Designing classroom game for improving Kirchhoff's second law mastering

Kirchhoff’s second law is a fundamental concept in electricity and electronics. Therefore, DBR (Design-Based Research) which comprising 3 phases: Analysis, Design and Evaluation, was conducted to support mastery of the law. The sample consisted of 138 first-semester college students. In the Analysis phase, it was found that 63% of the students did not master Kirchhoff’s second law due to the following reasons: 1) They had forgotten about the law (66.3%), 2) The explanation of the law was difficult to understand (30.3%), and 3) They were not motivated to study the law (3.4%). In the Design phase, a classroom game named 'Time Bomb Defusing' was constructed to address these issues. In the game, Kirchhoff’s second law was used by students to identify the secret wires (wires that should be cut) and the decoys (wires that should not be cut) of dummy time bombs to defuse them. In the Evaluation phase, the game was reviewed by the sample, and the results were as follows: 1) Learning Kirchhoff’s second law through the game was perceived as enjoyable (87.7%), indicating that the law would be remembered longer, 2) The explanation in the game about using Kirchhoff’s second law to defuse dummy time bombs was easily understood (69.6%), and 3) Students were interested in using Kirchhoff’s second law to defuse dummy time bombs in the game (93.5%), indicating that the game stimulated their interest in studying the law. Based on these findings, it can be concluded that the 'Time Bomb Defusing' game has the potential to improve mastery of Kirchhoff’s second law.

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Publication Details

Journal
Multidisciplinary Science Journal
Published
2024-10-02
DOI
https://doi.org/10.31893/multiscience.2025132
Primary Topic
Intelligent Tutoring Systems and Adaptive Learning
Type
article
Field-Weighted Citation Impact
0.00

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article

Designing classroom game for improving Kirchhoff's second law mastering

Sajidan Sajidan, Suranto Suranto, Maulinia Ceisar Aksara Aji, Sentot Budi Rahardjo
Multidisciplinary Science Journal
Intelligent Tutoring Systems and Adaptive Learning
article

Designing classroom game for improving Kirchhoff's second law mastering

Sajidan Sajidan, Suranto Suranto, Maulinia Ceisar Aksara Aji, Sentot Budi Rahardjo
article en

Abstract

Kirchhoff’s second law is a fundamental concept in electricity and electronics. Therefore, DBR (Design-Based Research) which comprising 3 phases: Analysis, Design and Evaluation, was conducted to support mastery of the law. The sample consisted of 138 first-semester college students. In the Analysis phase, it was found that 63% of the students did not master Kirchhoff’s second law due to the following reasons: 1) They had forgotten about the law (66.3%), 2) The explanation of the law was difficult to understand (30.3%), and 3) They were not motivated to study the law (3.4%). In the Design phase, a classroom game named 'Time Bomb Defusing' was constructed to address these issues. In the game, Kirchhoff’s second law was used by students to identify the secret wires (wires that should be cut) and the decoys (wires that should not be cut) of dummy time bombs to defuse them. In the Evaluation phase, the game was reviewed by the sample, and the results were as follows: 1) Learning Kirchhoff’s second law through the game was perceived as enjoyable (87.7%), indicating that the law would be remembered longer, 2) The explanation in the game about using Kirchhoff’s second law to defuse dummy time bombs was easily understood (69.6%), and 3) Students were interested in using Kirchhoff’s second law to defuse dummy time bombs in the game (93.5%), indicating that the game stimulated their interest in studying the law. Based on these findings, it can be concluded that the 'Time Bomb Defusing' game has the potential to improve mastery of Kirchhoff’s second law.

Multidisciplinary Science JournalVol. 7(3)
Sebelas Maret University (ID)
Universitas Sebelas Maret
Openalex Percentile: Top 84%
Intelligent Tutoring Systems and Adaptive Learning
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