Main Article Content
Abstract
This study aims to determine the effectiveness of using the Brain Out Chemistry learning media in This study aims to determine the effectiveness of the Brain Out Chemistry game-based media in improving students’ cognitive abilities, learning activities, and retention of learning outcomes on the Periodic System of Elements. The research was conducted at SMA Negeri 15 Surabaya involving 34 tenth-grade students using a One-Group Pretest–Posttest Design. The research instruments included cognitive tests (pretest, posttest 1, and posttest 2 as the retention test) and student activity observation sheets. Data were analyzed using the Wilcoxon Signed Ranks Test through SPSS. The results showed a significant increase between the pretest and posttest scores (sig. 0.000 < 0.05). The average score of posttest 1 was 85.87, which decreased to 76.86 in posttest 2, resulting in a retention value of 89,5%, categorized as high. Student learning activities also improved, as indicated by observation scores falling within the active category. Classically, the learning mastery rate exceeded 85%. Thus, the Brain Out Chemistry game-based media is effective because it enhances cognitive abilities, maintains learning retention, and promotes student learning activities in chemistry instruction.
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Copyright (c) 2025 Widia Indah Puspita, Achmad Lutfi

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This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
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References
Suriansyah, A., & Cinantya, C. (2024). Efektivitas media teknologi sebagai upaya meningkatkan semangat belajar peserta didik SD. MARAS: Jurnal Penelitian Multidisiplin, 2(4), 2260–2269.
Anggraini, F., Sahputra, R., Melati, H. A., Hairida, & Masriani. (2022). Pengembangan media pembelajaran Chemistry Domino (CHEMINO) card pada materi sistem periodik unsur. Jurnal Education and Development, 10(3), 238–248.
Arsinta, A., Rahman, A., & Rahman, T. (2025). Pembelajaran holistik, kontekstual, dan futuristik. Jurnal Penelitian Guru Indonesia, 5(1), 378–397.
Cahyana, U., Paristiowati, M., Savitri, D. A., & Hasyrin, S. N. (2017). Developing and application of mobile game based learning (M-GBL) for high school students’ performance in chemistry. Eurasia Journal of Mathematics, Science and Technology Education, 13(10), 7037–7047.
Erawati, N. K., & Adnyana, P. B. (2024). Implementation of Jean Piaget’s theory of constructivism in learning: A literature review. Indonesian Journal of Educational Development, 5(3), 394–401.
Hu, Y., Gallagher, M., Wouters, P., van der Schaaf, M., & Kester, L. (2022). Game-based learning has good chemistry with chemistry education: A three-level meta-analysis. Journal of Research in Science Teaching, 59(9), 1499–1543.
Kamiludin, K., & Suryaman, M. (2017). Problematika pada pelaksanaan penilaian pembelajaran Kurikulum 2013. Jurnal Prima Edukasia, 5(1), 58–67.
Kartini, K. S., & Putra, I. N. T. A. (2020). Pengaruh penggunaan media pembelajaran interaktif berbasis Android terhadap hasil belajar siswa. Jurnal Redoks: Jurnal Pendidikan Kimia dan Ilmu Kimia, 3(2), 8–12.
Nugraha, S. E., Kurniawan, Z. L., Lumowa, S. V., & D., D. (2024). Pengaruh model pembelajaran game-based learning berbantuan media Baamboozle terhadap semangat dan hasil belajar biologi kelas X SMA 2 Tenggarong Sebrang. Bioed: Jurnal Pendidikan Biologi, 12(2), 144–153.
Pahriah, & Khery, Y. (2017). Aplikasi pembelajaran berbasis Android pada materi sistem periodik unsur untuk peningkatan pemahaman konsep mahasiswa. Jurnal Ilmiah Pendidikan Kimia, 5(1), 24–34.
Rahman, S., Ischak, N. I., & Sihaloho, M. (2016). Identifikasi kesulitan peserta didik dalam memahami konsep hubungan konfigurasi elektron dengan sistem periodik unsur. Jurnal Entropi, 11(2), 185–189.
Rhosalia, L. A. (2017). Pendekatan saintifik (scientific approach) dalam pembelajaran tematik terpadu Kurikulum 2013 versi 2016. JTIEF, 1(1), 59–77.
Safitri, R. R., Rahmania, U. G., Putri, A. F., & Jumadi, J. (2025). The impact of game-based learning on student competencies in science: A systematic review. Jurnal Pendidikan dan Kebudayaan, 10(1), 116–136.
Sari, D. P., & Sutopo, A. (2020). The effectiveness of mobile game-based learning in chemistry learning to improve students’ learning motivation and achievement. Jurnal Pendidikan IPA Indonesia (JPII), 9(4), 514–523.
Sudjana, Nana. (2017). Penilaian Hasil Proses Belajar Mengajar. Bandung: PT Remaja Rosdakarya.
Sugiyono. (2017). Metode penelitian dan pengembangan (Research and Development): Untuk bidang pendidikan, manajemen, sosial, dan teknik (Edisi ke-1). Bandung: Alfabeta.
Treagust, D. F., Duit, R., & Nieswandt, M. (2018). Sources of students’ difficulties in learning chemistry. Educación Química, 11(2), 228–235.
Wardana, M. D. (2024). Classroom teachers' problems and strategies in implementing the Merdeka curriculum. Academia Open, 9(1).
Widiastari, N. G., & Puspita, R. D. (2024). Pengembangan media pembelajaran digital dalam mengembangkan semangat belajar peserta didik kelas IV SD Inpres 2 Nambaru. Jurnal Inovasi Pendidikan Dasar, 4(4), 215–222.
Wulandari, A. P., Salsabila, A. A., Cahyani, K., Nurazizah, T. S., & Ulfiah, Z. (2023). Pentingnya media pembelajaran dalam proses belajar mengajar. Journal on Education, 5(2), 3928–3936.
Yaumi, M. (2018). Media dan teknologi pembelajaran (Edisi ke-1). Jakarta: Pranadamedia Group.
