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THE INFLUENCE OF COOPERATIVE LEARNING MODEL TYPE TEAMS GAMES TOURNAMENT ON THE STUDENT LEARNING OUTCOMES OF 7th GRADER ABOUT CLASSIFICATION OF LIVING THINGS ANGGRAINI, RINI; Oktavia, Rani
Universe Vol 6 No 1 (2025): Journal of Science Education Teaching and Learning
Publisher : Department of Science Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/universe.v6i1.633

Abstract

The research aims to determine the effect of using the Teams Games Tournament type of cooperative learning model on the learning outcomes of 7th grader about classification of living things. The type of research used is Quasi Experiment with a research design that is Posttest Only Control Group Design. The population of this research is 7th grader of SMP Negeri 2 Kota Solok. The sampling technique used is purposive sampling technique. The sample used is class VII-9 as the control class using the conventional model while class VII-10 is the experimental class using the Teams Games Tournament cooperative learning model. The instrument used was a test in the form of multiple choice questions totaling 14 questions. The results of the calculation of the hypothesis test using the t-test with a significant level ? = 0.05 indicate the value of zcount>ztable, namely z0=6,4 and zt=1,96. Thus the research H0 is rejected and Ha is accepted where there is an influence of the Teams Games Tournament type cooperative learning model on the learning outcomes of 7th grader in material classification of living things at SMP Negeri 2 Kota Solok.
THE EFFECT OF COOPERATIVE LEARNING MODEL TYPE TEAMS GAMES TOURNAMENT (TGT) ON THE MATERIAL SUBSTANCE AND CHANGES TO THE LEARNING OUTCOMES OF STUDENTS IN GRADE VII JUNIOR HIGH SCHOOL Sari, Ayu Puspita; Zahra, Firda Az; Oktavia, Rani; Azhar, Aulia
Universe Vol 6 No 2 (2025): Journal of Science Education Teaching and Learning
Publisher : Department of Science Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/universe.v6i2.817

Abstract

Cooperative learning model type Teams Games Tournament (TGT) is one of the learning models that involve all student activities, peer tutors between students, containing games that can create fun learning. By applying the TGT model, students will be more motivated to learn and will be able to improve student learning outcomes. The purpose of this study was to see the effect of cooperative learning model type Teams Games Tournament (TGT) on the material substance and changes to the learning outcomes of students in grade VII junior high school. This study is included in the type of Quasi-experimental research using a research design that is Nonequivalent Control Group Design. The sampling technique used is Purposive Sampling. The sample consisted of one experimental class using cooperative model type TGT and one control class using lecture and discussion method. The instrument used is a written test with multiple choice questions. This study conducted statistical analysis with the help of Microsoft Excel. Based on the hypothesis test with the test U (Mann Whitney) diperolehkan zhitung value of 3.01 and ztabel of 1.96. Seen H1 accepted, so it can be concluded that the cooperative learning model type TGT has a significant influence on the learning outcomes of students in grade VII Junior High School on the material substance and its changes.
Peran Media Audio Visual dalam Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia Kelas 4 SDN Dukuh Kupang V Surabaya Pratiwi, Desi Eka; Nabilah, Qonita Ayu; Oktavia, Rani
Bersatu: Jurnal Pendidikan Bhinneka Tunggal Ika Vol. 4 No. 1 (2026): Januari: Jurnal Pendidikan Bhinneka Tunggal Ika
Publisher : LPPM Politeknik Pratama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/bersatu.v4i1.1546

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa melalui penerapan media audio visual pada mata pelajaran bahasa indonesia  di kelas IV SDN Dukuh Kupang V Surabaya. Latar Belakang penelitian ini adalah rendahnya hasil belajar siswa serta kurangnya keaktifan dalam proses pembelajaran yang disebabkan oleh penggunaan media yang kurang menarik. Metode yang digunakan adalah penelitian tindakan kelas (PTK) yangdilaksanakan dalam dua siklus, masing-masing meliputi tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian ini berjumlah 27 siswa. Data dikumpulkan melalui observasi dan tes hasil belajar. Hasil penelitian menunjukkan adanya peningkatan signifikan pada pada hasil belajar siswa. Pada siklus I rata-rata hasil belajar mencapai 65,26% sedangkan pada siklus II meningkat menjadi 80,20% dengan kenaikan sebesar 14,94%. Selain peningkatan nilai, siswa juga menunjukkan perubahan positif dalam hal keaktifan, fokus, dan keterlibatan selama proses pembelajaran berlangsung. Berdasarkan temuan tersebut, dapat disimpulkan bahwa penggunaan media audio visual efektif dalam meningkatkan hasil belajar siswa pada mata pelajaran bahasa indonesia, karena mampu menciptakan suasana belajar yang menarik, interaktif, dan bermakna bagi siswa.
The Effect Discovery Learning Model Using 3D Interactive Media On Students' Learning Outcomes At SMPN 4 Payakumbuh Hanifa, Azkia; Oktavia, Rani; Yanto, Febri; Diliarosta, Skunda; Sazaliana, Ade
SEMESTA: Journal of Science Education and Teaching Vol. 9 No. 1 (2026): Semesta: Journal of Science Education and Teaching
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/semesta/vol9-iss1/664

