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PERBANDINGAN MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW DAN QUANTUM TEACHING TIPE TANDUR TERHADAP HASIL BELAJAR BIOLOGI Fitrawati Fitrawati; Salahuddin Salahuddin; Ainul Uyuni Taufiq
Al-AHYA: Jurnal Pendidikan Biologi Vol 2 No 2 (2020): AL-AHYA
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.117 KB) | DOI: 10.24252/al-ahya.v2i2.15585

Abstract

Penelitian ini bertujuan (1) mengetahui hasil belajar siswa mata pelajaran biologi materi keanekaragaman hayati yang diajar dengan menggunakan model pembelajaran Jigsaw di kelas X MA Madani Alauddin Pao-Pao, (2) mengetahui hasil belajar siswa mata pelajaran biologi materi keanekaragaman hayati yang diajar menggunakan model pembelajaran TANDUR di kelas X MA Madani Alauddin Pao-Pao, (3) menganalisis apakah terdapat perbedaan hasil belajar siswa mata pelajaran biologi materi keanekaragaman hayati yang diajar menggunakan model pembelajaran Jigsaw dan siswa yang diajar menggunakan model pembelajaran TANDUR pada kelas X MA Madani Alauddin Pao-Pao. Metode penelitian yang digunakan yaitu quasi eksperimen dengan Pretest Posttest Group Design. Sampel penelitian ini kelas X MIA 1 sebanyak 20 orang dan X MIA 2 sebanyak 20 orang. Pengumpulan data dilakukan dengan menggunakan tes hasil belajar berupa soal pilihan ganda. Analisis data menggunakan metode statistik berupa analisis deskriptif dan analisis inferensial. Berdasarkan hasil analisis independent sample t-test diperoleh nilai sig. (2-tailed) sebesar 0,001, dengan nilai α = 0,05. Hal ini menunjukkan bahwa nilai sig. (2-tailed) <α, sehingga dapat disimpulkan bahwa H0 ditolak dan H1 diterima. Ini berarti terdapat perbedaan hasil belajar antara siswa yang diajar menggunakan model kooperatif tipe Jigsaw dengan siswa yang diajar menggunakan model quantum Teaching tipe TANDUR.
HASIL BELAJAR KOGNITIF MENGGUNAKAN MODEL PEMBELAJARAN READING CONCEPT MAP COOPERATIVE SCRIPT (REMAP-CS) DAN READING CONCEPT MAP TIMED PAIR SHARE (REMAP-TMPS) Idawati Mansyur; Ainul Uyuni Taufiq; Safei Safei
Al-AHYA: Jurnal Pendidikan Biologi Vol 3 No 2 (2021): Al-AHYA
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (184.576 KB) | DOI: 10.24252/al-ahya.v3i2.20393

Abstract

This study determined the comparison of student learning outcomes between the application of the Reading Concept Map Cooperative Script (ReMap-CS) learning model and the Reading Concept Map Timed Pair Share (ReMap-TmPS). This type of study was quasi-experimental using the pretest-posttest nonequivalent control group design. The research population is all students of class XI IPA SMAN 2 Gowa as many as 323 students. The research sample consisted of 24 students of class XI IPA 6 and 24 students of class XI IPA 7 selected by the purposive sampling technique. The learning outcomes research instruments were learning outcomes tests in the form of questions and assignments regarding the excretory system material used to measure student competency achievement. The data analysis technique used was descriptive data analysis and inferential data analysis. The results showed that the average student learning outcomes using the ReMap-CS learning model were 83,33 while the ReMap-TmPS learning model was 78,33. The t-test results show that the sig (2-tailed) value is 0,008. Results indicate that the sig. (2-tailed) value <0.05, which means a significant difference between learning outcomes in both the experimental class 1 and the experimental class 2, where experimental class 1 using Remap-CS is better than experiment 2 using ReMap-TmPs
Media Augmented Reality Berbasis Android Pada Materi Sistem Pencernaan untuk Kelas XI SMA/MA Atirah; Ainul Uyuni Taufiq; Wahyuni Ismail
Al-AHYA: Jurnal Pendidikan Biologi Vol 4 No 2 (2022): Mei
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (277.512 KB) | DOI: 10.24252/al-ahya.v4i2.23354

Abstract

This study aims to (1) develop Augmented Reality learning media on the digestive system material for class XI SMAN 8 Soppeng, (2) determine the level of validity of Augmented Reality learning media on the digestive system material for class XI SMAN 8 Soppeng, (3) determine the level of practicality of Augmented learning media. Reality on the digestive system material for class XI SMAN 8 Soppeng, (4) knowing the effectiveness of Augmented Reality learning media on the digestive system material for class XI SMAN 8 Soppeng. The research method is research and development (R & D) with a 4-D development model, namely define, design, develop and disseminate. The results showed that Augmented Reality learning media on the digestive system material developed had a validity level by a material expert team and a valid design expert team, namely 3.68, the assessment of student responses and educator responses, the practicality level was in the practical category with an average total score of 3.64. The test of student learning outcomes using Augmented Reality learning media is categorized as effective because it reaches 100%. So that Augmented Reality learning media is feasible to use because it has met the valid, practical and effective criteria.
E-Modul Biologi Terintegrasi Keilmuan Islam Berbasis Android A. Muh. Farid Khuzairi; Ainul Uyuni Taufiq; Hamansah
Al-AHYA: Jurnal Pendidikan Biologi Vol 4 No 2 (2022): Mei
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.63 KB) | DOI: 10.24252/al-ahya.v4i2.25556

