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KEEFEKTIFAN KARTU PERMAINAN WHO AM I UNTUK MELATIHKAN KETERAMPILAN BERPIKIR TINGKAT TINGGI PESERTA DIDIK PADA SUBMATERI STRUKTUR DAN FUNGSI ORGANEL SEL ASTRI YULIANTI
Berkala Ilmiah Pendidikan Biologi (BioEdu) Vol 5 No 3 (2016)
Publisher : Program Studi Pendidikan Biologi, FMIPA, Universitas Negeri Surabaya

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Tujuan dari penelitian ini yaitu menghasilkan kartu permainan Who am I pada submateri struktur dan fungsi organel sel yang efektif untuk melatihkan keterampilan berpikir tingkat tinggi. Penelitian pengembangan ini mengacu pada model pengembangan ADDIE (Analysis-Design-Develop-Implement-Evaluate). Keefektifan kartu permainan Who am I diperoleh dari hasil belajar pengetahuan dan respon peserta didik. Hasil belajar pengetahuan menunjukkan semua indikator pada penelitian ini tuntas, peningkatan hasil belajar pengetahuan peserta didik sebesar 0,72 (peningkatan tinggi) dan respon positif peserta didik sebesar 96,7% (sangat efektif). Berdasarkan hasil tersebut dapat disimpulkan bahwa kartu permainan Who am I efektif untuk melatihkan keterampilan berpikir tingkat tinggi pada submateri struktur dan fungsi organel sel. Kata kunci: kartu permainan Who am I, keterampilan berpikir tingkat tinggi, strukur dan fungsi organel sel
Improving the Learning Outcomes of Class IV Students of SDN 1 Kleteran Using the Snowball Throwing Learning Model Natri Aulianingsih; Astri Yulianti; Kun Hisnan Hajro
Prosiding University Research Colloquium Proceeding of The 14th University Research Colloquium 2021: Bidang Pendidikan
Publisher : Konsorsium Lembaga Penelitian dan Pengabdian kepada Masyarakat Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

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Abstract

The purpose of this research was to improve students' ability to ask questions by applyingthe Snowball Throwing learning model. The research method used was Classroom ActionResearch (CAR) which consists of two cycles where each cycle has stages of planning,action, observation and reflection. Based on the results of observations and tests, in thefirst cycle there was an increase. The highest score after treatment in cycle 1 was 80 andthe lowest score was 70 with an average of 75.7. while the highest initial data was 80, thelowest value is 68 and the average is 73.3. while more significant results were found in thesecond cycle, namely the highest score of students was 86, the lowest score was 78, and theaverage was 81.9. So it can be concluded that the Snowball Throwing learning model canincrease students' interest in asking.