Claim Missing Document
Check
Articles

Found 4 Documents
Search

PENGARUH PENGGUNAAN APLIKASI STELLARIUM TERHADAP LITERASI SAINS SISWA PADA MATA PELAJARAN GEOGRAFI DI SMA NEGERI 2 SIRENJA Abdul Fajar; Exsa Putra; Amalia Novarita; Widyastuti Widyastuti
Jurnal Pendidikan Geografi Undiksha Vol. 14 No. 1 (2026): Jurnal Pendidikan Geografi Undiksha
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpg.v14i1.102561

Abstract

This study aims to measure the effect of using the Stellarium application on improving the science literacy of Grade X students on solar system material at Sirenja 2 State Senior High School. The method used is a quasi-experiment with a nonequivalent control group design. The research sample consisted of two classes selected purposively, the experimental class (X-A) and the control class (X-C). Data collection included observation of student learning activities, pre-tests and post-tests, as well as questionnaires on student responses to the use of learning media. Data analysis was carried out through several stages of testing, namely reliability testing, normality testing to test data distribution, homogeneity testing to see the similarity of variance between groups, and hypothesis testing using the T-test. The results showed that the average score of the experimental class was 82.00, while the control class had an average score of 63.21. The t-test on the post-test results showed a significance value (Sig. 2-tailed) of 0.000 < 0.05, which means that H₀ was rejected and H₁ was accepted. This indicates that the use of the Stellarium application had a positive effect on improving students' science literacy. In addition, the questionnaire results showed that 30% of students answered (strongly agree) and 64% of students answered (agree), with the remaining 6% answering otherwise. Thus, the experimental class responded positively to learning using Stellarium, stating that the media was interesting, helped their understanding, and increased their curiosity about.
The Efficacy of the Merdeka Mengajar Platform on the Quality of Education at Torue State Senior High School Exsa Putra; Widyastuti; Iwan Alim Saputra; Amalia Novarita; Rendra Zainal Maliki; Astri
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 7 No. 2 (2026): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Mei 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v7i2.6239

Abstract

This study aims to analyze the role of the Merdeka Mengajar platform and learning facilities on the learning quality of 11th and 12th-grade students at SMAN 1 Torue. Based on the research results, the utilization of the Merdeka Mengajar platform falls into the “good” category with a mode of 67%, while the school’s learning facilities are also in the “good” category with a mode of 56%. The students’ learning quality in the studied subjects is similarly categorized as good, with a mode of 65%. According to the analysis, learning quality is substantially affected by the Merdeka Mengajar platform, contributing 24%, while school learning facilities contribute 20%. Furthermore, the Merdeka Mengajar platform and Students' learning quality is profoundly affected by learning facilities taken collectively, indicating a synergistic effect of these factors in enhancing learning effectiveness. These findings highlight the importance of utilizing educational technology and providing adequate learning facilities to assist in the implementation of the Merdeka Curriculum and improve student learning outcomes.
Efektivitas Model Pembelajaran Team Games Tournament Berbantuan Short Card Terhadap Kemampuan Berpikir Kreatif Pada Pelajaran Geografi Erina Yulianti; Exsa Putra; Khairurraziq Khairurraziq; Ika Listiqowati
Jurnal Pendidikan Geosfer Vol. 11 No. 1 (2026): Jurnal Pendidikan Geosfer
Publisher : Universitas Syiah Kuala, Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpg.v11i1.81-94

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas model pembelajaran TGT berbantuan short card dalam meningkatkan kemampuan berpikir kreatif siswa. Penelitian ini menggunakan jenis penelitian eksperimen dengan metode kuantitatif desain Nonequivalent Control Group Design. diawali dengan perencanaan dan penyusunan instrumen,kemudian validasi instrumen dilanjutkan pemberian pretest pada kedua kelompok, kemudian perlakuan diberikan pada kelompok eksperimen dan kontrol. diikuti posttest pada keduanya, lalu data dianalisis untuk melihat pengaruh perlakuan. Populasi penelitian ini yaitu siswa kelas X MAN 3 Parigi dan sampel yang digunakan sebanyak dua kelas yaitu kelas Xb dan Xc dengan jumlah 22 siswa sebagai kelas eksperimen dan kelas kontrol. hasil penelitian menunjukkan data nilai rerata kelas eksperimen setelah diuji terdapat perbedaan yaitu, posttest kelas kontrol 77.63 dan posttest kelas eksperimen 80.45. sedangkan nilai signifikan berdasarkan rumus kolmogrov-smirnov (sig 2-tailed) sebesar 0,0188<0,05. Maka H0 ditolak dan Ha diterima artinya terdapat peningkatan signifikansi sebelum ada perlakuan dan sesudah ada perlakuan menggunakan model pembelajaran TGT. keseluruhan indikator berpikir kreatif mengalami peningkatan sebesar 87,74% dan respon siswa terhadap penerapan model TGT menunjukkan 94% tanggapan yang positif. Hasil penelitian menunjukkan bahwa penggunaan model pembelajaran TGT dalam meningkatkan kemampuan berpikir kreatif siswa kelas X pada pelajaran geografi mengalami perubahan yang signifikan. ABSTRACT This study aims to determine the effectiveness of the TGT learning model assisted by short cards in improving students' creative thinking skills. This study used an experimental research design with a quantitative Nonequivalent Control Group Design method. It began with planning and preparing the instruments, followed by instrument validation and a pretest for both groups. The treatment was then administered to the experimental and control groups, followed by a posttest for both groups. The data was then analysed to determine the effect of the treatment. The population of this study consisted of Grade X students at MAN 3 Parigi, and the sample used consisted of two classes, namely Class Xb and Class Xc, with a total of 22 students as the experimental and control classes. The results of the study showed that there was a difference in the average scores of the experimental class after testing, with the control class post-test score being 77.63 and the experimental class post-test score being 80.45. Meanwhile, the significant value based on the Kolmogorov-Smirnov formula (sig 2-tailed) was 0.0188<0.05. Therefore, H0 was rejected and Ha was accepted, meaning that there was a significant increase before and after the treatment using the TGT learning model. Overall, creative thinking indicators increased by 87.74%, and student responses to the application of the TGT model showed 94% positive responses. The results of the study indicate that the use of the TGT learning model in improving the creative thinking skills of Year 10 students in geography lessons has undergone significant changes.
EFEKTIVITAS MODEL KOOPERATIF TIPE TEAM QUIZ BERBANTUAN KAHOOT TERHADAP KREATIVITAS SISWA PADA MATA PELAJARAN GEOGRAFI Nur Afni; Exsa Putra; Khairurraziq Khairurraziq; Nurvita Nurvita
GEOGRAPHY : Jurnal Kajian, Penelitian dan Pengembangan Pendidikan Vol 13, No 2 (2025): SEPTEMBER
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/geography.v13i2.32702

