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TUGAS KEPUSTAKAAN KIMIA

JURNAL PENDIDIKAN

Applying Game-Based Learning Media in Chemistry for Senior High

School to Increase Ability in Problem Solving

Disusun oleh:

Miftahul Izzati Laili

103194031

Pendidikan Kimia Internasional 2010

Universitas Negeri Surabaya

Fakultas Matematika dan Ilmu Pengetahua Alam

Jurusan Kimia

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Applying Game-Based Learning Media in Chemistry for Senior High

School to Increase Ability in Problem Solving

Miftahul Izzati Laili

Mathematics and Natural Science Faculty

Surabaya State University

ABSTRACT

Chemistry is usually supposed as bored lesson. It is caused by the using of method is still traditional method. There is less variation in chemistry lesson, so student in not interesting. To break the argument, it is needed new method. Implementation

of game can be chosen because it is more interesting for student. So, student can study more enjoy and accept the material easily. Besides that, actually implementation of game in chemistry can be used to increase the ability of problem solving for student, because in implementation of chemistry game need

logical to solve the problem. Key word: game, problem solving

BAB I

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A. BACKGROUND

Chemical subjects which are often seen as a difficult subject due to the

model or method of teaching used by teachers still tend to be traditional.

According to Osborne and Miller, in the subjects of chemistry there is a lack

of variety in teaching and learning activities. This resulted in chemical

subjects sometimes considered unattractive and boring. To change the

situation that has been attached for a long time it takes an approach that it

can be used to attract and involve students actively. Many researchers have

proved that the chemistry is taught in a variety of different methods can be

used to increase student interest.

Teaching aids and methods used in the highly influential learning to

enhance students' interest in chemistry subjects At the present time there has

been a pedagogical innovation in the classroom, one of which i was learning

to integrate the game because in some subjects with very specific content

such as chemistry, games tend to show a beneficial effect when applied in

learning activity.

Games in education also can be one of practical materials to achieve a

classroom or a creative chemistry subjects. Application of game-based

media can be an alternative option can be selected to be applied in learning

chemistry because the game can provide many opportunities for students to

learn science in an interesting and vocabulary. Some types of games that can

be applied, among others, the real games and computer games. Real games

that can be applied in chemistry are crossword puzzles, Sudoku of chemistry

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B. FORMULATING PROBLEM

Is the application of game-based learning media can be used to study in

chemistry is not boring for students?

C. OBJECTIVE

To know the application of game-based learning media can be used to study

in chemistry is not boring for students.

D. BENEFITS

The benefit for this journal is teacher can apply the application of

game-based learning media can be used to study in chemistry is not boring for

students.

BAB II

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In 1992, Randel et al. conduct a literature review on 68 studies of

educational computer games are conducted 1984-1991. In a review Randel, et al.

explained that although there are variations in the results of research, including

more supportive of using the traditional way rather than the application of the

game and some claim that there is no difference between traditional instruction

and application of games against students, but in contrast to Randel, et al who

concluded that the application of games in the classroom is consistently perceived

as more attractive than traditional instruction. These contrasting results due to

factors such as student gender, student's background, game design teacher

competence in carrying out the game as a learning tool and teaching others.

Meanwhile, Jean et al. discuss how differences in gender or sex may respond

differently to the game and how it affects the student's performance while playing

educational games. According to Jean, et al. "The study provides evidence that the

PQ (Phoenix Quest - games) more attractive girls because it is supported by age

and gender and because of the puzzle and the search involved in the whole

game". On the other hand, studies conducted by Hong and Liu rationalize the

influence of student background and game design on students' performance when

playing games. According to Hong and Liu, a student who has been accustomed

to make the game better performance when compared with students who are not

accustomed to the game. In addition, the difficulty and complexity of the game

also affect the performance of students. On another matter, and Sheard

Rubijesmin through their research on students' social skills while playing games

in the class reported that: "The most important issue is not the object or the

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benefits." This shows the importance of competence of teachers in implementing

educational games as a tool in teaching and learning in the classroom.

