Main Article Content
Abstract
The low conceptual understanding of straight motion among high school students, often caused by conventional and less interactive teaching methods, served as the foundation of this study. This research to examine the influence of using a straight motion physics learning application on students’ conceptual comprehension. A quantitative approach was employed through a quasi-experimental method using the Nonequivalent Control Group Design. The experimental group engaged with an interactive Android-based application, while the control group received instruction through traditional methods. The study addresses the gap in the lack of empirically tested game-based educational media in high school physics learning. Analysis revealed a statistically significant difference in posttest results (p = 0.039), with the experimental group scoring higher on average than the control group. The findings suggest that interactive application-based media exerts a positive influence on students’ learning motivation, which in turn enhances their conceptual understanding, particularly in the study of straight motion.
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Copyright (c) 2025 Apriani Sijabat, Astri Ananta Girsang, Sudirman TP Lumbangaol, Fine Eirene Siahaan

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This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
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- Suparmini, K., Suwindia, I. G., & Winangun, I. M. A. (2024). Suparmini, K., SuwindiaGamifikasi untuk Meningkatkan Motivasi Belajar Siswa di Era Digital. Education and Social Sciences Review, 5(2), 145–148.
- Supriyadi, A., Rahmawati, R., & Sari, D. (2020). Pengaruh penggunaan media pembelajaran berbasis teknologi terhadap motivasi dan hasil belajar fisika siswa. Jurnal Pendidikan Fisika, 8(2), 123–130.
References
Adawiyah, F. (2021). Variasi Metode Mengajar Guru dalam Mengatasi Kejenuhan Siswa di Sekolah Menengah Pertama. 2(1). https://e-journal.upr.ac.id/index.php/parislangkis
Anita, G., Ariani, T., Fisika, P., Sains, F., & Teknologi, D. (2024). Pengaruh Game Based Learning terhadap Pembelajaran Fisika untuk Meningkatkan Minat dan Hasil Belajar Siswa: Literature Review. In | ANTHOR: Education and Learning Journal (Vol. 3). http://dx.doi
Damari, N. (2025). Peran Game Edukatif dalam Mengoptimalkan Pembelajaran IPA di Sekolah Dasar. Jurnal Ilmiah Multidisiplin, 1, 36–48.
Nugroho, R. S., & Dermawan, D. A. (2020). Pengembangan media pembelajaran game Rules of Design untuk mengukur kemampuan desainer siswa. Jurnal Information Technology and Education, 5(2), 152–162.
Sriyani, D., Koto, I., Defianti, A., Sakti, I., & Uliyandari, M. (2023). The Effect of Interactive Learning Media on Student’s Conceptual Understanding. JoTaLP: Journal of Teaching and Learning Physics, 8, 111–124. https://doi.org/10.15575/jotalp.v8i2.27705
Sunarti, R. (2021). Pentingnya motivasi belajar dalam meningkatkan hasil belajar. November, 289–302.
Suparmini, K., Suwindia, I. G., & Winangun, I. M. A. (2024). Suparmini, K., SuwindiaGamifikasi untuk Meningkatkan Motivasi Belajar Siswa di Era Digital. Education and Social Sciences Review, 5(2), 145–148.
Supriyadi, A., Rahmawati, R., & Sari, D. (2020). Pengaruh penggunaan media pembelajaran berbasis teknologi terhadap motivasi dan hasil belajar fisika siswa. Jurnal Pendidikan Fisika, 8(2), 123–130.