Abstract

Through the use of interactive 3D media, this study aims to examine how the Discovery learning model affects seventh-grade students' academic achievement. This research is motivated by the insufficient diversity of learning media utilized in the classroom. A nonequivalent control group design is applied in the research approach, which is quasi-experimental. The experimental class will implement the Discovery Learning model utilizing 3D media, while the control group will use the same model without the support of 3D media. The employed sample method is purposive sampling. A student response questionnaire and an exam with twenty-four objective questions make up the research tools. Parametric tests, particularly t-tests, were used for data analysis, along with tests for normality and homogeneity. Results of the student response questionnaire regarding with the use of interactive 3D media, the Discovery Learning model achieved a 95% success rate, which is considered excellent. A total implementation rate of 97.94% was determined to be indicative of successful implementation of the Discovery Learning Model accompanied by interactive 3D media, according to the observation data. The t-value of 2.18 is higher than the t-table value of 2.00, leading to the rejection of H₀ in the hypothesis test. This indicates that student learning outcomes in grade VII of senior high school are significantly influenced by the Discovery Learning Model supported by 3D interactive media covering material about the Earth and the solar system.
The effect of problem-based learning model assisted by tiktok videos on students' cognitive learning outcomes at SMPN 22 Padang Anggraini, Rani; Oktavia, Rani
SEMESTA: Journal of Science Education and Teaching Vol. 9 No. 1 (2026): Semesta: Journal of Science Education and Teaching
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/semesta/vol9-iss1/667

Abstract

This study used a quasi-experimental design with a nonequivalent control group design to examine the effect of the Problem-Based Learning (PBL) model assisted by TikTok videos on students’ cognitive learning outcomes in ecology and biodiversity topics. The study was conducted with seventh-grade students at SMP Negeri 22 Padang using a quantitative approach. The sample consisted of two classes selected through purposive sampling, with class VII.A as the experimental group and class VII.B as the control group. Data were collected using a 20-item multiple-choice test administered before (pretest) and after (posttest) the intervention. The results showed that the average posttest score of the experimental group (79.69) was higher than that of the control group (65.78), with a t-value of 4.10 exceeding the t-table value of 2.00 at a significance level of 0.05. These findings indicate that the implementation of the PBL model assisted by TikTok videos has a significant effect on improving students’ cognitive learning outcomes. The integration of problem-based learning activities with short video media provides a more engaging, interactive, and contextual learning experience in science education.
The Effect of Model Assisted By Zep Quiz on Studens' Learning Outcome Thahirah, Azizah; Oktavia, Rani; Azhar, Aulia
SEMESTA: Journal of Science Education and Teaching Vol. 9 No. 1 (2026): Semesta: Journal of Science Education and Teaching
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/semesta/vol9-iss1/685

Abstract

This research explores the problem of low academic performance in science among students at SMP Negeri 2 Payakumbuh. To address this challenge, the application of a suitable learning model is deemed crucial. The Student Teams Achievement Division, a model of collaborative education, along with the incorporation of Zep Quiz technology, is proposed as a potential approach to improve students' comprehension of the topic Elements, Compounds, and Mixtures. The study utilized a quasi-experimental design with a non-equivalent control group format. The participants were eighth-grade students from the 2024/2025 school year, class VIII.9 was designated as the experimental group, while class VIII.8 served as the control group, selected through purposive sampling. The class that participated in the experiment was taught with the STAD approach, aided by Zep Quiz, whereas the control class utilized traditional teaching practices. To gather data, pre-tests and post-tests were administered, followed by analysis of the data for normality, homogeneity, and hypothesis testing, which was performed using Microsoft Excel. The results of the t-test indicate a significant distinction between the experimental and control groups (tcount = 2.83 > ttable = 2.00). These results suggest that applying the STAD cooperative model, aided by Zep Quiz media, significantly enhances students’ learning outcomes in science. The model encourages collaborative learning, active student involvement, and interactive digital-based formative assessments, leading to a more effective and engaging learning experience.
The Effect of Project Based Learning Model with STEAM Approach on Creative Thinking Skills of Grade VIII Students of SMP Negeri 27 Padang Indah Sari, Suci; Oktavia, Rani; Yanto, Febri
SEMESTA: Journal of Science Education and Teaching Vol. 9 No. 2 (2026): Semesta: Journal of Science Education and Teaching (In Press)
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/semesta/vol9-iss1/693

Abstract

This research is motivated by the importance of creative thinking skills in today's learning environment. This can be enhanced through the application of innovative learning models. One such approach is the Project-Based Learning model with a STEAM approach. This study aims to determine the effect of the Project-Based Learning model with a STEAM approach on the creative thinking skills of eighth-grade students at SMP Negeri 27 Padang. This study employed a quantitative method using a Quasi-Experimental method with a Non-Equivalent Control Group Design. The Project-Based Learning (PjBL) model with a STEAM approach was applied to the experimental class, while the conventional learning model was applied to the control class. Two classes served as sample groups, selected by purposive sampling. The research instruments used were observation sheets on the implementation of the Project-Based Learning (PjBL) model with a STEAM approach, descriptive test questions, and a questionnaire assessing student responses to the Project-Based Learning (PjBL) model with a STEAM approach. Data analysis was performed using normality tests, homogeneity tests, and two-mean difference tests. Statistical analysis in this study was performed using Microsoft Excel. The results of the study were obtained, based on the hypothesis test, the t-value was 5.70 ≥ t-table of 2.00. This indicates that there is a significant average difference, so that the Project Based Learning learning model with the STEAM approach has a significant effect on the creative thinking skills of class VIII students at SMP Negeri 27 Padang.