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Penerapan Model Pembelajaran Visual Dengan Berbantuan Media Flipbook Pada Motivasi Belajar Siswa Mata pelajaran Informatika Kelas VII SMPN 2 Ciwaru sri lestari; Dena Latif Setiawan
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 11 No. 2 (2025): Volume 11 No 2 September 2025
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v11i2.3159

Abstract

Abstrak Pada penelitian ini metode yang digunakan adalah Quasi Experimental dengan desain Non-equivalent control group design. Teknik pengambilan sampel menggunakan purposive sampling terpilih kelas VII B sebagai kelas eksperimen dan VII C sebagai kelas kontrol. Pengumpulan data menggunakan tes dan kuesioner. Berdasarkan hasil penelitian dapat disimpulkan bahwa penerapan Model pembelajaran visual dengan menggunakan media Flipbook terhadap motivasi belajar siswa. Hal tersebut diketahui berdasarkan hasil kuesioner perbandingan rata-rata sebesar 9,83% dengan nilai pretest 17,72% menjadi 20,08%. Selain meningkatnya motivasi belajar siswa, hasil nilai belajar siswa juga meningkat dilihat dari rata-rata kelas eksperimen sebesar 87,40 dan kelas kontrol 78,84, sehingga diketahui rentang kenaikan skor akhir kelas eksperimen lebih besar 8,56 dibandingkan dengan kelas kontrol. Hasil analisis data uji paired sample t-test motivasi belajar siswa menggunakan software SPSS 26 didapatkan nilai thitung > ttabel yaitu u 3.892 > 1.71088 dan 22.126 > 2,068 dengan sig (2 tailed) = 0,000 < 0,05. Ho ditolak dan Haditerima yang berarti bahwa penerapan Model pembelajaran visual dengan menggunakan media Flipbook berpengaruh terhadap motivasi belajar siswa kelas VII pada mata pelajaran Informatika di SMP Negeri 2 Ciwaru. Kata kunci : Model Pembelajaran Visual; Flipbook; Motivasi Belajar.   Abstract The method used in this research is Quasi-Experimental with a Non-equivalent control group design. The sampling technique used purposive sampling, selecting class VII B as the experimental class and VII C as the control class. Data collection used tests and questionnaires. Based on the research results, it can be concluded that the application of the visual learning model using Flipbook media affects student learning motivation. This is known from the questionnaire results, where the average ratio increased by 9.83% from a pretest value of 17.72% to 20.08%. Besides increasing student learning motivation, student learning outcomes also increased, as seen from the average score of the experimental class being 87.40 and the control class 78.84, indicating that the increase in the final score for the experimental class was 8.56 higher than the control class. The results of the paired sample t-test data analysis for student learning motivation using SPSS 26 software showed a t-count value > t-table, which is 3.892 > 1.71088 and 22.126 > 2.068 with a sig (2 tailed) = 0.000 < 0.05. Ho is rejected and Ha is accepted, meaning that the application of the visual learning model using Flipbook media has an effect on the learning motivation of seventh-grade students in Informatics at SMP Negeri 2 Ciwaru. Keyword: Visual Learning Model; Flipbook; Learning Motivation
Pengaruh Model Flipped Classroom Berbantuan Padlet terhadap Hasil Belajar Mata Pelajaran TIK Siswa Kelas VIII SMP Yos Sudarso Cigugur Nina Khalifah Khalifah; Dena Latif Setiawan
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 6 No. 4 (2026): EduTIK : Agustus 2026
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67142/edutik.v6i4.586

