• 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.

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Aji, M. C. A., Sajidan, S., Suranto, S., & Rahardjo, S. B. (2024). Designing classroom game for improving Kirchhoff’s second law mastering. Multidisciplinary Science Journal, 7(3), 2025132. https://doi.org/10.31893/multiscience.2025132
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