In addition, according to the statement that education has many purposes.

The method used in reaching the objective is also very diverse. One way is using

the game. The game has contributed significantly to the informal and formal

learning. Besides playing games that involve two or more people is an important

component of my social development and social life. By type, there are two kinds

of games that can be applied to study chemistry, there are manual game and

computer-based games (computer games). The game manual can be applied in

learning chemistry among others are card games, puzzles, Sudoku and soon.

While computer games are games that you can use the periodic table by Martin,

FactGAME by Ramette and CHeMoVEr by Russell. But there are some

disadvantages of computer games, among others, the emergence of individual

attitudes considering the game using your own computer without having to DAPT

done in groups with other students.

There are some example of manual games that can be applied in chemistry

learning and how to play it.

1. Sudoku of Chemistry

The Royal Society of Chemistry developed a formula that uses a

chemical Sudoku heptane and isomers thereof. While Crute and Myers

(2007) and Perez and Lamoureux (2007) developed for organic Sudoku

in their class. The way this game is similar to Sudoku in general, which

consists of 9x9 grids that is divided into 3x3 squares. Simply put, the

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rows. But beside that, there are benefits of the educational value of

problem solving. Thought process used is not directed by others. This

process appears on its own, without coercion because of the use of these

puzzles they still enjoy the problem solving process. Moursund (2007)

mentions that in further research, this process can be applied when faced

with bigger problems.

2. Electron Configuration Battleship

Purpose: To teach students how to look at an element on the periodic

table and instantly determine its electron configuration.

Materials: 1 Manila file folder per student, 2 laminated periodic tables

per folder, dry-erase or overhead markers (1 per student).

Assembly: Tape the periodic tables to the top and the bottom of the

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Playing the Game:

 The game is played like traditional battleship in groups of two

students. Each student has the manila folder open so that the opponent

cannot see either of his/her periodic tables.

 Each player puts a line through the appropriate number of elements to

indicate an aircraft carrier (5 elements), a battleship (4 elements), a

submarine (3 elements), a destroyer ( 3 elements), and a PT boat ( 2

elements). Note: the number of ships can be increased which will

create more "hits" and more fun!

 The first player calls a valence configuration for an element of his/her

choice. For example, carbon would be 2p2 The other player states the

name of the element called (in order to verify understanding of the

"code" between the players), and then says "hit" or "miss."

 The player stating the configuration marks the top periodic table to

note shots taken, and the player being "shot at" marks hits and misses

on the bottom periodic table.

 Play continues until all ships are "sunk."

Extensions: The method of stating configurations can vary. For

example, Ge could be stated 4p2 or 4s2 4p2. Iron could be stated 3d6 or

4s2 3d6, etc…

3. Marble Madness

Purpose: Students will begin to understand the principle of ionic bonding

and electron transfer as they transfer marbles to one another in order to

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Materials: 1 small cup for each students, four marbles for half of the

students (the other half of the students get no marbles – just an empty

cup)

Set-up: Students who have marbles are told that they are the marble

givers while those without marbles are told that they are the marble

acceptors. When a giver wants to give a marble to an acceptor he must

place the marble in the acceptors cup and then must remain next to the

acceptor. When a group of students believe they have satisfied the instructor’s conditions, they raise their hands, and the instructor will

check to see if they are correct.

Game Play:

a. Instructor shouts out the conditions: e.g. Each GIVER must give 2

marbles; Each ACCEPTOR must accept 3 marbles.

b. Students must begin the transfer process as givers and acceptors

interact: e.g. in the scenario students will have to realize that there

need to be 3 givers and 2 acceptors in order to satisfy the conditions

stated.

c. When a group of students raises their hands, check to make sure they

have transferred the marbles correctly: e.g. each of the 3 GIVERS has

only two marbles remaining in his or her cup, while each of the 2

ACCEPTORS has three marbles in his or her cup.

d. Discuss with entire class how to arrive at correct grouping of

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Notes:

a. This is a great way to begin the discussion of ionic bonding and ionic

compound formula writing, and it avoids the dreaded criss-cross

algorithm. (However, some students will eventually discover this

trick.)

