@article{Prasetyaningtyas_2020, title={APPLICATION QUARTER-CARDS GAME OF METHODS TO IMPROVE LEARNING ACHIEVEMENT AND LEARNING ACTIVITIES IN CLASSIFICATION OF LIVING THINGS AT CLASS VII C SMP N 1 SEMIN}, volume={5}, url={https://jurnal-dikpora.jogjaprov.go.id/index.php/jurnalideguru/article/view/118}, DOI={10.51169/ideguru.v5i1.118}, abstractNote={<p><em>This research was </em><em>aimed </em><em>to improve learning achievement and learning activeness of </em><em>class</em><em> VII on the Classification of Living Things </em><em>by apllying</em><em> of the quartet</em><em>-</em><em>card game method and </em><em>knowing the</em><em> students’ responses to the application of the quartet</em><em>-</em><em>card game method. The research was Classroom Action Research (CAR). This research was </em><em>conducted in </em><em>2 cycles and each cycle had 2 meetings. The research subjects were 7C </em><em>class</em><em> students of SMP N 1 Semin Gunungkidul. The results of this research indicate</em><em>s</em><em> that </em><em>l</em><em>earning by applying the quartet</em><em>-</em><em>card game method </em><em>of </em><em>the </em><em>C</em><em>lassification of </em><em>L</em><em>iving </em><em>T</em><em>hings can improve learning achievement and student learning activeness. Learning achievement is shown by increasing the percentage of mastery learning</em><em>. I</em><em>n the pre-cycle is 6.25% with a very low category, the first cycle is 68.75% with a moderate category and the second cycle is 84.375% with a high category. Learning activeness show</em><em>ed</em><em> an increase in average score, i.e. the first cycle was 64% with the medium category and the second cycle to 87.5% with the high category. Student responses showed 100% of students were happy with the application of the quartet</em><em>-</em><em>card game method.</em></p&gt;}, number={1}, journal={Ideguru: Jurnal Karya Ilmiah Guru}, author={Prasetyaningtyas, Susi}, year={2020}, month={May}, pages={100-108} }