UNS Conference Portal, The 1st International Conference on Science, Mathematics, Environment and Education 2017

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THE USE OF ANDROID-BASED GAME IN THE TEAM-ASSISTED INDIVIDUALIZATION TO IMPROVE STUDENTS’ CREATIVITY AND COGNITIVE ACHIEVEMENT IN CHEMISTRY
Jaslin Ikhsan, Kristian H. Sugiyarto, Isna R. Lukman

Last modified: 2017-06-23

Abstract


The use of information and communication technology (ICT) in learning process brught about positive impact to students’ outcomes. This research investigated the difference of improvement of students’ creativity and cognitive achievement due to the use of android-based games on Chemistry Nomenclature in learning method of team-assisted individualization into the improvement of students’ creativity and cognitive achievement.

This was an quasy experiment research with non equivalent pretest-posttest control group design involving 2 groups of students of 11th grade of a senior high school in Yogyakarta, Indonesia, SMAN 1 Sayegan. The groups were experiment and control which were chosen by random sampling, involving 32 students in each group. The difference of learning model between the two groups were the use of android-based games in learning model of team-assisted individualization in the experiment group, but it was only the use of  team-assisted individualization model in control group. The android-based games were developed and validated previously in this investigation, and were excellent in quality for the use in Chemistry learning process, and were reported separately. The data of both students’ creativity and cognitive achievement were measured before and after learning process. Data of students’ creativity were collected with the instruments of questionnaire and observation sheets, and the data of cognitive achievement were collected with a set of test. Statistical analysis of MANOVA was used to analyze the data to measure the difference of the improvement of students’ creativity and cognitive achievement between experiment and control groups.

The results showed that the improvement of creativity and cognitive achievement of students in the experiment group was higher significantly than that in control group.

Keywords: Instructional android-based game; students’ creativity; Learning Outcomes, team-assisted individualization