Abstract

This study aims to develop an android-based Islamic science integrated biology e-module, find out the level of validity of the e-module and find out the level of practicality of the android-based Islamic science integrated biology e-module in class X MAN 3 Makassar. This research includes research and development which refers to the 4-D development model, which includes four stages, namely preparation (define), design (design), development (develop), and dissemination (disseminate). The subjects of this study were 25 students of class X MIPA I, the instruments used were expert validation sheets, educator response questionnaires and student response questionnaires. Based on the results of the expert validator assessment, the level of validity of the android-based Islamic science integrated biology e-module is 3.30 (2.5 ≤ M ≤ 3.5), and is included in the valid category. The results of the assessment of the responses of educators and students showed a value of the practicality level of the e-module of 3.50 (Xi = 3.5), and belonged to the category of very practical.
Pengembangan Media Pembelajaran Surprise Box Pada Materi Sistem Reproduksi Kelas IX SMPN Satap Katumbangan Nur Adina Rizal; Dahlia Patiung; Ainul Uyuni Taufiq; Ummul Hasanah
Al-AHYA: Jurnal Pendidikan Biologi Vol 4 No 1 (2022): Januari
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (297.73 KB) | DOI: 10.24252/al-ahya.v4i1.27203

Abstract

This development research aims to determine the level of validity, practicality, and effectiveness of Surprise Box learning media on the reproductive system material of class IX SMPN Satap Katumbangan. This research and development (R & D) referred to a 4-D development model consisting of four stages; define, design, develop, and disseminate. The subjects of this study were 13 students in class IX of SMPN Satap Katumbangan. The instruments in this study were literacy sheets, validation sheets, questionnaires, and learning outcomes tests. The media validation result is 3.8, which puts it in the "very valid" category. The assessment of responses through questionnaires of 91.25% is in the "very practical" category, and the student learning outcomes test is in the "effective" category because 100% of student learning outcomes were complete. This study implies that the Surprise Box learning media can make learning more effective, especially in reproductive system materials.
Pengaruh Penggunaan Media Permainan Engklek Terhadap Hasil Belajar Peserta Didik Materi Sistem Organisasi Kehidupan Kelas Vii Smpn 15 Bulukumba : The Influence of the Use of Engklek Game Media on Students' Learning Outcomes Materials for Organizational System of Life Class VII SMPN 15 Bulukumba A. Ardilla; Ainul Uyuni Taufiq; Hamansah
Al-AHYA: Jurnal Pendidikan Biologi Vol 4 No 2 (2022): Mei
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.75 KB) | DOI: 10.24252/al-ahya.v4i2.28112

Abstract

This study aims to determine the effect of the engklek game on student learning outcomes on the material of life organization systems for class VII SMPN 15 Bulukumba. This study included a quasi-experimental design using a non-equivalent pretest posttest kontrol group design. The population in this study were all seventh grade students of SMPN 15 Bulukumba which consisted of 4 classes. The sampling technique in this study was using purposive sampling method, the experimental class was class VII A with 22 students and the kontrol class was class VII B with 22 students. The research instrument was in the form of a learning outcome test consisting of 20 multiple choice questions. The data analysis technique used descriptive statistics and inferential statistics. The results showed that students who were taught using game media had an average learning outcome of 63.13. Meanwhile, students who were taught without using the Fan-N-Pick type of cooperative learning model had an average learning outcome of 39.86. The results of inferential statistical analysis obtained a sign value for learning outcomes of 0.011, this value indicates that sign < = 0.011 <0.05 so H0 is rejected and H1 is accepted. Based on the results of the analysis, it can be concluded that the application of the engklek game media has an effect on student learning outcomes in the material of life organization sistems for class VII SMPN 15 Bulukumba.
The Effect of Cooperative Learning on Learning Motivation: A Meta-Analysis Eka Damayanti; Fitriani Nur; Santih Anggereni; Ainul Uyuni Taufiq
Buletin Psikologi Vol 31, No 1 (2023)
Publisher : Faculty of Psychology Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/buletinpsikologi.59583

Abstract

Cooperative learning can increase students' learning motivation. Numerous studies have examined the effect of these models on students' motivation to learn. This meta-analysis study was designed to generalize the impact on science learning motivation in elementary, junior high, and senior high school students. This study aims to examine the effect of cooperative learning models on students' learning motivation at the elementary, junior high, and high school levels, as well as the difference in mean motivation scores between the control and experimental groups. This study was conducted using meta-analysis techniques. The data used in this study came from 13 previous studies. The data were then analyzed using descriptive and inferential statistics. The research findings revealed that the effect of the cooperative learning model on learning motivation at the junior high school level was greater than that at other educational levels. Additionally, there was no discernible difference in the mean motivation score between the experimental group using the cooperative learning model and the control group using the conventional learning model.