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Septiara Nengsi Simamora; Damayanti Nababan; Oloria Malau; Masniar H.Sitorus; Malani Simanungkalit

Jurnal Pendidikan Agama dan Teologi 2023 International Forum of Researchers and Lecturers

The aim of this research is to find out how much positive and significant influence the Role Playing Model has on the active learning of Christian Religious Education and Character Education for class VIII students at SMP Negeri 2 Sipoholon for the 2023/2024 academic year. The method used in this research uses quantitative methods. The population is all 120 students in class VIII of SMP Negeri 2 Sipoholon for the 2023/2024 academic year who are Christians and the sample was determined to be 48 people, namely 40% of the total population using random sampling techniques. Data was collected using 47 positive closed items. The results of data analysis show that there is a positive and significant influence of the Role Playing Model on the learning activity of Christian Religious Education and Characteristics of class VIII students of SMP Negeri 2 Sipoholon for the 2023/2024 Academic Year: 1) Test the analysis requirements: a) test a positive relationship to obtain a score rxy = 0.561 > rtable(a=0.05,n=48) = 0.284, thus it is known that there is a positive relationship between variable .05,dk=n-2=46)= 2.021, thus there is a significant relationship between variable The regression equation Y ̂="20.68"+0.74X is obtained. Thus Ha is accepted and H0 is rejected.

Triana Ocieli Putri Br Karo; Erlinda Simanungkalit; Nurmayani Nurmayani; Apiek Gandamana; Winara Winara

Concept: Journal of Social Humanities and Education 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

This study aims to design, develop, and test the feasibility, practicality and effectiveness of papan huruf geser media in the early reading skills of class I theme 3 sub-theme 1 at SDN 044845 Payanderket in Indonesian. The problem in this study is that the learning media used in reading activities are inadequate, the learning methods used in reading activities are less varied and students do not play an active role in the learning process. Researchers use development research (Research and Development) according to Thiagarajan, namely the 4D model (Define, Design, Development, Dessemination). The subjects in this research were class I students at SDN 044845 Payanderket and the research object was the papan huruf geser media. Data collection techniques use questionnaires and learning outcomes tests. The results of the media validation test for media experts obtained a percentage of 98.21% in the "Very Eligible" category, and material validation by material experts obtained a percentage of 93.75% in the "Very Eligible" category. The practicality test by educational practitioners obtained a percentage of 97.2% in the "Very Feasible" category. Media effectiveness test results were obtained through pretest and posttest. The average score of the students from the pretest was 49.67 with a completeness percentage of 19.35% in the "Not Effective" category, while the average score from the posttest results was 82.25 with a percentage of 93.54% in the "Very Effective" category. From the results obtained, it shows that the papan huruf geser media that is appropriate, practical and effective can be used as a supporting medium in learning to read beginning in elementary schools.    

Fadilah Rahmayuni Nasution; E. Elvis Napitupulu

This research aims to produce a product in the form of problem-based learning worksheets (LKPD) that is valid, practical, and effective to improve students' mathematical problem solving skills. This research is designed based on the stages of the 4-D development model by Thiagarajan, Semmel, and Semmel which are adapted into 3-D including the stages of define, design, and develop. The subjects in this study were 31 students of grade VII-4 SMP Negeri 2 Percut Sei Tuan. Based on the research that has been conducted, the validity of the developed LKPD obtained an average percentage of assessment of 84.1% by experts with qualifications classified as very valid. Through the LKPD practicality questionnaire by teachers and students, an average percentage of assessment was obtained of 90% by teachers and 93.6% by students with qualifications classified as very practical to be used in the learning process. The implementation of learning with the application of problem-based learning LKPD has been carried out to see the effectiveness of  LKPD with assessment references that are determined to obtain results, namely for the completeness of classical learning reaching 83.9%, the achievement of learning objectives is achieved in question points 1, 2, 3, 4, and 5, and the achievement of efficient learning time or does not exceed ordinary learning. From the three references for assessing effectiveness, the LKPD developed is classified as effective.  The increasing in mathematical problem solving was in the medium category with an average gain score of 0.60. Based on the research acquisition data, it is concluded that the problem-based learning LKPD developed in this study has met valid, practical, and effective qualifications.