Purpose: Students will work as a team in a relay race format in order to

solve stoichiometry problems.

Game Play: Use the same format as above for stoichiometry problems.

Sample:

If the decomposition of 10.0 grams of water is performed at STP.

Calculate the number

of liters of oxygen gas that would be produced.

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Pemain 5: 10,0 g H20 x (1 mol H20 / 18,0 g H20) x (1 mol O2 / 2 mol

H20) x (22,4 L O2 / 1 mol O2) = 6,22 L O2

Based on these four examples of games, almost all of them implement the use of

problem-solving strategies that are found suitable. By George Polya, there are six steps to

solve out the problem. The following is a strategy that has been modified for different

domains so that students can benefit from learning and understanding the strategy and

practice in solving various problems.

A. Understand the problem. In this stage, students are directed so that they

can define problems clearly exist. This requires knowledge of the problem

domain, which may be interdisciplinary.

B. Determine a plan of action. This is a thinking activity. What strategies

will the students apply? What strategies will be used in solving the

problem.

C. Good thinking - both about the consequences of the plan.

D. Implement the action plan. Do it in a good and true.

E. Re-examine whether the strategies used in accordance with the objectives.

F. Perform a careful analysis of the steps that have been made.

In other sources, explain that there is part of the problem solving discipline.

In general, each - each discipline can be defined as a unique combination of:

a. The types of problems, tasks and activities

b. Tools, methodologies, and types of evidence and arguments used in

solving problems, completing tasks, and record sharing accumulated

results.

c. Accumulation of achievements such as results, achievements, products,

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In addition to the benefits gained from the application of game-based

learning media to enhance the ability for resolution of the issue, there are also

some barriers, among others, at least the time provided for each time face to face

and the ability of teachers in the running game, because not all the teachers love

the game-based learning media . In fact, in general, students will be given a lesson

if the lesson is barkesan and taught in a way that favored by the students. In

addition, the material on the subjects of chemistry that has pretty much rote

learning tends to be more difficult to be understood by students. Using of the

game could be one way to eliminate the impression it is difficult and not

enjoyable. However, this also cannot be carried out continuously since not all the

chemical material is in the form of rote, but also calculations and lab work.

BAB III

CLOSING

A. CONCLUSSION

From the discussion above, it can be concluded that application of game

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student ability in problem solving. It is caused by game can generate problem

logical. Besides that, applying game based learning can be used as means in

learning, so student are more interesting to study chemistry with different

ways.

REFFERENCES

Carson, James. 2007. A Problem with Problem Solving: Teaching Thinking

without Teaching Knowledge. (

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Howe, Michael, et al. 2005. Chemistry as Fun and Games.

(http://nobel.scas.bcit.ca/chemed2005/tradingPost/TUPM_S2_4_15ChemFun

Games.pdf )

Moursund, Dave. 2006. Introduction to Using Games in Education: A Guide for

Teachers and Parents.

(http://darkwing.uoregon.edu/~moursund/dave/index.htm )

Osman, Kamisah dan Nurul Aini Bakar. ….. Implementation of Educational

Computer Games in Malaysian Chemistry Classroom: Challenges for Game

Designers. (

http://www.wseas.us/e-library/conferences/2011/Penang/EDU/EDU-18.pdf )

Purtadi, Sukisman. 2007. Menggali Nilai Sudoku Kimia.

(http://staff.uny.ac.id/sites/default/files/Menggali%20Nilai%20Edukasi%20S

Gambar

table and instantly determine its electron configuration.

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