Abstract

ABSTRAK  Penelitian ini dilatarbelakangi oleh pembelajaran TIK di kelas VIII SMP Yos Sudarso Cigugur yang masih menghadapi permasalahan berupa perbedaan kemampuan awal siswa, kurangnya fokus pada materi analitis, serta keterbatasan waktu praktik akibat dominasi pembelajaran konvensional. Penelitian ini bertujuan untuk menganalisis peningkatan hasil belajar, mengetahui efektivitas, dan mengukur pengaruh model Flipped Classroom berbantuan Padlet terhadap hasil belajar TIK siswa. Penelitian menggunakan pendekatan kuantitatif dengan metode eksperimen dan desain Pre-Experimental One Group Pretest–Posttest Design. Sampel penelitian adalah 24 siswa kelas VIII B, sedangkan data hasil analisis akhir menunjukkan 25 peserta pada pengukuran hasil belajar. Instrumen berupa 20 soal pilihan ganda yang telah diuji validitas, reliabilitas, dan tingkat kesukarannya. Analisis data meliputi statistik deskriptif, uji normalitas, homogenitas, Paired Sample T-Test, dan N-Gain dengan bantuan SPSS. Hasil penelitian menunjukkan rata-rata nilai pretest sebesar 57,40 meningkat menjadi 86,60 pada posttest, dengan peningkatan rata-rata 29,20 poin. Uji Paired Sample T-Test menghasilkan t hitung 19,961 dengan Sig. 0,000 < 0,05, sehingga terdapat perbedaan yang signifikan antara pretest dan posttest. Analisis N-Gain menunjukkan 64% peserta berada pada kategori sedang dan 36% pada kategori tinggi, tanpa kategori rendah. Dengan demikian, model Flipped Classroom berbantuan Padlet terbukti berpengaruh signifikan dan efektif meningkatkan hasil belajar TIK siswa. ABSTRACT  This study was motivated by learning problems in Information and Communication Technology (ICT) among eighth-grade students at SMP Yos Sudarso Cigugur, including differences in students’ prior abilities, limited concentration on analytical topics, and insufficient classroom practice time due to conventional teacher-centered instruction. This study aimed to analyze learning improvement, determine effectiveness, and measure the effect of the Padlet-assisted Flipped Classroom model on students’ ICT learning outcomes. A quantitative experimental approach was employed using a Pre-Experimental One Group Pretest–Posttest Design. The research sample consisted of 24 students from class VIII B, while the final learning-outcome analysis involved 25 participants. The instrument consisted of 20 multiple-choice items that had been tested for validity, reliability, and item difficulty. Data were analyzed using descriptive statistics, normality and homogeneity tests, a Paired Sample T-Test, and N-Gain analysis with SPSS. The results showed that the mean pretest score of 57.40 increased to 86.60 in the posttest, representing a mean increase of 29.20 points. The Paired Sample T-Test produced a t value of 19.961 with Sig. 0.000 < 0.05, indicating a significant difference between the pretest and posttest scores. N-Gain analysis showed that 64% of participants were in the medium category and 36% in the high category, with no participants in the low category. Therefore, the Padlet-assisted Flipped Classroom model had a significant and effective effect on improving students’ ICT learning outcomes.
PENERAPAN MODEL PEMBELAJARAN PROJECT BASED LEARNING TERHADAP HASIL BELAJAR SISWA PADA MATERI DESAIN GRAFIS BERBANTUAN CANVA AI DI SMK PGRI CIAWIGEBANG Windi Nur Andini; Dena Latif Setiawan
IKRA-ITH Informatika : Jurnal Komputer dan Informatika Vol. 10 No. 2 (2026): IKRAITH-INFORMATIKA Vol 10 No 2 Juli 2026
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan Project Based Learning berbantuan Canva AI terhadap hasil belajar siswa pada mata pelajaran Desain Grafis di SMK PGRI Ciawigebang. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi eksperimen dan desain Pretest-Posttest Control Group Design.Sampel penelitian terdiri atas dua kelas, yaitu kelas XI DKV 1 sebagai kelas eksperimen yang memperoleh pembelajaran Project Based Learning berbantuan Canva AI dan kelas XI DKV 2 sebagai kelas kontrol yang memperoleh pembelajaran kontrol. Pengumpulan data dilakukan melalui observasi, wawancara, dan tes hasil belajar.Secara teoritis, penerapan Project Based Learning berbantuan Canva AI diharapkan dapat meningkatkan motivasi belajar, kemampuan pemecahan masalah, keterampilan berpikir kritis, kreativitas, serta kualitas hasil karya siswa. Kombinasi model pembelajaran dan Canva AI memungkinkan siswa lebih aktif dalam proses pembelajaran dan mampu menghasilkan produk desain yang lebih baik sesuai dengan kebutuhan dunia industri kreatif.
Design of After Effects-Based 2D Animation Learning Media Using the Expository Learning Method in the Theory of Physical Education, Sports, and Health (PJOK) for 7th Grade Students at Japara Public Junior High School 1 Fikri Arif Rachman; Dena Latif Setiawan
Interdisciplinary Social Studies Vol. 5 No. 4 (2026): Interdisciplinary Social Studies
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/iss.v5i4.1191

Abstract

This research aimed to develop Adobe After Effects-based 2D animation learning media for theoretical learning in Physical Education, Sports, and Health (Pendidikan Jasmani, Olahraga, dan Kesehatan / PJOK) among seventh-grade students at SMP Negeri 1 Japara. This study employed a Research and Development (R&D) method using the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects included one PJOK teacher as a material expert, one media expert, and seventh-grade students, consisting of five students in the small-scale trial and 20 students in the large-scale trial. Data were collected through observations, interviews, and questionnaires. The data were analyzed using descriptive quantitative analysis based on media feasibility percentages. The results showed that material expert validation obtained a score of 90%, categorized as Very Feasible, while media expert validation obtained a score of 72%, categorized as Feasible. The small-scale trial obtained a score of 78.08%, categorized as Feasible, whereas the large-scale trial obtained a score of 72.79%, also categorized as Feasible. Based on these results, the developed Adobe After Effects-based 2D animation learning media was categorized as Feasible to Very Feasible and was considered suitable for use as learning media for PJOK subjects among seventh-grade students at SMP Negeri 1 Japara.
PENGARUH METODE PEMBELAJARAN FEYNMAN MENGGUNAKAN MEDIA PEMBELAJARAN EDUCAPLAY TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN KOMUNIKASI BISNIS DI SMKN 1 CILIMUS Adi Yusup Nurmutakin; Dena Latif Setiawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.19079

Abstract

This study was motivated by low student learning outcomes in the Business Communication subject at SMKN 1 Cilimus and a learning process that was still dominated by conventional methods. The condition was reflected in limited student participation and difficulties in developing an in-depth understanding of learning materials. This study aimed to determine the effect of the Feynman learning method assisted by Educaplay on students’ learning outcomes in Business Communication, particularly business ethics material, at SMKN 1 Cilimus. The study employed a quantitative approach with an experimental design using a Pretest-Posttest Control Group Design. The participants were 50 students consisting of 25 Grade XI students as the experimental group and 25 Grade XII students as the control group. Data were collected through learning outcome tests, observation, questionnaires, and documentation. Data analysis included descriptive statistics, Shapiro-Wilk normality testing, homogeneity testing, N-Gain analysis, and an Independent Samples t-Test. The mean N-Gain of the experimental group was 0.6452, categorized as moderate, while the control group obtained 0.0860, categorized as low. The Independent Samples t-Test produced t = 8.445, df = 48, significance = 0.000, and Mean Difference = 0.55756. Thus, the improvement in learning outcomes differed significantly between the two groups. The findings indicate that the Feynman learning method assisted by Educaplay was associated with higher learning outcome improvement in the Business Communication learning context at SMKN 1 Cilimus.