Johannes Gultom; Pargaulan Siagian

Based on the analysis of needs in the learning process, it is necessary to develop interactive learning medium. This study aims to produce a product in the form of an interactive learning media based on Articulate Storyline which is valid, practical, and effective in improving students' understanding of mathematical concepts. This research and development is designed based on the stages of the ADDIE development model (Analyse, Design, Development, Implementation, and Evaluate). The subjects in this study were students of class X IPA 5 SMA Negeri 2 Kabanjahe, which consisted of 36 students. Based on the research which has been done, the validity of the interactive learning media developed obtained an average percentage of 87.26% by media experts and 87.82% by material experts with qualifications classified as very valid. Through the results of teacher responses and student responses in limited trials and field trials, an average percentage of assessment was obtained 94.5% by teachers, 85.67% by students in limited group trials and 86.07% by students in field trials with qualifications classified as very practical to be used in the learning process. The implementation of the application of interactive learning media that has been carried out to see the effectiveness with a set benchmark obtains results, namely for classical learning completeness, it reaches 80.56%, and the average percentage of effectiveness questionnaires is 94.72% with qualifications classified as effective. The increase in ability to understand mathematical concepts that occurs is a moderate increase. Based on the research acquisition data, it was concluded that the Articulate Storyline-based learning media developed in this study is valid, practical, and effective qualifications.

Dewi Meizar Mustika

This research was conducted to (1) develop flipaclip application-based teaching materials so as to produce class VII fable text teaching material products in the form of learning videos, (2) describe the feasibility of class VII flipaclip application-based fable text teaching materials. This study used the Research and Development (R&D) method based on the Borg and Garl model modified by Sugiyono with 6 research stages namely potential and problem analysis, data collection, product design, design validation, design revision, and product testing. The results of this study are class VII fable text teaching material products based on the flipaclip application with an average score of 80% from material experts in the very good category, 82.89% from media experts in the very good category, 92.3% from subject matter teachers study Indonesian with very good category. So it can be concluded that the fable text teaching material product based on the flipaclip application in class VII SMP Negeri 1 Bangko Pusako is suitable for use in the learning process in schools, especially class VII.

Harahap, Sumper Mulia; Ritonga, Raja; Panggabean, Rizky Mubarok; Hasibuan, Ahmad Jasa; Mahyuddin Mahyuddin +6 more

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Children's education patterns are often related to the methods and processes carried out. The continuous mentoring model is a very good method. Along with this method, the process of approaching children will run smoothly. Children in Parupuk Julu village in North Padang Lawas Regency have very little assistance in the form of learning outside of school. The Service Team from the STAIN Mandailing Natal Campus carried out service activities by assigning a group of Real Work Study students to the village. This is done to provide assistance to school age children in enhancing their learning experience. The method used is intense mentoring carried out by students with the concept of group learning in the Pesantren Kilat event. The results of the service show that intensive mentoring increases children's motivation in learning. They have been able to instill every practical task of worship taught at Pesantren Kilat activities, such as writing hijaiyah letters, reading iqra, reading the Koran, performing prayer movements and reading. So, the intense mentoring method carried out by STAIN Mandailing Natal KKN students resulted in increasing the motivation and religious practice of children in Parupuk Julu village.

Samson Bahari

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

The success of learning objectives is determined by many factors, including the teacher factor in carrying out the teaching and learning process, because teachers can directly influence, develop and improve students' intelligence and skills. To overcome the problems above and to achieve educational goals optimally, the role of teachers is very important and it is hoped that teachers have good teaching methods/models and are able to choose appropriate learning models that are in accordance with the concepts of the subjects to be conveyed. Problems to be studied in this research are: (a) How does student learning achievement increase with the implementation of STAD and Role Playing learning models? (b) What is the influence of the STAD and Role Playing learning methods on student learning motivation? The purpose of this action research is: (a) Want to know the increase in student learning achievement after implementing the STAD and Role Playing learning models. (b) Want to know the effect of student learning motivation after implementing the STAD and Role Playing learning methods. This research uses three rounds of action research. Each round consists of four stages, namely: design, activities and observations, reflection, and revision. The target of this research is Class VI students of SDN 12 Pelerang for the 2021/2022 academic year. The data obtained are in the form of formative test results, observation sheets of teaching and learning activities. From the results of the analysis it was found that student learning achievement had increased from cycle I to cycle III, namely, cycle I ( 68.18%), cycle II (77.27%), cycle III (86.36%). The conclusion of this research is that the STAD and Role Playing model methods can have a positive influence on the learning motivation of Class VI Students at SDN 12 Pelerang for the 2021 Academic Year /2022 and this learning method can be used as an alternative for learning Indonesian.  

