The Effect of Twister Game-Based Learning Media on Students’ Learning Outcomes in the Reproductive System Topic
DOI:
https://doi.org/10.24252/al-ahya.v7i3.33515Abstract
This study examined the effect of Twister game-based learning media on students’ learning outcomes in the reproductive system topic among eleventh-grade students at MA DDI Galla Raya, Pangkep Regency. It also compared the learning outcomes of students who used the media with those who received instruction without it. The study employed a quasi-experimental method with a non-equivalent control group design. The population consisted of 70 eleventh-grade students, from which two classes were selected through purposive sampling. Class XI MIA 1 was assigned as the experimental group, while Class XI MIA 2 served as the control group, with each group consisting of 35 students. Data were collected through pretests and posttests and analyzed using descriptive and inferential statistics to examine improvements in learning outcomes and determine whether a significant difference existed between the two groups. The findings showed that the experimental group’s mean score increased from 47.57 on the pretest to 76.14 on the posttest. In comparison, the control group’s mean score increased from 44.71 to 67.57. Hypothesis testing at a significance level of 0.05 revealed that the p-value was lower than α (0.000 < 0.05). Therefore, the use of Twister game-based learning media had a significant effect on improving students’ learning outcomes.
Downloads
References
Adam, S., & Syastra, M. T. (2015). Pemanfaatan media pembelajaran berbasis teknologi informasi bagi siswa kelas X SMA Ananda Batam. CBIS Journal, 3(2). http://ejournal.upbatam.ac.id/index.php/cbis/article/view/400
Agung. (2020, February 12). Guru mata pelajaran IPA MA DDI Galla Raya [Wawancara].
Arikunto, S. (2010). Prosedur penelitian: Suatu pendekatan praktik (Cet. 14). Rineka Cipta.
Buchori, A., & Setyawati, R. D. (2015). Development learning model of character education through e-comic in elementary school. International Journal of Education and Research, 3(9), 369–386.
Djamarah, S. B., & Zain, A. (2006). Strategi belajar mengajar. Rineka Cipta.
Hutama, B. A. (2017). Pengaruh bermain Twister modifikasi terhadap hasil belajar mengenal bentuk geometri pada siswa autis di SLB Harapan Mulya Driyorejo Gresik. Jurnal Pendidikan Khusus, 3, 9.
Indriana, D. (2011). Mengenal ragam gaya pembelajaran efektif. Diva Press.
Isjoni. (2009). Cooperative learning: Efektivitas pembelajaran kelompok (Cet. 1). Alfabeta.
Jannah, M. M., & Wiyatmi, Y. (2018). Pengembangan media pembelajaran permainan Ludo untuk meningkatkan penguasaan materi dan minat belajar fisika peserta didik SMA. Jurnal Pendidikan Fisika.
Karo-Karo, I. R., & Rohani. (2018). Manfaat media dalam pembelajaran. AXIOM: Jurnal Pendidikan dan Matematika, 7(1). http://download.garuda.ristekdikti.go.id/article.php?article=811017&val=13279&title=MANFAAT%20MEDIA%20DALAM%20PEMBELAJARAN
Nurrita, T. (2018). Pengembangan media pembelajaran untuk meningkatkan hasil belajar siswa. Jurnal Misykat, 3(1).
Raharjo, B. (2010). Pendidikan karakter sebagai upaya menciptakan akhlak. Jurnal Pendidikan dan Kebudayaan.
Hairy, M. R., Kusmiyati, & Yamin, M. (2018). Analisis penguasaan konsep materi sistem reproduksi pada siswa SMA Negeri di Kota Mataram. Jurnal Pijar MIPA, 13(2), 119–123. https://doi.org/10.29303/jpm.v13i2.749
Salehuddin, Yasin, & Borahima. (2010). Pengelolaan pembelajaran. Alauddin Press.
Sari, U. W., & Muhammad, R. (2016). Pengaruh permainan Twister modifikasi terhadap kemampuan kosa kata bahasa Inggris anak kelompok B di TK Muslimat 192 Tarbiyatul Athfal Morowudi Cerme Gresik. Jurnal Pendidikan, 4(2). https://ejournal.unesa.ac.id/index.php/paud-teratai/article/view/31517
Shafira, A., Rosayanti, F., & Baedowi, S. (2018). Pengaruh model pembelajaran picture and picture berbantuan media permainan roda keberuntungan terhadap aktivitas dan hasil belajar pada konsep daur hidup hewan siswa kelas IV. Journal of Primary and Children’s Education, 1(2). http://jurnal.unw.ac.id:1254/index.php/janacitta/article/view/20/79/
Slameto. (2015). Belajar dan faktor-faktor yang mempengaruhinya. Rineka Cipta.
Sudjana, N. (2018). Media pengajaran. Sinar Baru Algesindo.
Sugiyono. (2010). Statistik nonparametris untuk penelitian. Alfabeta.
Sugiyono. (2013). Metode penelitian pendidikan: Pendekatan kuantitatif, kualitatif, dan R&D. Alfabeta.
Tohirin. (2015). Bimbingan dan konseling. PT RajaGrafindo Persada.
Willis. (2013). Psikologi pendidikan. Alfabeta.
Wulandari, D. (2019). Pengembangan media pembelajaran permainan roda beruntung untuk meningkatkan pemahaman siswa pada pembelajaran
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Qamria, Misykat Malik Ibrahim, Ahmad Ali

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











