Main Article Content

Abstract

Minat dan hasil belajar peserta didik merupakan aspek penting yang perlu ditingkatkan pada kegiatan pembelajaran kimia, khususnya terkait materi sistem periodik unsur yang sering dianggap sulit. Oleh karena itu, tujuan penelitian ini adalah untuk mengidentifikasi peningkatan minat dan hasil belajar setelah penggunaan game edukasi pada materi sistem periodik unsur. Penelitian ini dilakukan dalam satu kelas yang ditentukan secara acak. Data yang dikumpulkan meliputi minat belajar, hasil belajar, serta data pendukung berupa respon peserta didik dan pengamatan aktivitas. Data minat, respon, dan pengamatan aktivitas peserta didik dilakukan melalui angket, sedangkan pada hasil belajar dilakukan tes (pretest dan posttest). Hasil penelitian menunjukkan bahwa minat belajar peserta didik meningkat sebesar 52,94% setelah menggunakan game edukasi Chem Epic Conquest pada materi sistem periodik unsur. Selain itu, hasil belajar menunjukkan adanya peningkatan hasil belajar secara signifikan setelah penggunaan game edukasi. Studi ini menyarankan penerapan game edukasi Chem Epic Conquest secara lebih luas pada pembelajaran kimia, serta eksplorasi lebih lanjut terhadap dampaknya pada penguatan minat serta capaian belajar siswa pada materi yang berbeda.

Keywords

Game edukasi chem epic conquest minat hasil belajar sistem periodik unsur bahasa indonesia bahasa inggris

Article Details

How to Cite
Kumalasari, S. N., & Lutfi, A. (2026). Game Edukasi Chem Epic Conquest Sebagai Media Pembelajaran Untuk Meningkatkan Minat dan Hasil Belajar Peserta Didik Pada Pembelajaran Kimia. PENDIPA Journal of Science Education, 10(1), 153–162. https://doi.org/10.33369/pendipa.10.1.153-162

