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THE EFFECT OF JIGSAW TYPE OF COOPERATIVE LEARNING MODEL ON COGNITIVE LEARNING OUTCOMES OF CLASS VIII STUDENTS SMPN 40 PADANG Frysia Premira Mondaylisa; Rani Oktavia; Yurnetti; Khairil Arif
Universe Vol. 7 No. 1 (2026): Journal of Science Education Teaching and Learning
Publisher : Department of Science Education

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Abstract

Learning in the 21st century requires students to be actively involved in learning activities. The 2013 curriculum also requires students to be actively involved during teaching and learning activities while the teacher acts as a facilitator. The 2013 curriculum also requires teachers to develop learning that integrates 4 important things, one of which is 21st century skills (4C skills). The character of the 4C skills is student centered (student centered learning), where students are required to be active in finding learning resources that can meet their learning needs. This study aims to determine the effect of the jigsaw cooperative model on the cognitive learning outcomes of class VIII students of SMPN 40 Padang. This research is a quasi-experimental research with a posttest only control group design. The results showed that the posttest average of the experimental class was 62.5 and that of the control class was 55.78. So it can be concluded that there is a significant influence of the jigsaw cooperative learning model on the cognitive learning outcomes of class VIII students of SMPN 40 Padang.
THE EFFECT OF THE TEAMS GAMES TOURNAMENT (TGT) COOPERATIVE LEARNING MODEL ON EIGHTH-GRADE STUDENTS' COGNITIVE SKILLS AND SCIENCE LEARNING MOTIVATION Ela Sefitri; Rahmah Evita Putri; Khairil Arif; Azza Nuzullah Putri; Rani Oktavia
Universe Vol. 7 No. 1 (2026): Journal of Science Education Teaching and Learning
Publisher : Department of Science Education

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Abstract

Students' cognitive achievement and learning motivation are essential factors influencing success in science education. However, conventional teacher-centered instruction often provides limited opportunities for active participation, resulting in low cognitive learning outcomes and learning motivation. The Teams Games Tournament (TGT) cooperative learning model is designed to promote active engagement, collaboration, and healthy competition among students. This study aimed to examine the effect of the TGT cooperative learning model on eighth-grade students' cognitive learning outcomes and science learning motivation. A quasi experimental research design employing a posttest-only control group design was used. Participants were selected through purposive sampling, with one class assigned as the experimental group receiving instruction through the TGT cooperative learning model and another class serving as the control group receiving conventional instruction. Data were collected using a cognitive achievement test and a science learning motivation questionnaire. The data were analyzed using an independent-samples t-test for cognitive learning outcomes and descriptive statistics for learning motivation. The results showed that the experimental group obtained a higher mean cognitive score (60.0) than the control group (51.2). Furthermore, the independent-samples t-test indicated a statistically significant difference between the two groups (p < 0.05). The results also demonstrated an increase in students' science learning motivation following the implementation of the TGT cooperative learning model. These findings indicate that the TGT cooperative learning model has a significant positive effect on students' cognitive learning outcomes and science learning motivation.
The Effect Discovery Learning Model Using 3D Interactive Media On Students' Learning Outcomes At SMPN 4 Payakumbuh Azkia Hanifa; Rani Oktavia; Febri Yanto; Skunda Diliarosta; Ade Sazaliana
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 Rani Anggraini; Rani Oktavia
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 Project Based Learning Model with STEAM Approach on Creative Thinking Skills of Grade VIII Students of SMP Negeri 27 Padang Suci Indah Sari; Rani Oktavia; Febri Yanto
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.