Question Card Game to Improve Senior High School Students' Higher-Order Thinking Skills in Biology Learning

Indria Wahyuni, Mukrimah Mukrimah, Faatihah Nasywaa Hanifah, Julianti Devi Ariesca, Windayanti Windayani

Abstract


Technology development in the world of education will affect the existing curriculum. Whether or not an education is successful depends largely on the curriculum used. The curriculum is the spearhead for the implementation of education. In a curriculum, there are various supporting aspects. One of them is the learning model. Various learning models have been tried to develop student's thinking skills, for example, using the medium of question cards. Playing question card media can trigger direct student involvement in learning to increase high-level thinking skills and motivation to be more active in studying. This research is a Collective Action Research (RAC) study. "activities of planning, acting, observing/evaluating, and reflecting." Students' HOTS ability before applying learning motivation with a class XI student support question card at one of the state high schools in Banten, which obtained an average of 63.89, was then used to calculate the average percentage to determine the level of students' HOTS ability. After an average percentage score of 63.89% is converted to a five-scale LAP, the student's pre-cycle HOTS ability level is relatively low (40-64). Based on data analysis and discussion of the research results that have been described, implementing learning to play question cards can increase student learning motivation and HOTS.


Keywords


Curriculum; Learning Model; Question Cards; Learning Motivation

Full Text:

PDF

References


Agung, A. A. G. (2011). Metodologi Penelitian. Singaraja: Undiksha.

Anderson, L. W., & Krathwohl, D. R. (2010). Kerangka Landasan untuk Pembelajaran, Pengajaran, dan Asesmen. Yogyakarta: Pustaka Pelajar.

Aspini, N. N. (2020). Penerapan Pembelajaran PBL Berbantuan Media Kartu Soal untuk Meningkatkan Kemampuan HOTS Siswa Kelas VI Sekolah Dasar. Jurnal EDUTECH Universitas Pendidikan Ganesha, 8(1), 72-79.

Bethan, D. S. (2016). Penggunaan Permainan Kartu Soal Untuk Meningkatkan Hasil Belajar Matematika di SD Negeri Jarakan. Jurnal Pendidikan Guru Sekolah Dasar, 5(5), 414-423.

De Porter, Bobbi, and Hernacki, Mike. (2011). Pembelajaran Kuantum. Translated by Alwiyah Abdurrahman. Bandung: Kaifa.

Dony, N., Nuriah, N., Jurniah, J., & Karina, K. (2018). Media Pembelajaran Kimia Menggunakan Kartu. Briliant: Jurnal Riset dan Konseptual, 3(4), 392-400.

Emda, A. (2017). Kedudukan motivasi belajar siswa dalam pembelajaran. Lantanida Journal, 5 (2), 93–196.

Fitriana, D. E. N., Miyarsah, M., & Rusdi, R. (2022). The Influence of the Big Five Personality on the Student’s Motivation in Protecting the Environment. Jurnal Pendidikan Indonesia Gemilang, 2(2), 105-110.

Halimah, S. (2021). Implementasi Pendekatan HOTS (Higher Order Thinking Skills). Dalam Pembelajaran PAI. Jurnal Manajemen Pendidikan Islam, 5(2), 342-362. https://doi.org/http://dx.doi.org/10.28926/briliant .v3i3.226.

Lestari, S. (2018). Peran Teknologi Dalam Pendidikan di Era Globalisasi. EDURELIGIA, 2(2), 94-100.

Mulyani, S. (2017). Metode Analisis dan Perancangan Sistem. Bandung: Abdi Sistematika.

Nara, E. S. (2014). Hartini. Teori Belajar Dan Pembelajaran. Bogor: Ghalia Indonesia.

Indonesian Ministry of Education and Culture (2016). Permendikbud No. 21 Tahun 2016 Tentang Standar Isi Pendidikan Dasar Menengah. Jakarta: Indonesian Ministry of Education and Culture

Nyoman, D. (2012). Metode Penelitian. Yogyakarta: Penerbit ANDI.

Republic of Indonesia, (2003). Undang-Undang Republik Indonesia Nomor 20 Tahun 2003 tentang Sistem Pendidikan Nasional (SISDIKNAS). Jakarta: State Secretariat.

Pengajaran dan Asesmen (Revisi Taksonomi Pendidikan Bloom). Yogyakarta: Pustaka Pelajar.

Rifqiawati, I., Saputri, Y. A., Oktaviani, H., Nurrohmah, S., & Handayani, T. A. (2021). The Students' Emotional Maturity and Learning Motivation through Distance Learning During Covid-19 Outbreak. International Journal of Biology Education Towards Sustainable Development, 1(1), 27-37.

Rofiah, E., Aminah, N. S., & Ekawati, E. Y. (2013). Penyusunan Instrumen tes kemampuan berpikir tingkat tinggi fisika pada siswa SMP. Jurnal pendidikan fisika, 1(2).

Saputri, A. C., et al. (2018.) Profil Kemampuan Berpikir Kritis Siswa SMA Dalam Pembelajaran Biologi. Jurnal Fisika, 10(1088), 1-5.

Trajkovik, V., Malinovski, T., Vasileva-Stojanovska, T., & Vasileva, M. (2018). Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes. PloS one, 13(8), e0202172.

Trianto (2009). Merancang Model Pembelajaran Inovatif Progresif. Surabaya: Kencana.

Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522-546.




DOI: https://doi.org/10.53889/ijbetsd.v2i2.147

Article Metrics

Abstract view : 271 times
PDF - 253 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 International Journal of Biology Education Towards Sustainable Development

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

Creative Commons License

International Journal of Biology Education Towards Sustainable Development is licensed under a Creative Commons Attribution 4.0 International License