Jailani Jailani
Universitas Mulawarman

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Pengaruh Model Contextual Teaching and Learning (CTL) Berbantuan Media Mind Mapping Digital Terhadap Hasil Belajar IPA Siswa SMP Andini Nor Rahman; Masitah Masitah; Jailani Jailani; Vandalita Maria Magdalena Rambitan
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.10.2.453-460

Abstract

Penelitian ini dilatar belakangi oleh rendahnya pemahaman siswa dalam proses pembelajaran yang berakibat pada hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model Contextual Teaching and Learning (CTL) berbantuan media mind map digital terhadap hasil belajar IPA siswa SMPN 13 Samarinda. Penelitian ini merupakan penelitian kuantitatif dengan desain quasi eksperimen menggunakan non-equivalent control group design. Populasi penelitian berjumlah 270 siswa, dengan sampel kelas VII H sebagai kelas eksperimen dan VII G sebagai kelas kontrol, masing-masing berjumlah 30 siswa. Hasil penelitian menunjukkan bahwa data berdistribusi normal dan homogen. Uji Independent sample t Test menunjukkan nilai signifikansi (0,000 < 0,05), artinya terdapat pengaruh signifikan penerapan model Contextual Teaching and Learning (CTL) berbantuan media mind map digital terhadap hasil belajar siswa. Selain itu, penin gkatan hasil belajar pada kelas eksperimen berada pada kategori tinggi (rata-rata N-gain 0,77), sedangkan kelas kontrol berada pada kategori sedang (rata-rata N-gain 0,65). Model Contextual Teaching and Learning (CTL) berbantuan media mind maping digital efektif dalam meningkatkan hasil belajar IPA siswa SMPN 13 Samarinda.
Pengaruh Model Pembelajaran Game Based Learning (GBL) Menggunakan Media Kuis Family 100 Berbasis Digital Canva terhadap Hasil Belajar Siswa Kelas VII pada Mata Pelajar IPA di SMP Negeri 4 Samarinda Meisuari Indah Permata Sari; Jailani Jailani; Elsje Theodora Maasawet; Sonja Verra Tinneke Lumowa
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.10.2.646-653

Abstract

The rapid development of educational technology requires innovative learning approaches to improve students' learning outcomes; however, the implementation of Game Based Learning (GBL) is still rarely applied in science learning at SMP Negeri 4 Samarinda. This study aimed to determine the effect of the Game Based Learning (GBL) model using a Canva-based digital Family 100 quiz on the learning outcomes of seventh-grade students on the topic of organization of life. The study employed a quasi-experimental method with a pretest-posttest non-equivalent control group design involving 50 students. The results showed that the average post-test score of the experimental class was higher than that of the control class, and the Independent Sample t-test yielded a significance value of 0.022 (<0.05). Therefore, the Game Based Learning (GBL) model using a Canva-based digital Family 100 quiz had a significant effect on students' learning outcomes and can be used as an alternative interactive and innovative learning approach.