Abstract
This research aimed to analyse the use of chemistry-on-android (chemondro) game and blended learning as the implementation of technology on hydrocarbon topics toward students’ self-regulated learning. A comparative study has employed in this research. There were three groups of students with a total of 143 students represents from all of the eleventh graders in Purworejo Regency, Indonesia. These three groups of students applied different technology as the media on its learning process. A group which applying ‘chemondro’ game, a group with blended learning and the last group with the combination between the two. A Self-Regulated Learning Scale (SRLS) was administrated to obtain the data. These data of students’ self-regulated learning were classified into five categories, from excellent to very poor category according to analysis based on the criteria of mean ideal and ideal standard deviation. The results of the analysis showed that the profile of students’ self-regulated learning on the group that used the ‘chemondro’ game only as the media was better compared to the other two student groups. This research suggests that the used of educational game should be widely used in chemistry learning to promote students’ self-regulated learning.
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