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Pengaruh Model Problem Based Learning (PBL) Berbantuan Media Educaplay dalam Meningkatkan Kemampuan Berpikir Kreatif dan Hasil Belajar Siswa Ainy Pebriani; Herliani; Jailani; Suparno Putera Makkadafi
PendIPA Journal of Science Education Vol 10 No 2 (2026): April - June
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.2.676-684

Abstract

This study was motivated by the low levels of creative thinking skills and academic achievement among students during instruction, which resulted in students’ limited understanding of the material and, consequently, low levels of creative thinking skills and academic achievement. This study aims to determine the effect of the Problem-Based Learning model, supported by Educaplay media, on improving the creative thinking skills and learning outcomes of seventh-grade students at SMP Negeri 37 Samarinda. This study employs a quantitative approach with a Nonequivalent Control Group Design. The population for this study consists of all seventh-grade students at SMP Negeri 37 Samarinda. The sampling technique used in this study was purposive sampling. The sample consisted of students in Class VII-C as the experimental group and Class VII-A as the control group. The research instruments included tests to measure students’ creative thinking skills and learning outcomes. Data analysis techniques included normality tests, homogeneity tests, hypothesis testing, and n-gain tests. Based on the results of the data analysis, it was found that the independent samples t-test -test for the Problem-Based Learning model supported by Educaplay media in improving creative thinking skills showed a significance value (0.000 < 0.05), and student learning outcomes also showed a significance value (0.000 < 0.05). Therefore, it can be concluded that the Problem-Based Learning model supported by Educaplay media has an effect on improving the creative thinking skills and learning outcomes of seventh-grade students at SMP Negeri 37 Samarinda.
Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Media Flashcard Berbasis Gamifikasi terhadap Kemampuan Pemecahan Masalah dan Hasil Belajar Siswa pada Mata Pelajaran IPA Kelas VII Ehva Pahria Ummul Khaer; Jailani; Sri Purwati; Suparno Putera Makkadafi; Vandalita Maria Magdalena Rambitan
PendIPA Journal of Science Education Vol 10 No 3 (2026): July - September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.3.726-735

Abstract

Low student science learning outcomes are characterized by low learning engagement, poor problem-solving skills, some students not yet mastering basic material, and the failure to implement media-assisted Problem-Based Learning (PBL) learning models. This study aims to determine the effect of the Problem-Based Learning model, assisted by gamification-based flashcards, on students' learning outcomes and problem-solving abilities in seventh-grade science. The study used a quantitative approach with a quasi-experimental design and a pretest-posttest nonequivalent control group design. The sample was selected using purposive sampling, with 50 students from grades VII-8 as the control class and VII-9 as the experimental class. Data analysis was performed using the N-Gain test and independent samples t-test. The results showed that the average N-Gain for the control and experimental classes were in the moderate category, at 0.58 and 0.63, respectively. The independent samples t-test obtained a significance value of 0.000 < 0.05 for problem-solving ability and 0.032 < 0.05 for learning outcomes, thus rejecting H₀ and accepting Hₐ. Based on these results, it can be concluded that the implementation of the Problem-Based Learning model assisted by gamified flashcard media has an impact on students' problem-solving abilities and learning outcomes in the science subject of ecology and biodiversity in seventh grade.
Pengaruh Pendekatan Deep Learning Berbasis PJBL Materi Fungi Berbantuan Media Kahoot Terhadap Hasil Belajar dan Keaktifan Siswa Pada Pembelajaran Biologi SMA Kelas X Novia Nabila Ramadhana Novia; Jailani; Masitah; Ruqoyyah Nasution; Suparno Putera Makkadafi; Arifai
PendIPA Journal of Science Education Vol 10 No 3 (2026): July - September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.3.797-805

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh pendekatan Deep Learning berbasis PjBL berbantuan media Kahoot terhadap hasil belajar dan keaktifan siswa pada materi Fungi di kelas X SMA Negeri 13 Samarinda. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi-experimental dalam bentuk pretest-posttest control group design. Populasi penelitian berjumlah 267 siswa dengan sampel 60 siswa, kelas X-1 sebagai kelas eksperimen dan X-6 sebagai kelas kontrol yang dipilih melalui teknik purposive sampling. Data dikumpulkan melalui tes hasil belajar dan lembar observasi keaktifan siswa, kemudian dianalisis menggunakan uji normalitas, uji homogenitas, uji independent sample t-test, dan uji N-Gain. Hasil penelitian menunjukkan rata-rata pre-test dan post-test kelas kontrol sebesar 34,00 dan 66,67 sedangkan kelas eksperimen sebesar 41,83 dan 82,83. Uji independent sample t-test menunjukkan pengaruh signifikan terhadap hasil dengan nilai signifikansi 0,000 (<0,05) dan terhadap keaktifan siswa sebesar 0,030 (<0,05). Nilai N-Gain kelas eksperimen sebesar 0,7099 termasuk kategori tinggi, sedangkan kelas kontrol sebesar 0,4998 termasuk kategori sedang. Dengan demikian, pendekatan Deep Learning berbasis PjBL berbantuan media Kahoot lebih efektif dalam meningkatkan hasil belajar dan keaktifan siswa pada pembelajaran Biologi kelas X di SMA Negeri 13 Samarinda.