Agung Wijaya; Ade Irma Suriani; Syamsuriadi Syamsuriadi; P. Salenda

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

This research aims to determine the influence of the collaboration between the Circ and Quick on The Draw learning models on social studies learning outcomes for Class IV students at SD Inpres Pangalloang District. Mamuju. This research uses a quantitative research method. The sampling method in this research uses a saturated sampling technique. The research results obtained the Kolmogorov Smirnov data normality test value which showed that the data was normally distributed. The average score obtained by students on the pre-test score was in the medium category and the average score obtained by students on the post-test score was in the high category with an increase in score of 3.1%. These results show that the collaboration of circ and quick on the draw learning models can improve social studies learning outcomes for fourth grade students at SD Inpres Pangalloang SD Inpres Pangalloang Makassar. The results of the data hypothesis testing analysis obtained a Sig value. (2-tailed) is smaller than the probability value or H0 is rejected and Ha is accepted, which means the data analysis coefficient is positive. So it can be concluded that there is an influence of collaborative learning models and quick on the draw on social studies learning outcomes for fourth grade students at SD Inpres Pangalloang.

Ezra S.G Siburian; Sudirman Lase; Andar Gunawan Pasaribu; Lince Sihombing; Damayanti Nababan

Jurnal Pendidikan Agama dan Teologi 2023 International Forum of Researchers and Lecturers

The aim of this research is to determine the positive and significant influence of the STAD (Student Team Achievement Division) Cooperative Learning Model on the PAK Learning Outcomes of Class VII Students of SMP Negeri 2 Paranginan for the 2022/2023 Academic Year. The method used in this research is a quantitative inferential statistical research method. The population is all class VII students of SMP Negeri 2 Paranginan for the 2022/2023 academic year, totaling 65 people. Data collected using a positive closed questionnaire totaled 21 items for variable 2023: 1) Test analysis requirements: a) positive relationship test obtained rxy = 0.480 > rtable(a=0.05,n=65) = 0.244. b) Testing a significant relationship obtained a value of tcount= 4.343 > ttable(a=0.05, dk=n-2=63)= 2.000. 2) Influence test: a) Regression equation test, obtained the regression equation Y ̂="62.38"+0.28X. b) Regression coefficient of determination test (r2) = 23%. 3) Test the hypothesis using the F test to obtain Fcount > Ftable=(a=0.05, dk numerator k=25, dk denominator=n-2=65-2=63) namely 18.82 > 1.39. Thus Ha is accepted and H0 is rejected.

Prita Puspita; Mettadewi Wong; Adriana Venny Ariani; Linawati Suwito; Mulyadi Mulyadi

Jurnal Budi Pekerti Agama Buddha 2023 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research aims to determine the extent of the quality of the teaching materials used and develop teaching materials that are adapted to the characteristics of learners, due to the limitations of the teaching materials that have been used and create new teaching materials that are more appropriate and appropriate for student education in West Kalimantan Province. This research method uses a qualitative approach with R&D research methods. The subjects in this research were 42 students in West Kalimantan Province. The research and development procedure for the R& model consists of five steps, namely; (1) Analysis (analysis), (2) Design (design), (3) Development (development), (4) Implementation (implementation) and (5) Evaluation (evaluation). The results of the analysis show that the Buddhist Vihara Graha Sailendra Sunday School learning conditions at this week's school are still teacher-centered using printed books and limited use of learning media. It was found from the results of post-test data from 42 students that only 39 reached the KKM on Buddhist religious holiday material, while 3 did not reach the KKM.      

