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Pengembangan Media Ular Tangga Berbasis Kooperatif Tipe Teams Games Tournament (TGT) Untuk Melatihkan Aktivitas Belajar Siswa Rani Novriza Putri; Agusminarti Agusminarti; Hadi Purwanto
Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam Vol. 4 No. 1 (2026): Maret : Jurnal Matematika dan Ilmu Pengetahuan Alam
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/konstanta.v4i1.6058

Abstract

Learning media is a tool that can be used to help students learn better and more efficiently. The media used in SMP Negeri 23 Pekanbaru is a teacher-centered picture/poster media so that students quickly get bored, and because of the limited media from the school. Most students prefer learning that involves them directly such as the element of games. The learning models used are discovery, PBL, and lecture models, and student learning activities are still lacking or less active in science learning. The purpose of this study is to develop learning media in the form of a cooperative-based snakes and ladders game with the Teams Games Tournament (TGT) type which aims to train student learning activities. The research method used is Research and Development (R&D) by implementing the ADDIE model which consists of five stages, namely Analyze, Design, Development, Implement, and Evaluation. Based on the validation results obtained, media experts were 94% with very feasible criteria, material experts were 92% with very feasible criteria, teachers gave a practicality assessment of 95% with very practical criteria, and students' responses were 85% with very interested criteria. This shows that the snakes and ladders media based on Teams Games Tournament (TGT) is very reasonable, very practical to use, and very interesting for students during the learning process. The results of observations on all student learning activities showed that 79% got a good interpretation.
Pengaruh Modul Berbasis Puzzle Pada Materi Sistem Tata Surya Terhadap Hasil Belajar Peserta Didik Kelas VII SMP Ika Ayu Lestari; Hadi Purwanto; Defrizal Hamka
PESHUM : Jurnal Pendidikan, Sosial dan Humaniora Vol. 5 No. 4: Juni 2026
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/peshum.v5i4.16132

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar peserta didik pada materi sistem tata surya, kurangnya variasi media pembelajaran serta kurangnya keterlibatan siswa dalam pembelajaran IPA. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan modul berbasis puzzle terhadap hasil belajar peserta didik kelas VII di SMP Negeri 1 Kampar Kiri. Penelitian menggunakan pendekatan quasi eksperimen dengan desain Posttest Only Control Design. Yang melibatkan sampel kelas VII.A sebagai kelas eksperimen dan VII.B sebagai kelas kontrol yang ditentukan melalui purposive sampling. Instrumen penelitian berupa tes pilihan ganda beralasan untuk mengukur ranah kognitif dan lembar observasi untuk menilai ranah afektif serta psikomotor. Analisis data menunjukkan bahwa terdapat perbedaan signifikan hasil belajar kognitif antara kelas eksperimen dan kontrol dengan nilai signifikansi 0,000 (<0,05). Selain itu, hasil observasi menunjukkan terdapat peningkatan ranah afektif dengan persentase sebesar 88,33% dengan kategori sangat baik dan pada ranah psikomotor sebesar 83,75% dengan kategori baik. Dengan demikian, modul berbasis puzzle berpengaruh signifikan terhadap hasil belajar peserta didik dan dapat menjadi alternatif bahan ajar inovatif dalam pembelajaran IPA.