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The Effect of Environmental Pollution Game-Based Learning on Improving Students' Conceptual Understanding and Environmental Awareness

Journal of Innovation in Educational and Cultural Research · Vol. 3 No. 4 (2022) · hlm. 691–700

DOI
10.46843/jiecr.v3i4.344
ISSN
2722-9696, 2722-9688
Terbit
2022-10-19
Penerbit
Yayasan Keluarga Guru Mandiri
Bahasa
eng

Abstrak

The purpose of this study is to analyze the effect of Environmental Pollution Game-Based Learning (EPGBL) on improving students’ conceptual understanding and environmental awareness. EPGBL is an android-based learning media that can be used in science learning, particularly for environmental pollution concepts. Quasi-experimental research with pretest and posttest group design was utilized to answer the research questions in this study. The average percentage of correct responses in the pre-test is 61.33, meanwhile, the percentage of correct responses in the post-test is 73.33. This result showed that the percentage of correct responses in the post-test is higher than in the pre-test. The results showed that EPGBL can improve students' conceptual understanding of environmental pollution concept. The average score of the students' environmental awareness character is 3.98 that include in the good criteria. In conclusion, EPGBL is effective in improving students' conceptual understanding and environmental awareness.

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40 penulis · 206 tautan kepenulisan bersama · 18 lintas organisasi · menampilkan 40 yang paling banyak terhubung

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  • State University of Semarang
  • Indonesia University of Education
  • University of Szeged
  • Universitas Nahdlatul Ulama Blitar
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  • Organisasi berbeda
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Rekan penulisOrganisasiArtikel bersama
Parmin ParminState University of Semarang15
Novi Ratna DewiState University of Semarang11
Dyah Rini IndriyantiAfiliasi tidak diketahui8
Stephani Diah PamelasariState University of Semarang8
Ani RusilowatiState University of Semarang7
Fidia FibrianaState University of Semarang6
Arka YanitamaState University of Semarang6
Ellianawati EllianawatiState University of Semarang5
Woro SumarniState University of Semarang5
Miranita KhusniatiState University of Semarang4
Prasetyo ListiajiUniversity of Szeged4
Sugianto SugiantoUniversitas Nahdlatul Ulama Blitar3
Wiyanto WiyantoState University of Semarang3
Saiful RidloState University of Semarang3
Aditya MariantiAfiliasi tidak diketahui3
Erna Noor SavitriState University of Semarang3
Siti AlimahState University of Semarang3
Murbangun NuswowatiState University of Semarang3
Bambang SubaliAfiliasi tidak diketahui3
Risa Dwita HardiantiState University of Semarang3
Tiara Dwi WulandariAfiliasi tidak diketahui3
Sudarmin SudarminAfiliasi tidak diketahui3
Ida KaniawatiIndonesia University of Education2
Liliasari LiliasariIndonesia University of Education2
Septiko AjiState University of Semarang2
Tiara Dwi WulandariState University of Semarang2
Dewi MustikaningtyasAfiliasi tidak diketahui2
Putut MarwotoState University of Semarang2
Fitri DaeniAfiliasi tidak diketahui2
Wiwi IsnaeniState University of Semarang2
Rima Ayu CahyaniAfiliasi tidak diketahui2
Dela Rista DamayantiAfiliasi tidak diketahui2
Renita Arianti HapsariAfiliasi tidak diketahui2
Fathan ArsyadaniAfiliasi tidak diketahui2
Sigit SaptonoState University of Semarang2

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) http://jiecr.org/index.php/jiecr/oai, pertama di-harvest 9 Nov 2026, terakhir terlihat 9 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en-US">The Effect of Environmental Pollution Game-Based Learning on Improving Students' Conceptual Understanding and Environmental Awareness</dc:title>
	<dc:creator>Widiyatmoko, Arif</dc:creator>
	<dc:creator>Taufiq, Muhamad</dc:creator>
	<dc:creator>Purwinarko, Aji</dc:creator>
	<dc:creator>Wusqo, Indah Urwatin</dc:creator>
	<dc:creator>Darmawan, Melissa Salma</dc:creator>
	<dc:subject xml:lang="en-US">conceptual understanding, environmental awareness, environmental pollution, Game-based learning</dc:subject>
	<dc:description xml:lang="en-US">The purpose of this study is to analyze the effect of Environmental Pollution Game-Based Learning (EPGBL) on improving students’ conceptual understanding and environmental awareness. EPGBL is an android-based learning media that can be used in science learning, particularly for environmental pollution concepts. Quasi-experimental research with pretest and posttest group design was utilized to answer the research questions in this study. The average percentage of correct responses in the pre-test is 61.33, meanwhile, the percentage of correct responses in the post-test is 73.33. This result showed that the percentage of correct responses in the post-test is higher than in the pre-test. The results showed that EPGBL can improve students' conceptual understanding of environmental pollution concept. The average score of the students' environmental awareness character is 3.98 that include in the good criteria. In conclusion, EPGBL is effective in improving students' conceptual understanding and environmental awareness.</dc:description>
	<dc:publisher xml:lang="en-US">Yayasan Keluarga Guru Mandiri</dc:publisher>
	<dc:contributor xml:lang="en-US"></dc:contributor>
	<dc:date>2022-10-19</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>http://jiecr.org/index.php/jiecr/article/view/344</dc:identifier>
	<dc:identifier>10.46843/jiecr.v3i4.344</dc:identifier>
	<dc:source xml:lang="en-US">Journal of Innovation in Educational and Cultural Research; Vol 3, No 4 (2022); 691-700</dc:source>
	<dc:source>2722-9696</dc:source>
	<dc:source>2722-9688</dc:source>
	<dc:source>10.46843/jiecr.v3i4</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>http://jiecr.org/index.php/jiecr/article/view/344/101</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 Journal of Innovation in Educational and Cultural Research</dc:rights>
</oai_dc:dc>