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The Effect of the Teams Games Tournament (TGT) Learning Model on Students’ Learning Activities and Learning Outcomes in the Topic of Viruses among Tenth-Grade Senior High School Students Jessica Sonia Pasaribu; Martina Asiati Napitupulu
Bioscientist : Jurnal Ilmiah Biologi Vol. 14 No. 1 (2026): March
Publisher : Department of Biology Education, FSTT, Mandalika University of Education, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/bioscientist.v14i1.19899

Abstract

This study aimed to determine the effect of the Teams Games Tournament (TGT) learning model on students’ learning activities and learning outcomes in the topic of viruses among Grade X senior high school students. The study employed a quasi-experimental method using a Non-Equivalent Control Group Design. The sample was selected through purposive sampling based on the equivalence of pretest scores, resulting in Class X-3 as the experimental group and Class X-4 as the control group, with 34 students in each class. The research instruments consisted of multiple-choice questions to measure learning outcomes and observation sheets to assess students’ learning activities. The data were analyzed using parametric statistics, including tests of normality, homogeneity, and a one-tailed independent-samples t-test (right-tailed). The results showed that the mean score of students’ learning activities in the experimental class (79.67) was higher than that in the control class (44.31), with a significance value of 0.000 < 0.05. Similarly, the mean learning outcome score in the experimental class (84.71) was higher than that in the control class (79.56), with a significance value of 0.0045 < 0.05. Therefore, the TGT learning model was effective in improving both students’ learning activities and learning outcomes in the topic of viruses for Grade X senior high school students and may serve as an alternative interactive biology teaching strategy to help students understand the abstract concept of viruses.
Development of an Augmented Reality Assisted Science Game Card to Enhance Students’ Learning Motivation on the  Topic of Classification of Living Things Lidya Nainggolan; Khairiza Lubis; Masdiana Sinambela; Martina Asiati Napitupulu; Aswarina Nasution
Jurnal Tarbiyah dan Ilmu Keguruan Borneo Vol. 7 No. 1 (2026): Jurnal Tarbiyah dan Ilmu Keguruan Borneo, 7(1), Februari 2026
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan UIN Sultan Aji Muhammad Idris Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21093/jtikborneo

Abstract

This study aimed to determine the feasibility, practicality, and effectiveness of an Augmented Reality-assisted Science Game Card in enhancing students’ learning motivation on the topic of classification of living things. This study employed a Research and Development (R&D) approach using the ADDIE model, consisting of the Analysis, Design, Development, Implementation, and Evaluation stages. The product was validated by material, design, learning, and instrument experts before being implemented with 10 students in a small-scale trial and 31 seventh-grade students in a large-scale trial. Data were collected through validation sheets, response questionnaires, learning motivation questionnaires, and observation sheets. The results showed that the developed media was feasible, obtaining validation scores of 79.5% (Valid), 90.0% (Highly Valid), 90.8% (Highly Valid), and 94.0% (Highly Valid). The media was also highly practical, with teacher and student response scores of 100%, 84.5%, and 97.4%, respectively. Furthermore, the effectiveness test indicated a significant improvement in students’ learning motivation, with a Wilcoxon significance value of 0.000, an N-Gain score of 0.701 (High), and a motivation observation score of 86.29% (Highly Motivated). Therefore, the Augmented Reality-assisted Science Game Card is feasible, practical, and effective for enhancing students’ learning motivation.