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Problem-Based Learning Model Assisted by Interactive Media to Improve Students Higher Order Thinking Skills (HOTS) Taufiqurrahman Taufiqurrahman; Siti Fathonah; Farid Ahmadi; Arie Arma Arsyad; Sukmawanty Rahman
Jurnal Penelitian Pendidikan IPA Vol 11 No 1 (2025): January
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i1.6649

Abstract

This study explores the issue of students' low Higher Order Thinking Skills (HOTS) in Science, specifically on the topic of Acids, Bases, and Salts, in Class VII-5 at UPT SPF SMPN 40 Makassar. The research aims to evaluate how effective the Problem-Based Learning (PBL) model, supported by interactive media, is in improving students’ HOTS. It also examines the level of improvement in each learning cycle and assesses the observed HOTS development throughout the study. Additionally, the research seeks to determine whether there is a significant increase in students' HOTS after applying the PBL model with interactive media. This study follows the Classroom Action Research (CAR) methodology, conducted in two cycles that include planning, implementation, observation, and reflection. Data was collected through HOTS test results (quantitative data) and classroom observations (qualitative data). In the pre-cycle stage, none of the students passed the test, with all 30 students falling below the learning criteria. In Cycle I, 18 students passed, while 12 did not, leading to a class-wide learning completion rate of 60%, categorized as low. Classroom observations during this cycle showed a score of 59.58%, considered fair. In Cycle II, all students successfully passed, increasing the success rate to 83.33%, classified as high. Observations also improved, reaching 66.67%, categorized as good. These findings suggest that the use of Problem-Based Learning with interactive media can effectively enhance students' HOTS.
The Effect of Using the MARBEL Indonesian Culture Educational Game in Flipped Classroom Learning on the Science and Science Learning Outcomes Rifqi Ainun Najib; Farid Ahmadi
Jurnal Penelitian Pendidikan IPA Vol 11 No 3 (2025): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i3.10602

Abstract

The purpose of this study is to ascertain how the Marbel Indonesian Culture Educational Game, when used in a flipped classroom, affects the scientific learning outcomes and science curriculum of fourth-grade students at SDN Kajen. This study employs quasi-experimental quantitative methodologies. Thirty-two grade 4 respondents from SDN Kajen participated in this study. Both test and non-test methods are used in data collection. The findings of this study demonstrate that student learning outcomes are impacted when the Indonesian Cultural Marbel educational game is used in Flipped Classroom instruction. The significance values for pair 1 (0.001 < 0.05) and pair 2 (0.001 < 0.005) demonstrate this. Additionally, the use of the instructional game Indonesian Cultural Marbel in Flipped Classroom Learning improves student learning results by 41.5%. The Marbel Budaya Indonesia educational game is therefore considered less effective in boosting the efficacy of Flipped Classroom learning because its N-Gain value of 0.415 places it in the less effective group.