Melola Discovery

← Melola Discovery

Akses terbuka Jurnal

Efektivitas Problem Based Learning Berbasis Game Gurita Point dengan Lesson Study Terhadap Hasil Belajar Materi Klasifikasi Makhluk Hidup Pada Siswa SMP

BIODIK · Vol. 10 No. 1 (2024) · hlm. 80–88

DOI
10.22437/biodik.v10i1.28029
ISSN
2580-0922, 2460-2612
Terbit
2024-03-30
Penerbit
Program Studi Pendidikan Biologi FKIP Universitas Jambi
Bahasa
en
Lisensi
creativecommons.org/licenses/by-nc-sa/4.0

Abstrak

The effectiveness of learning is an indicator that the implementation of the designed learning process gives good results for students and educators. The purpose of this study was to analyze the effectiveness of the Problem Based Learning model based on the octopus point game with Lesson Study on cognitive learning outcomes in the classification of living things in junior high school students. The type of research used was CAR with the subject of class VII students of SMP Negeri 6 Sungai Penuh totaling 23 students, through Lesson Study activities which consisted of three stages, namely planning (Plan), implementation (Do) and reflection (See). Data collection techniques used are tests, observations, and documentation. Data analysis techniques in testing the effectiveness of learning on cognitive learning outcomes were analyzed using a qualitative descriptive approach. Research data shows that students' cognitive learning outcomes have increased from cycle I to cycle II with the average cognitive learning outcomes of students in Class VII SMP Negeri 6 Sungai Penuh for the 2022/2023 academic year increasing by 8.23%. This percentage indicates that the octopus point game- Problem Based Learning model with Lesson Study is effective in improving students' cognitive learning outcomes.

Jaringan kolaborasi para penulis

40 penulis · 131 tautan kepenulisan bersama · 9 lintas organisasi · menampilkan 40 yang paling banyak terhubung

Arahkan kursor atau ketuk sebuah nama untuk menyorot rekan penulisnya. Klik dua kali untuk membuka halaman penulis.

  • Universitas Jambi
  • Universitas Tamansiswa Padang
  • Universitas Islam Negeri Antasari Banjarmasin
  • State University of Semarang
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
  • Afiliasi tidak diketahui
  • Garis lebih tebal = lebih banyak artikel bersama · lingkaran lebih besar = lebih banyak artikel
Tampilkan sebagai tabel
Rekan penulisOrganisasiArtikel bersama
Revis AsraAfiliasi tidak diketahui6
Dwi Agus KurniawanUniversitas Jambi5
Muswita MuswitaAfiliasi tidak diketahui5
Rayandra AsyharAfiliasi tidak diketahui5
Muhammad RusdiAfiliasi tidak diketahui4
Syahrial SyahrialUniversitas Tamansiswa Padang4
Damris MuhammadUniversitas Jambi4
Harlis HarlisAfiliasi tidak diketahui3
Afreni HamidahAfiliasi tidak diketahui3
Maison MaisonAfiliasi tidak diketahui3
Kamid KamidAfiliasi tidak diketahui3
Evita AnggereiniAfiliasi tidak diketahui3
Jefri MarzalAfiliasi tidak diketahui3
Haryanto HaryantoUniversitas Jambi2
Husni SabilUniversitas Jambi2
Syahrial SyahrialUniversitas Jambi2
Urip SulistiyoAfiliasi tidak diketahui2
Agus SyarifAfiliasi tidak diketahui2
Dwi SuryahartatiAfiliasi tidak diketahui2
M. Dwi Wiwik ErnawatiAfiliasi tidak diketahui2
Ali SadikinAfiliasi tidak diketahui2
M Erick SanjayaAfiliasi tidak diketahui2
Bambang HariyadiAfiliasi tidak diketahui2
Aprizal LukmanAfiliasi tidak diketahui2
Syamsurizal SyamsurizalAfiliasi tidak diketahui2
Muhaimin MuhaiminUniversitas Islam Negeri Antasari Banjarmasin2
Sudarmin SudarminState University of Semarang1
Margaret Dwi Wiwik ErnawatiUniversitas Jambi1
H. HaryantoUniversitas Jambi1
Leny MarlindaAfiliasi tidak diketahui1
Nazarudin NazarudinUniversitas Jambi1
Abu BakarUniversitas Jambi1
Dedi GusriadiUniversitas Jambi1
Zunarta YaniUniversitas Jambi1
Edy PandaUniversitas Jambi1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://online-journal.unja.ac.id/index.php/biodik/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/  http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en">Efektivitas Problem Based Learning Berbasis Game Gurita Point dengan Lesson Study Terhadap Hasil Belajar Materi Klasifikasi Makhluk Hidup Pada Siswa SMP</dc:title>
	<dc:creator xml:lang="en">Cahayu, Sri Anika</dc:creator>
	<dc:creator xml:lang="en">Yelianti, Upik</dc:creator>
	<dc:creator xml:lang="en">Asrial, Asrial</dc:creator>
	<dc:creator xml:lang="en">Wicaksana, Ervan Johan</dc:creator>
	<dc:creator xml:lang="en">Nataliya , Revny</dc:creator>
	<dc:description xml:lang="en">The effectiveness of learning is an indicator that the implementation of the designed learning process gives good results for students and educators. The purpose of this study was to analyze the effectiveness of the Problem Based Learning model based on the octopus point game with Lesson Study on cognitive learning outcomes in the classification of living things in junior high school students. The type of research used was CAR with the subject of class VII students of SMP Negeri 6 Sungai Penuh totaling 23 students, through Lesson Study activities which consisted of three stages, namely planning (Plan), implementation (Do) and reflection (See). Data collection techniques used are tests, observations, and documentation. Data analysis techniques in testing the effectiveness of learning on cognitive learning outcomes were analyzed using a qualitative descriptive approach. Research data shows that students' cognitive learning outcomes have increased from cycle I to cycle II with the average cognitive learning outcomes of students in Class VII SMP Negeri 6 Sungai Penuh for the 2022/2023 academic year increasing by 8.23%. This percentage indicates that the octopus point game- Problem Based Learning model with Lesson Study is effective in improving students' cognitive learning outcomes.
&amp;nbsp;
&amp;nbsp;</dc:description>
	<dc:publisher xml:lang="en">Program Studi Pendidikan Biologi FKIP Universitas Jambi</dc:publisher>
	<dc:date>2024-03-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://online-journal.unja.ac.id/biodik/article/view/28029</dc:identifier>
	<dc:identifier>10.22437/biodik.v10i1.28029</dc:identifier>
	<dc:source xml:lang="en">BIODIK; Vol. 10 No. 1 (2024): Maret 2024 ; 80-88</dc:source>
	<dc:source>2580-0922</dc:source>
	<dc:source>2460-2612</dc:source>
	<dc:language>en</dc:language>
	<dc:relation>https://online-journal.unja.ac.id/biodik/article/view/28029/17769</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2024 Sri Anika Cahayu, Upik Yelianti, Asrial Asrial, Ervan Johan Wicaksana</dc:rights>
	<dc:rights xml:lang="en">http://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>