Nada Despriyanti Sitanggang; M. Joharis Lubis

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study was to determine the effect of using the Cooperative Learning Model Type Teams Games Tournament (TGT) Aided by Audiovisual Media on the Ability to Write Explanatory Texts in Class VIII of SMP Amir Hamzah Medan on the ability to write explanatory texts in Class VIII Students of SMP Amir Hamzah Medan . The population in this study were all class VIII students of Amir Hamzah Private Middle School Medan in the 2022/2023 academic year, totaling 47 people consisting of 2 classes, while the sample used was 25 students, determined by random sampling technique. The research method used is a quantitative experimental method. The instrument in this study was a writing test of explanatory text which was assessed based on the content, text structure, and language conventions of the explanatory text. The average score obtained by students before applying learning with the Cooperative learning model of the Teams Games Tournament (TGT) type assisted by audiovisual media was 61.68, while the average value obtained by students after using the assisted Teams Games Tournament (TGT) type of Cooperative learning model audiovisual media, namely 79.68. So, it can be concluded that the test scores after applying the Cooperative learning model of the Teams Games Tournament (TGT) type assisted by audiovisual media are higher than before. The results of data analysis in testing the hypothesis show that tcount = 4.28, then looking at the t table, the significance level is 5%, and df = N – 1 = 25 – 1 = 24, it is obtained ttable = 1.71. Because the obtained tcount is greater than ttable, namely 4.28> 1.71, the null hypothesis (Ho) is rejected and the alternative hypothesis Ha is accepted.

Imroah Lailatuz Zaikiyah

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The main objective of this research is to study learning media Fingerglass human breathing simulator. Utilization of simulation models designed to resemble the human respiratory system serves as an invaluable educational tool. The aim is to facilitate a comprehensive understanding of scientific concepts, particularly in the field of natural sciences, with the ultimate goal of practical application in everyday life. By using this simulator it is hoped that students will be involved to be actively involved in the learning process, fostering a high interest in understanding the subject matter. This research took place at UPT SDN 17 Gresik for Grade 5 students. The model used is a simulator of the human respiratory system following the ADDIE model, which consists of five stages: analysis, design, development, implementation and evaluation. This model is based on the scientific approach to ADDIE development theory outlined by Robert Maribe Branch. The validation process for two levels of material expert validators I and II resulted in a validation level of 85% indicating that the material was included in the valid category. Likewise, the results of the validator material expert validator II show a validation level of 100% which is also included in the valid category. This implies that the contents of the learning media are relevant to the subject matter of the fifth grade Human Respiratory System in elementary school. Thus it can be concluded that the quality of the Fiberglass Learning Media Human Breathing Simulator meets valid criteria in terms of the material it contains. In addition, the student's response obtained a value of 87% indicating that the Human Breathing Simulator Fiberglass Learning Media was very suitable for use in the learning process

Norhamidah; Ahmad Muhyani Rizalie

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The problems that occur in this study are the low activities and learning outcomes of Civics content, because learning is one-way, students have difficulty understanding the material, lack of activities that build a sense of cooperation, confidence and responsibility, lack of activities that require students to think critically, lack of student involvement actively in learning and the lack of learning activities that can develop student creativity. Efforts to overcome these problems are by using the PBL learning model, Hands On Activity and Talking Stick. The purpose of this research is to increase student learning activities and outcomes. The subjects of this study were fifth grade students at SDN Telaga Biru 6 Banjarmasin, which consisted of 30 students consisting of 12 boys and 18 girls. The method used is a qualitative approach with the type of PTK and using qualitative data obtained through observing the activities of educators and students, while quantitative data through student learning outcomes from individual written test results. These results show that the acquisition of educator activities at meeting IV obtained a score of 31 in the "Very Good" category. Student activity reaches 97% and learning outcomes have reached an indicator of success, namely ≥81. Based on the results of this study, it can be concluded that using a combination of Problem Based Learning, Hands On Activity, and Talking Stick can increase student activity and learning outcomes.

