Effect of interactive media, make a match and lecture method on learning virus achievement

Authors

  • Agus Ariyanto Master of Biology, Faculty of Biology, Satya Wacana Christian University, Indonesia
  • Wahyu Hari Kristiyanto Physics Education, Faculty of Science and Mathematics, Satya Wacana Christian University, Indonesia
  • Rully Adi Nugroho Master of Biology, Faculty of Biology, Satya Wacana Christian University, Indonesia

DOI:

https://doi.org/10.21009/biosferjpb.17262

Keywords:

Interactive, Learning Media, Make a match, Virus

Abstract

The study investigates the effect of interactive media, make a match, and lecture method on learning achievement of virus. The research method used was quasi-experimental (quasi-experimental) with the pretest-posttest non-equivalent control group design. This research was conducted from September 2019 to November 2019 in High School A and High School T with a duration of learning ± 3 hours of study.ANOVA test results on the average value of N-Gain showed the same results as the post-test. N-Gain in ICT learning media class, make a match learning model class and lecture learning method classes respectively amounted to 58.6 ± 13.6, 40.8 ± 17.6 and 40.5 ± 14.3. However, based on linear regression analysis, student learning outcomes are influenced by student perception factors and students' visual learning styles (P <0.05). The successful use of interactive ICT learning media is influenced by student perception factors and student visual learning style factors.

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Published

2021-04-25

How to Cite

Ariyanto, A., Kristiyanto, W. H., & Nugroho, R. A. (2021). Effect of interactive media, make a match and lecture method on learning virus achievement. Biosfer: Jurnal Pendidikan Biologi, 14(1), 36–53. https://doi.org/10.21009/biosferjpb.17262