{"title":"角色扮演法学习免疫系统材料对高中生创造力和学习效果的影响","authors":"Armi Nuridah, Partaya Partaya","doi":"10.15294/JBE.V8I3.36129","DOIUrl":null,"url":null,"abstract":"History Article: Received: September 2019 Accepted: October 2019 Published : December 2019 The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The aim of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method average N-gained a score of 0,62. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.","PeriodicalId":53330,"journal":{"name":"Unnes Journal of Biology Education","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"The Effectiveness of Role Playing Method in Learning Immune System Material on the Creativity and Learning Outcomes of High School Students\",\"authors\":\"Armi Nuridah, Partaya Partaya\",\"doi\":\"10.15294/JBE.V8I3.36129\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"History Article: Received: September 2019 Accepted: October 2019 Published : December 2019 The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The aim of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method average N-gained a score of 0,62. 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引用次数: 2
摘要
历史文章:收稿日期:2019年9月接收日期:2019年10月发布日期:2019年12月目前教育界存在的问题是学习成果和学生创造力低下。基于文献,角色扮演法是提高学生创造力和学习效果的有效学习方法。本研究的目的是确定角色扮演法对创造力和学生学习成果的有效性,并找出角色扮演法对学习免疫系统的有效性。本研究为非等效对照组设计的准实验研究。人口为MIA MAN 2三宝垄2018/2019学年的11年级学生。样本采用有目的抽样确定,选取2个班级作为实验班和控制班。在本研究中,实验班采用角色扮演法进行免疫系统学习,对照组采用授课法进行免疫系统学习。结果表明,实验班学生有创意的占85.56%,有创意到非常有创意的类别,而对照组只有41.67%的学生有创意和非常有创意的类别。学生学习成果数据显示,实验班的经典学习完整性高于对照组,差异达36.12%。实验班学生的学习成果平均值和平均N-Gain分数也高于对照组。实施角色扮演学习法的学生平均n -得分为0.62分。根据描述可以得出结论,角色扮演方法对高中生的创造力和学习成果是有效的,并且可以得出结论,角色扮演方法有效地应用于免疫系统的学习,因为研究结果已经达到了设定的所有指标。
The Effectiveness of Role Playing Method in Learning Immune System Material on the Creativity and Learning Outcomes of High School Students
History Article: Received: September 2019 Accepted: October 2019 Published : December 2019 The problem that occurs in the education world right now is the low learning outcomes and student creativity. Based on references, the roles playing method is an effective learning method for increasing student creativity and learning outcomes. The aim of this study is to determine the effectiveness of the roles playing method on creativity and student learning outcomes and to find out the effectiveness of the roles playing method on learning the immune system. This research is a quasi-experimental research with nonequivalent control group design. The population are all students of grade 11 in MIA MAN 2 Semarang 2018/2019 school year. The sample is determined by purposive sampling and 2 classes have selected as the experimental class and the control class. In this study the experimental class carried out immune system learning using the roles playing method while the control class used the lecture method. The results showed that 85.56% of the experimental class students has creativity with creative to very creative categories while the control class is only 41.67% of students included in the creative and very creative categories. Student learning outcomes data show that the classical learning completeness of the experimental class is higher than the control class with a difference of 36.12%. The average value of learning outcomes and the average N-Gain score of the experimental class students also have a higher average value of the control class. The implementation of learning the roles playing method average N-gained a score of 0,62. Based on the description it can be concluded that the role playing method is effective on the creativity and learning outcomes of high school students and it can be concluded that the role playing method is effectively applied to learning the immune system because the results of the study already meet all the indicators that have been set.