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Pengembangan Monopoli Berbantuan Teknologi QR Code Sebagai Media Pembelajaran IPA Pada Materi Keanekaragaman Hayati Indonesia di SMP Negeri 27 Medan Ali Ahmatul Umri Hasibuan; Khairiza Lubis; Masdiana Sinambela; Wina Dyah Puspita Sari; Widia Ningsih; Koriatul Jannah Siregar; Al-Murizka Annisa; Sunita Karin Purba; Ghania Dhia Ulhaq Lubis
Jurnal Biologi dan Pembelajarannya (JB&P) Vol 12 No 1 (2025): APRIL 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jbp.v12i1.24840

Abstract

Penelitian ini bertujuan untuk mengembangkan permainan monopoli berbantuan teknologi QR Code sebagai media pembelajaran IPA pada topik keanekaragaman hayati Indonesia. Penelitian dilakukan di SMP Negeri 27 Medan. Model pengembangan yang digunakan dalam penelitian ini adalah ADDIE, yang mencakup tahapan Analyze, Design, Development, Implementation, dan Evaluation. Media monopoli ini divalidasi berdasarkan tiga aspek: materi, media, dan asesmen. Hasil validasi dari ahli materi memperoleh skor 85,38% (sangat layak), ahli media memperoleh skor 91,54% (sangat layak), dan ahli asesmen memperoleh skor 93,3% (sangat layak), dengan rata-rata keseluruhan validasi sebesar 90,74%. Respons guru menunjukkan skor tertinggi pada aspek visual (93,75%), sedangkan respons siswa menunjukkan skor kelayakan keseluruhan sebesar 91,13%, dengan aspek keterarikan memperoleh skor tertinggi sebesar 93,12%.  
Pengaruh Pembelajaran Inkuiri Terbimbing Berbantuan Worksheet terhadap Kemampuan Berpikir Kritis Siswa pada Materi Bioteknologi Koriatul Jannah Siregar; Wina Dyah Puspita Sari
Spizaetus: Jurnal Biologi dan Pendidikan Biologi Vol 7 No 2 (2026): Spizaetus: Jurnal Biologi dan Pendidikan Biologi
Publisher : Program Studi Pendidikan Biologi, FKIP, Universitas Nusa Nipa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55241/spibio.v7i2.749

Abstract

Critical thinking skills are among the essential competencies required for students to meet the challenges of the 21st century. However, students' critical thinking skills in biotechnology remain relatively low and need to be enhanced through the implementation of learning models that promote active participation in the learning process. This study aims to determine the effect of the Guided Inquiry learning model assisted by Student Worksheets on students' critical thinking skills in Biotechnology material at UPT SMP Negeri 35 Medan. This study used a quasi-experimental method with a non-equivalent control group design. The population consisted of all grade IX students of UPT SMP Negeri 35 Medan. The sample was selected using purposive sampling, with class IX-1 as the experimental class and class IX-3 as the control class. The research instrument was a validated two-tier multiple-choice test designed to measure students' critical thinking skills. Data analysis using the Independent Samples T-test showed a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant effect of the Guided Inquiry model assisted by worksheets on students' critical thinking skills. The experimental class showed a higher average improvement (55.38%) than the control class (44.51%). All indicators of critical thinking clarification, assessment, inference, and strategy improved significantly in the experimental class. Therefore, the Guided Inquiry learning model assisted by worksheet is effective in improving students' critical thinking skills in Biotechnology material.
Monopoly Development Using QR Code Technology as A Science Learning Media on the Topic of Indonesian Biodiversity at SMP Negeri 27 Medan Ali Ahmatul Umri Hasibuan; Khairiza Lubis; Koriatul Jannah Siregar; Al-Murizka Annisa; Sunita Karin Purba; Ghania Dhia Ulhaq Lubis
Florea : Jurnal Biologi dan Pembelajarannya Vol. 13 No. 2 (2026)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/florea.v13i2.22050

Abstract

This research aims to develop a monopoly game integrated with QR Code technology as a science learning media on Indonesian biodiversity topic. The Monopoly media was designed to be suitable and effective for junior high school science courses, specifically at SMP Negeri 27 Medan. The development process follows the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model with data analysis techniques from validation sheets (content, media, and assessment) and teacher and student assessments presented in the form of a summary list using a likert scale (maximum 5 and minimum 1) which is then interpreted qualitatively. Validation results showed high feasibility scores of 85.38% from content experts, 91.54% from media experts, and 93.3% from assessment expert. Teacher responses also indicated the score average value of 90.62%, while student responses showed an overall feasibility score of 91.13%, with attractiveness receiving the highest rating at 93.12%.