Abstract

Abstrak: Penelitian ini bertujuan untuk mengetahui efektivitas penerapan model  kooperatif tipe team quiz  berbantuan Kahoot terhadap  kreativitas siswa kelas X di SMA Negeri 3 Palu dan untuk mengukur respons siswa terhadap penerapan model pembelajaran model  kooperatif tipe team quiz berbantuan Kahoot.  Metode yang digunakan dalam penelitian ini adalah quasi-experiment dengan desain pretest dan posttest. Variabel penelitian terdiri dari variabel bebas (independent variables) dan variabel terikat (dependent variables). Teknik analisis data yang diterapkan meliputi Uji Indikator Kreativitas Siswa, Uji Reliabilitas, Uji Normalitas, Uji Homogenitas, Uji T, dan Uji Hipotesis. Pada (pretest) di kelas kontrol, nilai tertinggi 73 dan nilai terendah 43, dengan rata-rata skor sebesar 60,87. Setelah perlakuan (PBL), nilai (posttest) nilai terendah 67 dan nilai tertinggi 93, serta rata-rata mencapai 77,9. Sementara itu, pada kelas eksperimen yang menerapkan model kooperatif tipe Team quiz berbantuan Kahoot, nilai (pretest) nilai tertinggi 77 dan nilai terendah 33, dengan rata-rata 57,33. Pada posttest, nilai tertinggi mencapai 93 dan terendah 63, sehingga rata-rata meningkat menjadi 78,53. Hasil uji-t menunjukkan tidak ada perbedaan signifikan pada pretest dan posttest kelas kontrol (p = 0,194 > 0,05), namun terdapat perbedaan signifikan pada pretest dan posttest kelas eksperimen (p = 0,007 < 0,05). Hasil penelitian menunjukkan bahwa model kooperatif tipe team quiz berbantuan Kahoot efektif dalam meningkatkan kreativitas siswa dalam belajar, yang dibuktikan dengan peningkatan skor posttest dibandingkan pretest. Respon siswa terhadap kreativitas berdasarkan indikator Fluency mencapai 45%, Fleksibilitas sekitar 25%, Orisinalitas 60%, dan Elaborasi sebesar 20%. Selain itu, respon siswa terhadap pemanfaatan Kahoot dalam pembelajaran menunjukkan hasil positif sebesar 80%. Temuan ini mengindikasikan bahwa model pembelajaran yang diterapkan memberikan dampak positif terhadap keterlibatan aktif dan kolaborasi siswa dalam proses pembelajaran. Abstract:  This study aims to determine the effectiveness of applying the Kahoot-assisted team quiz cooperative model on the creativity of 10th grade students at SMA Negeri 3 Palu and to measure student responses to the application of the Kahoot-assisted team quiz cooperative learning model. The method used in this study was a quasi-experiment with a pretest and posttest design. The research variables consist of independent variables and dependent variables. The data analysis techniques applied include the Student Creativity Indicator Test, Reliability Test, Normality Test, Homogeneity Test, T-Test, and Hypothesis Test. In the pretest in the control class, the highest score was 73 and the lowest was 43, with an average score of 60.87. After the treatment (PBL), the posttest scores ranged from a low of 67 to a high of 93, with an average of 77.9. Meanwhile, in the experimental class that applied the Team Quiz cooperative model assisted by Kahoot, the highest pretest score was 77 and the lowest was 33, with an average of 57.33. In the posttest, the highest score reached 93 and the lowest was 63, resulting in an average increase to 78.53. The t-test results showed no significant difference between the pretest and posttest scores in the control class (p = 0.194 > 0.05), but there was a significant difference between the pretest and posttest scores in the experimental class (p = 0.007 < 0.05). The research results indicate that the cooperative learning model of the team quiz type assisted by Kahoot is effective in enhancing students' creativity in learning, as evidenced by the increase in posttest scores compared to pretest scores. Students' responses to creativity based on the Fluency indicator reached 45%, Flexibility around 25%, Originality 60%, and Elaboration 20%. Additionally, students' responses to the use of Kahoot in learning showed positive results of 80%. These findings indicate that the implemented learning model has a positive impact on students' active engagement and collaboration in the learning process.