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Journal : Al-Ahya: Jurnal Pendidikan Biologi

Pengembangan Media Pembelajaran Surprise Box Pada Materi Sistem Reproduksi Kelas IX SMPN Satap Katumbangan Nur Adina Rizal; Dahlia Patiung; Ainul Uyuni Taufiq; Ummul Hasanah
Al-AHYA: Jurnal Pendidikan Biologi Vol 4 No 1 (2022): Januari
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (297.73 KB) | DOI: 10.24252/al-ahya.v4i1.27203

Abstract

This development research aims to determine the level of validity, practicality, and effectiveness of Surprise Box learning media on the reproductive system material of class IX SMPN Satap Katumbangan. This research and development (R & D) referred to a 4-D development model consisting of four stages; define, design, develop, and disseminate. The subjects of this study were 13 students in class IX of SMPN Satap Katumbangan. The instruments in this study were literacy sheets, validation sheets, questionnaires, and learning outcomes tests. The media validation result is 3.8, which puts it in the "very valid" category. The assessment of responses through questionnaires of 91.25% is in the "very practical" category, and the student learning outcomes test is in the "effective" category because 100% of student learning outcomes were complete. This study implies that the Surprise Box learning media can make learning more effective, especially in reproductive system materials.
Pengaruh Penggunaan Media Permainan Ludo Terhadap Hasil Belajar Peserta Didik Materi Animalia Kelas X SMAN 8 Luwu Timur Arvia Larasati; Muh. Rapi; Dahlia Patiung
Al-AHYA: Jurnal Pendidikan Biologi Vol 4 No 1 (2022): Januari
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.925 KB) | DOI: 10.24252/al-ahya.v4i1.28108

Abstract

The use of media in learning is very important to improve student learning outcomes. One of the widely used media is game media. This research is a quasi experiment with a non-equivalent control group design. The research objective was to determine the effect of ludo game media on the learning outcomes of class X students of SMAN 8 Luwu Timur. The research was conducted in two classes, X IPA 3 as the experimental class and X IPA 2 as the control class with 18 students each. The research sample was selected by purposive sampling technique. Data was collected through a multiple-choice test with 25 multiple-choice questions. The results of the study were analyzed descriptively and inferentially using the t test. The results showed that the average learning result of the experimental class was 83.11, much higher than that of the control class, which was 60.00. The significance value of the t test shows a value of 0.000 <0.05 (sig @). So it can be concluded that the application of ludo game media has an effect on student learning outcomes in animalia material for class X IPA SMAN 8 Luwu Timur.