Inovasi Media Pembelajaran Bottle Colour Sebagai Upaya Peningkatan Keaktifan Belajar dalam Pembelajaran Sejarah

Eksel Yesika Permata, Oka Agus Kurniawan Shavab, Yulia Sofiani

Abstract

The low level of student engagement in history learning became the background of this study. This research aimed to analyze the effect of the Bottle Colour media on the learning engagement of tenth-grade students at SMAN 4 Tasikmalaya in the 2024/2025 academic year. The study addresses a research gap by integrating Behaviorist Theory into the cooperative learning model Teams Games Tournament (TGT). This research employed a quantitative approach with a quasi-experimental Nonequivalent Control Group design. The sample consisted of class X5 as the experimental group using Bottle Colour media and class X6 as the control group using PowerPoint. Data were collected through questionnaires and analyzed using normality, homogeneity, independent sample t-test, and N-Gain tests. The results showed that Bottle Colour media significantly affected students’ learning engagement. The experimental class average score increased from 52.39 to 73.97, with a significance value of 0.000 < 0.05 and an N-Gain score of 0.6872. Therefore, Bottle Colour media effectively improved students’ engagement in history learning.

Keywords

Bottle Color Learning Media; Learning Activity; History Learning

Full Text:

PDF

References

Abdullah, K., Jannah, M., Aiman, U., Fadilla, Z., Ardiawan, M. K. N., Eka Sari, M., Hasda, S., & Taqwin. (2021). Metodologi Penelitian Kuantitatif. Yayasan Penerbit Muhammad Zaini. http://penerbitzaini.com

Aiken, L. R. (1980). Content Validity and Reliability of Single Items or Questionnaires. Educational and Psychological Measurement, 40, 955–959. https://doi.org/10.1177/001316448004000419

Arikunto, S. (2010). Arikunto, S. (2010). Prosedur Penelitian Suatu Pendekatan Praktik. . Rineka Cipta.

Arsyad, A. (2017). Media Pembelajaran. . Rajawali Pers.

Camalia, F., & Susanto, H. (2016). Pengembangan Audiobook Ddilengkapi Alat Peraga Materi Getaran dan Gelombang untuk Tunanetra Kelas V. Unnes Physics Education Journal, 5(2). https://doi.org/10.15294/upej.v5i2.13623

Clark, R. E. (1983). Reconsidering Research on Learning from Media. Review of Educational Research, 53(4), 445–459.

Cohen, J. (1988). Statistical Power Analysis for the Behavioral Sciences Second Edition. Lawrence Erlbaum Associates, Publishers.

Damayanti, E., Siraj, A., Rosmini, R., & Ramli, R. (2021). Behavioristik dalam pembelajaran: Tinjauan pendidikan Islam. Al Asma: Journal of Islamic Education, 3(1), 121–133. https://doi.org/https://doi.org/10.24252/asma.v3i1.21076

Dunn, R., & Dunn, K. (1993). Teaching Secondary Students through Their Individual Learning Styles: Practical Approaches for Grades 7-12. Pearson. Allyn and Bacon.

Evitasari, A. D., & Aulia, M. S. (2022). Media Diorama dan Keaktifan Belajar Peserta Didik dalam Pembelajaran IPA. Jurnal Riset Pendidikan Dasar (JRPD), 3(1), 1. https://doi.org/10.30595/jrpd.v3i1.11013

Farida, M. W. N. (2025). Penerapan Metode Tanya Jawab Dengan Media Roda Berputar Dalam Meningkatkan Keaktifan Belajar Siswa Kelas V MIS Nurul Hikmah Tangerang Selatan. UIN Syarif Hidayatullah.

Haibar, R. A. L., Yuzarion, & Junaidi. (2021). Implikasi Teori Behavioristik Dalam Kegiatan Pembelajaran di Sekolah. Empathy: Jurnal Fakultas Psikologi, 4, 45–59. https://doi.org/https://doi.org/10.12928/empathy.v4i1.20048

Herrera-Pavo, M. Á. (2021). Collaborative learning for virtual higher education. Learning, Culture and Social Interaction, 28, 100437. https://doi.org/https://doi.org/10.1016/j.lcsi.2020.100437

Jamahsyari, Y. F., Ismail, A., & Aeni, A. N. (2024). Pengaruh Model Pembelajaran TGT untuk Meningkatkan Kognitif Siswa Kelas V pada Materi Manusia dan Lingkungan. Afeksi Jurnal Penelitian Dan Evaluasi Pendidikan, 5, 1010–1019. https://doi.org/https://doi.org/10.59698/afeksi.v5i6.395

Jayusman, I., & Shavab, O.AK. (2020). Studi Deskriptif Kuantitatif Tentang Aktivitas Belajar Mahasiswa Dengan Menggunakan Media Pembelajaran Edmodo Dalam Pembelajaran Sejarah. Jurnal Artefak, 7(1), 13. https://doi.org/http://dx.doi.org/10.25157/ja.v7i1.3180

Kapp, K. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. CA: Pfeiffer.

Khairah, R. (2020). Penggunaan Media Maket Terhadap Keaktifan Belajar Sejarah Materi Masa Kehidupan Pra-Aksara Siswa. Journal of Social Knowledge Education (JSKE), 1(4), 104–110. https://doi.org/10.37251/jske.v1i4.369

Khairunnisa, C. F., Shavab, O. A. K., & Sofiani, Y. (2025). Peningkatan Minat Belajar Sejarah Peserta Didik Melalui Media Pembelajaran Blooket di Kelas XI.2 SMAN 1 Darma. Jurnal Artefak, 12(2), 279. https://doi.org/10.25157/ja.v12i2.21457

Marhayati, L., & Devita, D. (2022). Pengaruh Pembelajaran Aktif Menggunakan Strategi Bowling Kampus Terhadap Motivasi dan Hasil Belajar Matematika Siswa Kelas X SMAN 1 Kubung Solok. Jurnal Pendidikan Tambusai, 6(2), 11387–11392.

