Peningkatan minat belajar kimia siswa SMAN 3 Kubu melalui pembelajaran berbasis permainan

Rizmahardian Ashari Kurniawan, Sindi Sulistiani, Nadiah Nadiah

Abstract


Abstrak

SMAN 3 Kubu merupakan sekolah di Kecamatan Kubu, Kabupaten Kubu Raya, yang telah meraih akreditasi B pada tahun 2018. Namun, sekolah ini menghadapi tantangan dalam meningkatkan minat dan hasil belajar kimia siswa, akibat persepsi kimia sebagai mata pelajaran sulit dan keterbatasan fasilitas laboratorium. Untuk mengatasi hal ini, kegiatan pengabdian ini bertujuan meningkatkan minat belajar kimia melalui pembelajaran berbasis permainan yang interaktif dan berpusat pada siswa sesuai kurikulum merdeka. Kegiatan pengabdian dilakukan meliputi pendataan permainan kimia dari literatur, penyusunan katalog, pembuatan media permainan, dan pelaksanaan pembelajaran berbasis permainan di kelas. Kegiatan pembelajaran berlangsung pada 22 April 2024 dari pukul 09.55 hingga 11.55 WIB, melibatkan 22 siswa dan 1 guru kimia. Permainan seperti congklak modifikasi untuk konfigurasi elektron serta permainan papan dan kartu kimia digunakan untuk menciptakan suasana belajar yang menyenangkan. Hasil kegiatan menunjukkan bahwa katalog permainan kimia berhasil disusun dan media pembelajaran diuji coba di kelas, meningkatkan antusiasme serta pemahaman siswa terhadap konsep kimia abstrak. Observasi yang dilakukan pada saat pembelajaran menunjukkan adanya interaksi antara siswa dan guru juga meningkat. Dengan pendekatan inovatif ini, pengabdian ini memberikan kontribusi nyata terhadap pembelajaran kimia yang inovatif dan menyenangkan  di SMAN 3 Kubu.

 

Kata kunci: kimia; pengabdian; pembelajaran; permainan; SMA.

 

Abstract

SMAN 3 Kubu, located in Kubu District, Kubu Raya Regency, achieved B accreditation in 2018. However, the school faces challenges in increasing students' interest and performance in chemistry due to its perception as a difficult subject and limited laboratory facilities. To address these issues, this community engagement program aimed to enhance students' interest in chemistry through interactive, student-centered game-based learning aligned with the Merdeka curriculum. The program involved identifying chemistry games from literature, compiling a catalog, developing game-based learning media, and implementing these games in the classroom. The instructional session was conducted on 22 April 2024, spanning 09:55 to 11:55 WIB, with participation from 22 students and one educator. Games such as modified congklak for electron configuration and chemistry-themed board and card games were used to create an engaging learning environment. The results demonstrated the successful compilation of a chemistry game catalog and the development of learning media, which were trialed in classrooms, significantly increasing students' enthusiasm and understanding of abstract chemistry concepts. Evaluation indicated improvements in students' average scores and enhanced interactions between students and teachers. This innovative approach provided a tangible contribution to fostering engaging and effective chemistry learning at SMAN 3 Kubu.

 

Keywords: chemistry; community service; games; high school; learning.


Keywords


chemistry; community service; games; high school; learning.

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DOI: https://doi.org/10.31764/jpmb.v9i2.29363

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