOI: https://doi.org/10.25273/jpfk.v2i1.22
Author Biographies
Hermansyah Hermansyah, University of Samawa
Physics Education Study Program
Fahmi Yahya, University of Samawa
Physics Education Study Program
Wahyu Indah Widya Astuti, University of Samawa
Physics Education Study Program
I Made Sentaya, University of Samawa
Educational Technology Study Program,
I Gusti Made Sulindra, University of Samawa
Educational Technology Study Program
License
Copyright (c) 2023 Hermansyah Hermansyah, Fahmi Yahya, Wahyu Indah Widya Astuti, I Made Sentaya, I Gusti Made Sulindra
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with Jurnal Pendidikan Fisika dan Teknologi (JPFT) agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License 4.0 International License (CC-BY-SA License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in Jurnal Pendidikan Fisika dan Teknologi (JPFT).
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).