Nur Nabiilah; Fathul Jannah

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The problems found in this study are the low activity, motivation, and learning outcomes of students in mathematics content. This is because learning is one way, learning is less meaningful, and learning is less interesting. The application of the PETA model to mathematical content is a strategy used to overcome this problem. This study aims to describe the activities of educators, analyze the increase in student activity, motivation and student learning outcomes. This study used classroom action research which was carried out during three meetings. The research subjects were 30 students in class V at SDN Telaga Biru 6 Banjarmasin. The type of data taken is qualitative data obtained from observing the activities of educators, students, and motivational questionnaires. Quantitative data were obtained through group and individual written tests. The indicator of success to be achieved is ≥80% of all students. Based on the results of research that has been carried out using the MAP model, it is able to increase student activity, motivation, and learning outcomes.

Anisah Anisah; Dita Yuzianah; Mujiyem Sapti

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

Anisah. 182140060. "Development of Character Education-Based Interactive Learning Media in Class VII Middle School Mathematics Learning Using Powerpoint". Thesis. Mathematics education. FKIP. Purworejo Muhammadiyah University. 2023. The aim of this research is to develop and determine the feasibility of the learning media that has been developed. The media product in this study is in the form of interactive learning media based on character education using Powerpoint in learning mathematics for seventh grade junior high school on integer material. This research uses the type of development research (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques in this research were carried out by means of interviews, questionnaires and tests. The instruments used include media expert and material expert validation sheets, teacher response questionnaire sheets and student responses, and final test questions. The subjects in this research were class VIID students at SMP Negeri 18 Purworejo. Data analysis in this study was the validity data analysis of media experts and material experts, analysis of teacher response data and student responses, and analysis of final test completeness data. The results of the media expert's assessment obtained a total score of 66 with valid criteria and material experts obtained a total score of 29 with the validity calculation formula obtaining results with valid criteria, from the teacher response questionnaire and student responses obtained an average total score of 85.1 with practical criteria, from The results of the final question test obtained a completion percentage of 84% with effective criteria. Based on the research results, this mathematics learning media was declared valid, practical and effective. Thus it can be concluded that interactive learning media based on character education in class VII SMP mathematics learning using PowerPoint is appropriate to use as a learning medium.

Sheila Adella Puteri; Ahmad Muhyani Rizalie

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

The problems that occur in this study are low activity and learning outcomes in Mathematics content, due to the use of limited learning media, learning is less interesting and less fun because learning models and methods are less varied, students are still hesitant in expressing opinions about the material. Efforts are made by implementing learning with a combination of PBL, TGT and Improve models. This study aims to increase the activity and student learning outcomes. This research was centered on fourth grade students at SDN Telaga Biru 6 Banjarmasin, totaling 25 students. The research method used is a qualitative approach with the type of Classroom Action Research (CAR). The data used are qualitative data obtained through observing the activities of teachers and students, while quantitative data is through student learning outcomes from individual written test results. The results showed that the combination of the PBL, TGT and Improve models at the fourth meeting showed that the teacher's activity obtained a score of 92 in the very good category. Student activities get a score of 91 in the very good category. Cognitive, affective and psychomotor completeness learning outcomes reached 88%. Based on the results showed that the combination of Problem Based Learning, Teams Games Tournament and Improve models could increase the activity of teachers, students, and student learning outcomes in Mathematics content.

Rizqi Anggun Kharisma; Nur Isroatul Khusna

Jurnal Sadewa : Publikasi Ilmu Pendidikan, Pembelajaran dan Ilmu Sosial 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

As an effort to improve the learning process, this study aims to describe the effect of the Contextual Teaching and Learning (CTL) learning model with Fun Mind Mapping media on learning outcomes (cognitive, affective, psychomotor). The approach used in this research is a quantitative approach. The type of research used is a type of experimental research. The population in this study were all students of class VIII UPT SMP Negeri 3 Srengat. The sampling technique used was purposive sampling. The instruments used to measure learning outcomes are test questions and questionnaires. The data analysis technique used in this study is the data instrument test with the validity test and reliability test, the prerequisite test with the normality test and homogeneity test, and the hypothesis test with the t-test. The results showed that partially there was an influence of the Contextual Teaching and Learning (CTL) learning model with Fun Mind Mapping media on students' cognitive, affective, and psychomotor learning outcomes. This is evidenced by the results of data analysis with the help of SPSS 22 for windows on cognitive aspects 0.017 <0.05, affective aspects 0.046 <0.05, and psychomotor aspects 0.048 <0.05, which means H0 is rejected and H1 is accepted.

