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PENGARUH MODEL PEMBELAJARAN MAKE A MATCH TERHADAP HASIL BELAJAR IPA PADA MATERI SISTEM PEREDARAN DARAH MANUSIA LESTARI, TRI AYU; HANDAYANI, BQ SRI; SUYANTRI, ENI; SETIAWAN , HERU
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 4 No. 2 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v4i2.2897

Abstract

This study aims to determine the effect of the cooperative learning model type "make a match" on science learning outcomes. The research employs a quasi-experimental design with a non-equivalent control group design. The subjects consist of all eighth-grade students at SMP Negeri 2 Keruak, totaling 56 students. Data was collected using test methods with multiple-choice questions to measure learning outcomes. Hypothesis testing was conducted using the Independent Sample T-Test. The effectiveness of the "make a match" learning model and the conventional learning model aided by PowerPoint media in improving student learning outcomes was analyzed using the N-Gain test. The results show that the "make a match" learning model has a significant effect on science learning outcomes, specifically on the human circulatory system material. The Kolmogorov-Smirnov normality test results indicate a significance value of 0,259. This value is greater than 0.05, indicating that the post-test score distribution is normal. The homogeneity test of learning outcome scores yielded a value of 0.884 (>0.05), indicating that the data is homogeneous. The N-Gain test results show that the experimental class scored 0.43 and the control class scored 0.29, indicating that the "make a match" learning model has a moderate level of effectiveness in improving student learning outcomes on the human circulatory system material. ABSTRAKPenelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran kooperatif tipe make a match terhadap hasil belajar IPA. Penelitian ini menggunakan desain quasi experimental dengan bentuk non-equivalent control group design. Subjek penelitian terdiri dari seluruh siswa kelas VIII SMP Negeri 2 Keruak sebanyak 56 siswa. Data penelitian diperoleh melalui metode tes dengan instrumen soal pilihan ganda untuk mengukur hasil belajar. Uji hipotesis dilakukan menggunakan uji Independent Sample T-Test. Efektivitas model pembelajaran make a match dan model pembelajaran konvensional yang dibantu oleh media PowerPoint dalam meningkatkan hasil belajar siswa dianalisis dengan uji N-Gain. Hasil penelitian menunjukkan bahwa model pembelajaran make a match memiliki pengaruh signifikan terhadap hasil belajar IPA pada materi sistem peredaran darah manusia. Hasil uji normalitas Kolmogorov-Smirnov menunjukkan nilai signifikansi sebesar 0,259. Nilai tersebut lebih besar dari 0,05, menunjukkan bahwa distribusi nilai post-test hasil belajar siswa adalah normal. Hasil uji homogenitas nilai hasil belajar yaitu sebesar 0,884 (>0,05) yang menunjukan bahwa data besifat homogen. Uji N-Gain diperoleh hasil untuk kelas eksperimen sebesar 0,43 dan kelas kontrol sebesar 0,29 hal tersebut mengindikasikan bahwa model pembelajaran make a match memiliki tingkat efektivitas sedang dalam meningkatkan hasil belajar siswa pada materi sistem peredaran darah manusia.
Pengembangan Media Pembelajaran Berbasis Adobe Animate Untuk Siswa SMA Kelas X di Kota Mataram Lestari, Tri Ayu; Handayani, Bq. Sri; Suyantri, Eni
Jurnal Ilmiah Profesi Pendidikan Vol. 8 No. 4 (2023): November
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v8i4.1641

Abstract

Penggunaan media berbasis aplikasi seluler menggunakan adobe animate telah membawa revolusi dalam pembelajaran biologi, menghadirkan peluang dan manfaat yang tak terhitung jumlahnya bagi siswa dan guru. Penelitian ini merupakan sebuah penelitian menggunakan model ADDIE oleh Dick and Carry (1996). Model ADDIE terdiri dari beberapa tahap yang dilakukan yaitu tahap analisis (Analysis), perancangan (Design), pengembangan (Development), implementasi (Implementation) dan evaluasi (Evaluation). Hasil penelitian ini meliputi pengembangan media pembelajaran yang diperoleh melalui wawancara dan observasi. Hasil analisis diketahui 87% guru melakukan pembelajaran dengan memanfaatkan LKPD. Peneliti menentukan tema, materi isi, bahan evaluasi dan game yang sesuai dengan silabus. Materi yang dipilih yaitu mengenai ekosistem. Hasil validasi mengindikasikan bahwa media ini memperoleh tingkat kelayakan yang signifikan. Menurut penilaian dari ahli media, pengembangan media ini dinilai sangat layak dengan skor 3,7 dari total skor 4. Selain itu, hasil validasi dari ahli materi juga mengonfirmasi kelayakan multimedia ini dengan skor 3 dari total skor 4. Hasil penilaian dari pengguna produk (siswa) menunjukkan bahwa multimedia interaktif berbasis Android ini meraih skor yang sangat tinggi, yaitu 3,7 dari skor maksimal 4. Hasil ini mengindikasikan bahwa penerapan aplikasi ini akan memberikan pengalaman belajar yang lebih mendalam dan efektif, serta membantu siswa dalam memahami konsep-konsep biologi dengan lebih baik.
The Effectiveness of Educational Games in Understanding Learning English for Kindergarten Students Bunga Bangsa School, Indonesia Candra, Kiki Irafa; Leonia, Rizqy Aisyah; Suyantri, Eni
Jurnal Ilmiah Profesi Pendidikan Vol. 9 No. 3 (2024): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v9i3.2612

Abstract

Education to children is very instrumental for understanding future learning, to be able to provide understanding for children must be with a fun learning model with games. This study aims to see the effectiveness of educational games Word Scavenger Hunt on the understanding of English learning at Bunga Bangsa Kindergarten, this study uses quasi-experimental methodology with a control group and an experimental group. In addition, the students of Bunga Bangsa Kindergarten gave positive reactions to the educational games used in learning because the educational games made the learning process more fun, exciting and by incorporating educational games into English learning is an effective approach to improve learning outcomes. In addition, the media can stimulate students' desire and enthusiasm to learn English in the long run. So in conclusion, Bunga Bangsa Kindergarten students understand English learning more easily through the Word Scavenger Hunt educational game than only with the Conventional learning model.
Identification of Laboratory Management Systems at Senior High Schools In Mataram City Suyantri, Eni; Handayani, Baiq Sri; Lestari, Tri Ayu; Setiawan, Heru
Biota Vol 17 No 1 (2024)
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/jb.v17i1.499

Abstract

The Laboratory for Biology serves an effective educational facility for learning of biology, where biology subject often requires lab activity. Proper management of the laboratory is a crucial aspect for the smooth execution of practical activites by both teachers and students. The objective of this research was to determine the biology laboratory management system at SMA Negeri 3 Mataram. This research is descriptive research using observation and interview methods. The data collected in two types, the primary data is observation questionnaire and the result of interview to the biology teachers of SMAN 3 Mataram. The development of the observation questionnaire for the standardization of biology laboratory refers to the National Education Minister’s Regulation No. 24 of 2007, and the laboratory management standards refer to The Minister of Education and Culture’s Regulation No.8 of 2018. There are ten aspects considered in the observation of the biology laboratory, including the evaluation of the laboratory space, the completeness of laboratory equipment and materials, and the cleanliness of the laboratory. Based on the research found that eight aspects were categorized as very good, and two aspect were categorized as as good. The completeness of laboratory tools and materials, as well as laboratory safety, need to be improved.