rahayu, chichi
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E-Animation Media to Improve The Understanding of Elementary School Science Learning Zakirman, Zakirman; Rahayu, Chichi; Gusta, Wienda
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2595

Abstract

This research was motivated by the low mastery of student learning in science learning, especially in light-matter because of the lack of use of learning media that is in accordance with the characteristics of the material in Class V elementary school. The purpose of this study was to analyze the effect of using Macromedia flash-based electronic learning media on the material properties of light in improving the learning outcomes of fifth-grade elementary school students. Learning outcomes used as research data are limited to the cognitive domain. The material selected in the research was the properties of light. This type of research was quasi-experimental, where the samples taken in research activities were fifth-grade students at SDN 12 Nan Sabaris. The instrument used was a multiple-choice test. The data analysis technique used a t-test. Based on the results of data analysis obtained t-count with a value of 6.91 and t-table with a value of 2.04. This means that there is a significant difference between student learning outcomes before using animation media and student learning outcomes after using animation media. Thus, it can be concluded that the use of e-animation has an effect on student learning outcomes. The use of e-animation can be a new alternative as a solution to improve the quality of learning and student understanding.
Gaming for Growth: Investigasi Manfaat Akademik dan Kognitif dari E-Learning Berbasis Petualangan di Sekolah Menengah Zakirman, Zakirman; Rahayu, Chichi; Widiasih, Widiasih
Asatiza: Jurnal Pendidikan Vol. 5 No. 2 (2024): Asatiza: Jurnal Pendidikan
Publisher : STAI Auliaurrasyidin Tembilahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46963/asatiza.v5i2.1794

Abstract

The use of technology in digital learning can enhance students' learning experience and open new opportunities to create innovative and engaging learning methods, especially at the high school level. This study aims to determine the impact of using adventure game-based e-learning on academic and cognitive of SMA N 3 Mandau students in Riau Province. The study used a mixed methods approach with a sample of 30 randomly selected grade X students. Quantitative data were collected through cognitive tests and questionnaires, while qualitative data were obtained through interviews and observations. The research procedure included pre-intervention, game implementation, monitoring, and data analysis. Quantitative data analysis using descriptive statistics and t-test, showed an increase in average learning outcomes from 59.6 to 78 with a correlation of 0.706, indicating a strong positive relationship between the use of the game and improved learning outcomes. Qualitative analysis using thematic analysis, showed a significant increase in academic and cognitive achievement of students who participated in the adventure game-based e-learning program.
E-Animation Media to Improve The Understanding of Elementary School Science Learning Zakirman, Zakirman; Rahayu, Chichi; Gusta, Wienda
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2595

Abstract

This research was motivated by the low mastery of student learning in science learning, especially in light-matter because of the lack of use of learning media that is in accordance with the characteristics of the material in Class V elementary school. The purpose of this study was to analyze the effect of using Macromedia flash-based electronic learning media on the material properties of light in improving the learning outcomes of fifth-grade elementary school students. Learning outcomes used as research data are limited to the cognitive domain. The material selected in the research was the properties of light. This type of research was quasi-experimental, where the samples taken in research activities were fifth-grade students at SDN 12 Nan Sabaris. The instrument used was a multiple-choice test. The data analysis technique used a t-test. Based on the results of data analysis obtained t-count with a value of 6.91 and t-table with a value of 2.04. This means that there is a significant difference between student learning outcomes before using animation media and student learning outcomes after using animation media. Thus, it can be concluded that the use of e-animation has an effect on student learning outcomes. The use of e-animation can be a new alternative as a solution to improve the quality of learning and student understanding.