Rizqi Anggun Kharisma; Nur Isroatul Khusna

Jurnal Sadewa : Publikasi Ilmu Pendidikan, Pembelajaran dan Ilmu Sosial 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

As an effort to improve the learning process, this study aims to describe the effect of the Contextual Teaching and Learning (CTL) learning model with Fun Mind Mapping media on learning outcomes (cognitive, affective, psychomotor). The approach used in this research is a quantitative approach. The type of research used is a type of experimental research. The population in this study were all students of class VIII UPT SMP Negeri 3 Srengat. The sampling technique used was purposive sampling. The instruments used to measure learning outcomes are test questions and questionnaires. The data analysis technique used in this study is the data instrument test with the validity test and reliability test, the prerequisite test with the normality test and homogeneity test, and the hypothesis test with the t-test. The results showed that partially there was an influence of the Contextual Teaching and Learning (CTL) learning model with Fun Mind Mapping media on students' cognitive, affective, and psychomotor learning outcomes. This is evidenced by the results of data analysis with the help of SPSS 22 for windows on cognitive aspects 0.017 <0.05, affective aspects 0.046 <0.05, and psychomotor aspects 0.048 <0.05, which means H0 is rejected and H1 is accepted.

Rotua Situmorang; Erlinda Simanungkalit; Demmu Karo-karo; Eva Betty Simanjuntak; Lidia Simanuhuruk

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2023 Pusat Riset dan Inovasi Nasional

This study focuses on analyzing the validity of developing learning media, knowing the practicality and effectiveness of developing Canva-based scrapbook learning media on the theme 8 sub-themes 1 learning 4 class V SD Negeri 16 Urat Timur T.A 2022/2023. The problem in this study is that the learning media used in the learning process are still conventional media, the lack of use of learning media that utilizes technology, students find it difficult to understand learning material, and learning is still teacher- centered so that students are less active in the learning process. This research is a development research (Research and Development) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were fifth grade students and the object of this research was Canva-based scrapbook learning media. The results of material validation by material experts obtained a percentage of 85% in the "Very Eligible" category and media validation by media experts obtained a percentage of 94% in the "Very Eligible" category. The practicality test by educational practitioners obtained a percentage of 98% in the "Very Practical" category. The results of the media effectiveness test through the pretest obtained an average of 53.3 with a completeness percentage of 22.2% in the "Not Effective" category while in the posttest obtained an average of 85.5 with a 100% completeness percentage in the "Very Effective" category. So it can be concluded that the developed Canva-based scrapbook learning media is feasible, practical, and effective for use in learning activities in elementary schools.

Lena Suwartini; Caswita Caswita

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research was structured with the aim of improving student learning outcomes through quantum teaching learning regarding the excretory system in science learning in Class VIII-E students of SMP Negeri 20 Tasikmalaya. This type of research is Classroom Action Research (CAR), in which the teacher is the executor of learning while the researcher is the observer. The research design uses the Kemmis and Mc. Taggart. This research was conducted in the even semester of the 2021/2022 school year, namely in March. The subjects of this study were students of Class VIII-E at SMP Negeri 20 Tasikmalaya which consisted of 33 students. The object of research is the active learning of students. Data collection techniques using observation and interviews. Data were analyzed descriptively and presented in the form of tables and graphs. The results showed that there was an increase in the active learning of students, namely in the first cycle an average of 74 (good category) and in the second cycle 81 (very good category), meaning that the learning outcomes in cycle II had fulfilled the Minimum Completeness Criteria of 75. This means there was an increase of 9.54%. Thus the use of the quantum teaching learning model regarding the excretory system in science learning can increase the learning activity of Class VIII-E students of SMP Negeri 20 Tasikmalaya.