Implementation of Inquiry-Based Interactive Games to Improve Interest and Science Learning Outcomes in Human Reproductive System Material
Penerapan Game Interaktif Berbasis Inkuiri untuk Meningkatkan Minat dan Hasil Belajar IPA Materi Sistem Reproduksi pada Manusia
DOI:
https://doi.org/10.69693/ijim.v2i4.223Keywords:
Student Interest, Learning Outcomes, Interactive Games, InquiryAbstract
This research was motivated by students' perception that Science lessons are difficult to understand and boring due to the one-way teaching method, which has led to a decline in student interest and learning outcomes. The purpose of this research was to increase the interest and learning outcomes of ninth-grade students in class 9.3 at SMP Negeri 2 Cisauk. The research method used was Classroom Action Research. Data collection techniques involved quantitative data from learning outcomes and qualitative data through analyzing interest questionnaire sheets. The results show an increase in students' learning interest and outcomes. The percentage of students' interest in learning before and after the intervention increased from 54,5% to 93,9%. The average learning outcomes of students increased from 62,5 to 79,3. This research shows that inquiry-based interactive games on the Human Reproductive System material led to an increase in students' interest and learning outcomes.
Downloads
References
Anggraeni, S. A. ., & Nurazizah, S. (2024). Konsep Dasar Perencanaan Pembelajaran. Karimah Tauhid, 3(5), 5548–5562. https://doi.org/10.30997/karimahtauhid.v3i5.13204 DOI: https://doi.org/10.30997/karimahtauhid.v3i4.12998
Diyanah, R., Kusumawati, E. T., & Lestari, Y. S. (2024). Penerapan Pembelajaran Berbasis ADLX Terpadu Berdiferensiasi untuk Meningkatkan Hasil Belajar Algoritma Pemrograman Scratch Siswa . PTK: Jurnal Tindakan Kelas, 4(1), 14–27. https://doi.org/10.53624/ptk.v4i1.446 DOI: https://doi.org/10.53624/ptk.v5i1.446
Dwiyono. (2017). Pengembangan Game Edukasi Sebagai Media Pembelajaran Interaktif Pada Kompetensi Dasar Mendeskripsikan Penggunaan Peralatan Tangan (Hand Tools) Dan Peralatan Bertenaga (Power Tools). Jurnal Pendidikan Teknik Mekatronika, 7(4).
Hayhow, S., Parn, E. A., Edwards, D. J., Hosseini, M. R., & Aigbavboa, C. (2019). Construct-It: A Board Game To Enhance Built Environment Students’ Understanding Of The Property Life Cycle. Industry and Higher Education, 33(3), 186–197. https://doi.org/10.1177/0950422219825985 DOI: https://doi.org/10.1177/0950422219825985
Mulyati, S., & Evendi, H. (2020). Pembelajaran Matematika melalui Media Game Quizizz untuk Meningkatkan Hasil Belajar Matematika SMP. GAUSS: Jurnal Pendidikan Matematika, 3(1), 64–73. https://doi.org/10.30656/gauss.v3i1.2127 DOI: https://doi.org/10.30656/gauss.v3i1.2127
Nurjanah, R. (2022). Development of Math Set Game to Improve Critical Thinking Skills. AlphaMath, 8(1), 29. https://doi.org/10.30595/alphamath.v8i1.13042 DOI: https://doi.org/10.30595/alphamath.v8i1.13042
Nurjannah, Kaswar, A. B., & Kasim, E. W. (2021). Efektifitas Gamifikasi Dalam Pembelajaran Matematika. MathEdu, 4(2), 189. https://doi.org/10.37081/mathedu.v4i2.2492 DOI: https://doi.org/10.37081/mathedu.v4i2.2492
Pratama, R. A., & Waskitoningtyas, R. S. (2020). Game Android “MENALAR” berbasis Adobe Animation CC. AKSIOMA, 9(3), 617. http://dx.doi.org/10.24127/ajpm.v9i3.3027 DOI: https://doi.org/10.24127/ajpm.v9i3.3027
Permatasari, R. P. D., & Afriansyah, E. A. (2022). Kendala orang tua dalam mendampingi siswa ditinjau dari hasil belajar matematika secara online. Jurnal Inovasi Pembelajaran Matematika: PowerMathEdu, 1(1), 27–36. https://doi.org/10.31980/pme.v1i1.1363 DOI: https://doi.org/10.31980/powermathedu.v1i1.1913
Sanita, R. & Anugraheni, I. (2020). Meta Analisis Model Pembelajaran Inquiry untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar. Jurnal Kependidikan, 6(3), 567-577. https://doi.org/10.33394/jk.v6i3.2949 DOI: https://doi.org/10.33394/jk.v6i3.2949
Sugiarni, R., Septian, A., Juandi, D., & Julaeha, S. (2021). Studi Penelitian Tindakan Kelas: Bagaimana Meningkatkan Pemahaman Matematis pada Siswa. Journal of Instructional Mathematics, 2(1), 21–35. https://doi.org/10.37640/jim.v2i1.905 DOI: https://doi.org/10.37640/jim.v2i1.905
Sitorus, D. S., & Santoso, T. N. B. (2022). Pemanfaatan Quizizz Sebagai Media Pembelajaran Berbasis Game Pada Masa Pandemi Covid-19. Scholaria, 12(2), 81-88. https://doi.org/10.24246/j.js.2022.v12.i2.p81-88 DOI: https://doi.org/10.24246/j.js.2022.v12.i2.p81-88
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Indonesian Journal of Innovation Multidisipliner Research

This work is licensed under a Creative Commons Attribution 4.0 International License.


















