
Effect of interactive media, make a match and lecture method on learning virus achievement
Author(s) -
Agus Ariyanto,
Wahyu Hari Kristiyanto,
Rully Adi Nugroho
Publication year - 2021
Publication title -
biosfer
Language(s) - English
Resource type - Journals
eISSN - 2614-3984
pISSN - 0853-2451
DOI - 10.21009/biosferjpb.17262
Subject(s) - mathematics education , test (biology) , class (philosophy) , perception , psychology , learning styles , computer science , artificial intelligence , paleontology , neuroscience , biology
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.