Developing and application of mobile game based learning (M-GBL) for high school students performance in chemistry

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Abstract

This study aims to develop and understand the effect of a mobile game based learning (M-GBL) implementation on student learning outcomes associated with student learning independence. The research was conducted in three schools at 58 Jakarta High School, 77 Jakarta High School, and 78 Jakarta High School in the academic year 2016/2017. The research method used was quasi-experiment with two ways Anava research design (treatment by level 2x2). A total of 40 students, as a sample of the study, were selected using a simple random sampling technique. In the experimental class, the learning process used M-GBL media which has been validated by experts and tested against students and teachers. While students in the control class, the learning process used traditional media. The conclusions are: M-GBL media is feasible to be used as chemistry learning media which is practical, fun, interesting, can be used anywhere, and in accordance with facilities owned by learners. M-GBL media has a positive effect on students chemical learning outcomes when applied to groups of students who have high learning independence; in groups of students who have low learning independence, students' academic achievement when taught using M-GBL media were lower than students taught using traditional media owing to the factor of learning independence.

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APA

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. https://doi.org/10.12973/ejmste/78728

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