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.

Article Details

How to Cite
Sijabat, A., Girsang, A. A., Lumbangaol, S. T., & Siahaan, F. E. (2025). Pengaruh Penggunaan Media Pembelajaran Berbasis Aplikasi Fisika Gerak Lurus Terhadap Pemahaman Konsep Fisika SMA. PENDIPA Journal of Science Education, 9(2), 497–501. https://doi.org/10.33369/pendipa.9.2.497-501

References

  1. 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
  2. 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
  3. Damari, N. (2025). Peran Game Edukatif dalam Mengoptimalkan Pembelajaran IPA di Sekolah Dasar. Jurnal Ilmiah Multidisiplin, 1, 36–48.
  4. 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.
  5. 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
  6. Sunarti, R. (2021). Pentingnya motivasi belajar dalam meningkatkan hasil belajar. November, 289–302.
  7. 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.
  8. 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.