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Model Project Based Learning (PjBL) Berbantuan Media Game Biosentence Challenge untuk Meningkatkan Hasil Belajar Murid Kelas VIII di SMP Negeri 26 Makassar Arfan Sudirman; Rifda Nurhikmawati Arif
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2067

Abstract

This study aims to improve the learning outcomes of eighth-grade students at SMP Negeri 26 Makassar in the subject of biotechnology through the implementation of the Project-Based Learning (PjBL) model aided by the Biosentence Challenge game. This study is a Classroom Action Research (CAR) conducted in three cycles, each consisting of one session, covering the stages of planning, implementation, observation, and reflection. The Biosentence Challenge game is a word-building game designed to form sentences relevant to biotechnology concepts. A practical activity involving the production of sweet potato tapai was integrated as a real-world project into the learning process. Data collection instruments included a pretest, formative tests at the end of each cycle, and a posttest following the third cycle. The research results showed a significant improvement in learning outcomes, marked by an increase in the average formative test score from 72.4 in Cycle I to 83.8 in Cycle II, and 98.3 in Cycle III. A comparison of the pretest (77.7) and posttest (93.35) scores revealed an increase of 15.65 points. The class N-gain analysis was 0.67 (moderate category) with 11 students in the high category, and the analysis by indicator showed the highest improvement in C3 (Applying) with an N-gain of 0.70 and C4 (Analyzing) with an N-gain of 0.71. The implementation of the game-assisted PjBL model proved capable of optimally improving students’ motivation, active engagement, and conceptual understanding of biotechnology material.
Implementasi Model Project Based Learning (PjBL) Terintegrasi Games Collaborative Relay Learning (CRL) terhadap Hasil Belajar Murid Kelas VIII SMPN 26 Makassar Pastika Darma Gunawan; Rifda Nurhikmawati Arif
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2028

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar murid Kelas VIII SMPN 26 Makassar pada materi Bioteknologi melalui implementasi model Project Based Learning (PjBL) yang terintegrasi dengan games Collaborative Relay Learning (CRL). Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam tiga siklus. Subjek penelitian adalah 25 murid Kelas VIII (12 perempuan dan 13 laki-laki). Data dikumpulkan melalui tes pilihan ganda pada setiap siklus serta pretest dan posttest. Hasil penelitian menunjukkan peningkatan signifikan: rata-rata pretest sebesar 41,6 meningkat menjadi 91,6 pada posttest, dengan N-Gain sebesar 0,87 (kategori tinggi). Peningkatan hasil belajar per indikator kognitif meliputi C1 (44% → 100%), C2 (68,67% → 99,33%), C3 (32% → 90,67%), dan C4 (8,67% → 82,67%). Seluruh murid berpartisipasi aktif dalam setiap tahapan pembelajaran. Integrasi PjBL dan CRL terbukti efektif meningkatkan keterlibatan, kolaborasi, dan hasil belajar murid pada materi Bioteknologi.
Pelatihan Pembuatan Poster Edukatif Menggunakan Canva bagi Guru MGMP IPA Kabupaten Maros Nur Indah Sari; Nurhayani H. Muhiddin; Rifda Nurhikmawati Arif; Sahrani U; Akhmad Syakur
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 5 No. 3 (2025): Mei 2025 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v5i3.709

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan keterampilan guru IPA dalam merancang media pembelajaran berupa poster menggunakan aplikasi Canva. Kegiatan dilatarbelakangi oleh keterbatasan kemampuan guru dalam mengembangkan media ajar yang menarik dan sesuai kebutuhan peserta didik. Menggunakan pendekatan deskriptif kualitatif, kegiatan ini melibatkan 30 guru IPA anggota MGMP Kabupaten Maros. Pengumpulan data dilakukan melalui observasi, pretest dan posttest, serta dokumentasi hasil karya. Hasil pelatihan menunjukkan peningkatan pemahaman peserta tentang prinsip desain dasar dan keterampilan teknis penggunaan Canva yaitu dari 34,98% (pretest) menjadi 55,48% (posttest), dengan 55,5% peserta mengalami peningkatan signifikan. Peserta dapat menghasilkan poster edukatif yang relevan dengan materi IPA dan menarik secara visual. Pelatihan ini efektif dalam meningkatkan kompetensi guru dalam pembuatan media ajar digital berbasis desain grafis.
Implementasi Model Pembelajaran Kooperatif Berbasis Game Board Card Untuk Meningkatkan Hasil Belajar Peserta Didik (Studi Pada Materi Pokok Sistem Organisasi Kehidupan) Thya Enjely Ningsi; Rifda Nurhikmawati Arif
Venn: Journal of Sustainable Innovation on Education, Mathematics and Natural Sciences Vol. 5 No. 4 (2026): MIPA dan dan Pendidikan lingkup MIPA
Publisher : Pusat Studi Bahasa dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53696/venn.v5i4.492

Abstract

Low student learning outcomes in Life Organization System material remain a persistent challenge in junior high school science education, often due to the abstract nature of the content and teacher-centered learning approaches. This study aims to determine the improvement of learning outcomes of seventh-grade students on the topic of Life Organization System through the implementation of a cooperative learning model based on Game Board Card. This research is a Classroom Action Research (CAR) conducted in three cycles. The research subjects were 30 students of class VII.5. Research instruments included learning outcome tests (pretest and posttest), and student worksheets (LKPD). Data were analyzed using descriptive statistics and the N-Gain test. The results showed an increase in the average learning outcomes from Cycle I (67.00), Cycle II (70.17), to Cycle III (73.50). The percentage of students achieving mastery increased from 44.0% in Cycle I, to 50.0% in Cycle II, and 66.7% in Cycle III. The N-Gain analysis yielded an average score of 0.33 in the moderate category. The cooperative learning model based on Game Board Card is proven to gradually improve student learning outcomes on the Life Organization System topic.
Efektivitas Model Kooperatif Make A Match Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas VII (Studi Pada Materi Pokok Sistem Organisasi Kehidupan) Ekawati; Rifda Nurhikmawati Arif
Venn: Journal of Sustainable Innovation on Education, Mathematics and Natural Sciences Vol. 5 No. 4 (2026): MIPA dan dan Pendidikan lingkup MIPA
Publisher : Pusat Studi Bahasa dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53696/venn.v5i4.577

Abstract

Low student learning outcomes on the topic of the Organization of Life Systems remain a challenge in junior high school science education. The abstract nature of the material requires the implementation of interactive learning models to increase student engagement and improve learning outcomes. This study aimed to determine the effectiveness of the Make a Match cooperative learning model in improving the learning outcomes of seventh-grade students at SMP Negeri 26 Makassar on the topic of the Organization of Life Systems. This study employed a Classroom Action Research (CAR) design conducted in three cycles, involving 32 students from Class VII.4 as research subjects. The instrument was a formative test consisting of 10 multiple-choice questions administered at the end of each cycle. Data were analyzed using the class mean score, learning mastery percentage, and N-Gain score. The results showed an improvement in students' learning outcomes, with the mean score increasing from 65.94 with a learning mastery percentage of 53.13% in Cycle I, to 76.56 with a mastery percentage of 75.00% in Cycle II, and reaching 80.78 with a mastery percentage of 84.38% in Cycle III. The N-Gain analysis obtained a score of 0.4818 (48.18%), which was categorized as moderate, with 2 students (6.25%) in the high category, 26 students (81.25%) in the moderate category, and 4 students (12.50%) in the low category. The findings indicate that the implementation of the Make a Match cooperative learning model is proven to improve students' learning outcomes on the topic of the Organization of Life Systems.