Masdar, A. K. C., Nadira, L., Murnika, Y., & Wismanto, W. (2024). Pemilihan Media Pembelajaran Yang Tepat Untuk Meningkatkan Hasil Pencapaian Belajar Peserta Didik. Edukasi Elita : Jurnal Inovasi Pendidikan, 1(3), 76–85. https://doi.org/10.62383/edukasi.v1i3.243

Mayasari, N. R., Kusnafizal, & Nurasiah. (2019). Pengaruh Strategi Pembelajaran Bowling Kampus Terhadap Prestasi Belajar Sejarah Siswa Kelas X IPA SMA Negeri 1 Ingin Jaya. JIMPS: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah , 4(4).

Mayer, R. E. (2005). Cognitive Theory of Multimedia Learning. In R. E. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (pp. 31–48). Cambridge University Press.

Nahar, N. I. (2016). Penerapan Teori Belajar Behavioristik Dalam Proses Pembelajaran . Nusantara: Jurnal Ilmu Pengetahuan Sosial, 1(1).

Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: a critical review of the literature and recommended remedies. The Journal of Applied Psychology, 88(5), 879–903. https://doi.org/https://doi.org/10.1037/0021-9010.88.5.879

Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Sak’diah, P. A., & Liana, C. (2025). Pengaruh Model Pembelajaran Teams Games Tournament (TGT) Berbasis Kuis Interaktif Family 100 Terhadap Keaktifan Belajar Siswa Pada Mata Pelajaran Sejarah Kelas X di SMAN 12 Surabaya. 16(3), 67.

Saleem, A., Kausar, H., & Deeba, F. (2021). Social Constructivism: A New Paradigm in Teaching and Learning Environment. Perennial Journal of History, 2(2), 403–421. https://doi.org/10.52700/pjh.v2i2.86

Sanjaya, W. (2016). Strategi Pembelajaran Berbasis Kompetensi. Kencana.

Santosa, Y. B. P., & Hendi Irawan. (2020). Pembelajaran Sejarah dan Kebebasan Berpikir. CHRONOLOGIA, 2(2), 28–38. https://doi.org/10.22236/jhe.v2i2.6102

Sari, N. L. A., & Kurniawan, D. W. (2020). Pengaruh penggunaan media pembelajaran digital terhadap pemahaman konsep dan motivasi belajar siswa kelas IV SD. Edukatif: Jurnal Ilmu Pendidikan, 2(2), 75–85.

Sasmita, S. (2017). Penggunaan Media Permainan Kartu Kwartet Pintar Sejarah (KKPS) Dalam Upaya Peningkatan Aktivitas dan Hasil Belajar Pada Siswa Kelas X IPA 7 SMA Negeri 1 Surakarta Semester Gasal Tahun Pelajaran 2017/2018. Jurnal Artefak, 4(2), 119–128. https://doi.org/10.25157/ja.v4i2.905

Shavab, O. A. K. (2025). The Effect of Smart Apps Creator on Improving Student History Learning Outcomes. Journal for Lesson and Learning Studies, 8(1), 172–180. https://doi.org/10.23887/jlls.v8i1.87074

Shavab, O. A. K., Yulifar, L., Supriatna, N., & Mulyana, A. (2023). Development Of Gamification Apps To Enhance Critical Thinking And Creative Thinking. Journal of Engineering Science and Technology, Special Issue, 99–106. https://jestec.taylors.edu.my/Special%20Issue%20AASEC2022/RPI_SI_2023_14.pdf

Shavab, O., Afriza, E., & Jayusman, I. (2025). The effect of smart app creator application on ımproving students’ critical thinking. Harmoni Sosial: Jurnal Pendidikan IPS, 12(2), 126–137. https://doi.org/10.21831/hsjpi.v12i2.88051

Sinar. (2018). Metode Active Learning Upaya Peningkatan Keaktifan dan Hasil Belajar . Deepublish Penerbitan CV Budi Utama.

Skinner, B. F. (1956). Science and Human Behavior. Macmillan.

Sudjana, N. (2006). Penelitian Hasil Proses Belajar Mengajar. Remaja Rosdakarya .

Sugiyono. (2021). Metode Penelitian Kuantitaif dan Kualitatif. Alfabeta. 82-120.

Sweller, J., Ayres, P., & Kalyuga, S. (2011). Cognitive Load Theory. Springer .

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Wahyuningsih, E. S. (2020). Model Pembelajaran Mastery Learning Upaya Peningkatan Keaktifan dan Hasil Belajar Siswa. Deepublish.

Yulia, D., & Purnamasari, R. (2019). Penerapan Strategi Pembelajaran Aktif Tipe Team Quiz Pada Mata Pelajaran Sejarah Terhadap Peningkatan Keaktifan Belajar Siswa Kelas X IPS Di SMA Negeri 8 Batam Tahun Pelajaran 2018/2019. Historia: Jurnal Program Studi Pendidikan Sejarah, 4(1), 34–45. https://doi.org/https://doi.org/10.33373/j-his.v4i1.1722

Refbacks

  • There are currently no refbacks.