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Penerapan Model Pembelajaran Kooperatif Tipe NHT Menggunakan Media Kartu Uno IPA untuk Meningkatkan Hasil Belajar Siswa di Kelas VII5 SMP Negeri 2 Lingsar Zulmiswal Suherli; Abdul Wahab; Resti Fitriati
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 1 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i1.6846

Abstract

This study aims to improve the science learning outcomes of class VII5 students of SMP Negeri 2 Lingsar by implementing the NHT type cooperative learning model using the Uno Science card media. This study was carried out in two cycles, where students' science learning outcomes increased from cycle I to cycle II. In cycle I, the average class score was 77.50 with classical completeness of 78.95%, while the average score of student learning activities was 18.2 which was in the active category. In cycle II, the average score was 82.23 with classical completeness of 94.73%, while the average score of student learning activities was 22.7 which was in the very active category. This study shows that student learning outcomes and learning activities have increased and achieved success indicators in cycle II. Thus, the application of the NHT type cooperative learning model using the Uno Science card media can improve the learning outcomes of class VII5 students of SMP Negeri 2 Lingsar in the 2024/2025 academic year
PENGALAMAN BELAJAR SISWA MELALUI PENGGUNAAN GAME PUZZLE IPA PADA MATA PELAJARAN QURAN HADIS DI KELAS VII MTSN 1 MAJENE Abdul Wahab; Zulmiswal Suherli; Resti Fitriati
El-Fakhru Vol. 4 No. 2 (2025): El-Fakhru
Publisher : SEKOLAH TINGGI AGAMA ISLAM NEGERI MAJENE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46870/elfakhru.v5i1.2070

Abstract

This study aims to describe students’ learning experiences through the use of a science puzzle game in the Quran Hadith subject for Grade VII students at MTsN 1 Majene. This research employed a qualitative descriptive approach involving students who participated actively in learning using the game-based media. Data were collected through observation, interviews, and documentation, and analyzed using the interactive model of Miles and Huberman. The results show that the integration of a science puzzle game enhances student engagement, supports contextual understanding of Quranic verses related to scientific phenomena, and encourages collaborative learning. Students reported increased motivation, enjoyment, and a stronger grasp of the connection between religious texts and natural phenomena. The game also fostered critical thinking as students analyzed, matched, and connected puzzle elements with relevant Quranic messages. This study implies that interactive game-based media can serve as an effective alternative in Islamic education, providing a more meaningful learning experience that aligns with modern educational demands.