References

  1. Andika, I. P., Putra, S., Vina, M., & Paramita, A. (2023). The Use of Digital Educational Games as Learning Media : A Study on Elementary School Teachers. International Journal of Elementary Education, 7(2), 212–219. https://doi.org/10.23887/ijee.v7i2.58432
  2. Astuti, W., & Ikhsan, J. (2025). Exploring Students ’ Attitudes and Interests in Learning Chemistry : A Survey of Junior High Schools in Bengkalis during Kurikulum Merdeka Implementation. Jurnal Pendidikan Matematika Dan Sains, 13, 133–142. https://doi.org/10.21831/jpms.v13iSpecial_issue.88834
  3. Bandhu, D., Mohan, M. M., Nittala, N. A. P., Jadhav, P., Bhadauria, A., & Saxena, K. K. (2024). Theories of motivation: A comprehensive analysis of human behavior drivers. Acta Psychologica, 244(January), 104177. https://doi.org/10.1016/j.actpsy.2024.104177
  4. Cuong, L. H., Thi, N., & Giang, H. (2024). Designing Digital Educational Games by Integrating Teaching Process into the Technology Platform of Entertainment Games. International Journal of Current Science Research and Review, 07(03), 1479–1488. https://doi.org/10.47191/ijcsrr/V7-i3-10
  5. Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies, 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548
  6. Erika, F., Aksha, O., Ariningtyas, D. N., Qolbiah, I., & Safrida, A. N. (2023). Game-Based Learning Media to Improve Students’ Understanding in Chemistry Learning. Hydrogen: Jurnal Kependidikan Kimia, 11(3), 233. https://doi.org/10.33394/hjkk.v11i3.7922
  7. Firdaus, Zahra Zubaidah, & S. M. (2024). PENGEMBANGAN EDUGAME PADA MATERI SISTEM SARAF UNTUK SISWA SMA. Bioscientist : Jurnal Ilmiah Biologi, 12(1), 1472–1488. https://doi.org/10.33394/bioscientist.v12i1.11924
  8. Fragkiadaki, G., Fleer, M., & Ravanis, K. (2021). Understanding the complexity of young children’s learning and development in science: A twofold methodological model building on constructivist and cultural-historical strengths. Learning, Culture and Social Interaction, 28(September 2020), 100461. https://doi.org/10.1016/j.lcsi.2020.100461
  9. Haloho, Y. M., Suartama, I. K., & Sudarma, I. K. (2023). Educational Game-Based Thematic Learning Media to Improve Student Learning Competence. Jurnal Mimbar Ilmu, 28(1), 106–115. https://doi.org/10.23887/mi.v28i1.58764
  10. Hamid, R., Barzenji, Z., & Arabia, S. (2024). Evaluating the Effectiveness of Gamification in Online Education : Strategies for Promoting Active Learning and Student Retention. International Journal of Post Axial: Futuristic Teaching and Learning, 2(2), 110–119. https://doi.org/10.59944/postaxial.v2i2.302
  11. Herpartiwi, & Tohir, A. (2022). Learning Interest and Discipline on Learning Motivation To cite this article : International Journal of Education in Mathematics, Science, and Technology (IJEMST). https://doi.org/10.46328/ijemst.2290
  12. Hu, Y. (2022). Game-based learning has good chemistry with chemistry education : A three-level. Journal of Research in Science Teaching, February, 1499–1543. https://doi.org/10.1002/tea.21765
  13. Izat, M. (2025). The implications of educational games on the development of children ’ s intellectual abilities. International Journal of Innovative Research and Scientific Studies, 8(4), 126–136. https://doi.org/10.53894/ijirss.v8i1.3578
  14. Kamandewi, K. R., Parmiti, D. P., & Yudiana, I. K. E. (2025). Interactive Learning Media-Oriented Educational Games Scratch to Increase Interest in Learning Science in Fourth Grade Elementary School Students. Jurnal Mimbar PGSD Undiksha, 13(2), 238–250. https://doi.org/10.23887/jjpgsd.v13i2.95662 Interactive
  15. Lutfi, A. (2017). Dokumen Mutu Untuk Pengembangan Permainan Bersarana Komputer Sebagai Media Pembelajaran Ilmu Pengetahuan Alam. Universitas Negeri Surabaya.
  16. Marini, M. (2022). Problems in Mathematics Learning Multiple Materials Viewed From Low-Grade Students ’ Learning Interest Aspect. Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah, 12(2), 67–75. https://doi.org/10.18952/aladzkapgmi.v12i2.6948
  17. Mulyani, S. (2023). Menggunakan Teknik Gamifikasi untuk Meningkatkan Pembelajaran dan Keterlibatan Siswa di Kelas. Jurnal Pendidikan Dan Kesehatan, 1(1), 29–35. https://doi.org/10.70437/jedu.v1i1.2
  18. Nurhasanah, Y., Pinandoyo, D., Alamsyah, M. R., Prasetyo, E., & Zukri, N. R. (2023). The Development of a Coliform Detection Game As A Part of Android - Based Virtual Food Safety Laboratory to Support Online Learning. Procedia Computer Science, 227, 1002–1011. https://doi.org/10.1016/j.procs.2023.10.609
  19. Purba, A., Simatupang, N. I., & Natasha, S. (2021). Analisis Peningkatan Minat Belajar Kimia Siswa Pada Materi Sistem Periodik Unsur Menggunakan Aplikasi Periodic Table Quiz. Proceeding Umsurabaya, 1, 31–39.
  20. Ramlah, Alimin, & Syam, M. (2023). Upaya Meningkatkan Minat Belajar Kimia Peserta Didik Melalui Model Problem Based Learning. Global Journal Teaching Professional, 2(November), 1120–1133. https://jurnal.sainsglobal.com/index.php/gpp/article/view/908/584
  21. Setiyani, S., Waluya, S. B., Sukestiyarno, Y. L., & Cahyono, A. N. (2019). Analisis Minat Belajar Siswa Terhadap Pembelajaran Matematika Selama Pembelajaran Daring. Prosiding Seminar Nasional Pascasarjana Universitas Negeri Semarang, 975–980.
  22. Simamora, N. N., Astalini, & Darmaji. (2022). Penggunaan Multimedia Interaktif dalam Meningkatkan Minat Belajar Siswa pada Pembelajaran Kimia. Jurnal Pendidikan MIPA, 12(1), 1–7. https://doi.org/10.37630/jpm.v12i2.589
  23. Solihah, M. (2023). The Effect of Android Game-Based Learning Media on Student Learning Outcomes in Terms of Self-Directed Learning. Journal of Educational Chemistry, 5(2), 77–86. https://doi.org/10.21580/jec.2023.5.2.21689
  24. Sugiyono. (2019). Metode Penelitian Pendidikan (Kuantitatif, Kualitatif, Kombinasi, R&D Dan Penelitian Pendidikan). Metode Pendidikan, 67.
  25. Sulistyaningsih, S., Rokhimawan, M. A., & Rahmawan, S. (2022). Integrasi Game Chirality 2 Untuk Meningkatkan Minat Belajar Siswa Pada Materi Hidrokarbon. Dalton : Jurnal Pendidikan Kimia Dan Ilmu Kimia, 5(2), 75. https://doi.org/10.31602/dl.v5i2.7673
  26. Valls-bautista, C. (2021). The Game as a Strategy of Learning Chemistry Among High School Students. European Journal of Science and Mathematics Education, 9(3), 80–91. https://doi.org/10.30935/scimath/10947
  27. Wafiqni, R., Sunendar, D., & Sujana, E. (2023). The effectiveness of discovery learning model in improving critical thinking skills of elementary school students. Journal of Education and Learning, 17(1), 123–130. https://doi.org/10.33772/biofiskim.v5i2.574